What Everyone Knows
Ten things (which may not even 4. The world ends at the Last
be true) everyone knows about Sea. There's nothing else west
the Western Reaches. of the coast. Just the Last Sea
rolling on and on into mist.
1. The Reaches are ancient. Some say if you keep going,
They've been here since the sun you'll eventually arrive at the
first rose over the western shore. shores of the gods' realm and
Some say the land came up out you can ask them for one thing.
of the sea, or the gods sculpted But you'd never make it back
it all out of clay, or the dwarves from there anyhow.
hammered it together on anvils.
Nobody really knows. But there's 5. No king has ever ruled all the
plenty of old stuff all around that Reaches. Sure, some have tried.
must have been built ages ago. But the Reaches have no king,
not now, not ever. There was
2. There are faraway lands. a queen long ago who almost
They say the Reaches stretch all conquered it all from top to
the way up to a frozen land of bottom, but her heart was dark
endless night, and all the way and the gods cast her down.
down to deserts so hot they'll Every child knows the song: Rise
cook you alive. There's even a big and fight, sun from night, dark
city on the coast. City of Masks, queen tumbles out of sight.
they call it. Most people don't
6. The gods are distant. The
travel too far, though. Too risky.
gods don't walk among us
3. It's dangerous out there. anymore. And they don't
Nobody's going to come riding intervene. There are a few
to your rescue! These are lawless rare folks like priests who can
lands full of bandits and thieves. channel their power. That's how
Wild beasts and trolls. Evil spirits. we know they're still watching
You better not go alone. over us, for good or for ill.
12
7. Ancient spirits and beings
dwell here. There's all kinds of
strange demons and ghosts
lurking around in the wilds.
You've heard of the Willowman
who comes to scare children
who don't listen. He's real! And
there are other things like him.
8. Magic is terribly dangerous.
Most folks don't trust a wizard,
I'll tell you that. Only a madman
lets a wizard cast a spell in his
house. You'll get yourself blown
up that way. Even touching a
magic sword has half a chance
of cursing you blind!
9. Non-humans aren't very
common. Elves, dwarves, you
don't often see them. We do
get a traveler from time to time,
and the kids always want to ask
them a barrel of questions.
10. Most of the Reaches are
unexplored. You'll hear a couple
of tall tales from sailors, but
most folks haven't seen much
farther than the ends of their
own noses. Hard to believe
half the stuff those sailors say,
anyway. None of them have even
been to the south. Can't sail a
boat over the desert, can you?
13
Life in the Reaches
ANCESTRIES POINTS OF LIGHT
Humans are by far the most The Western Reaches is a "points
common ancestry in the of light" setting where there
Western Reaches, but there are small pockets of fragile
are a wide scattering of other civilization, usually in the form of
peoples and civilizations. self-governed towns and city-
states. Most places outside these
Dwarves, elves, and halflings are areas are dangerous and lawless.
uncommon. Half-orcs, half-elves,
goblins, and kobolds are rare.
MIGHT MAKES RIGHT
Population. Optionally, players When there is no overall rule
can roll on the below chart for of law, street justice prevails.
their characters' ancestries if Bandits, monsters, thieves, and
they want the party to align worse roam the wilds of the
with the average population Western Reaches, often acting
percentages in the Reaches. with impunity against the weak.
Adventurers will have to defend
ANCESTRY themselves, make allies, and act
d100 Ancestry wisely if they hope to survive
outside the safety of civilization.
01-54 Human
55-64 Elf
The wilds will eventually wear
65-74 Dwarf down even the toughest
75-84 Halfling adventurers. Characters will
85-89 Goblin need to retreat back to town on
a regular basis to rest, restock,
90-94 Half-elf
and recount their exploits in a
95-99 Half-orc
carousing celebration!
00 Kobold
14
CIVILIZATIONS SOCIAL STRUCTURE
Most people who dwell in the Most people in the Western
Western Reaches have at least Reaches come from humble
heard of the other centers of means and get by working in a
power in the region and know a trade or craft.
few facts about them.
If they live in a city-state or
City of Masks. The Duke reigns its nearby lands, they pledge
over this romantic city of high loyalty to its overlord and serve
culture, art, and danger. It's as vassals in exchange for the
the biggest city-state in all the overlord's protection.
Western Reaches.
In most parts of the reaches,
Alkesh. A princess called the there is no overlord. Many towns
Shar rules Alkesh. The city is and villages have no other
a mysterious, bright oasis in authority but their own and
the desert where you can buy must protect themselves from
anything for the right price. outside dangers.
Stonehall. A dwarf king as old There is no universal set of laws,
as three men presides over a governance, or culture across
vast hall under the mountains. the Western Reaches.
The dwarves of Stonehall are the
best crafters in all the land. A knight from the Duchy
of Montmar would not be
Kyzian Steppes. Wild tribes of recognized or treated as a noble
horseback riders roam across by the lawless bandit lords who
the plains like a moving army. roam the Djurum Desert.
Their queen is a feared warrior.
A visitor in the City of Masks
Lydonia. An aloof elf king rules might unknowingly break one
over a shining citadel deep of the Duke's laws. In Alkesh,
in the forest. His rangers and the very same "crime" might be
knights watch from behind perfectly legal, or perhaps it is
every tree and blade of grass. punished even more harshly.
15
Half-Elf
HALF-ELF
Lithe, long-lived humans with
subtle elven features. Their
boldness is tempered by insight.
You know the Common and
Elvish languages, plus one
additional common language.
Adaptable. Roll your talent rolls
twice and choose which result to
keep.
POPULATION NAMES
Half-elves are rarely seen. They
d10 Part 1 Part 2
make up 5% of the population.
1 Me- -garrin
2 Ira- -sandiel
ORIGINS
3 Im- -rak
Half-elves typically hail from the
4 Hu- -teril
Kyzian Steppes or the Djurum
5 Gal- -rynn
Desert where their parents
have the greatest crossover in 6 Tova- -barik
territory. They are beloved by 7 Syr- -lena
both peoples and seen as a 8 Or- -seniel
symbol of alliance. Half-elves
9 Lir- -dess
often become legendary horse
10 Cal- -dorin
riders, archers, and leaders.
26
HALF-ELF TRINKET
d100 Details d100 Details
1-2 Braided horsehair lock 51-52 Book of plant drawings
3-4 Silver leaf brooch 53-54 Carved bone fishhook
5-6 Red saddle blanket 55-56 Circlet of deer antlers
7-8 Bowstring bracelet 57-58 Shard of a silvery mirror
9-10 Carved quartz ring 59-60 Bag of glass marbles
11-12 Father's sword belt 61-62 A single old playing card
13-14 Hay-stuffed luck doll 63-64 Copper disc necklace
15-16 Arrowhead necklace 65-66 Filigreed hair pin
17-18 Lucky horseshoe 67-68 Green silk handkerchief
19-20 Pressed prairie flower 69-70 Silver camel hair hat
21-22 Bottle of red sand 71-72 Vial of perfumed oil
21-24 Horse bone dice 73-74 Leather hat with feather
25-26 Wide straw hat 75-76 Tiny locket housing a leaf
27-28 Wood gnome figurine 77-78 Silver spinning top
29-30 White silk headband 79-80 Miniature wind chime
31-32 Embroidered overcoat 81-82 Bundle of scented twigs
33-34 Frayed horsehair brush 83-84 Finely tailored dress robe
35-36 Copper arm cuff 85-86 Wax-sealed note
37-38 Chain of horse bells 87-88 Bundle of red feathers
39-40 Tassled arrow quiver 89-90 Blue camel blanket
41-42 Skin of wheat beer 91-92 Hawk hood and glove
43-44 Ball of knotted string 93-94 Pot of black eye coal
45-46 Bent silver nail 95-96 Silver pan pipes
47-48 Soft leather slippers 97-98 Moonstone ring
49-50 Letter from mother 99-00 Heirloom family weapon
PCs may start with one trinket; it is free to carry.
27
Kyzian Archer
Swift horse riders who race Mount. You have a warhorse
across the Steppes like wolf with a lovely demeanor (see pg.
packs. They are trained in the 148). It comes when you call.
deadly Kyzian archery style. You can only have one such
mount at a time.
Weapons: Dagger, longbow,
shortbow, sling, scimitar Your mount has additional levels
equal to half your level (round
Armor: Leather armor down).
Hit Points: 1d6 per level While riding your mount in
combat, you are not slowed by
Hawk Eye. Three times per day, difficult terrain.
add 1 + half your level (round
down) to your next ranged If you lose your mount, you can
attack and its damage roll. use your downtime to acquire
and train another warhorse.
Kyzian Quiver. One of your Pass a DC 15 CHA check for the
arrow quivers can hold up to 80 new warhorse to become your
arrows while only occupying one mount. Lower the DC by one
gear slot. step with each attempt.
KYZIAN ARCHER TALENTS
2d6 Effect
2 The damage of one weapon type you wield becomes a d10
3-6 +1 to ranged attacks and damage
7-9 +2 to Strength, Dexterity, or Constitution stat
10-11 Gain an additional use of Hawk Eye per day
12 Choose a talent or +2 points to distribute to stats
Roustabout Class
Average laggards of no Knowaguy. You have advantage
particular talent. They wield on checks related to interacting
weapons and magic with the with commoners and sourcing
elegance of a hog-tied kobold. favors.
But if their back is against a wall,
a glint of bravery may, on rare Lucksmith. Whenever another
occasions, rise to the surface. player uses your luck token, they
have advantage on the new roll.
Weapons: Club, dagger,
hammer (as club), staff Surprising Guts. When you are
reduced to half your HP or lower,
Armor: Leather armor you have advantage on your
next roll.
Hit Points: 1d4 per level
ROUSTABOUT TALENTS
2d6 Effect
2 +1 to any stat and roll another talent
3-6 Gain the ability to wield a new weapon or armor
7-9 +1 to any two stats (they can’t be the same)
10-11 Roll an extra hit points die this level
Learn any spell of a tier equal to half your level rounded
12
down (min. 1). Cast it using that class's spellcasting stat
“I knew I should have stayed home today!"
-Arnold, halfling roustabout
62
Warlock Class
Howling warriors with Patron. Choose a patron to serve
sharpened teeth, wild-eyed (see pg. 70). Your patron is the
doomspeakers preaching of source of your supernatural gifts.
The Dissolution, and cloaked
lore-hunters bearing the hidden Your patron can choose to grant
Mark of Shune. or withhold its gifts at any time.
You can gain new Patron Boons/
Weapons: Club, crossbow, talents (or lose them) as a result.
dagger, mace, longsword
Patron Boon. At 1st level, you
Armor: Leather armor, gain a random Patron Boon
chainmail, and shields talent (see pg. 72) based on
your chosen patron.
Hit Points: 1d6 per level
Whenever you gain a new talent
Languages. You know either roll, you may choose to roll on
Celestial, Diabolic, Draconic, your Patron Boon table rather
Primordial, or Sylvan. than the Warlock Talents table.
WARLOCK TALENTS
2d6 Effect
2 Roll a Patron Boon from any patron; an unexplained gift
3-6 Add +1 point to two stats (they must be different)
7-9 +1 to melee or ranged attacks
10-11 Roll two Patron Boons and choose one to keep
12 Choose a talent or +2 points to distribute to stats
68
The Lost
CHAOTIC
The Lost are chaotic gods.
They were once two of The Nine
primary gods in the Reaches.
But the other gods cast them
down for unspeakable crimes.
Their names are lost, expunged,
forgotten, yet there are those
who seek to remember.
TENETS IN THE REACHES
1. Seek The Lost. They are out Worshipping The Lost is a form
there, whispering and waiting. of blasphemy. Most people in
They want to be found. They the Reaches consider it bad luck
must be found. to even speak about The Lost,
let alone revere them. Whatever
2. Free The Lost. They are held they did to be cast down by
imprisoned, and it can not be. the other gods must have been
They want to be freed. They unforgivable.
must be freed.
Yet cultists gather in every dark
3. Destroy those who cast corner of the Reaches, and the
out The Lost. They have sown zealots who pledge their souls
their own fates. The Lost want to The Lost are some of the most
vengeance. It must be reaped. dangerous ones indeed.
168
New Options
The following options are extra FACTIONS
details you can add to enhance
Pages ## - ## of this chapter
your character's motivations and
detail four factions the PCs can
connections in the Reaches.
join (a PC can only be a member
of one faction a time).
BACKGROUNDS
This section provides a list of Factions help unite characters
d100 backgrounds drawn from around a common cause. Some
all around the Western Reaches. player groups choose to all be
part of the same faction.
Each section is sub-divided by
major region if you prefer to If a character in the party dies,
roll within a certain area (each their successor might also be
section has d12 entries). from the same faction so that
player can keep continuity in
goals and hanging threads.
SECRETS
This section is a list of d100 The Bards. An order of noble
secrets players can use to give heroes intent on doing good.
their character an interesting
plot thread to follow. The Jeweled Eye. A secretive
faction of ambitious and self-
It's usually best practice to share interested treasure hunters.
the secret with the Game Master
so it can be incorporated into The Torchbearers. A broad
the campaign world. collective of adventurers looking
for glory and new exploits.
Some players may prefer to keep
their character's secret hidden Wolves of Lydonia. A group of
from the other players until it protectors trying to keep the
becomes relevant. wilds from harming civilization.
173
The Bards
The Bards is a lawful order that
fights for knowledge and justice.
Their symbol is a gold pendant
of a nine-pointed star, often
referred to as The Duke's Rose.
The faction is led by the
honorable and wise Master Poet
Yeothin, chancellor of the Bardic
College in the City of Masks.
MISSION IN THE REACHES
To preserve important The Bards operate out of the
knowledge and prevent the rise City of Masks, but they travel
of evil in the Western Reaches. far around the Reaches in small
groups. People greet bards with
BYLAWS joy and, often, requests for help.
1. Do not allow evil to stand Typical members include bards,
uncontested. fighters, lawful priests, and those
with strong moral fiber.
2. Bring light and hope to the
weak and defenseless. Members in good standing learn
a mix of rumors about evil plots,
3. Seek artifacts, knowledge, and
magic items, and people who
experience so it may be kept
need help.
safe in your hands.
182
The Jeweled Eye
The Jeweled Eye is a neutral
faction that places the pursuit of
knowledge and power above all.
Their symbol is a ring with a
gem carved like a cat's eye.
The order's secretive leader is
Afarim Zarad, a wealthy and
reclusive sorcerer who lives in
The Spires district of Alkesh.
MISSION IN THE REACHES
To accumulate magical artifacts, The Jeweled Eye is secretive
wealth, and secrets for the and does not make its presence
individual members' benefit. widely known, though its
members conduct clandestine
BYLAWS meetings in all major cities.
1. Pursue that which you seek Typical members include
with all your skill and effort. wizards, thieves, chaotic priests,
and those with deep personal
2. Gather power to yourself. Use
ambitions.
it to shape the world.
Members in good standing learn
3. Respect the right of first claim
an abundance of quality rumors
of fellow Jeweled Eyes members.
about magical treasures.
Ignore it for all others.
184
The Torchbearers
The Torchbearers is a neutral
faction that believes in living a
glorious life full of adventure.
Their symbol is a dagger with a
pommel shaped as a flame.
They do not have a centralized
leader, but members induct
each other and enforce the
bylaws by local majority vote.
MISSION IN THE REACHES
To delve into forgotten places, The Torchbearers can be found
loot them, and come back with all around the Reaches. They
amazing stories to tell. have a presence in all major
cities and choose a favorite
BYLAWS tavern to turn into their regular
meeting grounds.
1. Share knowledge, rumors,
strategies, and ideas. The glory Typical members include those
of one is the glory of all. of all backgrounds and skill sets
who seek adventure and glory.
2. Compensate Torchbearers
who help you. Share the spoils. Members in good standing
learn a blend of rumors about
3. Do what you must, but do not
adventuring sites and treasures.
harm fellow Torchbearers.
186
MEMBERSHIP BENEFITS
PC Level Benefits While In Good Standing
Once per level, you may roll on the treasure table
1-2
matching your level and immediately gain the item
Gain 1 XP each time you publicly one-up a rival
3-4
adventuring party (limit once per encounter with them)
5-6 Once per level, maximize your death timer roll
7-8 Gain 1 XP each time you expend a luck token
A noble who is a fan of your exploits grants you a
9-10 luxurious manor home in any region you wish; guild
members who rest here gain +5 temporary HP (max 5)
CITY-STATE PRESENCE
City-State Details
Meetings at the Pale Toad tavern in Gedgarrin
City of Masks district, limited access to the private library in
Gedgarrin university, forays into Lowland Moor
Lively gatherings at The Jewel of Borak tavern in
Alkesh the Forgotten Quarter, organized delves into the
ancient tunnels beneath the city
Welcome at the Braided Beard tavern in The
Clanks district where dwarf prospectors contract
Stonehall
Torchbearers to clear out dangerous mines and
investigate weird findings
Tenuous allowances by Kyzian Princes to explore
Kyzian Tribes certain areas, no organized presence in the region
but occasional shared camps near delve sites
Jovial meetings at the Court of Mab tavern in the
Lydonia Cerulean Quarter, frequent partnerships with the
Wolves of Lydonia that are mutually beneficial
187