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World of Myrr Preview Booklet

The document provides an overview of the World of Myrr campaign setting, including details about its creation by the legendary wizard Oswald Myrr, also known as the Wizard of Zogg. It describes the nine continents that make up the world, and lists some of the monsters, locations, factions, and NPCs players may encounter in the setting. The wizard Oswald Myrr is now a member of the Alliance of the Griffon, dedicated to fighting evil across the multiverse after opening unstable magical portals known as Riftgates throughout the world.
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Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (5 votes)
1K views42 pages

World of Myrr Preview Booklet

The document provides an overview of the World of Myrr campaign setting, including details about its creation by the legendary wizard Oswald Myrr, also known as the Wizard of Zogg. It describes the nine continents that make up the world, and lists some of the monsters, locations, factions, and NPCs players may encounter in the setting. The wizard Oswald Myrr is now a member of the Alliance of the Griffon, dedicated to fighting evil across the multiverse after opening unstable magical portals known as Riftgates throughout the world.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 42

Credits 5th Edition Products available

at DriveThruRPG
Designer/Editor/Project Manager: Andrew Cawood
Illustrator/Graphic Designer: Travis Hanson
Cartographer: Philip Stephen > Monsters of Feyland
> Monsters of Feyland 2: The Well of Dreams
> Monsters of the Underworld

About the Creators > Monsters of the City: Sins and Virtues
> Monsters of the Wilderness: Oswald’s Curse
> Monsters of the Dungeon: Brave the Darkness
Andrew Cawood has written the acclaimed Monsters > Between Dungeons Handbook
series and many other bestselling RPG books. Andrew > Hirelings and Henchmen
lives with his wife and daughter in Vancouver, Canada.
> 5E Campaign Settings
Travis Hanson is an Eisner-nominated illustrator and
the creator of the RPG comic Life of the Party, The
Bean, and many other games and books.

Philip Stephen is a cartographer, artist, and educator


who lives in Vancouver, Canada.
5th Edition Products available at
Special Thanks to: Chris Anderson, Sarah Bagshaw, at the DMs Guild
Shane Birley, Sadie Cawood, Jake Dodge, Leroy
Dullemond, Baron Dummitt, Sarah Mair, Susan Mair,
Jennifer Newman, Daniel Niehsner, Jay Pardy, Jeff > Between Adventures Handbook
Russell, Frances Sinclair, Kris Stark, Joshua Taormina, > The Dungeon Master’s Handbook
Jean-Claude Tremblay, Ryan Wiedeman, and Hanno
> The Dungeon Master’s Handbook II
Zeigler
> Friends and Foes
> Friends and Foes I
© 2023 Cawood Publishing. All rights reserved. > Friends and Foes II
> The Inns and Taverns Handbook
> The Stores Handbook
> The Travelers’ Handbook
> Treasured Finds

3
Table of Contents
p.5 Introduction to World of Myrr and Oswald
p.6 Monsters series/List of 9 continents
p.8 List of homebrew locations
p.9 Continent of Zogg
p.10 Zogg encounters and events
p.11 Continent of Myrr
p.12 Myrr encounters and events
p.13 Continent of Naern
p.14 Naern encounters and events
p.15 Continent of Norvald
p.16 Norvald encounters and events
p.17 Continent of Voth
p.18 Voth encounters and events
p.19 Continent of Ma Zaan
p.20 Ma Zaan encounters and events
p.21 Continent of Gaelen
p.22 Gaelen encounters and events
p.23 Continent of Jinos
p.24 Jinos encounters and events
p.25 Continent of Tyranos
p.26 Tyranos encounters and events
p.27 Forests and hills on continent of Myrr
p.29 Lakes on continent of Myrr
p.31 Mountains on continent of Myrr
p.32 Continent of Myrr settlements
p.40 OGL

4
The World of Myrr The Wizard of Zogg
Most people believe Oswald Myrr died 500 years ago.
One man can change a world… He did not… The Wizard of Zogg is still alive, traveling
the world through the Riftgates he created. Oswald
The World of Myrr is named after legendary wizard has homes in Zogg and Naern, although he spends
Oswald MyrrMOW, also known as the Wizard of Zogg. most of his time in the high elf homeland.
When it came time for mapmakers to come up with
a name for the world it was an easy decision to
Now on a path of redemption, the legendary
make. Oswald is well known in Zogg and Myrr, having
wizard has joined the Alliance of the Griffon. This
already had the latter named after him. Every child
organization is dedicated to fighting evil across
grows up hearing stories about the wizard. His bold,
the multiverse. The ageless wizard knows he has
wild magic has tested the boundaries of time and
opened Pandora’s Box and wants to do what he can
space. Strange portals called Riftgates have opened
to help. The Alliance is made up of powerful beings
up in several locations around the world because of
who travel through time and space. These include
Oswald’s magic.
the StorytellerMOF, Desmond Hawkeye the monster
For most of the World of Myrr’s history, there hunterMOU, the truth teller Gemma GoldheartMOC,
hasn’t been much travel between the nine continents Aimar the SeerMOW, and of course Oswald. Their leader
because of terrifying sea monsters and other hazards. is the mysterious GriffonMOW, an angelic griffon who
Suddenly explorers can travel great distances on lives in a cloud castle above the continent of Zogg.
the Material Plane and voyage to other planes of
existence. Riftgates usually open in places far from
settlements and can be unstable. Many different
factions are attempting to stabilize these portals and
use them to their advantage. Oswald was later kicked
off the Zogg Wizard Council for his actions and led the
first settlers to the continent of Myrr.

Not only have portals being created but the


climate has also begun to change, upsetting the
natural balance. Because of Oswald’s experiments
altering the fabric that makes up reality, bizarre
weather events are becoming more common.
Earthquakes happen in places that have never been
seismically active. Tornadoes have also sprouted in
regions that have never seen them. Normal weather
patterns have been altered and even the local elders
don’t know what is to come.

5
Bring the Monsters Series to Life!
All 676 monsters from our six book Monsters series will be in this book. Each monster’s book is noted by the
acronyms MOF (Monsters of Feyland), MOF2 (Monsters of Feyland 2: The Well of Dreams), MOU (Monsters of
the Underworld), MOC (Monsters of the City: Sins and Virtues), MOW (Monsters of the Wilderness: Oswald’s
Curse), and MOD (Monsters of the Dungeon: Brave the Darkness). New monsters are noted like this: forest elf1

Nine Continents
Each of the nine continents in the world have unique qualities and numerous races and factions. This booklet
includes a small sample of the settlements, geography, NPCs, encounters, events, and factions that will be
found in the completed book.

Overview of the Nine Continents


1. Zogg Original home of the humans Temperate forests, hills, mountains page 09
2. Myrr Humans, elves, dwarves Some forests, hills, mountains page 11
3. Naern Elf homeland Huge forest, some mountains page 13
4. Norvald Northern barbarians Frozen land, hills, mountains page 15
5. Voth Snow elf homeland Snowy, icy mountainous land page 17
6. Ma Zaan Dwarf homeland Mountainous land with volcanoes page 19
7. Gaelen Halfling homeland Temperate forests, mountains page 21
8. Jinos Desert wasteland Endless desert with mountains page 23
9. Tyranos Jungle continent Jungle and swamps, mountains page 25

6
7
Homebrew Locations in the
World of Myrr
2d20 Adventure Locations
> 2 Cunning vampire nobles scheme in secret > 24 Exploring desert ruins unearths several
(Myrr) surprises (Jinos)
> 3 Powerful volcanoes erupt (Ma Zaan) > 25 Powerful cult wants to return to traditional
> 4 A kraken threatens seaside communities ways (Norvald)
(Myrr, Norvald, Zogg) > 26 Halflings cowboys fight against zombies
> 5 Giants raid humanoid settlements (Myrr, (Gaelen)
Norvald, Zogg) > 27 Dwarves wage war against goblin hordes
> 6 Vampires fight werewolves (Myrr, Zogg) (Ma Zaan)
> 7 Horrible slavers hide in the shadows (Myrr, > 28 Time travelers attempt to alter history
Zogg) (Zogg)
> 8 High elf empire surprised by halfling > 29 Northern barbarian clans vie for power
uprising (Naern) (Norvald)
> 9 Dragon cult gains power (Myrr, Zogg) > 30 Valuable treasures hidden in jungle temple
(Tyranos)
> 10 Heroic knights fight against evil (Myrr,
Zogg) > 31 Honorable monks work to defend the
helpless (Myrr)
> 11 Mega dungeon hides numerous secrets
(Zogg) > 32 Strange castle materializes in the mountains
(Ma Zaan, Myrr, Naern, Norvald, Zogg)
> 12 Entrance to Feyland is discovered (Naern)
> 33 Tunnel leads into the Underworld (Ma
> 13 Bandit clans on the rampage (Gaelen, Ma Zaan)
Zaan, Myrr, Zogg)
> 34 A massive temple is home to numerous
> 14 Legendary wizard on path of redemption horrors (Myrr, Tyranos, Voth, Zogg)
(Myrr, Zogg)
> 35 Merchant guilds fight over territory (Myrr,
> 15 Evil church begins campaign to conquer Zogg)
world (Myrr, Zogg)
> 36 Underwater civilization sends spies and
> 16 Snow elves prepare to invade rest of the scouts to infiltrate kingdoms (Zogg)
world (Voth)
> 37 Cultists perform strange rituals (Myrr,
> 17 Dwarf civil war rages in mountains (Myrr, Naern, Voth, Zogg)
Ma Zaan)
> 38 Evil fey travel to the Material Plane (Naern,
> 18 Seafaring people explore and/or conquer the Zogg)
world (Norvald)
> 39 Undead haunt an ancient dungeon (Jinos,
> 19 Jungle land with ferocious titans and reptiles Myrr, Naern, Norvald, Zogg)
(Tyranos)
> 40 Corrupt noble plots takeover of influential
> 20 Thieves’ Guild plots against kingdom (Myrr, council (Ma Zaan, Myrr, Naern, Voth,
Zogg) Zogg)
> 21 Peasants rise up against ruling class (Myrr,
Norvald, Zogg)
> 22 Wizard council infighting, corruption,
mageocracy (Myrr, Zogg)
> 23 Undead pirates raid villages (Zogg)

8
High Council are opposing them in the War on the
“One day the Void will be Borderlands.
cleansed and grace will return to
There are many shifting alliances and new aggressive
our lands.” factions in Zogg. Cruel priests of Vaux are expanding
their powerful empire in the west. The militaristic
—Aimar the Seer, member of the Wizard Council Iron Kingdom is preparing to invade its neighbors in
the north. Strange cultists are emerging from swamps
The most populated of all nine continents is the
in the northwest. Dragon worshippers have built an
immense land of Zogg. This is the original homeland
army in the southeast. Cunning aquarians plot from
of the humans, some of whom have now migrated
their undersea city. With the creation of Riftgates,
east to the continent of Myrr. The most famous
nobody knows what could happen next.
individual in the world, Oswald Myrr, lived here for
many years. He eventually traveled to Myrr, although
he is still known as the Wizard of Zogg. Locations
Most of land is covered in temperate forests, hills, Forests, mountains, hills, lakes, rivers, cities, towns,
mountains, and lakes. The graceful silver elves, villages, castles, keeps, dungeons, caverns, guard
relatives of the high elves, have been here for towers, wilderness manors, swamps, cloud castles
thousands of years. The evil orcs and goblins have
lived here even longer. Hordes of the evil humanoids
have been pushed into distant forests and mountains.
Factions
Clever copper dwarves and quickfeet halflings are
newer arrivals. Knighthoods, monk brotherhoods, bandits, cults,
trading guilds, Thieves’ Guild, wizard council, royalty
An endless war still rages in the eastern part of
Zogg. Undead forces of the seven lich kings occupy
an area known as the Void. The good forces of the

9
Zogg Encounters Zogg Events
d20 Encounter d12 Event
> 1 adult red dragon > 1 wild storm
> 2 1d10 goblins > 2 aberrations arrive through Riftgate
> 3 3 royal knights MOC > 3 ghosts haunt city tavern
> 4 troll > 4 knights patrol on horseback
> 5 1d8 orcs > 5 merchants in wagon convoy
> 6 priest > 6 evil clerics capture slaves
> 7 nixie MOF2 > 7 undead pirates MOW raid village
> 8 1d6 wolves > 8 lizardfolk conduct ritual in swamp
> 9 1d8 pilgrims > 9 silver elves fight goblins
> 10 1d10 commoners > 10 halfling tossed out of inn
> 11 swarm of rats > 11 dragon riders attack city gate
> 12 1d6 guards > 12 earthquakes
> 13 1d4 haters MOF
> 14 1d6 silver elf soldiers (guards)
Rogan’s Shield
> 15 1d10 cultists (shield), very rare
> 16 druid This exquisite red shield is emblazoned with
a golden sun. Using the shield gives you a +3
> 17 2 harpies
bonus to your AC and the ability to cast the
> 18 hill giant thunderwave spell 3/day at 1st level (using
> 19 1d8 lizardfolk Wisdom as the spellcasting ability).
> 20 green hag

10
“Humans thought they could Uldan Empire has been reborn and it is ready to
reclaim its lands. Both kingdoms want more territory
leave their problems behind in now and the humans lie in between.
Zogg. They were wrong…” In the West, the bustling City of Wyld is the main
power. In the center of the continent is the sprawling
—Elf King Adran Amakiir of the Nerathian Kingdom city of Nox ruled by the Wizard Council. Stonehelm’s
Before the Void was created by the Seven Kings, brutal clerics are waging war in the southeastern
humans traveled east to a new land. Myrr was named woods against the Greens. Well-armed newcomers
after Oswald Myrr because he was the leader of these from Norvald have recently arrived in the northwest.
first settlers, known as the Originals.

Myrr has a climate and geography quite similar to


Locations
Zogg, but it is much smaller. Unlike Zogg, where
Forests, lakes, hills, mountains, cities, towns, villages,
kingdoms dot the land, most of Myrr has powerful
castles, keeps, ruins, dungeons, guard towers,
city states. A comfortable balance had finally been
wilderness manors, caverns
reached between these powers after the Dark Times.

However, the creation of Riftgates threatens to upset Factions


the power balance. The evil Alliance has regained its
strength, led by powerful devils who use the portals Vampire nobles, royalty, knighthoods, pirates, monk
to travel from Hell. brotherhoods, bandits, cults, trading guilds, Thieves’
The elven Nerathian Kingdom signed a peace treaty Guild, Wizard Council
with the humans hundreds of years ago. The dwarven

11
Myrr Encounters Myrr Events
d20 Encounter d12 Event
> 1 adult black dragon > 1 vampire charms noble
> 2 witch MOF > 2 witchMOF bullies villagers
> 3 6 Knights of Truth (knights) > 3 tunnel discovered under tavern
> 4 1d4 Inner Sons monks1 > 4 elf soldiers fight evil clerics
> 5 lost mage > 5 goblins ambush soldiers on road
> 6 1d10 gremlins MOF > 6 zombies wreck town festival
> 7 1d8 orcs > 7 halfling rogues rob tavern
> 8 1d4 berserkers > 8 bard is trapped in magical crystal
> 9 1d6 wolves > 9 bandits raid area on griffons
> 10 1d10 commoners > 10 dwarf bear riders MOU fight orcs
> 11 1d6 bandits > 11 knights free slaves
> 12 1d6 acolytes > 12 dragon attacks wilderness manor
> 13 1d8 Dark Guard1
> 14 1d6 wererats
Wizard Hat of Oswald
Wondrous item, very rare (requires attunement)
> 15 1d8 cultists An old, blue wizard’s hat. While wearing it,
> 16 1d4 scouts (high elves)
you are able to cast the misty step spell 3/
day. You can also pull a giant rabbit (MOF) out of
> 17 3 half-ogres the hat once a day. The rabbit appears in an
empty space within 30 feet of the summoner
> 18 1d6 vampire spawn and obeys all commands from the one who
> 19 river troll MOF possesses the hat. It disappears in 1 hour.
> 20 vampire

12
“Those elves in their ivory towers Unseelie Court has recently sent spies across the
threshold to infiltrate the Kingdom of Suhn.
will fall like the leaves in their
forest.” In the far north more pieces are in play. Orcs are still
entrenched in the mountains. Exiled high elves have
—The General, leader of the Stonefeet halfings also fallen under the spell of devils and transformed
into the vothdar. These evil snow elves now reside
on the continent of Voth. However, their spies have
Handsome high elf soldiers ride elegant elks through
returned to Naern and signed a secret treaty with the
the woods. Hiding behind the trees are evil halfling
orcs. Unknown to the Kingdom of Suhn, their exiled
rangers. The elves are riding into an ambush, unaware
elf cousins are plotting to take revenge.
of the darkness that has spread into the Halfling
Lands.
Locations
The beautiful elf kingdom of Suhn dominates the
continent of Naern. Much of the land is filled with Forests, mountains, rivers, lakes, cities, towns,
picturesque elf settlements. Lush, dense forests cover villages, ruins, dungeons, tombs, mountain pass, hills,
almost the entire continent. caves, dungeons, wilderness manors, keeps
In the south are the Halfling Lands where halflings
and gnomes live. An evil general leads a faction of Factions
the stonefeet halflings who have come under the
influence of devils. Royalty, knighthood, brotherhood of monks, bandits,
cults
An ancient connection to Feyland still exists. This
is the only place in the world where creatures can
simply walk into the alternate plane. The cunning

13
Naern Encounters Naern Events
d20 Encounter d12 Event
> 1 adult green dragon > 1 intense wind storm
> 2 unicorn > 2 high elf wizard captures devil
> 3 1d8 knights (high elves) > 3 gnome builds construct
> 4 1d4 commoners (halflings) > 4 landslide hits settlement
> 5 1d10 brownies MOF > 5 centaurs guard circle of stones
> 6 1d6 commoners (forest elves) > 6 high elf druid protects forest
> 7 druid (forest elf) > 7 treant chases evil halflings
> 8 1d6 elk > 8 high elf knights fight orcs
> 9 1d8 Suhn soldiers (elite guards MOC) > 9 high elf noble discovers dungeon
> 10 1d10 commoners (high elves) > 10 fey take prisoners to Feyland
> 11 1d6 scouts (high elves) > 11 vothdar MOW spies enter city
> 12 3 knights (high elves) > 12 green dragon attacks elf village
> 13 2 giant spiders Wand of Stars
Wand, rare (requires attunement by a spellcaster)
> 14 1d4 centaurs
This wand has 7 charges. A beautifully carved oak wand
> 15 1d8 cultists (halflings) with a glowing yellow star at its tip. While holding it, you
can use an action to expend 1 charge and send glowing stars
> 16 tree of dreadMOF at a target within 90 feet. The target must make a successful
> 17 3 grim halfling rangers MOF2 DC 15 Dexterity saving throw or take 3d8 radiant damage.
The wand regains 1d6 + 1 expended charges at dawn. If
> 18 black unicorn MOF you expend the wand’s last charge, roll a d20. On a 1, the
wand explodes in stars and does 1d8 radiant damage to any
> 19 1d10 orcs creature within 30 feet.
> 20 treant

14
“We work hard, fight hard, and Locations
party hard!”
Mountains, ruins, towns, watch towers, dungeons,
—Old Norvan saying hills, forests, rivers, castles, ancient tombs, cabins

Drums beat as the sea sprays over bearded sailors.


The sailing ship knifes through a stormy sea, with
Factions
lightning and thunder encircling it. These are Norvan
Snow Eagles, Iron Bears, Bjorn Again
sailors making the treacherous journey to the south.

Located north of Zogg is the snowy land of Norvald.


The inhabitants are a tough, hardy people who
originally came from the south. They have built their
own society in challenging conditions. Norvans have
now returned to Zogg to build a new city and settled
on the continent of Myrr. They want to expand
their territory, although they have only taken over
uninhabited lands at this point.

A hateful cult is meets in secret in several settlements.


Bjorn Again want to return to the old ways and
remove both main clans from the position of
authority. They have also made a deal with the evil
vothdar to help the snow elf spies get inside the
capital of Farstad.
15
Norvald Encounters Norvald Events
d20 Encounter d12 Event
> 1 1d4 frost giants > 1 giants go berserk and attack
> 2 1d6 winter wolves > 2 blizzard limits visibility
> 3 people of the sky MOW > 3 ship sinks off the coast
> 4 snogre MOW > 4 drinking contest ends in brawl
> 5 1d4 giant eagles > 5 soldiers on armored polar bears MOW
> 6 1d10 ice mephits > 6 angry wolves attack Norvan
> 7 saber-toothed tiger shaman MOW
> 8 3 trolls > 7 heavy snowfall slows travel
> 9 1d8 commoners (Norvans) > 8 sailors argue over meaning of a song
> 10 1d6 Norvan soldiers MOW > 9 draugr MOU ambush treasure hunters
> 11 1d10 elk > 10 shaman MOW communes with giant
eagle
> 12 2 berserkers (Norvans)
> 11 trolls attack hunting party
> 13 1d4 polar bears
> 12 Jarl’s wife kidnapped by white dragon
> 14 1d10 Norvan soldiers MOW
> 15 1d6 wolves Helm of the Jarl
> 16 Norvan shaman MOW Wondrous item, rare

> 17 1d8 draugr MOU This bronze horned helm was created by the
Norvans in the far north. Your Charisma score
> 18 1d4 Yarr beaks MOW is 19 while you wear this magic item. You also
> 19 1d4 spies (vothdar) have double proficiency with navigator’s tools.
> 20 adult white dragon

16
“The vothdar will not only take has recently arrived on Voth from another plane. The
all the elven lands, we will take aberration has infiltrated vothdar society and nobody
knows where it is.
the world!”
-King Vuthdar, the Vothdar King
Locations
Mountains, glaciers, castles, fortresses, crevasses, ice
The largest land covered in ice and snow is the frozen
caves, cliffs, rivers
land of Voth. A group of high elves in Naern was
seduced by devils many years ago. The elves were
then exiled from their home and sent to Voth. Once
there, they mutated into the vothdar, a race of evil
snow elves.

Vothdar don’t have settlements as much as they have


military bases. They are organized, highly militaristic
and have their sights set on world domination. Their
technology is more advanced than any other race.
Vothdar have numerous airships and plan to use them
to invade other continents.

Their home is a brutal place to live. It is even colder


than Norvald and filled with deadly hazards. Huge
titans like the Ragnar roam the land. Ice dragons and
crystal spiders have killed hundreds of the snow elves.
The most dangerous monster is the shapeshifter. It

17
Voth Encounters Voth Events
d20 Encounter d12 Event
> 1 the Ragnar MOW > 1 The Ragnar MOW attacks ozlogs MOW
> 2 ice dragon MOW > 2 whisperers MOF2 land on continent
> 3 remorhaz > 3 ice storm covers continent
> 4 1d4 Yarr beaks MOW > 4 airship crashes into mountain
> 5 crystal spider MOW > 5 vothdar MOW patrol discovers cave
> 6 blizzard wizard MOW > 6 ice breaker MOW attacks harbor
> 7 1d10 vothdar MOW > 7 vothlock MOW kidnapped by devil
> 8 1d6 mammoths > 8 vothdar nordak MOW patrol goes
> 9 1d6 vothdar on nordaks MOW missing
> 10 1d10 vothdar MOW > 9 ice dragon MOW lands in fortress
> 11 3 mammoths > 10 intense blizzard
> 12 snogre MOW > 11 vothlocks MOW assassinate noble
> 13 1d12 ozlogs MOW > 12 sailing ship hits iceberg
> 14 2 vothlocks MOW Sky Cube
> 15 1d8 vothdar MOW Wondrous item, very rare (requires attunement)
A white¸ adamantine cube that is 2 inches across.
> 16 2 undead mammoths MOW Once a day you can utter a command word to turn
the cube into an airship for one hour. The magical
> 17 ice breaker MOW
airship (Huge size) can carry 10 Medium creatures
> 18 1d20 vothdar MOW and travels at 120 feet, with an AC of 16 and 100 hit
points. After one hour, the airship becomes icy cold.
> 19 the shapeshifter MOW An hour after that it turns back into a cube. The cube
can only be used once a day.
> 20 2 remorhazes

18
“Fighting against each other is now begun to use the lengthy tunnels to reach the
much worse than fighting the surface. Some dark elves have even penetrated dwarf
settlements in disguise.
goblins!”
Locations
—Dwarf King Kildran the Third
Mountains, volcanos, lakes, forests, lakes, castles,
Near the center of the world is a mountainous land
keeps, dungeons, guard towers, towns, villages
filled with active volcanos. This is the dwarf homeland
of Ma Zaan. It is becoming even more hazardous
because of the actions of Oswald Myrr. Volcanic Factions
eruptions and earthquakes are becoming more
powerful and more frequent. Knighthood, brotherhood of monks, bandits, cults,
trading guilds, Thieves’ Guild
There are many conflicts among the dwarves, and a
civil war has been raging for ten years. To make things
worse, hordes of goblins control much of the eastern
part of the continent. The dwarves have attempted
to root out the cowardly, cruel humanoids. However,
this has become more difficult over time. Goblins
make use of the endless caves and tunnels in the
mountains.

In the last few years several new tunnels have been


discovered by dwarf scouts. These passages lead
right into the Underworld itself. Drow scouts have

19
Ma Zaan Encounters Ma Zaan Events
d20 Encounter d12 Event
> 1 lava dragon MOU > 1 volcano erupts and lava flows
> 2 rock giant MOF > 2 dwarf cleric heals injured bear
> 3 1d12 magma mephits > 3 drow assassins MOU target dwarf
> 4 3 goblins on quadraks MOF leaders
> 5 1d20 guards (dwarves) > 4 dwarf king MOU is overthrown
> 6 priest (dwarf) > 5 goblin patrol ambushes dwarves
> 7 1d8 commoners (dwarves) > 6 tunnel to Underworld discovered
> 8 1d4 dire wolves > 7 dwarf rangers track lava dragon MOU
> 9 1d8 dwarf miners MOU > 8 goblins use quadraks MOF to enter
> 10 1d10 guards (dwarves) castle

> 11 1d6 bandits (dwarves) > 9 rescue mission inside volcano

> 12 1d4 dwarf bear riders MOU > 10 drow spies MOU infiltrate dwarf castle

> 13 3 diamond dogs MOU > 11 toxic gas spreads from natural vent

> 14 1d4 flying goblins MOF > 12 dwarf spy MOU steals plans

> 15 rumbledum MOU Blade of Volcan


> 16 rock wyrm MOU Weapon (greatsword), rare
This magic weapon was made in the depths of
> 17 drow spy MOU the hottest volcano on Ma Zaan. A shining black
> 18 1d12 goblins greatsword with numerous fiery, red glyphs
carved into its blade. You gain a +2 bonus to
> 19 1d4 lava dogs MOW attack and damage rolls and an extra 1d8 fire
damage when wielding this sword.
> 20 lava giant MOU

20
“This land is ours and we’ll Locations
make the best of it” Forests, lakes, rivers, mountains, towns, villages,
dungeons, ranches, farms, wilderness manors
—famous halfling settler Ned Rabbitfoot

Halfling cowboys ride boars through the woods. Factions


Family rivals are at odds and lawless bandits hide
around every corner. Gaelen is a new home to Rival families, bandits, Necromancer Guild, The
many halflings, only having arrived about fifty years Travelers
ago. Towns and villages have been settled and new
ranches and farms are being built each day.

Brave starshields keep the peace and can be found


in almost every town. They have their hands full
with the bandits and a secretive Necromancer Guild.
Zombie attacks at remote ranches have become more
and more common.

The land is still being explored and discoveries are


happening every day. Ancient dungeons have been
unearthed in the deepest part of the woods. A new
faction of explorers known as The Travelers are
preparing to visit other continents through a Riftgate.

21
Gaelen Encounters Gaelen Events
d20 Encounter d12 Event
> 1 adult black dragon > 1 halfling assassin kills village elder
> 2 1d8 jackolops MOW > 2 necromancer builds dungeon
> 3 black stag MOW > 3 swarm of zombies MOW attacks village
> 4 grim giant MOW > 4 halfling is lost in gold mine
> 5 lost mage (halfling) > 5 halfling cowboys round up cattle
> 6 grabbit MOW > 6 outlaws take over town
> 7 giant boar > 7 moneylender is robbed
> 8 1d6 wolves > 8 jailbreak goes wrong
> 9 1d8 pilgrims (halflings) > 9 starshields1 arrest village elder
> 10 1d10 commoners (halflings) > 10 halfling bandits steal cattle
> 11 1d4 halfling zombies MOD > 11 halfling witch MOF hides in forest
> 12 3 giant spiders > 12 tornado slams into a farm
> 13 1d10 odd sods MOW
> 14 1d4 starshields1
> 15 apprentice necromancer MOD Dead Lasso
Wondrous item, rare
> 16 1d6 bandits (halflings) A purple rope with yellow stripes. You can
> 17 ogre make a ranged attack with a +2 bonus to
> 18 fright blight MOD grapple Medium size undead. Range 30/60
feet, escape DC 15.
> 19 dimspriggan MOW
> 20 green hag

22
“Our world is a dream. I hope we desert is an unforgiving environment and the war has
tested the Jinnan in new ways.
never wake…”
—legendary ranger Bakkar Losian
Locations
A barren desert land stretches out across most of the Desert, mountains, camps, towns, ruins, dungeons,
southern part of the world. Jinos is almost completely dunes, beaches, oases
uninhabited. Long ago explorers from the human
homeland of Zogg traveled here. The Jinnan are a Factions
brave and hardy society that have made the desert
home. They feel their land is extraordinarily beautiful Desert rangers, cults, mage guild, trading guilds
and are deeply connected to nature.

Their leader is known as the Sun King, for their people


worship the three sacred orbs that hang in the sky.
Like most peoples in the world, they haven’t ventured
across the seas due to all the monsters in the perilous
waters. However, a few Jinnan have sailed to Zogg
and begun new lives. Now that a Riftgate has been
uncovered near the center of the desert, travel is
becoming a more likely possibility.

For the last twenty years, a strange insect-like race has


been at war with the Jinnan. Arthrops are horrible,
vicious creatures that want Jinos for themselves. The

23
Jinos Encounters Jinos Events
d20 Encounter d12 Event
> 1 giant sand shark MOW > 1 massive dust storm
> 2 jaws of the desert MOW > 2 sorcerer conjures demon
> 3 efreeti > 3 pilgrims attacked by vultures
> 4 dunewinder MOW > 4 dunewinders MOW ambush convoy
> 5 giant scorpion > 5 earth elementals attack temple
> 6 1d4 appaloruses MOW > 6 arthrops MOW attack Jinnan camp
> 7 1d8 arthrops MOW > 7 Jinnan rangers shelter in ruins
> 8 3 sand striders MOW > 8 bard is stuck in sink hole
> 9 1d4 dune bugs MOW > 9 lost merchant needs help
> 10 1d10 Jinnan MOW > 10 ScorplaMOW smashes through dune
> 11 1d6 bandits (Jinnan) > 11 sahuagin raid port town
> 12 cactus cursus MOW > 12 solar eclipse
> 13 giant trapdoor spider
> 14 1d6 weremeerkats MOW
Cloak of the Jinnan
Wondrous item, rare
> 15 1d6 giant vultures This elegant red cloak is decorated with a
> 16 sun horse MOW yellow horse emblem. While wearing the
cloak, you gain a +1 bonus to your AC and
> 17 androsphinx have fire resistance.
> 18 cyclops
> 19 djinni
> 20 desert naga MOW

24
“The Great Snake is life! We will Locations
bring its teachings to the world” Jungles, swamps, lakes, beaches, rivers, temples
—lizardfolk shaman Ryshaa Factions
The most isolated continent of all is this jungle land.
Tyranos is found on the far southeastern corner of Lizardfolk, salaman, Cult of the Serpent
the world. Steaming hot and humid, it is not ideal for
most humanoid settlers. Numerous titans and large
reptiles make Tyranos a treacherous place to live.

Two groups of humanoids make this land their home,


lizardfolk and salaman. The two races have been
fighting each other for countless years. Each group
lives in large, submerged temples in the sweltering
jungle. After several recent battles, the lizardfolk
are on the verge of destroying what remains of the
salaman kingdom.

Having discovered several Riftgates, the leadership of


the lizardfolk have founded the Cult of the Serpent.
This organization is bringing the teachings of their
snake god to the rest of the world. Human cultists and
slaves are using Riftgates to travel to the distant land
from Myrr and Zogg.

25
Tyranos Encounters Tyranos Events
d20 Encounter d12 Event
> 1 tarrasque > 1 reptilian titan destroys temple
> 2 giant tortoise MOF > 2 hurricane makes landfall
> 3 salaman king MOW > 3 salaman MOW use giant tortoises MOF
> 4 1d6 giant toads > 4 insects spread disease
> 5 shambling mound > 5 cultists arrive through Riftgate
> 6 3 bog hoppers MOW > 6 giant crocodiles attack temple
> 7 1d6 crocodiles > 7 lizardfolk ambush salaman MOW
> 8 1d8 poisonous snakes > 8 drums sound in jungle
> 9 1d8 salaman MOW > 9 quicksand traps explorer
> 10 1d10 lizardfolk > 10 sentient plants come to life
> 11 1d8 screech leeches MOW > 11 ship wrecks on reef
> 12 1d6 salaman shaman MOW > 12 snakes pour out of temple
> 13 swarm of insects
> 14 1d4 murder hornets MOW Sceptre of the Serpent
Wondrous item, very rare
> 15 1d8 cultists (humans) A curvy green sceptre topped with a snake
> 16 giant crocodile head. You gain a +2 bonus to attack and
damage rolls made with this magic item (acts
> 17 demon turtle MOW as a quarterstaff). Upon a critical hit, the
> 18 giant constrictor snake snake head begins hissing and any enemies
within 30 feet take an additional 3d6 psychic
> 19 1d8 giant spiders damage.
> 20 hydra

26
Examples of Geography and Settlement pages from Eastwood
the continent of Myrr
The Eastwood is the largest forest in Myrr and it

Forests covers most of the eastern part of the continent.


However, it is two vastly different regions. The North
is extremely dense and challenging to navigate, yet
Forest of Aramoor more peaceful. Then there is the South, easier to
travel through, but much more dangerous. The War
in the Woods continues to rage in the southern part
Known for its stunning oak trees, the Forest of
of this forest. The powerful forces of Stonehelm
Aramoor sits in the center of the continent. It
have been at war with the Greens for many years.
stretches from Rakkas Bay to Lake Aramoor, and
On the side of Stonehelm are the evil Stone Knights,
from Hael to Loren. The inhabitants are mostly
all the rest of the military might of Stonehelm, and
humans living in small villages. A few forest elves1
their evil cleric masters. On the side of the Greens
and halflings also make the Forest of Aramoor home.
are forest elves, druids, halflings, human rangers,
These woods are home to a number of hunters and
and centaurs. Most of the northern part of the forest
fisherfolk. However, several mysterious groups are
is under the full control of the high elf Nerathian
known to operate in the forest. The Cult of Morthos
Kingdom. The North is full of pine and fir trees, while
is said to be based within the woods. Even more
the south is mostly spruce and hemlock trees. Elk,
frightening are the stories of a trio of nasty witches
deer, boar, giant wolf spiders, owls, and hawks are
called the Cursed Crones. Once someone meets one
known to live throughout this enormous forest. The
of these witchesMOF they are never seen again.
newest rumor is that an ancient green dragon lives
Badgers, deer, boar, dimsprigganMOW, and hawks are
in the far northern part of the Eastwood. Unicorns,
common in this territory.
atomiesMOF2, bugbears, dryads, satyrs, treants, and
trolls also live here.

27
Mystwood Wyldwood
The Mystwood is a dense forest filled with ravines The Wyldwood is a well-travelled forest not far from
throughout the northwestern corner of Myrr. The the large city of Wyld. This area is filled with spruce
forest named for the fog that seems to exist year- and hemlock trees. There are numerous elk and deer
round. Therefore, the visibility in this forest is never throughout these woods. It is usually quite peaceful
very good. The fog is especially thick around three and a great number of songbirds can be heard in
hills north of the settlement of Dryden. Thick cedar these woods. Travellers are still cautious as some
trees dominate these northern woods. It is difficult black bears, wolves, and bugbears inhabit this forest.
to move through these woods, especially in the In the western part of the forest there are a number
marshy areas in the south. Elk, owls, hawks, bog of sizeable caves. The deepest is known as the
hoppers MOW, dire wolves, and giant wolf spiders are Bottomless Cavern. A group of werewolves use this as
seen in most of the forest. Giant frogs, and lizardfolk their secret lair. The Wyld Guard patrol the very south
live in the swampy regions. Some say the lizardfolk end of the Wyldwood on horseback. There have been
might worship a black dragon named Mothik. Other some troubling incidents in the last few sun quarters.
rumors say there is a powerful witch, called the A dark-haired woman is said to be attacking travellers
Frog WitchMOF, living on the far northern edge of the at night. There have also been a few hobgoblin scouts
woods. In truth she lives in Feyland and crosses over captured in the eastern part of the woods. No evil
into the woods through a Riftgate. Orcs live to the humanoids had ever been seen in the Wyldwood
northeast and the Iron Bears and Snow Eagles Norvan before, other than a handful of bugbears. Some
clans live to the northwest. The turbulent Myst River local elders have warned the Wyld Guard about the
winds its way through the central part of this forest. connection between the hobgoblins and the Alliance.
However, these complaints have fallen on deaf ears.
The Old Wood The forest is also well-known for its annual Wyldwood
Owlbear Race. Teams have owlbears pull their wagons
The oldest forest in Myrr is dark and dense. Not on a course from Bend to Calder. The wealthy Lord
much light makes it to the forest floor. This in an family from the city of Wyld has sponsored the race
eerie place full of mature pine trees. There are not for years.
many people brave enough to enter this dangerous
woodland. Many undead are wandering in these
woods and there are very few human inhabitants.
Hills
The undead include zombies, ghouls, ghasts, wraiths,
and creeping shadows MOW. Strange creatures such as The Hills of Oz
witchesMOF and harpies are even rumored to live inside
the boundaries of this forest. Small groups of goblins Just to the east of the Mountains of the Stars lie the
are known to attack travellers on the narrow winding Hills of Oz. These hills have a reputation for being very
path that bisects the Old Wood. The goblins come dangerous. The vicious Dark Guard from Bladen patrol
down from their home in the Mountains of the Moon. this territory. Numerous packs of dire wolves also
The village of Yaz is also controlled by goblins. Boar, roam this area. From time-to-time swarms of bats,
owls, ravens, and giant wolf spiders are also found vultures, and huge rocs have been known to attack
travellers. The fog from the city of Bladen extends
throughout the frightening woods.
deep into these hills. Even in Suntime, the weather
remains cool and cloudy. The hills are named after
the leader of the Originals, Oswald Myrr. A hidden

28
dungeon built by the legendary wizard is located and cultists. The mysterious Cult of the Serpent
here. He stored some powerful magic items in this has numerous followers living in the area. Tales
underground vault hundreds of years ago. Several speak of an old haunted keep within the hills. The
constructs protect the enchanted trove. southern part of the hills is patrolled by bandits. The
Windriders’ griffon riders have been seen more and
The Hills of Zoth more in this area. Mist often covers these hills and
there is much that has not been explored. The sun
The Zoth Brotherhood of monks built their secret doesn’t seem to acknowledge this rainy, gray part
monastery here. Numerous hill dwarves also live of the continent. Rainmen MOF, odd sods MOW, mist
in this part of Myrr. The southern part of the hills phantoms MOF, wolves, and blood hawks live here.

Lakes
is controlled by the Rock Ghosts bandit clan. Hill
dwarves have an uneasy truce with these bandits. The
Rock Ghosts give protection to the dwarves and their
copper mines in exchange for some of the profits.
The bandits also help guard the hill dwarves from the Lake Aramoor
mysterious Zoth brotherhood. The King of the Hill has
been known to send his Hill Guard into the hills from A large body of water situated in the very center
Hommel. He is interested in taking the area by force. of Myrr. It is the largest lake on the continent and
Recently, a young copper dragon has moved into the seems to go on forever. The Mage Guard have regular
far western part of the hills. patrols on Lake Aramoor. It has a light green colour
and many rivers enter it from mountains in the North.
The Shadowy Hills The Folk are often found on this lake in their brightly
painted houseboats and keelboats. A large island on
The Shadowy Hills are a group of hills to the west of the far eastern side of the lake is home to the Citadel
Rakkas Bay and south of the village of Bane. Most of Aramoor. Wizards on flying carpets can be seen
commoners avoid these hills because of monsters coming and going from this stronghold. The citadel is

29
also home to the Wizard College. It is well protected
by a sizeable contingent of Mage Guard. Giant toads
Emerae Lake
and deadly sinkersMOW make their home here. Legend
A large body of water located in the southern part of
also says something enormous lives at the very
the Eastwood. It has a beautiful, bluish-green color.
bottom of the massive lake. Myrr trout and common
Most of the fish are delicious red perch. The Stone
bass are found in plentiful numbers here.
Guard patrol this lake with armed keelboats. Recently,
several of these boats have been sabotaged. The
Lake Balthos Stonehelm forces blame the Greens for these brazen
acts. Fisherfolk enjoy coming to this beautiful lake
Lake Balthos is located next to Lake Edin in the and most aren’t interested in the War in the Woods.
Southern Territories. It is a large lake with such dark In fact, one good humored man said he thought it
water it is rather difficult to see the bottom. The should be called the ‘War of the Words’ as both sides
bandit clans often fight over the fishing areas, as
have such different views of the world.
this lake is full of Myrr trout. Some of the Folk have
travelled south and live on this wide lake in their
houseboats. However, a number of the bandits have Lake Galinai (Still Lake)
begun attacks against the newcomers. These raids
have gone very badly for the overconfident bandits. Lake Galinai sits on the far side of the Eastwood. It is
The hardy, clever Folk have won every skirmish full of a wide variety of local fish including red perch
decisively. A powerful fortune teller MOC has tipped the and northern pike. The high elf town of Enariel can
scales in favor of her people. be found on the eastern edge of this lengthy lake. A
few groups of forest elves live nearby. There are also a
Lake Cydros number of wild creatures that leave the safety of the
woods to visit the calm waters. It is quite common to
see unicorns and centaurs in this area. The humans
To the west of the Mountains of the Stars lies a who have seen this body of water say they have never
peaceful lake. Lake Cydros is also on the edge of the seen anything so still. Therefore, it has also been
serene Wyldwood. The villages of Bend and Tallen known as ‘Still Lake’.
can be found on opposite shores of this body of
water. Some of the Folk live on the northern bank in
the Suntime. These wanderers keep to themselves Skal Lake
for the most part. Many fisherfolk enjoy the plentiful
supply of Myrr trout in the lake. A few kelpies MOW, A frigid lake located between Sojurn and Tharn. The
nymphsMOF, and lake gnomes MOF live here. water in this northern lake is dark green. Skal Lake
is quite cold but doesn’t freeze during Dreamtime.
Lake Edin Northern pike are the most plentiful of the fish here.
A number of the Snow Eagle clan come to the lake for
Lake Edin is a small lake in the Southern Territories. the Wind Festival. As part of this traditional event, the
Myrr trout can be found in large numbers here. Snow Eagles have a long procession with lanterns.
Treasure hunters have spent years searching for
a large smuggling ship said to rest at the bottom. Lake Vaseth
Apparently, bandits attacked the ship and it sank
the deepest part of the Lake Edin. Rumors persist Lake Vaseth is situated to the northeast of Lake
the cargo was artifacts and other treasures from the
Aramoor. The northern lake is icy cold. A group of
old Bladen Fortress in the Mountains of the Moon.
forest elves can be found fishing for northern pike on
Several sinkers MOW hunt in the shallow waters.

30
the lake during the warmer sun quarters. A clan of legendary tarrasque. The orcs live in their fortified
bugbears has also been seen on the north side of the stronghold known as Krull. In the Northeast are the
lake. Draco Isles, rumoured to be the home of the Queen
of the Dragons. Red dragons have been seen in the

Mountain Ranges northeast and white dragons in the far north. Other
creatures that live here include goats, brown bears,
cliffhangers MOW, dire wolves, giant eagles, sylphs MOF,
rocs, and trolls.
Mountains of the Moon
Mountains of the Stars
The Mountains of the Moon are the steepest of all
the mountain ranges in Myrr. The range has extremely
It is said the first explorer who came to these
angular peaks. Travellers are rarely seen because of
mountains felt he could reach out and touch the stars.
the extremely dangerous inhabitants. Thousands
It is the smallest mountain range on the continent.
of evil goblins make these mountains their home.
Several mines run by mountain and hill dwarves dot
Their capital of Mojin sits at the very center of the
the area. An annual race from Bend to Calder winds
range. Roaming patrols of goblins on worgs are
through this range. The Wyldwood Owlbear Race is
commonplace. Some of the patrols head north into
held every Bloomtime and a dozen teams race for
the Old Wood. A number of goblins also leave the
gold and glory. Owlbears pull wooden carts along a
mountains to visit the Goblin Town, also known as
challenging course. The contestants have to navigate
the village of Yaz. The Knight of the Moon have their
the Wyldwood, treacherous mountain passes, rock
headquarters, a castle named Animas, hidden deep
slides, and extreme weather. Creatures that live here
within this range. Giant vultures, deadly paths MOW,
include firedancers MOW, ogres, giant goats, hawks, and
worgs, goats, perytons, and harpies also make their
stoneshapers MOW.
home in the Mountains of the Moon.

Mountains of the Sky


Orcs named the mountains ‘Grath Borl Va Gorth’, but
the Common tongue translation seemed to catch
on more. The Mountains of the Sky are the largest
and most northerly of the mountain ranges in Myrr.
These mountains are harsh, cold, and covered in
snow for most of the year. The West is controlled by
the Barbarians, the center by the orcs and dwarves,
and the East by the dark forces of Deus. The dwarf
Uldan Empire has been rebuilt and the dwarves are
ready to take their rightful place once again. Their
oldest enemies are the orcs and the giants. Most
of the giants make their home in the solitude of
the Thunder Halls. The Nyvard Cavern keeps the
giants at bay because of rumours that a monstrous
beast slumbers inside. Some dwarves say it is the

31
Cities And Towns of her after seizing control of her town. The cool and
sophisticated Von Bladens may appear to have gotten

Of Myrr over the Damos’ betrayal of them, but they haven’t.


The best tavern in Black Cliff is the Friendly Fox.

Population: 1500 (humans, including 200 slaves)


Black Cliff Government: Dictatorship. The vampire Sabine
Damos rules the city
Black Cliff is a very isolated town on a cliff overlooking
Rakkas Bay. The Llynd River runs south from Lake Leader: Sabine Damos (female vampire, lawful evil)
Aramoor to this site and drops into the bay from a Coat of Arms: a pair of black horns on a red
series of dramatic waterfalls. People often refer to background
Black Cliff as a smaller version of Bladen because
of the striking gothic architecture. The nobles of Resources: copper, foodstuffs, gold, slaves, timber
the town live in a few large mansions on the very
Guard: 300 Cliff Guard (guards), 10 vampire spawn,
edge of the cliff. The Cliff Guard patrol the town, the
50 horses. Cliff Guard wear leather armor and are
peninsula, and even the southern parts of the Forest
armed with shortswords and shortbows
of Aramoor. Several copper and gold mines just north
of the settlement are the chief source of income. Fortifications: a tall wooden wall with several guard
Many of the local people toil in these mines. Most of towers
them are slaves captured by the Death Cloud slavers.
Prison: Sabine has a jail in the dungeon of her large
Other folk harvest timber from the Forest of Aramoor.
mansion
There are a few farms on the peninsula as well.
Factions: The Alliance, Death Cloud
The evil Sabine Damos rules this town with her cruel
Cliff Guard. Unlike the town Bladen, everyone here
knows their leader is a vampire and she is proud of Bladen
it. Sabine gets along well with the Von Bladen family
and many of them visit her town. Her own Damos On the western edge of Rakkas Bay is one of the
clan are not happy about her close ties to the Von headquarters of the evil Alliance. Bladen is a dark,
Bladens. They would be shocked to find out she is gothic town and home to the powerful Von Bladen
writing a book entitled The Damos Family: Bad Blood. noble family. Many people in western Myrr ignore the
However, the well-dressed Von Bladens are simply rumors about the family being vampires. However,
using Sabine for their purposes. They have little the tales of the how the Von Bladens lost the throne
interest in the Damos vampire and plan to dispose of Wyld because of vampirism are still whispered by

32
the local peasants. The well-known settlement sits Nine Wolves Market. Even though it is further away
near Lake Narciso across the water from the city of from the docks this is the best market to find quality
Damos on Rakkas Bay. Black, elegant buildings spread fish from Rakkas Bay.
across the town in every direction. It’s always grim
Population: 4300 (humans, including 500 slaves)
and foggy around this heavily fortified settlement.
Castle Von Bladen looms over the town from Shadow Government: Dictatorship. The head of the Von
Hill in the east of the city. Many beautiful mansions Bladen family rules the town
share this commanding position. A large slum below
is hidden behind the taverns, inns, and markets. The Leader: Lord Gareth Von Bladen (male vampire
ruthless Dark Guard patrol the city and maintain order warrior, lawful evil)
for the ruling Von Bladens. Coat of Arms: the letter ‘V’ with the letter ‘B’ lying
Wealthy nobles dress in an extravagant manner and horizontally above it. All in black
are considered leaders in fashion. Many other people Resources: fish, foodstuffs, gems, jewelry, potion
across Myrr envy their style. Tailors in Wyld and Nox ingredients, silver, slaves, weapons and armor of high
compete for the attention of the stylish Von Bladens. quality
Even though Bladen has a sinister reputation it is still
home to popular markets. Many travellers enter the Guard: 400 Dark Guard1, 30 vampire spawn, 300
town cautiously under the watchful eyes of gargoyles horses, 1 warship, 1 longship. Dark Guard wear
and visit numerous vendors. All is not well for the studded leather and are armed with longswords and
rulers though, a rebel group known as the Uprising is heavy crossbows
gaining support. Fortifications: large stone wall with many guard
Bladen Market. Not far from the main gate is Bladen towers. There is also a moat and a drawbridge
Market. The merchants keep their prices low here Prison: Gothmar Prison is in the Hills of Oz outside of
so buyers don’t wander further and find the other the city
markets. One can find amazing deals on foodstuffs,
gems, and jewelry in this market. Factions: The Alliance, the Uprising, Wyld Gang

The Rakkas Market. Near the docks area one can find
a market specializing in weapons and armor of high
Calder
quality. A number of warehouses are located near this
market. Calder is a small town situated between Wyld and
Bladen on the Alanen River. It sits in a stunning,
The Narciso Market. This market is found behind the green valley. One tall stone tower emerges out of
Bladen Market. Many alchemists who can’t get to Nox the center of the town and provides a great view of
come to this large market. Potion ingredients and a the surrounding area. A sizeable force from the Wyld
number of magical tomes can be purchased for the Guard protects this quiet settlement. The taverns and
right price. inns are quite busy as folk from Wyld often visit the
small town. Many merchants also pass through Calder
Gargoyles Market. This market sits just below Shadow
on their way to the East. The river Alanen is quite
Hill. Slaves can be purchased here. Many of the bandit
popular with fisherfolk in the area.
clans bid on these slaves and the competition is quite
fierce. The last battle in the Second Goblin War was in this
strategic valley. Some ruins still dot the outskirts of
Nine Wolves Market. In the center of Bladen is the
town. Many people also know Calder as the last stop

33
in the annual Wyldwood Owlbear race. Most of the branches of the evergreen trees. Exquisite manors
town comes out to watch the wagons race down from and halls can be seen all through the city. Well-armed
the mountains. Another big event is the Suntime Nerathian soldiers and knights are a common sight.
Festival. The highlight of this event is a jousting A couple of taverns are busy meeting places near
competition. the center of the city. These are the Old Oak and the
Crystal Faerie.
The nearby village of Bane is starting to have a
number of problems. A few small gangs of thugs Recently a few drow spies from the Underworld
have been involved in several violent incidents. These have been caught in the city. Usually, criminals are
outbursts of violence are deeply troubling to the exiled from the Nerathian Kingdom. Normally, the
Chief of the town. In fact, Chief Fielding has travelled Nerathian Knights would simply sail away with the
to Wyld to ask for more Wyld Guard soldiers. He was criminals and take them to a remote island or back
stunned to hear that the Bane royal family refused his to their homeland. However, the Underworld is too
request. Spies working for the Alliance have recently far away and these dark elves are still being held in
infiltrated the settlement. Castle Amakiir. Some of the royal family feel they
should be taken to the Inner Sons monastery in Deep
Population: 700 (mostly humans, a few halflings)
Vale. They feel that the humans would be able to
Government: Absolute monarchy. The chief of the deal with this problem in a more expedient manner.
town represents the Queen of Wyld Others feel the drow should be given a ship and sent
away. Meanwhile, the elite rangers, known as the
Leader: Chief of the Town – Remus Fielding (human Whisperers, are attempting to find out how and why
male, 4th level fighter, lawful good) the drow have arrived on the continent.
Resources: fish, foodstuffs, timber Castle Amakiir. At the center of the city is the home
Guard: 100 Wyld Guard (guards), 30 horses, 3 of the Amakiir royal family. It is a large wooden
keelboats. Wyld Guard wear chain mail and are armed structure, painted a brilliant gold. Seen from the sky
with longswords it is in the shape of a star. A large group of Nerathian
Knights provide protection for the royal high elves.
Fortifications: a stone tower overlooking the
surrounding area The Royal Gardens. Located around Castle Amakiir
are a series of beautiful gardens. Many ponds,
Prison: a jail is in the dungeon of the central tower bridges, and canals are interspersed around the area.
Factions: Wyld Gang, The Alliance Stars Market. This market is quite close to Castle
Amakiir. The best artwork and jewelry in the city are
Temples: Amara, Nizath, Rogan, Sienna
available here.

Celandin The Great Treant Market. Surrounding an ancient


treant is one of the most unusual markets on the
Located deep in the Eastwood is the beautiful capital continent. The treant sits at the center of the market
of the Nerathian Kingdom. It is the seat of power and will offer advice to both buyers and sellers. Many
of King Adran and Queen Jayleth. Elegant wooden kinds of tools, musical instruments, and high-quality
buildings and orderly gardens are found throughout weapons and armor are sold in this area.
the city. The natural forest is still very present and the
Raelen Market. On the far eastern side of the city is a
elf-made structures seem to blend into the Eastwood.
market specializing in clothing.
Arches and bridges appear to be extensions of the

34
The Cloud Market. High above the ground in the side but the cities are very different. The population
North of the city is the most beautiful of all the here are well aware their leaders are vampires and
markets. The Cloud Market is actually up in the the Damos family doesn’t hide it. Even devils are
treetops. A series of rope bridges, treehouses, and seen wandering about the high bridges, in and out
wooden platforms make up this extraordinary market. of the palace. The Ninth Hills are not far from this
High quality wines, local foodstuffs, fish, and crafts are evil settlement. At least half of the hobgoblin army
sold here. are usually training in the hills. The Alliance are also
breeding a larger kind of worg. Many slaves toil in
Population: 12 000 (11 000 high elves, 1000 forest
mines in the same hills.
elves1)
Population: 8400 (mostly humans, including 500
Government: Absolute monarchy. The king and queen
slaves)
rule all of the Nerathian Kingdom
Government: Dictatorship. Lord Damos rules the city
Leader: King Adran Amakiir (male high elf, 15th
level druid, chaotic good) and Queen Jayleth Amakiir Leader: Lord Balthazar Damos (male vampire
(female high elf, 14th level ranger, chaotic good) spellcaster, lawful evil)

Coat of Arms: a green star on a white background Coat of Arms: a black stylized letter ‘D’ with a red
outline
Resources: cloths, foodstuffs, gold, jewelry, timber,
rare woods, weapons and armor of high quality Resources: clay, copper, electrum, gems, platinum,
silver, slaves, stone
Guard: 600 Nerathian soldiers (elite guards MOC), 100
Nerathian Knights (knights), 50 whisperers MOF2, 500 Guard: 900 Blood Guard (hobgoblins), 2 horned devils,
elk. Nerathian soldiers wear golden chain mail and are 200 horses, 2 warships, 2 longships. Blood Guard have
armed with longswords and longbows, knights wear chain mail, shields, longswords, and longbows
golden plate and wield longswords and longbows
Fortifications: a huge stone wall surrounds the entire
Fortifications: a large wooden wall with many guard city. A number of guard towers also encircle Damos
towers
Prison: Pureblood Prison is in the dungeon of Damos
Prison: None, the high elves exile any criminals Palace

Factions: Drow Factions: The Alliance

Temples: Enariel, Galinai


Deep Vale
Damos If paradise could be found in Myrr, this community
might be it. Deep Vale is a peaceful town situated in
Damos is located on Gorgon Island in Rakkas Bay. On
a beautiful, lush valley at the foot of the Mountains
the far eastern side of the city is Damos Palace. It is
of the Sun. To the north is the Sun River and to the
a huge fortress with raised walkways leading around
south is the Emerae River. The folk of this town live in
the city. The Damos family and the wealthy nobles
harmony with the forest and all of its creatures. The
live in this upper world. Down below the bulk of the
elves and halflings have been here longer than the
population live in a large, dangerous slum. Hobgoblins
humans but everyone lives in harmony. In fact, there
patrol this lower area and bully most of the peasants
are a number of half-elves from mixed race marriages.
and slaves. Bladen and Damos may be on the same
A tall wooden wall encircles this calm community. Of

35
all the taverns in town, the most popular is the Vale. It war. It is the source of much of the evil in Myrr. The
is usually the home of deep conversation and debate settlement is located in the far north next to the
in Deep Vale. Mephos River, on the edge of the Sea of Yarr. It is
more of a fortress than a town and entry is usually
The Inner Sons have a trio of monks based here
only allowed for merchants or members of the
and other monks often visit from their mountain
Alliance. An otherworldly Riftgate to Hell is in the
monastery. It is the only human settlement that the
nearby mountains. Evil humans rule this settlement
Nerathian Kingdom visits on a regular basis. Locals
with the help of devils. The Damos and Von Bladen
are always excited to see the elf knights, especially if
noble vampires are known to visit this town a few
some are riding their elks. Many high elves say that
times a year. The highly trained, heavily armed
Deep Vale feels like an elven town. However, all is not
Deus Guard and Hell Knights patrol the town with
well in this usually quiet valley. Dangerous creatures
hellhounds and devils.
have begun to come down from the Mountains of the
Stars and Stonehelm’s reach grows every day. Scouts Population: 1300 humans
from the town have seen the heavily armed forces of
Government: Oligarchy. A council of nine evil humans
the southern city within thirty miles of Deep Vale.
rules the town
Population: 1200 (1100 humans, some halflings, half-
Leader: Damakaz (male human, 12th level warlock,
elves, and forest elves1)
lawful evil) Head of the council
Government: Gerontocracy. The Vale council of
Coat of Arms: a white skull surrounded by drops of
elders, headed by a druid, rule the town
red blood
Leader: Rowan Applewood (human male, 10th level
Resources: fish, foodstuffs, gems, gold, silver, slaves
druid, chaotic good)
Guard: 400 Deus Guard (elite guards MOC), 60 Hell
Coat of Arms: two green mountains with a blue river
Knights (knights), 3 bone devils, 6 hell hounds, 100
running down the middle
horses, warship, longship. Deus Guard wear chain
Resources: electrum, foodstuffs, furs, hirelings, silver, mail and are armed with longswords and light
timber crossbows

Guard: 100 Vale Guard (guards), 3 Inner Son monks Fortifications: a stone wall with numerous guard
(10th level monks, lawful good), 20 monks1, 20 towers
horses. Vale Guard wear leather armor and are armed
Prison: Hellmouth Prison is near the ocean
with shortswords and longbows

Fortifications: a tall wooden wall with several guard


Factions: The Alliance
towers

Prison: a jail is on the outskirts of the town Grimhollow


Factions: Inner Sons
Grimhollow is a wild seaside port on Vyson Bay. The
Temples: Amara, Nizath, Rogan, Waen roaring Skull River enters the sea here after travelling
down from the Mountains of the Sky. A series of
Deus taverns, inns, and stores line the area near the docks.
One can find almost anything for the right price in
Deus is a fortified town and is always prepared for this seaport. The docks are a very dangerous place,

36
with thugs and pirates around every corner. The lake. Zeta Wildheart is a powerful warrior who leads
leader of the town, Chief Willard Gessel, is really quite the democratically elected council. Zeta and Han
powerless. Gessel lives in an old, decaying manor on are very good friends and the alliance between the
the edge of town. The true ruler of this port is a pirate Fighters Guild and the Lake Guard is strong. There
named Captain Kale. His men control Grimhollow are a number of taverns and inns in this town and
and their ships are moored in the main harbor. They they are usually very busy. Hael has visitors from the
also have an old manor nearby on Bloodtooth Island. villages and towns to the West as well as from the
The pirates protect the town and get a sizeable city of Nox. The citizens of Nox like visiting the quieter
portion of the profits from the taverns and inns. town, while the townsfolk and villagers see Hael as
Street brawls and murders are a part of daily life in an exciting, crowded place. A well-built wooden wall
this rough town. The largest and busiest tavern is the surrounds the many buildings of the town. Part of
legendary Drunken Bugbear. This old establishment the settlement actually sits right on the lake and the
is known across western Myrr. Some say that undead buildings are raised just above the waterline. Long
piratesMOW still haunt the premises. wooden stilts prop up houses, taverns, inns, temples,
and stores. Numerous farms can be found to the
Population: 900 (humans, including 100 slaves)
north of the town. A famous halfling writer named
Government: Dictatorship. Captain Kale controls this Gads Osmond lives here and writes popular books
town by force. The chief of the town does his bidding about fishing.

Leader: Chief of the Town - Willard Gessel (human Hael Market. On the east side of Hael is the largest
male, 5th level fighter, neutral evil) of its markets. Located right on the shore of Lake
Aramoor is this busy outdoor area. Most of the
Coat of Arms: none market is full of stands selling fish and other kinds of
Resources: timber, fish, furs, hirelings, slaves food.

Guard: 60 Grim Guard (guards), 12 horses, 10 The Dwarf Market. On the north side of town is the
mastiffs. Grim Guard wear leather armor and are smaller Dwarf Market. This one of the best places to
armed with maces find skilled hirelings. Many kinds of crafts and jewelry
can also be purchased in this market.
Fortifications: guard towers on main trail and by the
port Population: 2500 (2300 humans, 100 halflings, 100
hill dwarves)
Prison: small jail near the docks
Government: Democracy. A small council led by the
Factions: Captain Kale’s pirates chief of the town are elected every two years
Temples: Gar, Habbasham, Sea Goddesses Leader: Chief Zeta Wildheart (human female, 8th level
barbarian, lawful good)
Hael Coat of Arms: a blue fish on a white background

This centrally located town sits on the western Resources: fish, foodstuffs, jewelry, hirelings
shore of Lake Aramoor. The Oz River flows into
Guard: 200 Lake Guard (guards), 80 horses, 6
Lake Aramoor at this point. The town is well known
keelboats. Lake Guard wear studded leather and are
as the headquarters of the Fighters’ Guild. Han
armed with shortswords and shortbows
Silverbeard is the well-liked leader of the guild. The
Fighters’ Guild have a large hall on the edge of the Fortifications: a wooden wall and numerous guard

37
towers on the road and by the lake Government: Absolute monarchy. The king rules the
town
Prison: The Lake Jail is near the waterfront
Leader: The Hill King (Lupov the werewolf demi-god)
Factions: Fighters’ Guild
Coat of Arms: a yellow full moon above a brown hill
Temples: Amara, Gar, Habbasham, Loh, Rand, Valden
Resources: clay, copper, furs, gems, hirelings, silver,
Hommel (the Hill Town) stone

Guard: 300 Hill Guard (guards), 30 Wolf Guard


The famous ‘Hill Town’ is located inside a large hill in (werewolves), 6 werewolf spies MOC, 80 horses. Hill
the center of the Southern Territories. This massive Guard are clad in leather armor and are armed with
hill is visible for miles around. The Tarn River descends spears
from the Mountains of the Moon and passes the
Fortifications: wooden wall around the hill, several
town on the way to the ocean. Despite the presence
guard towers on the wall
of numerous bandit clans in the Southern Territories,
Hommel is usually quite peaceful. Furnished caves Factions: Lunac Clan, Red Hawks, Rock Ghosts, Zoth
inside the large hill make it the one of the most Brotherhood
unique settlements in all of Myrr. There is a central
Prison: The Hole is a prison deep inside the hill
cavern with many caves on the sides. Numerous
natural stone bridges twist and turn throughout the Temples: Amara, Balthor, Gar, Lupov (hidden)
central cavern. Several holes in the cavern open to the
skies. There are wooden boards that can be placed
on the holes during wind storms or poor weather. It
Krull
is an incredible experience to look up at the stars on
Krull is more a series of forts than a town or city.
a warm night. Sometimes a number of townsfolk will
However, it is still the orc capital of Myrr. It is always
gather and watch the sky together. Darkest Dreams is
cold in this rocky northern region. However, in
the busiest tavern in Hommel, located near the center
Dreamtime it is even more frigid with lots of snow on
of the hill.
the ground. Like the elves, the orcs have lived on this
The demi-god Lupov is the ruler and he calls himself continent for hundreds of years. Some say the orcs
the ‘Hill King’. He is part of the Lunac clan from and goblins are the true indigenous races of Myrr.
the continent of Zogg. Some high-ranking leaders Several copper mines and quarries are nearby as well.
know that Lupov is a werewolf but they keep it to The orcs sell some of their resources to the Norvans.
themselves. They are sworn enemies of the undead, They would be a greater threat to those in the South
especially vampires. The Lunac family are actually but there has been an ongoing civil war. Two armies
quite popular in Hommel. The Hill Guard patrol the worshipping two very different deities engage in all
outer wall and caves in large groups. Many of the out warfare. Each side controls several wooden forts.
Rock Ghosts bandit clan can be seen around the city At the moment there are a few small skirmishes each
as well. The bandit faction are close allies of the Hill week.
King. The Hill Guard will let their bandit friends get
Glaggoth’s tribe have quietly sent scouting parties
away with almost anything. There are also many
south into the Mystwood. They have made an ally in
copper and silver mines in the nearby Hills of Zoth.
Mothik the ancient black dragon. This monster lives in
Population: 3000 (2700 humans, 200 hill dwarves, a dungeon near Lyra and has his eyes on the villages
100 gnomes, including 200 human slaves) in the forest. An orc chief named Vastok is trying to

38
convince the Glaggoth tribe they should move further is the huge Eastwood and the land of the high elves.
into the Mystwood. He is even arranging a meeting The elegant elven buildings are made from the same
between the black dragon and Shaggaloth, the leader wood as the wall that surrounds the settlement. Two
of the tribe. Vastok has several scouting parties hiding tall wooden towers stand at the center of the circular
in caverns near the village of Gorn. Meanwhile, the town. The towers are the residence of the princess
more patient Orvak tribe are watching the worrying and her Nerathian Knights. Many people come to
build-up of dwarf forces to the East. Their scouts have visit the local markets from the city of Nox. The
reported heavily armed dwarves mounted on bears beautiful elvish jewelry is highly sought after on the
getting closer to their territory. A cheap mead named rest of the continent. Humans also wonder what the
Krull Mead is sold throughout Myrr, but it has no high elves use to catch fish for they catch more than
connection to the settlement. anyone on Lake Aramoor. Loren is also well known for
its libraries. Many scholars from Celandin, Nox, and
Population: 3600 (3000 orcs, 600 dwarf and human
Stonehelm visit this community. The most popular
slaves)
tavern is the Ancient Elk. However, unlike most
Government: Militocracy. Two opposing tribes of Krull popular taverns it is rather expensive.
are led by two orc kings
Some patrols from the town go as far west as the
Leader: None, the leaders of the two clans are at war. edge of the Forest of Aramoor. These patrols have
Ragnok (male orc king MOU) leads Orvak’s tribe and told the princess of sightings of strange monsters
Shaggaloth (male orc king MOU) leads Glaggoth’s tribe and cult activities. The lake patrols cause quite a stir
when people see their beautiful, sleek oak sailing
Coat of Arms: Orvak’s tribes have a white goat skull, ships. Human and halfling children will stop what they
Glaggoth’s tribes have a black greataxe are doing and race to the shores of Lake Aramoor to
Resources: copper, clay, stone admire the graceful ships.

Guard: Two orc armies (Orvak’s army) 1000 orcs, 12 The Aramoor Market. Surrounded by several
ogres, 200 worgs (Glaggoth’s army) 1200 orcs, several beautiful gardens is this busy market. Many kinds of
ettins, 100 worgs. Orcs wear hide armor and wield food can be bought here, including fresh fish from the
greataxes and javelins lake.

Fortifications: wooden walls with several guard The Tome Market. On the south side of the town is
towers surround each fort the Tome Market. A huge range of books can be found
in this marketplace.
Prison: each tribe has a sizeable jail
Galinai Market. This market is found on the shore of
Factions: Orvak’s tribe, Glaggoth’s tribe Lake Aramoor. It is well known to be a good place to
purchase jewelry. There are also various plants and
Temples: Glaggoth, Orvak
flowers for sale in the market.

Loren Population: 1500 (1200 high elves, 300 forest elves)

Government: Monarchy. The princess represents the


On the far eastern side of Lake Aramoor is the elven
Amakiir throne
town of Loren. This place is known to many as the
western border of the Nerathian Kingdom. To the east Leader: Princess Lorelei Amakiir (high elf female, 7th
level ranger, chaotic good)

39
Coat of Arms: a green star on a white background otherwise distribute; (d) “Open Game Content”
means the game mechanic and includes the methods,
Resources: fish, foodstuffs, jewelry, timber procedures, processes and routines to the extent such
Guard: 350 Nerathian soldiers (elite guards MOC), 100 content does not embody the Product Identity and is
an enhancement over the prior art and any additional
Nerathian Knights (knights), 150 horses, 50 elk, 6
content clearly identified as Open Game Content by
keelboats, 2 sailing ships. Nerathian soldiers wear
the Contributor, and means any work covered by this
golden chain mail and are armed with longswords and
License, including translations and derivative works
longbows under copyright law, but specifically excludes Product
Fortifications: wooden wall with several guard towers Identity. (e) “Product Identity” means product and
product line names, logos and identifying marks
Factions: Nerathian Kingdom including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue,
Prison: None, the high elves exile any criminals incidents, language, artwork, symbols, designs,
Temples: Enariel, Galinai depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual
or audio representations; names and descriptions
of characters, spells, enchantments, personalities,
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magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark
or registered trademark clearly identified as Product
identity by the owner of the Product Identity, and
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(f) “Trademark” means the logos, names, mark,
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to identify itself or its products or the associated
products contributed to the Open Game License by
the Contributor (g) “Use”, “Used” or “Using” means to
use, Distribute, copy, edit, format, modify, translate
Open Game License Version 1.0a
and otherwise create Derivative Material of Open
The following text is the property of Wizards of the Game Content. (h) “You” or “Your” means the licensee
Coast, Inc. and is Copyright 2000 Wizards of the Coast, in terms of this agreement.
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> 2. The License: This License applies to any Open
1. Definitions: (a) “Contributors” means the copyright Game Content that contains a notice indicating
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Product Identity in Open Game Content does
2016, Wizards of the Coast, Inc.; Authors Mike
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Mearls, Jeremy Crawford, Chris Perkins, Rodney
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Thompson, Peter Lee, James Wyatt, Robert J.
Identity used in Open Game Content shall
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> 8. Identification: If you distribute Open Game
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