Desolation of Time Demo Booklet PDF
Desolation of Time Demo Booklet PDF
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INTRODUCTION
THE LANDS OF EXILE
in this demo booklet
The Lands of Exile is a universe that aims to
create a dark, grim, and realistic atmosphere. You will see some information boxes
While supernatural elements are not scarce, it like this one starting with the phrase
can be said that the foundations of this realm “In the Lands of Exile”. We have
abide by the principles of low magic. If you don’t included these information boxes to
let yourself be deceived by flintlock pistols, a share specific details and fragments of
kind of strange alchemy shaped by peculiar lore unique to the setting. We follow a
metallurgy, and architectural advancements similar approach in all of our books as
enhanced by arcane, you’ll find that this place well. We understand that while some
is dangerous. This danger does not originate of you may read these books to explore
solely from physical harm, the world functions new worlds and embark on journeys in
on diplomacy and strategy, just like our own. intricate details, there will also be those
However, there is a significant difference that who open our covers with the intent
no one can ignore. In the Lands of Exile, there to incorporate modular and cleverly
exists a sole being with the power of creation, designed elements into their own
known as the “Dark One,” who aims to obliterate homebrew. Thus, we hope to achieve
everything he created unknowingly. Yet, the two things. Firstly, we can immerse you
creations themselves have resisted this intention in the essence of our story and theme
not once, but twice. The other gods, the children not just within the sections designed
of the Dark One, may not possess the power of as setting guides but on every page.
creation, but they hold the ability to shape and Secondly, if what you seek is not these
rule over the laws of nature. This theme will be lore fragments, you can easily savor the
important in our upcoming adventure module: taste of our new game systems and all
Desolation of Time. the brand new content we have crafted
for 5th Edition.
We already published two books in the LoE
franchise: Shadow Over Vansreik and The
Mercenary Compendium. Even before that,
this realm has been played in tabletop role-
playing games for approximately 9 years, with
countless stories crafted within its boundaries.
Nearly all of the original team members of Bad
Badger Games have been actively playing their
own characters in The Lands of Exile for years,
and continue to do so. Also, this universe has
been played and cherished in YouTube series
with tens of thousands viewers in Turkey. While
this demo booklet and the upcoming project
may only offer a glimpse into a tiny fragment
of our universe, rest assured that if you find
yourself captivated, there is much more where
it came from!
4
DESOLATION OF TIME our mission to take magic and magical items;
and turn them into something more terrifying
In our previously released book, “Shadow and incomprehensible.
Over Vansreik,” in addition to various lore
texts scattered throughout, there was also Lastly, all of these elements come together in
an approximately thirty-page section called two story modules that promise many hours of
the “Lands of Exile Setting Guide.” This time, immersive gameplay. In the “Wrath of Nature”
because we don’t want to revisit the same topics, and “Desolation of Time” campaigns we present
we won’t include a setting guide section in a storyline revolving around exploration,
our books. However, we are aware that to run survival and enhanced combat experience.
an adventure module, it is essential to have a There is an emphasis on sandbox gameplay in
certain level of knowledge about the universe in
which it takes place. Therefore, we have decided DoT, but in true Bad Badger fashion, we put
to add a comprehensive adventure background weight on the diplomacy side of things as always.
section at the beginning of our adventure Choose your allies and know your enemies.
module, conveying the essential aspects of the
theme. However, realizing that this alone might We have made an effort to present these
not be sufficient, we will create a Starter Setting adventures in an easy to run format, suitable
Guide PDF and send it for free to all our backers for both experienced and novice game masters
who support our new project. alike. Don’t forget to check out the following
pages for a glimpse of what awaits you.
Inside this booklet, you will find one of the new
subclass options that we have carefully designed
and ensured its balance. While these subclasses
incorporate themes related to the setting, they
are also crafted with the goal of being easily
adaptable for use in your own homebrew
games. We aim to provide a new subclass for
all official classes in the 5th Edition, with the
help of stretch goals of course. Some of these
subclasses are already written, we have started
designing others, and all of them have their
concepts ready. We want to quickly complete
these subclasses and start in-house playtesting
while our campaign is still in the funding stage.
A good badger is a fast badger.
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EXPANDED RULES AND When designing the Corruption System, we
believed that it should not be directly related to
SYSTEMS FOR 5TH EDITION the alignment of the character. While it might
be expected for a Lawful Good character to turn
a blind eye to the consequences of corruption,
Corruption System accruing corruption points does not make one
Dark knowledge and vile deeds often serve as inherently “evil.” It would, at most, make the
shortcuts to power. However, every choice comes character more realistic in facing the challenges
with a cost. What is risked for power, success, or presented.
survival, even if not immediately, eventually
comes back to haunt you. Some bargains are so Resurrection Ruleset
cursed that merely contemplating being a part of Certainly, resurrection mechanics and the
the negotiation brings one closer to corruption narrative weight of death are closely tied to the
and decay. setting in which the game is played. However,
much like in our universe, Lands of Exile, we
Tabletop role-playing games are no strangers observe preferences in many worlds for death
to devil contracts, dark alliances, games of fate, to carry profound meanings. Game masters,
and crimes committed against the natural order. content creators, and writers generally believe
We have all shaken hands with a mysterious that high stakes are crucial for compelling
fiend during game sessions (yes warlock, I am stories. Yet, this poses a significant challenge
talking about you). However, many of these for 5E. At the levels where the game’s mechanics
moments and choices do not carry mechanical settle and gameplay becomes exciting, a cleric
consequences; they remain purely narrative. in the party has likely already learned the ways
We don’t see a problem with this, but the idea to bring characters back from death. While there
of examining the mechanical consequences of are limitations such as the necessary materials
someone compromising their soul, straying into for spells and the need to retrieve the body,
dark paths, or simply resisting temptation to we don’t think these are sufficient restrictions.
follow a righteous path intrigued us. That’s why We believe the solution lies not just in making
we developed the Corruption System for 5E. resurrection rituals more challenging but in
adding possibilities that could unfold beyond
The Corruption System fundamentally the players’ control, making death a feared
operates on a principle that aims to confront reality as it is in real life. And before bringing
the player with the demons within. We wanted someone back from the dead, one should think
players to calculate risks alongside their twice.
characters’ narrative decisions. Characters can
accumulate corruption points when they make In the upcoming pages of this Demo Booklet, we
dark choices and strike deals with malevolent will delve into this in more detail, but in essence,
entities at narrative points. However, the we have added permanent consequences to
system’s real impact occurs when characters death. Resurrection rituals are complex, costly,
face challenges. For example, moments where and risky endeavors. They should be performed
they could deflect damage onto someone else, by skilled individuals, and even then, success is
unlock new abilities, or simply choose success not guaranteed. Moreover, each time someone
over a failed dice roll. If they opt for the easier returns from death, the process becomes more
path in these moments, they permanently gain dangerous, chaotic, and precarious. Rakash
a corruption point. Corruption, initially with may not wish to return those who have passed
minor effects, can accumulate and lead to through the gate, and it will not forget those who
significant disadvantages. It may even result steal souls from him.
in different consequences during certain story
moments. Players need to strike a balance that
suits their character or reject these gains and
remain free from the burden of accumulating
corruption. We believe that adding this meta-
progression to the game will deepen gameplay
and enrich the story.
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Dark Rituals Exploration Encounters and
Fantasy genre often features dark and Survival Mechanics
mysterious rituals, which are frequently Undoubtedly, exploration and wilderness
employed by the story’s antagonists to advance travel are fundamental elements of tabletop
the plot and sometimes take center stage in the role-playing games, much like role-playing and
adventure. Translating this essence faithfully combat. However, 5E does not have perfect
into tabletop role-playing games has always been systems in this regard. Experienced Game
challenging, primarily due to the balance issues Masters do their best to make boring travel
arising from making these rituals accessible to sequences enjoyable, but there are many factors
players. Systems often keep such rituals purely within 5E that complicate their work. In our
on a narrative level to avoid complications. view, an enjoyable experience in tabletop role-
playing games almost always arises from two
In The Book of Dead, alongside binding and emotions: Challenge and curiosity.
summoning rituals, we’ve included extensive
and long-lasting curses. These complex, time- Journey and survival mechanics quickly cease
consuming, and potent spells are designed to to be a challenge even for low-level adventurers.
be performed by both enemies and players. We This is because adventurers with supernatural
aimed for these rituals to come with heavy costs, powers need supernatural wilderness dangers.
presenting dire risks but offering high rewards. That’s precisely why we’ve prepared Exploration
Many of these rituals require rare materials and Encounters and Survival Mechanics.
the participation of multiple casters. Some can
only be performed in specific places at specific The system we’ve developed, similar to what we
times. In the following pages, we’ve shared some did with the City Event Deck before, will provide
examples for you to explore and players with many unique events and quest
gain insights into this hooks. It will also introduce new dangers,
extensive system. both magical and mundane, for landscapes
harboring supernatural threats.
Feel free to continue flipping
through the pages for more
details.
7
An Unprovoked Aggression
The balance between nature and civilization
has always been a delicate subject. Druids, who
live away from society, are reclusive, reserved,
and mysterious. They always possess an
understanding and agenda that surpasses the
everyday politics of the realm. To many, these
ancient individuals, who may seem terrifying.
They are not known for their compassion or
mercy. Their actions are swift and definitive,
especially when this delicate balance is
disrupted. Attacks from druids, who are truly
neutral to every conflict, have perplexed the
minds of imperial sovereigns and elven lords.
Diseases, poisoned water sources, metal rusting
at an unnatural pace and powerful vines shaking
the foundations of cities... What is the reason
behind these actions of the druids? It is essential
to unravel this mystery.
A Restless Dawn
Especially in the southern Imperial provinces
and the Da’fat lands on the other side of the
Silver Bridge, the forests have come alive. Wild
K’rean guardians are awakening everywhere,
the trees are filled with rage, many droom are
opening their eyes to this world with unheard
numbers, respected elder druids are silent or
missing... Viridia priests are helpless in the face
of decaying harvests and drying rivers... Season
transitions are harsh, and nature trades its grace
with anger like a wounded animal. For those
who listen to the sound of the wind, days of
trouble have begun.
An Unexpected Journey
Those without fey blood coursing through
their veins cannot enter the lands of Da’fat. Due
to ancient enchantments, they cannot find their
way and inevitably get lost. However, if a druid
blesses these travelers, the paths open up to
them, albeit not forever. Adventurers must enter
these dangerous forests at the most inopportune
time. Cruel and treacherous paths await them,
pray to Viridia, they need all the help they can
get.
A Forgotten Menace
Beyond the strange distortions of time,
behind the sand dunes in the desert, a horror
with a forgotten name roams. This evil, which
corrodes and destroys everything it touches,
seeks to extend itself to the lands of the living
to the north. It must be stopped at all costs.
However, the desert is merciless and twisted in
ways that the human mind cannot comprehend.
Time jumps, mind-bending distortions, truly
indistinguishable illusions, and the lack of
essential resources challenge the brave souls
who must face it.
An Ancient Secret
The disaster that has forced all living beings
into exile and migration is known by everyone.
From children to priests, everyone has heard
something according to their knowledge.
However, knowing the name “desolation” is not
the same as truly understanding what it is. To
comprehend the shame of the gods, the wisdom
of ancient times, and the darkest day in the
history of Teneris, one must go south. Only the
most determined ones reach these secrets, and
even a glimpse behind the curtain changes the
heart forever. This secret awaits you.
A Mysterious Villain
Beneath the sands of the desert, grand temples
lie hidden. These ancient structures, built to
suppress the power of the Dark One and protect
Teneris with all its inhabitants, harbor a hidden
power. The locations where the buildings were
constructed were chosen to form a protective
seal when they all came together. However, after
millennia under the influence of desolation, like
everything else in the desert, these structures
have deteriorated and become corrupted. Now,
someone is awakening them once again. This
ancient ritual built as a shield is now directed
like a dagger to the heart of the land. The
awakening must be stopped, and whoever is the
architect of this insidious plan must be silenced
forever.
NEW SUBCLASS OPTION
Cleric Feature
Level
1st Domain Spells, Bonus Cantrip, Glorious
Decay
2nd Channel Divinity: Serenity of the Void
6th Call of the Void
8th Potent Spellcasting
17th Doomsayer
Domain Spells
You gain domain spells at the cleric levels
listed in the Void Domain Spells table. See the
Divine Domain class feature for how domain
spells work.
Cleric Spells
Level
1st Bane, Command
3rd Blindness / Deafness, Invisibility
5th Dispel Magic, Fear
7th Banishment, Blight
9th Dominate Person, Dream
Bonus Cantrip
When you choose this domain at 1st level, you
CLERIC-VOID DOMAIN gain the Chill Touch cantrip if you don’t already
know it.
All gods claim some aspects of creation as
their domain and their devoted clerics work Glorious Decay
according to their gods’ definitive nature. But Starting at 1st level, death is not what you seek,
not all gods have interest in the created things. but it is better than life. Dead things fade away
Some forces beyond the veil see all of the much easier. When you deal necrotic damage to
creation as weak and disgusting. There are gods any creature by any means, you regain hit points
that favor destruction of course, but destruction equal to your proficiency bonus. This feature
and chaos in itself is a “thing” at the end. But only works once per turn, on the first time you
there are some beings that only crave the peace deal necrotic damage.
of the nothingness.
Channel Divinity: Serenity of the
For the unsophisticated, these concepts Void
may seem familiar by judging the results and At 2nd level, you can use your Channel
methods of their followers. But the urge to kill Divinity to silence the most loud and changing
is not the same as the craving of silence. These voice of creation, magic.
kinds of divine beings usually don’t get many
followers among mortals, due to every creature’s As an action, you choose up to 4 creatures you
essential desire to exist. However, there are can see within 30 feet of you. These creatures
cults consisting of nihilistic individuals. Some are blessed with the serenity of the void and
have hope for new beginnings after the total they can not cast any spells until the end of your
annihilation, some don’t even have that. They next turn.
just believe existing causes pain and there is
serenity in void.
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Call of the Void
Beginning at 6th level, when a creature within
30 feet of you regains hit points by any magical in the lands of exile
means you can use your reaction to block that
life energy. Target must succeed on a constitution There are many gods above and below but
saving throw against your Spell Save DC or the there is only one with the power of creating.
target can not regain any hit points from that Ironically, he hates everything he creates.
effect. Once you use this feature you can not use Finding someone who worships the Dark One
it again until you finish a long rest. is almost impossible. He does not answer to
anyone, but some chosen ones can use his
Potent Spellcasting divine power.
Starting at 8th level, you add your Wisdom
modifier to the damage you deal with any There are cultists who claim to fight for him,
cantrip or necromancy spell. also timeless and immortal servants. These
cultists are very different from those who
Doomsayer worship demons or dragons. They call their
At 17th level, your mere existence is god the Dark Father, and they believe that they
unbearable for your enemies, reminding them are carriers of his silent commands. These
of their insignificance. Whenever a creature people believe in a twisted way that after the
hits you with a melee weapon or melee spell Dark One puts an end to this flawed creation,
attack they are marked with the cold touch of he will create a painless and lossless new one
the void. Their will to fight is broken. They have for everyone.
disadvantage on all saving throws until the end
of their next turn. Being a priest of the Dark One in the Lands
of Exile is outright madness. But this madness
is fueled by a mysterious power. If you are
playing a cleric of the Dark Father, put a little
bit of insanity into the mix. You don’t have to
be evil, maybe your character believes that this
is the best path to the greater good.
11
NEW LINEAGE OPTION
FORGOTTEN their newly cursed bodies are paler than before,
their eye color turns to ice-blue or gray, and their
Death and what happens to souls after the end bodies never warm up. They seem to carry the
have always been questions that stir curiosity chill of the grave wherever they walk. While they
and plague the minds of the living. Sentient can hide some of the other signs with a bit of
beings, aware of their existence, cannot refrain makeup and confidence, anyone touching their
from contemplating death and what comes skin undoubtedly realizes that the forgotten
after. However, what they often do not know is have long departed from the warmth of life and
that their ignorance about what lies beyond is, the mortal world.
in essence, a blessing. Gods must preserve the
mystery behind the veil, so that mortals can live Each forgotten carries some other ghostly
their moments without constant fear. features. Some have no shadow, some are
invisible in mirrors, some are bothered by
However, not every soul can easily depart intense light, and some have difficulty crossing
from the mortal coil. Those who died violently, running water. These features are not as definite
those with unfinished business, or sometimes or permanent as they are in other damned.
those grasped by a curse cannot move on to the Instead, they are more like intermittent disease
Gate. This is not akin to empty corpses raised symptoms that come and go, increasing and
from the grave by a necromancer. Whether in decreasing in severity.
body or in spirit, these dead remain here with
their souls. But, thank the gods, many of the Damned For Eternity
forgotten souls in the mortal world lose their For a forgotten, deriving pleasure from life is
minds. Most don’t know they are dead; some quite challenging. They can form friendships,
have consciousness clouded like in a deep sleep, have fun, and indulge in the simple pleasures
or some are consumed by bloodlust, devoid of the body, but one of their four senses is
of any difference from an animal. inevitably weakened. Some cannot see,
Though this fate may seem cruel some have a weak sense of touch
and dangerous for mortals, at least and feel no pain, some have ears
the lost souls are free from the filled with incessant ringing and
torment of their memories and incomprehensible whispers,
the longing for losses. and for most what they eat
and drink always taste like
However, sometimes ash.
exceptions happen. Sometimes
the dead walk, but their minds The bodies of the
are not veiled. Sometimes, they “forgotten” do not
just remember everything. decay or emit foul
Scholars call these unfortunate odors. There is no visible
souls “forgotten.” Forgotten deterioration over many
by death, forgotten by long years. However,
Rakash… their hearts do not beat,
no blood circulates
Pale and Cold in their veins,
A “forgotten” appears as and they do not
they were before their breathe. Therefore,
death. They retain the a forgotten
characteristics of the does not age or
race to which they reproduce.
belonged, and
even the battle
wounds they
suffered in
their mortal
time. Only
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A Need For Purpose as if it were bright light, and in darkness as if
A forgotten may regain consciousness and it were dim light. You can’t discern color in
awaken after years of mindless grave walking darkness, only shades of gray.
or on the first day of their cursed life. No one, Past Memories. You have proficiency with one
including themselves, knows why death spared skill and one tool proficiency of your choice.
them and why they did not share the fate of Languages. You can speak, read and write
other damned. However, this privilege may not Empirian and one more language. This language
be permanent. It is essential for a forgotten to is usually the one you speak when you were
follow a purpose left from their previous life or alive.
find a new one. Otherwise, they slowly begin to Subrace. Two subraces of forgotten are found
lose their sanity once more. If the purpose they in Teneris: Desolate Forgotten and Gravewalker
dedicate themselves to is not achieved for a long Forgotten
time, or if the forgotten fails on this path, they
transform into an angry spirit. Of course, what Desolate Forgotten
constitutes a long time from the perspective As a desolate forgotten, you are a relic from
of unchanging undead must be truly lengthy. ancient times. Even if you don’t remember, your
This transformation is a long process filled with mortal body witnessed the catastrophe named
decades of pain and sorrow. “Desolation”, which occurred in the deserts of
the south and swept across the entire continent.
Forgotten Names Many others who share the same fate as you
A forgotten retains the name they used before still roam with hearts filled with rage. However,
dying and raising as an undead. As expected, almost all of them do not know they are dead,
they do not have their own language or culture. but you are aware of the horrifying truth.
Forgotten do not live as communities.
Ability Score Increase. One ability score of
Sometimes, a forgotten may forget parts of your choice increases by 1.
their name. Over time, more pieces get lost, and Necrotic Resistance. You have resistance to
the old name becomes shorter. For example, necrotic damage.
someone named Balthasar, upon death and Desolation Magic. You know the chill touch
becoming a forgotten, may forget part of the and spare the dying cantrips. When you reach
name and go by Balthar, and after a long time, 3th level, you can cast the false life spell once
may just use Thar. and regain the ability to do so when you finish
a long rest. Wisdom is your spellcasting ability
Forgotten Traits for these spells.
Your forgotten character has a variety of
unnatural abilities, improved by their past. Gravewalker Forgotten
As a gravewalker forgotten, your very existence
Ability Score Increase. Your Constitution is an unnatural phenomenon. You have risen
score increases by 2. from your grave for unknown reasons, and now
Age. A forgotten does not age or die of natural you walk among the living. There is a power
causes, for they are already dead. circulating within your body, independent
Alignment. Most of the forgotten tend towards of your physical form. Your heart, which no
non-chaotic alignments due to their unchanging longer beats, and your somewhat clouded mind
nature and fixed mindset. whisper things to you about how to use this
Size. Forgotten carry their characteristics from second chance. The side effects of being undead
their mortal past. are not as pronounced as they are in a desolate
Speed. Forgotten carry their characteristics forgotten, so with some effort, you can choose to
from their mortal past. live a life within society.
Unnatural Fortitude. When you are reduced
to 0 hit points but not killed outright, you can Ability Score Increase. Your Strength score
drop to 1 hit point instead unless the damage increases by 2.
is radiant. You can’t use this feature again until Graveborn Magic. You know the chill touch
you finish a short or long rest. and thaumaturgy cantrips. When you reach 3th
Darkvision. Due to your unnatural life, you level, you can cast the inflict wounds spell once
have superior vision in dark and dim conditions. and regain the ability to do so when you finish
You can see in dim light within 60 feet of you a long rest. Wisdom is your spellcasting ability
for these spells.
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MAGIC ITEMS
Wormfang Dagger Flask of Rivers
Weapon (Dagger), Rare, (Requires Attunement) Wondrous Item, Uncommon
A wormfang dagger is a weapon whose This common looking metal flask is always
blade was made from the tooth of a dead cool when you touch it. When opened and
sandworm from the south. Wormfang poured, this flask produces up to 2 gallons
daggers are a highly valued choice of of cold and clear water. Once emptied, the
weapons for renowned assassins but flask refills in 1 hour.
they are really hard to come by. It is a +1
dagger that deals an additional 1d6 poison Any water poured from this flask that isn’t
damage to any creature hit by it. Once per consumed within 1 hour turns into sand.
day, the dagger’s sand tremors ability can
be activated by using an action. Armor of Wilds
Armor (any non-metal armor), Rare (requires
Sand tremors. You cause a tremor in the attunement by a druid)
ground around you in a ten foot radius.
Each creature other than you in that area This armor is made of natural materials
must make a DC 14 Dexterity saving like wood, thorns, animal hides and horns.
throw. On a failed save, a creature takes When you use your Wild Shape ability, this
1d6 bludgeoning damage and is knocked armor changes shape as well, granting +4
prone. If the ground in that area is sand, it AC while in animal form.
becomes difficult terrain for 1 hour.
Tent of Traveler
Wondrous Item, Uncommon
14 The Tent of Traveler looks like a regular
two-person tent. Setting up the tent takes
ten minutes of effort. But the tent is bigger
on the inside. Upon stepping through the
entrance flap, you find yourself in a larger
than expected space - containing 300 sq ft
of floor room and a 15ft high ceiling, with
a small kitchen, separated outhouse, and a
central hearth and sitting area. There are
enough beds and accommodations for 6
people to sleep comfortably, even if more
may fit physically.
Moreover, we all know the reason curses are relatively ineffective in 5E: the remove curse spell.
This highly functional spell becomes accessible to the cleric, paladin, warlock, and wizard classes
relatively early in the game. Due to this, curses generally become a nuisance only for low-level
adventurers or fail to transcend being merely a narrative element. Of course, innovative Game
Masters looking to create a dark atmosphere often turn to homebrew. We aimed to develop a system
in this regard to assist Game Masters on this path.
17
CORRUPTION SYSTEM
In the Introduction section of this demo booklet, we explained why we created the Corruption
System and discussed its basic principles. Now, let’s take a brief look at the mechanics that come
with the CS. This way, you can start planning how to use this system in both our adventure modules
and your own homebrew campaigns.
Temptation Is Eternal engages in an action that corrupts their
soul, they will carry the stain in their spirit
Every character is susceptible to as long as they remember it.
corruption at any moment. Corruption can
be an external contamination or arise from The process of getting rid of corruption
one’s own heart. Therefore, corruption is points and cleansing one’s soul is not a
both a narrative process and a collection straightforward task that can be completed
of meta decisions. The choices made by with simple shortcuts. Sometimes, gods
players can be based on various factors and (and of course, the Game Master) may
preferences, just like all other mechanics give characters a chance at redemption.
in the game. Risk calculation, the player’s Outside of these rare situations, corruption
ambition, narrative curiosity, and many is not easily resolved. These opportunities
other factors come into play. Thus, in this can create high-impact and compelling
system, we wanted to appeal not only to narrative moments.
the character but also to the player behind
the dice. There Are Consequences
19
RESURRECTION RULESET
Resurrection, as mentioned before, poses some challenges for 5E games and Game Masters who
aim for a realistic and dark theme. This is why Game Masters often resort to homebrew solutions,
and resurrection spells are among the most frequently banned spells. Our goal is not only to address
this issue but also to create a new rule set that delves into the themes of resurrection with the depth
and weight they deserve. This rule set not only introduces innovations to standard resurrection
spells but also offers new and darker methods. To help you understand what to expect, let’s discuss
the principles around which we built this rule set.
The souls of the deceased reach the Almost always unexpected things
Gate of Rakash, the final threshold occur when performing a resurrection
before crossing into the afterlife, within rite. Sometimes, a stowaway takes the
a minute of their death. Once they cross opportunity, sometimes the revived person
the threshold, the God of Death is very undergoes significant personality changes,
stingy about letting souls go, but if souls and even sometimes they may lose their
are summoned back to the body before sanity. Even if none of these happen,
reaching his domain, scholars call it the disrupting the natural order invokes the
“little death”. Therefore, revivify spell is not wrath of the gods. For this reason, we have
considered a form of true resurrection, and prepared an extensive complications table.
it is not affected by the complications that Those who wish to bring back a loved one
come with resurrection. must be prepared to face many challenges.
Saint Damoran’s
Companion
Damoran’s Companion is a relatively easy Any book containing this prayer is
and widely available method of binding a considered valuable religious writing and
portion of a celestial’s consciousness into is worth at least 5,000 gp. The repeating
an object no larger than a 5ft cube. This of the prayer is fairly simple, and knowing
method requires explicitly clerical magic the prayer in its original celestial form is
and divine foci worth at least 10,000 gp. It enough for this step.
also needs a willing celestial who can break
this binding anytime. 3rd Step:
Securing the Planar Bond
Saint Damoran’s Companion is a three-
step ritual and is suitable for celestials of The third step of this ritual is a continuous
any challenge rating. Below are the steps process which must be performed in order
that are to be followed during the Ritual: to activate the inscribed item and allow its
resident to gain sustenance from its origin
1st Step: plane’s magical energies. The securing of
Construction of the Foci the bond requires the performing of the
Damoran’s Prayer during a long rest and 21
As mentioned above, this ritual requires resting the item in holy water for at least an
a focus worth at least 10,000 gp. Clerics hour. There is no time limit to this process,
of the first age used ivory and gold and being cut out from the planar magic of
for this ritual; however, the material is its home plane does not harm the resident
not essential as long as it is capable of within the item in any way; however, if the
carrying a carved inscription. Writing the host is drained of magical power it prevents
inscription requires the inscriber to know the host from contacting and conversing
celestial and have an understanding of the with the carrier of the object. This is why
deals made with celestials. The inscription powerful clerics, when they find an ancient
itself is considered an official deal between holy item, usually perform Damoran’s
the inscriber and the celestial; as a result, Prayer on it before utilizing any other more
the inscription requires a successful expensive method of identification, since
Intelligence (Religion) or Intelligence if the item is a Damoran’s Companion, it
(Arcana) check of DC 8 + challenge rating might activate after the prayer.
of the celestial being bound.
BenefIts of The Ritual
2nd Step:
Sealing the Bond As a result of this ritual, the carrier of
the object can communicate with the
Sealing the bond requires both the consciousness inside the object. Thus, the
celestial and the inscriber to repeat an sacred being within the object can guide
ancient prayer first performed by Saint its carrier and exert influence on them.
Damoran and an angel who is only known Additionally, even if the consciousness
by its nickname, the Companion. This outside the object is destroyed, the chance
prayer is fairly ancient and can only be of returning is a possibility, keep in mind
found in old tomes of religious studies. that this is very rare for celestial entities.
EXPLORATION ENCOUNTERS SURVIVAL MECHANICS
We are very pleased with the results we As we already discussed in the Introduction
obtained from the City Events Deck in our section, mundane survival mechanics and
previous project. Each event that can serve as challenges don’t work well in 5E games. However,
a fun distraction or the beginning of a quest in a world where the adventurer’s supernatural
not only makes the world feel larger and more repertoire is extensive, survival threats can also
realistic but also deepens the gameplay. Now, be extraordinary. Bewildering forests, deserts
we want to create something similar for the time where time is distorted, constantly changing
spent in the wilderness. labyrinths, mountain slopes made of living
rock, rivers and lava lakes that try to drown or
Of course, the wilderness can encompass scorch those who enter – even the most powerful
various conditions. Experiences can vary greatly adventurers are challenged!
depending on climate and geography factors.
We tried to prepare events suitable for forest and For this very reason, we have added
desert biomes for use with the Wrath of Nature supernatural elements to the threats from the
and Desolation of Time campaigns with this lack of supplies or harsh natural conditions.
Exploration Encounters deck. However, we also This way, you can challenge adventurers at every
balanced it by incorporating elements that can level. Areas that disrupt magic, sentient sand
be meaningful everywhere. dunes, and rains that rapidly age everything
they touch are waiting for you.
The Exploration Encounters deck consists of
subcategories such as crisis, combat, mystery, To overcome these grim challenges and
quest hook, along with plenty of traps and survive, adventurers must be cunning, rely on
puzzles. Addinionaly, you don’t have to their training, be vigilant, and pray to the gods
purchase the physical deck to enjoy Exploration they believe in. Don’t forget, the skeletons they
Encounters. We will provide you some encountered throughout the adventures, once
innovative ways you use this piece of content belonged to someone. Desert takes the weak.
without a physical deck just like the first project.
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23
NEW BACKGROUND OPTIONS
ROADWARDEN d6 Ideals
1 Order. The Empire crumbles if it doesn't protect
Roadwardens are officials of the Empire and build. I protect what the Empire builds.
specializing in caravan protection and (Lawful)
combating highwaymen. They operate under 2 Money. I take bribes and allow smugglers to pass
the jurisdiction of local counts and receive through during my watch. (Evil)
compensation based on their achievements. In 3 Solitude. I prefer the calmness of the road over the
addition to their official responsibilities, these lifestyle in the city. (Any)
individuals also offer their services as hireable 4 Duty. My duty is to protect the people of this
guides. Whether you are a current roadwarden or Empire, and none shall fear traveling under the
an ex-roadwarden, your expertise in navigating shadow of the great Eagle. (Good)
the Empire remains invaluable. Your skills are 5 Revenge. There is a thieves' guild that smuggles
particularly sought after by those seeking to drugs to the city. I will catch them this time.
expedite the transportation of important items (Lawful)
through perilous routes. 6 Indifferent. It is what it is. What's the point in
saving people if they're going to die anyway?
Skill Proficiencies: Perception, Survival (Chaotic)
Tool Proficiencies: vehicles (land), cartographer’s
tools
Equipment: A set of traveler’s clothes, d6 Bonds
cartographer’s tools, a roadwarden insignia and 1 I promised my mentor to one day visit the ruins to
a belt pouch containing 20 gp the south of the city.
2 I wish to understand why the goblins are gathering
Feature: Ambush Point around the swamps.
You excel at interpreting maps and solving
their details. By merging this proficiency with 3 My father was a merchant who was killed by
bandits on this road, and I know that they are still
your comprehension of advantage points and active on this part of the Empire. I will kill them.
strategic locations, you can identify potential
4 I will face any challenge to win the approval of my
ambush points along your route. However, this superiors.
ability is applicable only to maps of areas where
you have either worked as a roadwarden or are 5 I want to make enough money to buy myself a
cabin in the woods.
currently working. Alternatively, if you have
spent at least three weeks in a specific area, 6 I seek to find the camp of the wood elven
utilizing your downtime to explore, you can renegades.
employ this feature.
d6 Flaws
d8 Personality Traits 1 I tend to forget to tell my friends that there are
1 I value small conversations that I have with people I people trying to ambush us on the way.
meet on the road. 2 Sometimes I think I am talking, but I am not.
2 I hate cities and the crowd. 3 When my knowledge of cartography is challenged, I
3 Traveling and walking long distances allows me to get aggressive.
think clearly. 4 I can turn a blind eye to anything for the right price.
4 I have a duty to the Empire, and I wish to fulfill it. 5 I have a fear of the undead, and as a result, I don't
5 Maybe I’ve spent too much time walking in the go to the parts of the road where there are burial
dark, but that tree moved, and that stone talked. sites.
6 I am desperate for social interaction. As a result, I 6 I don’t respect people in the military, because they
try to start conversations with anyone who seems don't show respect to road wardens.
friendly.
7 I am aware that many individuals born into poverty
turn to a life of banditry and robbery. Recognizing
that most of them deserve a second chance, I choose
to show them mercy.
8 I occasionally prey on carts and people who travel
alone on the road. They should have known better.
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ZEALOT d6 Ideals
1 Grand Crusade. I fight to spread the word of my
Relentless rage and boundless devotion to the god. (Any)
god they serve are two defining features of these 2 Setting an Example. I will be an example for my
people. Zealots can be found in all clergies in people, a champion of my god (Any)
the Lands of Exile, but the stereotypical zealot 3 Unity. Belief brings people together. (Lawful)
follows the teachings of Alarath, the god of war.
You are one such individual who seeks to spread 4 Power. My devotion pushes me further; in the
the influence of your god with all that you have. name of my god, I will become the strongest. (Any)
You might be tied to a church known for its 5 Authority. My words are the words of my god,
radical approach, or you might follow a heretical people will obey me. (Evil)
cult with unsanctioned beliefs. Regardless, your 6 Theocratic. Positions of power should be held by
training and devotion make you a reliable ally members of the clergy. (Lawful)
and a formidable foe in battle.
2 Sin is in us all, and we should repent for our sins at 6 There is an answer to every question in the holy
every single opportunity. text of my religion.
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BESTIARY
ESURIEN CRONES are condemned to feed on carrion, scraping
meat off the bones of long-dead creatures. For
Esurien Crones were once human, though it this reason, they carry strange cauldrons with
would be hard to believe. According to legends, chicken legs, in which they store the bones
there were originally only three of them, and collected by witches. They use dark magic to
they formed a coven to practice witchcraft. enlarge the meat on top of the bones, allowing
For many years, they performed dark arts and witches to survive for longer periods with fewer
achieved a success of unknown nature. Craving bones.
power and immortality, these beings, realizing
that they could not find answers in the mortal Esurien Crones can sometimes form covens,
world, directed their dark pursuits into the Fey making them even more dangerous. They are
realm. Over decades, they made known to live in caves buried under the sand,
deals with dark and powerful and they only leave their lairs for a good
spirits in the Fey realm, and reason. If you ever
this transformative process get lost in the
changed them, causing desert, be sure
them to lose their humanity that a crone is
step by step. watching from afar,
waiting for you to die.
This transformation was
just the first step in the Esurien
Crones’ change. Somehow,
during this process, their numbers
increased. No one knows what
happened to the original three
hags, but when they returned to
the mortal realm, their numbers
were tenfold. Some believe it was
a clever deception by the fey who
wanted to get rid of them, while
others think it was the result of their
own research, they conclude that
the secret to immortal life was not
in necromancy but in manipulating
time. This belief led them south, to
the ruined deserts of Desolation.
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esurien crone 1/day each: legend lore, scrying, fireball
Medium Fey, Chaotic Evil
Armor Class 17 (natural armor) Magic Resistance. The crone has advantage
Hit Points 82 (15d8+15) on saving throws against spells and other
Speed 30 ft. magical effects.
STR dex con int wis cha Actions
11(+0) 14(+2) 12(+1) 17(+3) 18(+4) 18(+4) Multiattack. The crone makes one Claw and
one Warping Touch attack.
Saving Throws Constitution +3, Intelligence
+6, Wisdom +7 Claw. Melee Weapon Attack: +5 to hit, reach
Skills Arcana +6, Deception +7, Insight +7, 5 ft., one target. Hit: 5 (1d6 + 2) slashing
Perception +7 damage.
Damage Resistances necrotic Warping Touch. Melee Spell Attack: +7 to
Condition Immunities blinded, charmed hit, reach 5 ft., one creature. Hit: 18 (4d6 +
exhaustion, frightened 4) psychic damage. If the target is not fey or
Senses darkvision 120 ft., blindsight 30 ft., undead, it takes an extra 10 (3d6) necrotic
passive Perception 17 damage.
Languages Empirian (Common), Sylvan,
Abyssal Reactions
Challenge 6 (2,500 XP) Hungry Stare. When a creature the crone
can see within 30 feet of her regains hit points,
Innate Spellcasting. The crone’s spellcasting the crone can force the creature to make a
ability is Charisma (spell save DC 15). She can DC 15 Wisdom saving throw. Unless the save
innately cast the following spells, requiring no succeeds, the creature takes 11 (2d10) psychic
material components: damage, and the crone regains hit points equal
At will: detect magic, disguise self to the amount of damage taken.
3/day each: dream, hypnotic pattern, magic
missile
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Wrath of Nature, A Wild 5E
Adventure Full of Mystery and
Horror for Characters of
Levels 1 - 5
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8+ New Subclasses
Corruption System
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digital editions
now available!
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