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discoveries and divine bargains\nThe party investigated an abandoned temple for information about the locks containing Lilith, then rested in its magnificent mansion. Bane attuned to the sentient legendary maul Skyrend by defeating an avatar of the Celestial Smith, known as Skjaldur.\n\nRaven signed a contract with Asmodeus and changed patrons. He subsequently offered assistance in keeping Lilith imprisoned, but the party rejected that offer. Asmodeus told Mazikeen that Lilith was her true mother.\n\nGreenhaven and the Clergy attack\nIn Greenhaven, the Bladebreakers apologized to the party and gave sending stones to Carmi and Talon. Valxan and a companion called Alara were among them.\n\nDireheart and Bishop Eamon Blackwood then attacked Talon. During the confrontation, Direheart was revealed as Lily Everglen, his former fiancée, whose mind had been manipulated by the Clergy. A shadowy mist closed around the party as the encounter began.\n\nNext decisions\nThe party had yet to determine how to address the Clergy threat, what Asmodeus’s involvement meant for its relationships, and how Mazikeen’s heritage related to Lilith’s locks.","category":"Lore","id":"4f0da97f-5873-4096-9b77-22901fafb55f","links":[],"raceRelated":[],"sections":[{"body":"The party investigated an abandoned temple for information about the locks containing Lilith, then rested in its magnificent mansion. Bane attuned to the sentient legendary maul Skyrend by defeating an avatar of the Celestial Smith, known as Skjaldur.\n\nRaven signed a contract with Asmodeus and changed patrons. He subsequently offered assistance in keeping Lilith imprisoned, but the party rejected that offer. Asmodeus told Mazikeen that Lilith was her true mother.","heading":"Temple discoveries and divine bargains","illustration":{"alt":"Bane attuning to the bronze-braced Skyrend","caption":"Bane attuning to the bronze-braced Skyrend","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/campaign-bane-skyrend-attunement.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"In Greenhaven, the Bladebreakers apologized to the party and gave sending stones to Carmi and Talon. Valxan and a companion called Alara were among them.\n\nDireheart and Bishop Eamon Blackwood then attacked Talon. During the confrontation, Direheart was revealed as Lily Everglen, his former fiancée, whose mind had been manipulated by the Clergy. A shadowy mist closed around the party as the encounter began.","heading":"Greenhaven and the Clergy attack","illustration":{"alt":"Direheart and Eamon ambush Kael as shadow mist closes near Greenhaven","caption":"Direheart and Eamon ambush Kael as shadow mist closes near Greenhaven","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/greenhaven-direheart-shadow-mist-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The party had yet to determine how to address the Clergy threat, what Asmodeus’s involvement meant for its relationships, and how Mazikeen’s heritage related to Lilith’s locks.","heading":"Next decisions","visibility":"player"}],"summary":"At an abandoned Lilith-cult temple and later in Greenhaven, the party uncovered clues to Lilith’s imprisonment and confronted new ties to Asmodeus and the Clergy. Talon’s encounter with Direheart and Eamon Blackwood remained unresolved.","title":"Session Notes: 17 February 2024","type":"Session account","visibility":"player"},{"body":"North into The Ash\nAfter buying supplies at the outpost, the party set out north. The first day passed without incident, and Bane arranged the mansion cube like his home. When Mazikeen asked Relas about his assignment, he described possible Spring Equinox trouble and his need to reach the Iron Tusk Confederacy. Carmi knew of an eclipse involving both moons and had heard from a friend that the Road of Lost Souls was damaged.\n\nThe damaged road\nOn the second day, the group found the damaged section and fought five fast, powerful Defilers. Their Necrosis Vomit afflicted Raven and Bane, and Raven fell unconscious. Ranger @[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306] assisted the party and afterward healed both characters' afflictions.\n\nRaven decided she had endured enough and accepted Bastion's offer to guide her back to the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc]. The session ended shortly after midday, immediately after the fight; no long rest had occurred.","category":"Lore","id":"5a63fdab-b9d9-4b90-a9ec-e30028f88dc3","links":["274cf988-d703-4e79-b530-6cdbfb7834fc","a98200e5-e6e1-4843-8109-402bae0c8306"],"raceRelated":[],"sections":[{"body":"After buying supplies at the outpost, the party set out north. The first day passed without incident, and Bane arranged the mansion cube like his home. When Mazikeen asked Relas about his assignment, he described possible Spring Equinox trouble and his need to reach the Iron Tusk Confederacy. Carmi knew of an eclipse involving both moons and had heard from a friend that the Road of Lost Souls was damaged.","heading":"North into The Ash","illustration":{"alt":"Bane arranges the mansion cube like home on the first night","caption":"Bane arranges the mansion cube like home on the first night","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-first-night-banes-home-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"On the second day, the group found the damaged section and fought five fast, powerful Defilers. Their Necrosis Vomit afflicted Raven and Bane, and Raven fell unconscious. Ranger @[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306] assisted the party and afterward healed both characters' afflictions.\n\nRaven decided she had endured enough and accepted Bastion's offer to guide her back to the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc]. The session ended shortly after midday, immediately after the fight; no long rest had occurred.","heading":"The damaged road","illustration":{"alt":"Bastion's aid and Raven's decision to return to the outpost","caption":"Bastion's aid and Raven's decision to return to the outpost","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-bastion-heals-raven-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"This session follows the party's first two days north from the Ashen Outpost along the Road of Lost Souls. A damaged stretch of road exposed them to Defilers, and the fight ended with Raven deciding to return to safety.","title":"The Ash, Part 1 — May 2024","type":"Session account","visibility":"player"},{"body":"Arrival\nThe party arrived in Gralthor in the Iron Tusk Confederacy and spent time buying sporting souvenirs and mounts.\n\nThe Seven Sprintscales\nZara is calm and patient, making her suitable for a less experienced rider. Bronze scales carry green streaks along her spine, and a pale, star-shaped patch marks her forehead.\n\nRyx is playful, energetic and inclined to race. His dark-brown scales have bronze highlights, and a missing claw on the front left foot distinguishes him.\n\nLiora is gentle and affectionate, forming close bonds with riders. Iridescent patches interrupt her green coloring, and the featherlike appendage on her left cheek is unusually large and colorful.\n\nTharn is watchful and protective. Black ridges rise from dark-bronze scales, and an old battle scar runs down his right side.\n\nNyra is curious and quick to investigate unfamiliar surroundings. Golden scales are scattered over her light-brown body, and her especially long, elegant tail is distinctive.\n\nVexor is independent and prefers to lead, though he respects a capable rider. His deep-green scales turn slightly blue along the spine, with a lightning-bolt pattern across his back.\n\nKara is persistent and loyal. Dark-green patches mark her bronze coloring, and a slightly crooked spinal ridge gives her a recognizable outline.","category":"Lore","id":"7ae8a455-646e-4971-b0dc-22c7899eab37","links":[],"raceRelated":[],"sections":[{"body":"The party arrived in Gralthor in the Iron Tusk Confederacy and spent time buying sporting souvenirs and mounts.","heading":"Arrival","visibility":"player"},{"body":"Zara is calm and patient, making her suitable for a less experienced rider. Bronze scales carry green streaks along her spine, and a pale, star-shaped patch marks her forehead.\n\nRyx is playful, energetic and inclined to race. His dark-brown scales have bronze highlights, and a missing claw on the front left foot distinguishes him.\n\nLiora is gentle and affectionate, forming close bonds with riders. Iridescent patches interrupt her green coloring, and the featherlike appendage on her left cheek is unusually large and colorful.\n\nTharn is watchful and protective. Black ridges rise from dark-bronze scales, and an old battle scar runs down his right side.\n\nNyra is curious and quick to investigate unfamiliar surroundings. Golden scales are scattered over her light-brown body, and her especially long, elegant tail is distinctive.\n\nVexor is independent and prefers to lead, though he respects a capable rider. His deep-green scales turn slightly blue along the spine, with a lightning-bolt pattern across his back.\n\nKara is persistent and loyal. Dark-green patches mark her bronze coloring, and a slightly crooked spinal ridge gives her a recognizable outline.","heading":"The Seven Sprintscales","illustration":{"alt":"Zara and Liora at the Gralthor paddock","caption":"Zara and Liora at the Gralthor paddock","height":1024,"layout":"landscape","src":"assets/worldbook/gralthor-zara-liora-sprintscales.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"The party arrived in Gralthor by Steamrail, bought Ironball merchandise and acquired trained Sprintscale Eclian mounts.","title":"Arrival in Gralthor: 20 July 2024","type":"Session account","visibility":"player"},{"body":"The war and his perpetual charge\nAelric fought in the hundred-year Orc Wars and was the central research mind behind the Free Peoples’ Dieritium-powered weapons that created the Ash. The weapons were made from leftover pieces of the mineral, without an understanding of the power they would unleash. These later weapons were distinct from the Aetheric Conflux used in the Purge. His undeath is now dedicated to the protection and monitoring of that wasteland.\n\nThe amendment to the @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] recognizes his role in maintaining safe passage between Haven and the Iron Tusk Confederacy. His commitments include protective devices, continued oversight of the region and as much control over its undead as he can exert. Both peoples undertake to provide resources and cooperation, guide travelers onto the established paths and coordinate with him through a bilateral commission.\n\nThe Direlamps and the guarded road\nAelric created and maintains the Direlamps that line the @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0]. Their pale-green light turns or destroys nearby undead, keeping the crossing safer than the surrounding waste. @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd] reinforces the lanterns’ wards with her blessings.\n\nThe road joins the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc] in the south to @[Ragzul Urzok|b7175ef2-dfef-4c9f-981a-9129cad4a087] in the north. Its defenses require continuing care: damaged stretches can expose travelers to the undead despite the protected route’s purpose.","category":"People","id":"dac8c468-98b8-483e-9d28-901dc58410a5","identityIllustration":{"alt":"Aelric the Eternal","caption":"Aelric the Eternal","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/aelric-eternal-ref.avif","visibility":"player","width":900},"links":["274cf988-d703-4e79-b530-6cdbfb7834fc","672f3c22-80fc-4fa8-a439-64902fa020cd","6e0f985c-587a-4faf-bb6d-12507ae271fe","b47f0a84-c380-499c-baf4-4efef0fc7c9e","b7175ef2-dfef-4c9f-981a-9129cad4a087","eba02322-f5a9-4b54-a2d2-00a888c614f0"],"raceRelated":[],"sections":[{"body":"Aelric fought in the hundred-year Orc Wars and was the central research mind behind the Free Peoples’ Dieritium-powered weapons that created the Ash. The weapons were made from leftover pieces of the mineral, without an understanding of the power they would unleash. These later weapons were distinct from the Aetheric Conflux used in the Purge. His undeath is now dedicated to the protection and monitoring of that wasteland.\n\nThe amendment to the @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] recognizes his role in maintaining safe passage between Haven and the Iron Tusk Confederacy. His commitments include protective devices, continued oversight of the region and as much control over its undead as he can exert. Both peoples undertake to provide resources and cooperation, guide travelers onto the established paths and coordinate with him through a bilateral commission.","heading":"The war and his perpetual charge","visibility":"player"},{"body":"Aelric created and maintains the Direlamps that line the @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0]. Their pale-green light turns or destroys nearby undead, keeping the crossing safer than the surrounding waste. @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd] reinforces the lanterns’ wards with her blessings.\n\nThe road joins the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc] in the south to @[Ragzul Urzok|b7175ef2-dfef-4c9f-981a-9129cad4a087] in the north. Its defenses require continuing care: damaged stretches can expose travelers to the undead despite the protected route’s purpose.","heading":"The Direlamps and the guarded road","visibility":"player"}],"summary":"Aelric the Eternal is a decrepit but wise lich who guards passage through @[the Ash|b47f0a84-c380-499c-baf4-4efef0fc7c9e]. A wartime wizard and central architect of the Dieritium weapons that devastated it, he now maintains the region’s protective routes. He has a taste for drama and a fondness for baking.","title":"Aelric the Eternal","type":"Person","visibility":"player"},{"body":"A quiet elder\nAeric keeps livestock as well as wheat fields. He lives quietly with his wife and generally keeps to himself, offering wisdom when neighbors seek it.\n\nThe valley around his farm\nRavenwood’s wheat fields share a shallow valley with orchards, vegetable plots and the livestock pens clustered beside farmhouses. The Aprian Run supplies the water on which this agriculture depends. Neighbors cooperate during planting and harvest, and use crop rotation, composting and natural pest control to preserve the fertile soil.\n\nAeric’s standing as an elder belongs to this working village. Advice sought from a wheat farmer and livestock keeper comes within a community whose daily concerns include food, animals, weather and the shared labor of the seasons.","category":"People","id":"b75ccca7-a972-49ba-ad2b-c662c3999a7a","identityIllustration":{"alt":"Aeric Hawethorne","caption":"Aeric Hawethorne","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/aeric-hawethorne-elder-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Aeric keeps livestock as well as wheat fields. He lives quietly with his wife and generally keeps to himself, offering wisdom when neighbors seek it.","heading":"A quiet elder","visibility":"player"},{"id":"enrichment6-b75ccca7-a972-49ba-ad2b-c662c3999a7a-the-valley-around-his-farm","heading":"The valley around his farm","body":"Ravenwood’s wheat fields share a shallow valley with orchards, vegetable plots and the livestock pens clustered beside farmhouses. The Aprian Run supplies the water on which this agriculture depends. Neighbors cooperate during planting and harvest, and use crop rotation, composting and natural pest control to preserve the fertile soil.\n\nAeric’s standing as an elder belongs to this working village. Advice sought from a wheat farmer and livestock keeper comes within a community whose daily concerns include food, animals, weather and the shared labor of the seasons.","visibility":"player"}],"summary":"Aeric Hawethorne is a prominent wheat farmer and village elder in Ravenwood.","title":"Aeric Hawethorne","type":"Person","visibility":"player"},{"body":"Government\nHigh Regent @[Elrohan Valara|f16c166f-3f6d-4559-bfc0-1591db59b549] governs from Aerilon. He is elected and exercises powers comparable to a monarch, advised by a Council of Elders from the province’s major settlements.\n\nThe regent’s household and the trading city\nElrohan’s adult daughters take active roles in Aerilon’s civic life. Arianne Valara mediates on her father’s behalf, Lysandra commands within the city guard, and the scholar-mage Thalia works on the arcane aspects of the city’s defenses. Elrohan’s strategic ability and forceful manner give the government direction, while his council frequently handles the diplomatic fallout of his temper.\n\nThe city’s economy draws on the Hythiran River trade linking it with Caelwyn and the coastal routes toward Tsaris Bay. Fishing supplies local tables and export cargo, alongside the wider province’s timber, crops and mineral trade. Elves and humans form its principal communities.\n\nA contested mithril mine near the southern Far'Thak border is central to Elrohan’s economic policy. A changing river course has unsettled the boundary, and his resistance to an updated border has prolonged tensions with Fastenbard.","category":"Places","id":"07e926c2-85a1-4fbe-b681-78495b32f5ec","illustration":{"alt":"Aerilon landscape","caption":"Aerilon landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/aerilon-river-mouth-capital-hero.avif","visibility":"player","width":1536},"links":["f16c166f-3f6d-4559-bfc0-1591db59b549"],"raceRelated":[],"sections":[{"body":"High Regent @[Elrohan Valara|f16c166f-3f6d-4559-bfc0-1591db59b549] governs from Aerilon. He is elected and exercises powers comparable to a monarch, advised by a Council of Elders from the province’s major settlements.","heading":"Government","visibility":"player"},{"body":"Elrohan’s adult daughters take active roles in Aerilon’s civic life. Arianne Valara mediates on her father’s behalf, Lysandra commands within the city guard, and the scholar-mage Thalia works on the arcane aspects of the city’s defenses. Elrohan’s strategic ability and forceful manner give the government direction, while his council frequently handles the diplomatic fallout of his temper.\n\nThe city’s economy draws on the Hythiran River trade linking it with Caelwyn and the coastal routes toward Tsaris Bay. Fishing supplies local tables and export cargo, alongside the wider province’s timber, crops and mineral trade. Elves and humans form its principal communities.\n\nA contested mithril mine near the southern Far'Thak border is central to Elrohan’s economic policy. A changing river course has unsettled the boundary, and his resistance to an updated border has prolonged tensions with Fastenbard.","heading":"The regent’s household and the trading city","visibility":"player"}],"summary":"Aerilon is Hythiran Province’s largest city and administrative seat, where the Hythiran River reaches the Notika Ocean on the southwest coast.","title":"Aerilon","type":"Location","visibility":"player"},{"body":"The village office\nGarrin Festus holds the office. The local guard manages protection and imprisonment, while suspects in major crimes are transferred to Georgetown for trial. The Alderman’s authority is rooted in Hope’s daily civic life.\n\nThe office belongs to a village at @[Haven|9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72]’s Wall, where travel, local commerce and military upkeep meet. @[Jackson Merryweather|32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b] commands the twenty-soldier garrison. Its troops drill, maintain the village and fortification and supervise prisoners, providing the practical support for local protection and custody.\n\n@[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s role in trying more serious accusations limits the scope of village adjudication. Garrin’s office handles ordinary affairs close to the people concerned, while cases beyond that local remit pass to the larger city.","category":"Lore","id":"22108ee0-8f8c-47cb-a371-84ad7ccc0d2e","illustration":{"alt":"Hope’s village office","caption":"Hope’s village office","displayScale":"thumbnail","height":440,"layout":"landscape","src":"assets/worldbook/alderman-hope-civic-office.avif","visibility":"player","width":660},"links":["9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72","32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b","d55b4ecd-c049-438e-a3f8-06a8742ac080"],"raceRelated":[],"sections":[{"body":"Garrin Festus holds the office. The local guard manages protection and imprisonment, while suspects in major crimes are transferred to Georgetown for trial. The Alderman’s authority is rooted in Hope’s daily civic life.\n\nThe office belongs to a village at @[Haven|9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72]’s Wall, where travel, local commerce and military upkeep meet. @[Jackson Merryweather|32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b] commands the twenty-soldier garrison. Its troops drill, maintain the village and fortification and supervise prisoners, providing the practical support for local protection and custody.\n\n@[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s role in trying more serious accusations limits the scope of village adjudication. Garrin’s office handles ordinary affairs close to the people concerned, while cases beyond that local remit pass to the larger city.","heading":"The village office","visibility":"player"}],"summary":"Hope’s Alderman oversees village administration and minor civil and criminal cases.","title":"Alderman of Hope","type":"Rank","visibility":"player"},{"body":"Merchant and guardian\nAldo left the elven city called Yitir while young and spent years traveling and taking varied work before settling in @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. At @[Barren's Goods|2fd927b5-34d5-4b01-88bb-72f1ce8d1423], he offers reliable supplies at fair prices and will haggle within reason. Insults or suspected dishonesty quickly exhaust his patience.\n\nHis carpentry has helped build and repair village structures. He also hunts and fishes, bringing fresh meat and fish into the shop. William, now seventeen, came to him as an orphan and has become a trusted assistant eager to learn the trade.\n\nAppearance\nAt 62, Aldo remains active. He stands 6 feet 1 inch with broad shoulders, dark-brown eyes, weathered tan skin, a hawkish nose, bushy eyebrows, and thinning salt-and-pepper hair. Sturdy boots and a worn coat reflect his practical habits rather than an interest in display.","category":"People","id":"7549602f-75bb-4ccb-8745-745416d8294e","illustration":{"alt":"Aldo Barren","caption":"Aldo Barren","height":1448,"layout":"portrait","src":"assets/worldbook/aldo-barren-text.avif","visibility":"player","width":1086},"links":["2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","2fd927b5-34d5-4b01-88bb-72f1ce8d1423"],"raceRelated":[],"sections":[{"body":"Aldo left the elven city called Yitir while young and spent years traveling and taking varied work before settling in @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. At @[Barren's Goods|2fd927b5-34d5-4b01-88bb-72f1ce8d1423], he offers reliable supplies at fair prices and will haggle within reason. Insults or suspected dishonesty quickly exhaust his patience.\n\nHis carpentry has helped build and repair village structures. He also hunts and fishes, bringing fresh meat and fish into the shop. William, now seventeen, came to him as an orphan and has become a trusted assistant eager to learn the trade.","heading":"Merchant and guardian","illustration":{"alt":"Aldo’s village carpentry","caption":"Aldo’s village carpentry","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/section-7549602f-merchant-and-guardian.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"At 62, Aldo remains active. He stands 6 feet 1 inch with broad shoulders, dark-brown eyes, weathered tan skin, a hawkish nose, bushy eyebrows, and thinning salt-and-pepper hair. Sturdy boots and a worn coat reflect his practical habits rather than an interest in display.","heading":"Appearance","visibility":"player"}],"summary":"Aldo Barren is the half-elven proprietor of Barren's Goods in Hope. A dependable merchant and practical craftsman, he has supplied the village for three decades and raised his young assistant William Treefellow as his son.","title":"Aldo Barren","type":"Person","visibility":"player"},{"body":"Civic role\nAs mayor, Aldric leads a community sustained by logging, agriculture and fine woodworking.","category":"People","id":"fb4a8c4f-316b-4e6b-92a9-fe6420a9ca71","illustration":{"alt":"Aldric Timult","caption":"Aldric Timult","height":1448,"layout":"portrait","src":"assets/worldbook/aldric-timult-portrait.avif","visibility":"player","width":1086},"links":[],"raceRelated":[],"sections":[{"body":"As mayor, Aldric leads a community sustained by logging, agriculture and fine woodworking.","heading":"Civic role","visibility":"player"}],"summary":"Aldric Timult is Stonebriar’s mayor, a fair leader committed to the town’s prosperity.","title":"Aldric Timult","type":"Person","visibility":"player"},{"body":"Appearance and friendship\nAlice is twenty-five, with green eyes and long dark-brown hair. She stands 5 feet 8 inches tall and weighs 115 pounds. @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37] is a close friend whom she trusts.\n\nAlice Starweaver and the second uprising\nAlice Starweaver, also known as Alice the Ranger, helped put down the second Abyssal Elf uprising alongside @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37]. The uprising forms part of @[Yiltir|yiltir]’s history, following the earlier conflict in which Maximus died.","category":"People","id":"5ae0c55e-626f-470b-9ab4-9ddca1fd1018","identityIllustration":{"alt":"Alice the Ranger with a sword in her hand and a bow on her back.","caption":"Alice the Ranger","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/alice-ranger-ref.avif","visibility":"player","width":900},"links":["00e759c0-855d-4d12-925d-84e94d64e10e","08442601-3775-43b5-8743-21fcb868a703","539914f0-a980-4ce9-8de6-d12e55607e37","7b5ff672-7e1f-43ad-89bb-9d46d49216fd","yiltir"],"raceRelated":[],"sections":[{"body":"Alice is twenty-five, with green eyes and long dark-brown hair. She stands 5 feet 8 inches tall and weighs 115 pounds. @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37] is a close friend whom she trusts.","heading":"Appearance and friendship","visibility":"player"},{"body":"Alice Starweaver, also known as Alice the Ranger, helped put down the second Abyssal Elf uprising alongside @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37]. The uprising forms part of @[Yiltir|yiltir]’s history, following the earlier conflict in which Maximus died.","heading":"Alice Starweaver and the second uprising","visibility":"player"}],"summary":"Alice the Ranger is a half-elf from @[Kilan|7b5ff672-7e1f-43ad-89bb-9d46d49216fd], a town beside Yilt Lake, now living in @[Layris|08442601-3775-43b5-8743-21fcb868a703] on @[Lebren|00e759c0-855d-4d12-925d-84e94d64e10e]. She serves Lady Raven, Queen of Death, and travels with a magical raven named Wormwood.","title":"Alice the Ranger","type":"Person","visibility":"player"},{"body":"Family\nHis wife, @[Talia Hawthorn|9be0d8da-f366-4098-81a8-540e85763669], died of Lung Rot Fever. Their daughter, @[Isabella Goodwater|f62c221a-409a-45c8-bbd7-76830d12e661], was rescued from bandits while traveling toward @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080].\n\nFather and daughter were traveling from @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653] to a wedding in Georgetown when the bandits struck. They were then about two days from @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. An adventuring party that included @[Mazikeen|mazikeen] secured Isabella’s release. The abduction caused considerable alarm among the family and those who knew her; after her rescue, she and Alistar continued toward Georgetown.\n\nA merchant family\nAlistar is a wealthy merchant, the background to Isabella’s privileged upbringing.\n\nHe heads the @[Goodwater Trade Company|org-goodwater-trade], a major regional consortium. Isabella was born in @[Valaria|notebook-17] and grew up with the advantages of the family’s prosperity. That merchant background places Alistar within the capital’s wider commercial world, while his travels with his daughter brought him into contact with the adventurers.","category":"People","id":"af7a85fb-e29f-414f-825b-ca14cb6aa84f","illustration":{"alt":"Alistar Goodwater","caption":"Alistar Goodwater","height":1448,"layout":"portrait","src":"assets/worldbook/alistar-goodwater-portrait.avif","visibility":"player","width":1086},"links":["9be0d8da-f366-4098-81a8-540e85763669","f62c221a-409a-45c8-bbd7-76830d12e661","d55b4ecd-c049-438e-a3f8-06a8742ac080","bd8d33dd-f336-4f27-906e-ec835d298653","2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","mazikeen","org-goodwater-trade","notebook-17"],"raceRelated":[],"sections":[{"body":"His wife, @[Talia Hawthorn|9be0d8da-f366-4098-81a8-540e85763669], died of Lung Rot Fever. Their daughter, @[Isabella Goodwater|f62c221a-409a-45c8-bbd7-76830d12e661], was rescued from bandits while traveling toward @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080].\n\nFather and daughter were traveling from @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653] to a wedding in Georgetown when the bandits struck. They were then about two days from @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. An adventuring party that included @[Mazikeen|mazikeen] secured Isabella’s release. The abduction caused considerable alarm among the family and those who knew her; after her rescue, she and Alistar continued toward Georgetown.","heading":"Family","visibility":"player"},{"body":"Alistar is a wealthy merchant, the background to Isabella’s privileged upbringing.\n\nHe heads the @[Goodwater Trade Company|org-goodwater-trade], a major regional consortium. Isabella was born in @[Valaria|notebook-17] and grew up with the advantages of the family’s prosperity. That merchant background places Alistar within the capital’s wider commercial world, while his travels with his daughter brought him into contact with the adventurers.","heading":"A merchant family","visibility":"player"}],"summary":"Alistar Goodwater was married to Talia Hawthorn and is Isabella Goodwater’s father.","title":"Alistar Goodwater","type":"Person","visibility":"player"},{"body":"Tordek’s warning\n@[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62] believes the maze begins within Fastenbard's lost chambers. He warns that earlier seekers have not returned.\n\nA pilgrimage of craft\nThe Lost Chambers are described as a pilgrimage testing craft, character, knowledge and devotion. The tradition connects meaningful work with Thardrum’s legacy: the seeker pursues more than a location or a set of tools.\n\nKaldras’s codex\n@[Kaldras Losthammer|kaldras] received Anvil’s Codex from @[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62] in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]. Decoding it will eventually lead him to the Lost Forge deep beneath Fastenbard’s mines.","category":"Artifacts","id":"46f2efc0-3333-4cc8-8ea5-3cc177a34e10","links":["07966a74-5302-4466-825f-0f642a4b9b62","kaldras","d55b4ecd-c049-438e-a3f8-06a8742ac080"],"raceRelated":[],"sections":[{"body":"@[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62] believes the maze begins within Fastenbard's lost chambers. He warns that earlier seekers have not returned.","heading":"Tordek’s warning","illustration":{"alt":"Fastenbard, work at the Grand Forge","caption":"Fastenbard, work at the Grand Forge","height":1086,"layout":"landscape","src":"assets/worldbook/fastenbard-grand-forge.avif","visibility":"player","width":1448},"visibility":"player"},{"body":"The Lost Chambers are described as a pilgrimage testing craft, character, knowledge and devotion. The tradition connects meaningful work with Thardrum’s legacy: the seeker pursues more than a location or a set of tools.","heading":"A pilgrimage of craft","visibility":"player"},{"heading":"Kaldras’s codex","body":"@[Kaldras Losthammer|kaldras] received Anvil’s Codex from @[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62] in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]. Decoding it will eventually lead him to the Lost Forge deep beneath Fastenbard’s mines.","visibility":"player"}],"summary":"Anvil’s Codex concerns the Lost Forge beneath Fastenbard, where seekers face sacred tests of craft, character, knowledge and devotion.","title":"Anvil's Codex","type":"Artifact","visibility":"player"},{"body":"A foothold at the southern edge\nThe outpost stands where the Road of Lost Souls enters @[The Ash|b47f0a84-c380-499c-baf4-4efef0fc7c9e], mirroring @[Ragzul Urzok|b7175ef2-dfef-4c9f-981a-9129cad4a087] at the northern end. Humans, elves, half-elves, dwarves, orcs, and other free peoples of Kirth share the settlement with passing travelers.\n\nPalisades reinforced with stone and metal spikes link watchtowers equipped with ballistae. Barracks house the soldiers, while regular patrols watch for approaching danger. @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd] leads the settlement and specializes in protection against undead.\n\nThe Ash Way is the northern highway leading up to the outpost, used by travelers moving between @[Haven|9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72] and the @[Iron Tusk Confederacy|44cac6e7-6974-44fd-b1e7-1ea199fbe2bd]. @[Greenhaven|bda50d53-a2c4-4f74-8a04-806fcf4c6247] lies along it just north of @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6].\n\nRest, supplies, and road protection\nEdwina Swiftfoot runs Final Provisions, where remoteness makes essential goods slightly more expensive. Habbak, the sociable orc proprietor of the Ashen Hearth, serves hearty food and both ale and his preferred drink, tea. His pet Aledrake spends much of its time drinking or sleeping in the tavern.\n\nDirelamps line the road with pale-green light that can turn or destroy nearby undead. The lich @[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5] created and maintains them; Seraphine also blesses the road’s lanterns. These protections make the outpost and road safer without eliminating the danger beyond them.\n\nRangers and care at the outpost\nThe outpost also supports the Ash Bounders’ work beyond its walls. @[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306], a human ranger living in the Ash, reports to Seraphine here. Alongside her defensive duties, Seraphine offers healing and counsel to people affected by undeath, shares knowledge of undead weaknesses and leads prayers for the lost.","category":"Places","id":"274cf988-d703-4e79-b530-6cdbfb7834fc","illustration":{"alt":"Ashen Guard Outpost, gate on the Road of Lost Souls","caption":"Ashen Guard Outpost, gate on the Road of Lost Souls","height":1086,"layout":"landscape","src":"assets/worldbook/ashen-guard-direlamps.avif","visibility":"player","width":1448},"links":["2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","44cac6e7-6974-44fd-b1e7-1ea199fbe2bd","672f3c22-80fc-4fa8-a439-64902fa020cd","9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72","a98200e5-e6e1-4843-8109-402bae0c8306","b47f0a84-c380-499c-baf4-4efef0fc7c9e","b7175ef2-dfef-4c9f-981a-9129cad4a087","bda50d53-a2c4-4f74-8a04-806fcf4c6247","dac8c468-98b8-483e-9d28-901dc58410a5"],"raceRelated":[],"sections":[{"body":"The outpost stands where the Road of Lost Souls enters @[The Ash|b47f0a84-c380-499c-baf4-4efef0fc7c9e], mirroring @[Ragzul Urzok|b7175ef2-dfef-4c9f-981a-9129cad4a087] at the northern end. Humans, elves, half-elves, dwarves, orcs, and other free peoples of Kirth share the settlement with passing travelers.\n\nPalisades reinforced with stone and metal spikes link watchtowers equipped with ballistae. Barracks house the soldiers, while regular patrols watch for approaching danger. @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd] leads the settlement and specializes in protection against undead.\n\nThe Ash Way is the northern highway leading up to the outpost, used by travelers moving between @[Haven|9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72] and the @[Iron Tusk Confederacy|44cac6e7-6974-44fd-b1e7-1ea199fbe2bd]. @[Greenhaven|bda50d53-a2c4-4f74-8a04-806fcf4c6247] lies along it just north of @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6].","heading":"A foothold at the southern edge","illustration":{"alt":"Daily watch at the southern refuge","caption":"Daily watch at the southern refuge","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ashen-outpost-watch-palisade-equipment.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Edwina Swiftfoot runs Final Provisions, where remoteness makes essential goods slightly more expensive. Habbak, the sociable orc proprietor of the Ashen Hearth, serves hearty food and both ale and his preferred drink, tea. His pet Aledrake spends much of its time drinking or sleeping in the tavern.\n\nDirelamps line the road with pale-green light that can turn or destroy nearby undead. The lich @[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5] created and maintains them; Seraphine also blesses the road’s lanterns. These protections make the outpost and road safer without eliminating the danger beyond them.","heading":"Rest, supplies, and road protection","illustration":{"alt":"Essential supplies at the southern refuge","caption":"Essential supplies at the southern refuge","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ashen-outpost-essential-goods-packing.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The outpost also supports the Ash Bounders’ work beyond its walls. @[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306], a human ranger living in the Ash, reports to Seraphine here. Alongside her defensive duties, Seraphine offers healing and counsel to people affected by undeath, shares knowledge of undead weaknesses and leads prayers for the lost.","heading":"Rangers and care at the outpost","visibility":"player"}],"summary":"The Ashen Guard Outpost protects the southern approach to the Road of Lost Souls. Around fifty residents and a stationed guard force provide shelter and supplies for travelers crossing The Ash.","title":"Ashen Guard Outpost","type":"Settlement","visibility":"player"},{"body":"Service and appointment\nBorn in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] to a blacksmith and a healer, Aurelia showed celestial gifts early. She joined the city guard, rose through its ranks, and led campaigns against outside threats. A deeper commitment to @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d] later brought her into the temple guard, protecting sacred places and clergy.\n\nWorking between religious authorities, guards, and civic factions developed her diplomacy as well as her faith. When the Sovereign Protector's office became vacant, the Senate selected her by an overwhelming vote. Her principal allies remain the Senate, Releous's clergy, and the two guard institutions; her opponents are forces seeking to destabilize the city.\n\nPresence and abilities\nAurelia stands six feet tall with an athletic build, pale skin, long golden hair, and luminous celestial-blue eyes. Her engraved ceremonial armor balances protection with gemstones and formal ornament.\n\nShe remains a capable warrior and uses her celestial heritage to heal and safeguard others. Her public manner is measured and service-minded, and she approaches political conflict as a mediator as well as a defender.\n\nSenate relationships\nAmong @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s senators, Consul Paxis respects Aurelia but sometimes considers her moral limits an obstacle to pragmatic government. Laela Windwhisper admires her civic and spiritual dedication; Brom Ironfist seeks her military counsel. Selira Nightshade regards her as a defender of underrepresented residents, while Lictor Guard Captain Cassian Vorenus works closely with her on security.","category":"People","id":"ecf797a5-1547-4ac3-a3fa-07641642dc68","illustration":{"alt":"Aurelia Silverdawn","caption":"Aurelia Silverdawn","height":1448,"layout":"portrait","src":"assets/worldbook/aurelia-silverdawn-text.avif","visibility":"player","width":1086},"links":["d55b4ecd-c049-438e-a3f8-06a8742ac080","efecd1c2-4f09-4bdc-9cdd-0506d275c44d"],"raceRelated":[],"sections":[{"body":"Born in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] to a blacksmith and a healer, Aurelia showed celestial gifts early. She joined the city guard, rose through its ranks, and led campaigns against outside threats. A deeper commitment to @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d] later brought her into the temple guard, protecting sacred places and clergy.\n\nWorking between religious authorities, guards, and civic factions developed her diplomacy as well as her faith. When the Sovereign Protector's office became vacant, the Senate selected her by an overwhelming vote. Her principal allies remain the Senate, Releous's clergy, and the two guard institutions; her opponents are forces seeking to destabilize the city.","heading":"Service and appointment","illustration":{"alt":"Aurelia’s Senate appointment","caption":"Aurelia’s Senate appointment","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/section-ecf797a5-service-and-appointment.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Aurelia stands six feet tall with an athletic build, pale skin, long golden hair, and luminous celestial-blue eyes. Her engraved ceremonial armor balances protection with gemstones and formal ornament.\n\nShe remains a capable warrior and uses her celestial heritage to heal and safeguard others. Her public manner is measured and service-minded, and she approaches political conflict as a mediator as well as a defender.","heading":"Presence and abilities","illustration":{"alt":"Aurelia’s protective service","caption":"Aurelia’s protective service","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/section-ecf797a5-presence-and-abilities.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Among @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s senators, Consul Paxis respects Aurelia but sometimes considers her moral limits an obstacle to pragmatic government. Laela Windwhisper admires her civic and spiritual dedication; Brom Ironfist seeks her military counsel. Selira Nightshade regards her as a defender of underrepresented residents, while Lictor Guard Captain Cassian Vorenus works closely with her on security.","heading":"Senate relationships","visibility":"player"}],"summary":"Aurelia Silverdawn is Georgetown's Sovereign Protector, an aasimar chosen by the Senate after distinguished service in the city and temple guards. Her authority rests on military experience, healing and protective gifts, and a reputation for fair mediation.","title":"Aurelia Silverdawn","type":"Person","visibility":"player"},{"body":"Innkeeper and artisan\nAzok left Boâl years ago in search of opportunity and eventually established @[The Broken Tusk|15a0e118-ec20-40cc-9e3c-c604c87f5f77] in @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. The inn's comfortable lodging and lively common room have made it popular with travelers and residents alike.\n\nHe is muscular and well over six feet tall, with deep-green skin, short black hair, a broad face, and prominent tusks. His imposing appearance contrasts with the care he takes to make guests welcome. Some of his woodcarvings are displayed in the inn, giving patrons a glimpse of the patient craftsmanship behind his reserved manner.","category":"People","id":"0bb3a233-c349-4018-822d-45f59c2fc322","illustration":{"alt":"Azok The Silent","caption":"Azok The Silent","height":1448,"layout":"portrait","src":"assets/worldbook/azok-silent-text.avif","visibility":"player","width":1086},"links":["15a0e118-ec20-40cc-9e3c-c604c87f5f77","2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6"],"raceRelated":[],"sections":[{"body":"Azok left Boâl years ago in search of opportunity and eventually established @[The Broken Tusk|15a0e118-ec20-40cc-9e3c-c604c87f5f77] in @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. The inn's comfortable lodging and lively common room have made it popular with travelers and residents alike.\n\nHe is muscular and well over six feet tall, with deep-green skin, short black hair, a broad face, and prominent tusks. His imposing appearance contrasts with the care he takes to make guests welcome. Some of his woodcarvings are displayed in the inn, giving patrons a glimpse of the patient craftsmanship behind his reserved manner.","heading":"Innkeeper and artisan","visibility":"player"}],"summary":"Azok the Silent operates the Broken Tusk, Hope's welcoming tavern and inn. An orc of few words, he is known for fair dealing, reliable hospitality, and the intricate woodcarvings he makes away from his daily work.","title":"Azok The Silent","type":"Person","visibility":"player"},{"body":"Beliefs and worship\nTradition credits Bahsoren with creating all dragons. Metallic dragons revered him, while chromatic dragons turned toward his evil sister Helia, the Many-Headed Goddess. His symbol combines a platinum dragon scale with an upward-pointing sword.\n\nMortals continue to honor him even where his survival is doubted. One dedicated temple remains hidden in a mountain range on Lyasa; smaller shrines stand in courts, jails and council halls across Dorn. He has no separate holiday, but some followers pay reverence during @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d]’s week-long Vanguard celebration.\n\nHis followers are charged to confront evil, place the law above personal interest and defend the weak. Courts, jails and council halls give these teachings a place within mortal institutions of judgment. The platinum scale and sword bring his draconic identity and protective duty together in a single emblem.\n\nThe fate of the dragons\nThe return of @[the Gleaming Tempest|gleaming-tempest] brought metallic dragons back into public affairs.\n\nBahsoren’s shrines and teachings persisted among mortals even when dragons were no longer seen. Their renewed presence gives the Platinum King’s draconic associations a visible place in Dorn again, while his faith continues to charge its followers with protecting the weak and resisting evil.","category":"Divine","id":"d4139270-eaac-4c55-9161-076cf254d979","identityIllustration":{"alt":"Bahsoren","caption":"Bahsoren","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-bahsoren-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Bahsoren, the Platinum King","caption":"Bahsoren, the Platinum King","height":1024,"layout":"landscape","src":"assets/worldbook/bahsoren-platinum-shrine.avif","visibility":"player","width":1536},"links":["efecd1c2-4f09-4bdc-9cdd-0506d275c44d","gleaming-tempest"],"raceRelated":[],"sections":[{"body":"Tradition credits Bahsoren with creating all dragons. Metallic dragons revered him, while chromatic dragons turned toward his evil sister Helia, the Many-Headed Goddess. His symbol combines a platinum dragon scale with an upward-pointing sword.\n\nMortals continue to honor him even where his survival is doubted. One dedicated temple remains hidden in a mountain range on Lyasa; smaller shrines stand in courts, jails and council halls across Dorn. He has no separate holiday, but some followers pay reverence during @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d]’s week-long Vanguard celebration.\n\nHis followers are charged to confront evil, place the law above personal interest and defend the weak. Courts, jails and council halls give these teachings a place within mortal institutions of judgment. The platinum scale and sword bring his draconic identity and protective duty together in a single emblem.","heading":"Beliefs and worship","illustration":{"alt":"Bahsoren in a council hall","caption":"Bahsoren in a council hall","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/bahsoren-council-hall-shrine.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The return of @[the Gleaming Tempest|gleaming-tempest] brought metallic dragons back into public affairs.\n\nBahsoren’s shrines and teachings persisted among mortals even when dragons were no longer seen. Their renewed presence gives the Platinum King’s draconic associations a visible place in Dorn again, while his faith continues to charge its followers with protecting the weak and resisting evil.","heading":"The fate of the dragons","visibility":"player"}],"summary":"Bahsoren, also known as the Great Wyrm and God of Dragons, is a lawful-good deity of war and protection. His followers associate him with defending the weak, justice, and resistance to evil.","title":"Bahsoren, the Platinum King","type":"Deity","visibility":"player"},{"body":"Teroknue Verockson\nMost people know Teroknue Verockson simply as Bane. Standing roughly seven feet four inches tall and weighing around 310 pounds, he has long made a living through strength and the willingness to undertake work that others could not—or would not—do. His imposing presence conceals a history that he does not find easy to tell.\n\nHome in the Nordrskol Mountains\nBane comes from Harthvik, a small village in the eastern foothills of the Nordrskol Range in @[Rahm’mafal|1bb5b1e0-0bf8-4f7f-9d9d-f3658ad52a97], the goliath homeland. He and his neighbors simply called it Home.\n\nThe family farm where he later settled stood about a quarter-day's ride from the village, farther east toward the coast. It was a timber farmhouse in the northern longhouse tradition, a home beyond the village rather than an isolated settlement with no connection to his birthplace.\n\nA life at sea\nAs a young man, Bane traveled to the coast and found work aboard a large fishing boat. He remembered being paid two men's wages for what he considered ten men's labor, confident that few of his shipmates could match his strength. Heavy work eventually gave way to other employment suited to his intimidating stature, and much of his adult life was spent aboard pirate ships.\n\nThe Bloody Teeth operated a small fleet under the Boss. Bane took jobs aboard one of its ships, serving under that ship’s captain rather than working directly for the Boss.\n\nBane did not describe that work as an innocent mistake. He admitted to deeds that respectable people would condemn and acts that could make even other pirates turn away. His hatred of pirates grew from a life spent among them, with full knowledge of what they were capable of and of his own part in that world.\n\nLana and Ava\nAshore, Bane met Lana, the woman he called the love of his life. They had been together for eight years by the time of the tragedy he recounts. Their daughter Ava was six: clever like her mother and fierce like her father. To Bane, she was his little love bug.\n\nHe kept the truth of his pirate work from them. His time at home offered the possibility of a different life, but voyages repeatedly drew him away. Eventually he tried to leave piracy behind and remain with his family. His ship's captain warned that the Boss would not be pleased.\n\nRed Snow\nAfter his last raid, Bane returned to find the farmhouse smoldering in the snow. Lana and Ava had been murdered by the Bloody Teeth, the pirates for whom he had worked. The crew's overarching leader, known as the Boss, was a massive, dark-gray minotaur. Bane's account of this period makes clear that he did not yet know who stood behind that name.\n\nLana had fought back. Bane found that she had killed two of the attackers and apparently wounded a third. He followed the departing blood trail for at least a mile before losing it, then returned to the ruins. The attackers had hung his family behind the house before setting it alight. He buried Lana and Ava himself on their land.\n\nHis attempt to leave the Bloody Teeth had ended in the destruction of the life he wanted to protect. He went looking for answers and for the person who had ordered their deaths.\n\nThe ship and the missing eye\nBane confronted his former crew aboard their ship. Fourteen men waited where there would normally have been ten, including the captain. He believed they had expected him, but their preparations did not stop him from forcing his way aboard.\n\nDuring the fighting, two men caught his arms with ropes while another attacked with a blade. The cut across his right eye unleashed a fury he described as unlike anything he had felt before. He broke through the resistance and continued through the ship, demanding answers about the Boss.\n\nThe captain refused to tell him. Bane badly injured him but deliberately left him alive to carry a message: Bane was coming for whoever had ordered his family's murder. The eye injury belongs to this later confrontation aboard the pirate ship, not to the attack on the farmhouse.\n\nThe witch's promise\nDuring the assault, Bane discovered a woman hiding behind barrels. She said she was a prisoner, not a member of the crew, and offered him great power if he helped her escape. He released her and returned for her after confronting the captain.\n\nShe led him to a small cabin in dark woodland. There she covered his right arm in swirling runes and markings unlike any he had seen before. The power she promised was real, but wild. When his anger rises, the markings light up and an unpredictable force takes hold—one he cannot always control.\n\nThe road after vengeance\nBane began moving from place to place and taking work where he could find it, continuing to search for the Boss. Killing the men aboard that ship had not answered the question that mattered most: who had given the order to destroy his family?\n\nHis promise to bring down his hammer upon that person remained a vow of vengeance. His later acquisition of Skyrend and his pact with Skjaldur belong to his subsequent adventures with the party.\n\nSkyrend\nBane attuned to @[Skyrend|artifact-skyrend], a sentient legendary weapon, after defeating an avatar of @[Skjaldur, the Celestial Smith|28672d90-4343-4cc7-a135-a48feefc9317] at an abandoned Lilith-cult temple.\n\nSkyrend is intelligent and imbued with the essence of Skjaldur, the goliaths’ demigod smith.\n\nThrough the Ash\nTraveling north through @[the Ash|b47f0a84-c380-499c-baf4-4efef0fc7c9e], Bane arranged the mansion cube like his home. At a damaged stretch of the Road of Lost Souls, Defilers afflicted Bane and Raven with their Necrosis Vomit. @[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306] helped defeat the undead and healed their afflictions.\n\nDuring the journey along the Road of Lost Souls, a strange undead creature used the voices and images of Lana and Ava to lure Bane away from the protected road. The apparition of his daughter accused him of causing her death, turning his grief against him. Drawn beyond the road's protective barrier, Bane fell into despair. That despair triggered his first bloodlust rage, and he attacked Cami, nearly killing her. In this distinct bloodlust state, Bane lost his recognition of the situation around him: all he saw were targets, and his hammer had to swing.\n\nThis was a separate encounter from the Defilers at the damaged road. Its danger lay in making the dead seem to call from beyond the wards, drawing a traveler away from the protection that could otherwise keep the surrounding horrors at bay.\n\nThe breach at Tsaris Bay\nThaylen seized control of Bane during the @[warehouse confrontation|notebook-10] and compelled him to strike Kael. Bane broke free in time to intercept Eamon Blackwood’s crossbow bolt with his hammer, saving Lily after her defection.\n\nWhen a covert Clergy agent among the arriving guards tried to flee, Bane threw his hammer. Astrion charged it through an invocation to the God of Justice, making the combined strike fatal. Bane escaped the warehouse disaster with the party.\n\nKael’s pyre and the Celestial Smith\nAt the barn near Greenhaven, Bane tried to stop the bleeding after the companions found Kael dead. When rescue was no longer possible, he built the funeral pyre on which Mazikeen conducted Kethra’s rites. He and Mazikeen noticed Kethra and an angelic servant watching from the shadows.\n\nAt the Ashen Guard Outpost, he helped repel the ghoul attack alongside Seraphine and the Dawnguard. That night he made a pact with Skjaldur, the Celestial Smith, becoming a celestial warlock as well as a barbarian.\n\nCampaign build\nBane’s sixth-level build combines five levels of Barbarian and one of Warlock, with the Pirate background and a chaotic-neutral alignment. His experience is 6,500, with 23,000 listed for the next level. The build’s hit-dice pools are five d12s and one d8, each with a +3 Constitution modifier.\n\nTravel gear and reserves\nAlongside Skyrend, Bane carries a club, two handaxes, a javelin and a maul. His equipment includes a Cloak of the Bat, an Immovable Rod, a Potion of Hill Giant Strength and a Greater Potion of Healing. A backpack, common clothes, bedroll, mess kit, one day’s rations, tinderbox, torch and waterskin cover ordinary travel needs, together with fifty feet each of silk and hempen rope.\n\nHis purse contains 88 gold and 10 silver, with no copper, electrum or platinum listed. He speaks Giant and Common.","category":"People","id":"141a88f1-9d94-4d1d-8058-004caaceda22","identityIllustration":{"alt":"Bane","caption":"Bane","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/bane-portrait.avif","visibility":"player","width":900},"links":["28672d90-4343-4cc7-a135-a48feefc9317","a98200e5-e6e1-4843-8109-402bae0c8306","b47f0a84-c380-499c-baf4-4efef0fc7c9e","notebook-10","1bb5b1e0-0bf8-4f7f-9d9d-f3658ad52a97","artifact-skyrend","org-bloody-teeth"],"raceRelated":[],"sections":[{"heading":"Teroknue Verockson","body":"Most people know Teroknue Verockson simply as Bane. Standing roughly seven feet four inches tall and weighing around 310 pounds, he has long made a living through strength and the willingness to undertake work that others could not—or would not—do. His imposing presence conceals a history that he does not find easy to tell.","visibility":"player"},{"heading":"Home in the Nordrskol Mountains","body":"Bane comes from Harthvik, a small village in the eastern foothills of the Nordrskol Range in @[Rahm’mafal|1bb5b1e0-0bf8-4f7f-9d9d-f3658ad52a97], the goliath homeland. He and his neighbors simply called it Home.\n\nThe family farm where he later settled stood about a quarter-day's ride from the village, farther east toward the coast. It was a timber farmhouse in the northern longhouse tradition, a home beyond the village rather than an isolated settlement with no connection to his birthplace.","visibility":"player"},{"heading":"A life at sea","body":"As a young man, Bane traveled to the coast and found work aboard a large fishing boat. He remembered being paid two men's wages for what he considered ten men's labor, confident that few of his shipmates could match his strength. Heavy work eventually gave way to other employment suited to his intimidating stature, and much of his adult life was spent aboard pirate ships.\n\nThe Bloody Teeth operated a small fleet under the Boss. Bane took jobs aboard one of its ships, serving under that ship’s captain rather than working directly for the Boss.\n\nBane did not describe that work as an innocent mistake. He admitted to deeds that respectable people would condemn and acts that could make even other pirates turn away. His hatred of pirates grew from a life spent among them, with full knowledge of what they were capable of and of his own part in that world.","visibility":"player"},{"heading":"Lana and Ava","body":"Ashore, Bane met Lana, the woman he called the love of his life. They had been together for eight years by the time of the tragedy he recounts. Their daughter Ava was six: clever like her mother and fierce like her father. To Bane, she was his little love bug.\n\nHe kept the truth of his pirate work from them. His time at home offered the possibility of a different life, but voyages repeatedly drew him away. Eventually he tried to leave piracy behind and remain with his family. His ship's captain warned that the Boss would not be pleased.","visibility":"player","illustration":{"src":"assets/worldbook/bane-lana-ava-farmstead-v1.avif","alt":"Bane sitting with Lana and Ava outside their intact family farmhouse.","caption":"Bane with Lana and Ava at their family farmhouse.","layout":"landscape","displayScale":"wide","width":1672,"height":941,"visibility":"player","altVisibility":"player","captionVisibility":"player","showCaption":true}},{"heading":"Red Snow","body":"After his last raid, Bane returned to find the farmhouse smoldering in the snow. Lana and Ava had been murdered by the Bloody Teeth, the pirates for whom he had worked. The crew's overarching leader, known as the Boss, was a massive, dark-gray minotaur. Bane's account of this period makes clear that he did not yet know who stood behind that name.\n\nLana had fought back. Bane found that she had killed two of the attackers and apparently wounded a third. He followed the departing blood trail for at least a mile before losing it, then returned to the ruins. The attackers had hung his family behind the house before setting it alight. He buried Lana and Ava himself on their land.\n\nHis attempt to leave the Bloody Teeth had ended in the destruction of the life he wanted to protect. He went looking for answers and for the person who had ordered their deaths.","visibility":"player","illustration":{"src":"assets/worldbook/bane-red-snow-v2.avif","alt":"Red Snow: Bane returns to his ruined home","caption":"Red Snow: Bane returns to his ruined home","layout":"landscape","width":1672,"height":941,"displayScale":"wide","visibility":"player","altVisibility":"player","captionVisibility":"player"}},{"heading":"The ship and the missing eye","body":"Bane confronted his former crew aboard their ship. Fourteen men waited where there would normally have been ten, including the captain. He believed they had expected him, but their preparations did not stop him from forcing his way aboard.\n\nDuring the fighting, two men caught his arms with ropes while another attacked with a blade. The cut across his right eye unleashed a fury he described as unlike anything he had felt before. He broke through the resistance and continued through the ship, demanding answers about the Boss.\n\nThe captain refused to tell him. Bane badly injured him but deliberately left him alive to carry a message: Bane was coming for whoever had ordered his family's murder. The eye injury belongs to this later confrontation aboard the pirate ship, not to the attack on the farmhouse.","visibility":"player"},{"heading":"The witch's promise","body":"During the assault, Bane discovered a woman hiding behind barrels. She said she was a prisoner, not a member of the crew, and offered him great power if he helped her escape. He released her and returned for her after confronting the captain.\n\nShe led him to a small cabin in dark woodland. There she covered his right arm in swirling runes and markings unlike any he had seen before. The power she promised was real, but wild. When his anger rises, the markings light up and an unpredictable force takes hold—one he cannot always control.","visibility":"player"},{"heading":"The road after vengeance","body":"Bane began moving from place to place and taking work where he could find it, continuing to search for the Boss. Killing the men aboard that ship had not answered the question that mattered most: who had given the order to destroy his family?\n\nHis promise to bring down his hammer upon that person remained a vow of vengeance. His later acquisition of Skyrend and his pact with Skjaldur belong to his subsequent adventures with the party.","visibility":"player"},{"body":"Bane attuned to @[Skyrend|artifact-skyrend], a sentient legendary weapon, after defeating an avatar of @[Skjaldur, the Celestial Smith|28672d90-4343-4cc7-a135-a48feefc9317] at an abandoned Lilith-cult temple.\n\nSkyrend is intelligent and imbued with the essence of Skjaldur, the goliaths’ demigod smith.","heading":"Skyrend","visibility":"player","illustration":{"src":"assets/worldbook/bane-skyrend-night-duel-v1.avif","alt":"Bane battling Skjaldur’s translucent spectral avatar with Skyrend in moonlit temple ruins.","caption":"Bane clashes with Skjaldur’s spectral avatar during his trial of attunement.","showCaption":true,"layout":"landscape","displayScale":"wide","width":1672,"height":941,"visibility":"player","altVisibility":"player","captionVisibility":"player"}},{"body":"Traveling north through @[the Ash|b47f0a84-c380-499c-baf4-4efef0fc7c9e], Bane arranged the mansion cube like his home. At a damaged stretch of the Road of Lost Souls, Defilers afflicted Bane and Raven with their Necrosis Vomit. @[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306] helped defeat the undead and healed their afflictions.\n\nDuring the journey along the Road of Lost Souls, a strange undead creature used the voices and images of Lana and Ava to lure Bane away from the protected road. The apparition of his daughter accused him of causing her death, turning his grief against him. Drawn beyond the road's protective barrier, Bane fell into despair. That despair triggered his first bloodlust rage, and he attacked Cami, nearly killing her. In this distinct bloodlust state, Bane lost his recognition of the situation around him: all he saw were targets, and his hammer had to swing.\n\nThis was a separate encounter from the Defilers at the damaged road. Its danger lay in making the dead seem to call from beyond the wards, drawing a traveler away from the protection that could otherwise keep the surrounding horrors at bay.","heading":"Through the Ash","illustration":{"alt":"Bane arranges the mansion cube like home on the first night","caption":"Bane arranges the mansion cube like home on the first night","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-first-night-banes-home-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Thaylen seized control of Bane during the @[warehouse confrontation|notebook-10] and compelled him to strike Kael. Bane broke free in time to intercept Eamon Blackwood’s crossbow bolt with his hammer, saving Lily after her defection.\n\nWhen a covert Clergy agent among the arriving guards tried to flee, Bane threw his hammer. Astrion charged it through an invocation to the God of Justice, making the combined strike fatal. Bane escaped the warehouse disaster with the party.","heading":"The breach at Tsaris Bay","illustration":{"alt":"Bane intercepting the bolt to protect Lily","caption":"Bane intercepting the bolt to protect Lily","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tsaris-lily-defiance.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"At the barn near Greenhaven, Bane tried to stop the bleeding after the companions found Kael dead. When rescue was no longer possible, he built the funeral pyre on which Mazikeen conducted Kethra’s rites. He and Mazikeen noticed Kethra and an angelic servant watching from the shadows.\n\nAt the Ashen Guard Outpost, he helped repel the ghoul attack alongside Seraphine and the Dawnguard. That night he made a pact with Skjaldur, the Celestial Smith, becoming a celestial warlock as well as a barbarian.","heading":"Kael’s pyre and the Celestial Smith","illustration":{"alt":"Mazikeen leads Kethra's funeral rites for Kael in Greenhaven","caption":"Mazikeen leads Kethra's funeral rites for Kael in Greenhaven","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-greenhaven-pyre-rites-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Bane’s sixth-level build combines five levels of Barbarian and one of Warlock, with the Pirate background and a chaotic-neutral alignment. His experience is 6,500, with 23,000 listed for the next level. The build’s hit-dice pools are five d12s and one d8, each with a +3 Constitution modifier.","heading":"Campaign build","visibility":"player"},{"body":"Alongside Skyrend, Bane carries a club, two handaxes, a javelin and a maul. His equipment includes a Cloak of the Bat, an Immovable Rod, a Potion of Hill Giant Strength and a Greater Potion of Healing. A backpack, common clothes, bedroll, mess kit, one day’s rations, tinderbox, torch and waterskin cover ordinary travel needs, together with fifty feet each of silk and hempen rope.\n\nHis purse contains 88 gold and 10 silver, with no copper, electrum or platinum listed. He speaks Giant and Common.","heading":"Travel gear and reserves","visibility":"player"}],"structured":{"facts":[{"label":"Ancestry","value":"Goliath","visibility":"player"},{"label":"Role","value":"Barbarian","visibility":"player"},{"label":"Appearance","value":"Tribal tattoos with a subtle blue glow","visibility":"player"},{"label":"Weapon","value":"Large blue-crystal warhammer","visibility":"player"},{"label":"Full name","value":"Teroknue Verockson","visibility":"player"},{"label":"Height","value":"About 7 feet 4 inches","visibility":"player"},{"label":"Weight","value":"About 310 pounds","visibility":"player"}],"groups":[{"entries":[{"description":"18 (+4)","name":"Strength","visibility":"player"},{"description":"14 (+2)","name":"Dexterity","visibility":"player"},{"description":"16 (+3)","name":"Constitution","visibility":"player"},{"description":"10 (+0)","name":"Intelligence","visibility":"player"},{"description":"14 (+2)","name":"Wisdom","visibility":"player"},{"description":"13 (+1)","name":"Charisma","visibility":"player"}],"title":"Campaign abilities","visibility":"player"},{"entries":[{"description":"86","name":"Hit points","visibility":"player"},{"description":"12","name":"Armor class","visibility":"player"},{"description":"+2","name":"Initiative","visibility":"player"},{"description":"30","name":"Speed","visibility":"player"},{"description":"15","name":"Passive Perception","visibility":"player"},{"description":"+3","name":"Proficiency bonus","visibility":"player"},{"description":"+6","name":"Expertise bonus","visibility":"player"}],"title":"Campaign combat values","visibility":"player"},{"entries":[{"description":"+7","name":"Strength","visibility":"player"},{"description":"+2","name":"Dexterity","visibility":"player"},{"description":"+6","name":"Constitution","visibility":"player"},{"description":"+0","name":"Intelligence","visibility":"player"},{"description":"+5","name":"Wisdom","visibility":"player"},{"description":"+4","name":"Charisma","visibility":"player"}],"title":"Saving throws","visibility":"player"},{"entries":[{"description":"+2 · Dexterity","name":"Acrobatics","visibility":"player"},{"description":"+2 · Wisdom","name":"Animal Handling","visibility":"player"},{"description":"+0 · Intelligence","name":"Arcana","visibility":"player"},{"description":"+7 · Strength","name":"Athletics","visibility":"player"},{"description":"+1 · Charisma","name":"Deception","visibility":"player"},{"description":"+0 · Intelligence","name":"History","visibility":"player"},{"description":"+2 · Wisdom","name":"Insight","visibility":"player"},{"description":"+4 · Charisma","name":"Intimidation","visibility":"player"},{"description":"+0 · Intelligence","name":"Investigation","visibility":"player"},{"description":"+2 · Wisdom","name":"Medicine","visibility":"player"},{"description":"+0 · Intelligence","name":"Nature","visibility":"player"},{"description":"+5 · Wisdom","name":"Perception","visibility":"player"},{"description":"+1 · Charisma","name":"Performance","visibility":"player"},{"description":"+4 · Charisma","name":"Persuasion","visibility":"player"},{"description":"+0 · Intelligence","name":"Religion","visibility":"player"},{"description":"+2 · Dexterity","name":"Sleight of Hand","visibility":"player"},{"description":"+2 · Dexterity","name":"Stealth","visibility":"player"},{"description":"+5 · Wisdom","name":"Survival","visibility":"player"}],"title":"Skills","visibility":"player"},{"entries":[{"description":"Listed modifier +4 · Strength · 2d6+4 bludgeoning · Heavy, two-handed","name":"Skyrend, the Mountain’s Fury","visibility":"player"},{"description":"Listed modifier +4 · Strength · 1d4+4 bludgeoning · Light","name":"Club","visibility":"player"},{"description":"Each: listed modifier +4 · Strength · 1d6+4 slashing · Light, thrown","name":"Handaxes (two)","visibility":"player"},{"description":"Listed modifier +4 · Strength · 1d6+4 piercing · Thrown","name":"Javelin","visibility":"player"},{"description":"Listed modifier +4 · Strength · 2d6+4 bludgeoning · Heavy, two-handed","name":"Maul","visibility":"player"}],"title":"Attack listings","visibility":"player"}],"kind":"person"},"summary":"Teroknue Verockson, usually called Bane, is a goliath barbarian whose life at sea ended in the murder of his wife and daughter by the Bloody Teeth. Runic tattoos awaken wild power when his anger rises. Now a companion of the Beacons of Hope and wielder of Skyrend, he continues to seek the pirate leader responsible for the destruction of his family.","title":"Bane","type":"Person","visibility":"player","aliases":["Teroknue Verockson"],"aliasesVisibility":"player","relationshipVisibility":{"1bb5b1e0-0bf8-4f7f-9d9d-f3658ad52a97":"player"}},{"body":"Stock and supplies\nRope, lanterns, flint and steel, rations, hunting gear and simple weapons share space with farming tools, cooking utensils and household goods. Aldo also sells unusual trinkets, rare herbs and other curiosities collected over his years in trade.\n\nAldo and William\nWilliam Treefellow, Aldo’s young assistant, moves crates and keeps the shop in order. In return, Aldo provides room and board and teaches him the trade. Their practical help and local knowledge make the shop a regular stop for villagers and adventurers alike.\n\nA household and a local supply\nWilliam Treefellow is more than hired help: Aldo took him in after he was orphaned and raised him as a son. Teaching him the business continues that family-like relationship. Aldo also supplies the shop with meat and fish from his own hunting and fishing, while his carpentry supports repairs across Hope.","category":"Places","id":"2fd927b5-34d5-4b01-88bb-72f1ce8d1423","illustration":{"alt":"Barren's Goods landscape","caption":"Barren's Goods landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/barrens-goods-roadside-shop-hero.avif","visibility":"player","width":1536},"links":["2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","7549602f-75bb-4ccb-8745-745416d8294e"],"raceRelated":[],"sections":[{"body":"Rope, lanterns, flint and steel, rations, hunting gear and simple weapons share space with farming tools, cooking utensils and household goods. Aldo also sells unusual trinkets, rare herbs and other curiosities collected over his years in trade.","heading":"Stock and supplies","illustration":{"alt":"Barren’s Goods, dependable travel and village supplies","caption":"Barren’s Goods, dependable travel and village supplies","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/barrens-goods-stock.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"William Treefellow, Aldo’s young assistant, moves crates and keeps the shop in order. In return, Aldo provides room and board and teaches him the trade. Their practical help and local knowledge make the shop a regular stop for villagers and adventurers alike.","heading":"Aldo and William","visibility":"player"},{"body":"William Treefellow is more than hired help: Aldo took him in after he was orphaned and raised him as a son. Teaching him the business continues that family-like relationship. Aldo also supplies the shop with meat and fish from his own hunting and fishing, while his carpentry supports repairs across Hope.","heading":"A household and a local supply","visibility":"player"}],"summary":"Barren's Goods supplies the residents of @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6] and travelers preparing to leave it. Its half-elf proprietor, @[Aldo Barren|7549602f-75bb-4ccb-8745-745416d8294e], is gruff but fair, with a reputation for honest prices and dependable stock.","title":"Barren's Goods","type":"Landmark","visibility":"player"},{"body":"On the Road of Lost Souls\nBastion aided travelers attacked by Defilers on the @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0], healed Raven and Bane, and offered to guide Raven back to the outpost.\n\nThe attack came on the second day of the northbound journey, where damage to the protected road allowed five Defilers to reach the party. These strong, fast undead afflicted the companions with Necrosis Vomit; Raven lost consciousness before the travelers overcame them. Bastion’s healing and offer of a guide gave them a way back toward care after the fight.\n\nHis work takes place between two different kinds of protection. The road’s Direlamps ward travelers against undead, while Seraphine’s southern refuge provides shelter, supplies and restorative magic. Bastion connects that refuge to people whose danger is already immediate, beyond the outpost’s walls.","category":"People","id":"a98200e5-e6e1-4843-8109-402bae0c8306","illustration":{"alt":"Bastion Fallow","caption":"Bastion Fallow","height":1448,"layout":"portrait","src":"assets/worldbook/bastion-fallow-portrait.avif","visibility":"player","width":1086},"links":["274cf988-d703-4e79-b530-6cdbfb7834fc","672f3c22-80fc-4fa8-a439-64902fa020cd","b47f0a84-c380-499c-baf4-4efef0fc7c9e","eba02322-f5a9-4b54-a2d2-00a888c614f0"],"raceRelated":[],"sections":[{"body":"Bastion aided travelers attacked by Defilers on the @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0], healed Raven and Bane, and offered to guide Raven back to the outpost.\n\nThe attack came on the second day of the northbound journey, where damage to the protected road allowed five Defilers to reach the party. These strong, fast undead afflicted the companions with Necrosis Vomit; Raven lost consciousness before the travelers overcame them. Bastion’s healing and offer of a guide gave them a way back toward care after the fight.\n\nHis work takes place between two different kinds of protection. The road’s Direlamps ward travelers against undead, while Seraphine’s southern refuge provides shelter, supplies and restorative magic. Bastion connects that refuge to people whose danger is already immediate, beyond the outpost’s walls.","heading":"On the Road of Lost Souls","visibility":"player"}],"summary":"Bastion Fallow is a human ranger living in @[the Ash|b47f0a84-c380-499c-baf4-4efef0fc7c9e]. He belongs to the Ash Bounders and reports to @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd] at the @[Ashen Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc].","title":"Bastion Fallow","type":"Person","visibility":"player"},{"body":"The hunter’s presence\nBlackwood is a thirty-seven-year-old human who stands six feet two inches tall. His weathered face bears a scar across the left cheek; closely cut black hair contrasts with piercing blue eyes. An ankle-length black leather coat, plain dark clothing, wide-brimmed hat, and satchel of hunting tools complete a deliberately severe appearance.\n\nHe wastes little speech and treats conversation as another means of assessing a target.\n\nWeapons and methods\nHis crossbow has a dark stock decorated with silver filigree and a scope for precision shooting. He is also a capable close-range swordsman, using a finely made longsword. He calls his signature sword attack the Reckoning.","category":"People","id":"1e546e0c-6724-4578-927c-ebe0ced54081","identityIllustration":{"alt":"Eamon Blackwood","caption":"Eamon Blackwood","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/eamon-blackwood-ref.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Blackwood is a thirty-seven-year-old human who stands six feet two inches tall. His weathered face bears a scar across the left cheek; closely cut black hair contrasts with piercing blue eyes. An ankle-length black leather coat, plain dark clothing, wide-brimmed hat, and satchel of hunting tools complete a deliberately severe appearance.\n\nHe wastes little speech and treats conversation as another means of assessing a target.","heading":"The hunter’s presence","illustration":{"alt":"Blackwood prepares the hunt","caption":"Blackwood prepares the hunt","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/section-1e546e0c-the-hunter-s-presence.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"His crossbow has a dark stock decorated with silver filigree and a scope for precision shooting. He is also a capable close-range swordsman, using a finely made longsword. He calls his signature sword attack the Reckoning.","heading":"Weapons and methods","visibility":"player"}],"summary":"Eamon Blackwood is a terse, relentless hunter known for a scoped crossbow, a skilled sword arm and a severe professional manner.","title":"Bishop Eamon Blackwood","type":"Person","visibility":"player"},{"body":"A helpful public face\nIn Riverwood, Thaylen cultivated a mild and approachable manner. He mediated disputes, offered employment and sponsored people with few other sources of support. Those acts earned him trust among local residents.","category":"People","id":"3d667a8b-5ce5-47f8-994d-12cb31035156","identityIllustration":{"alt":"Bishop Thaylen","caption":"Bishop Thaylen","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/bishop-thaylen-portrait.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"In Riverwood, Thaylen cultivated a mild and approachable manner. He mediated disputes, offered employment and sponsored people with few other sources of support. Those acts earned him trust among local residents.","heading":"A helpful public face","visibility":"player"}],"summary":"Thaylen is an elf remembered in Riverwood as a helpful mediator, employer and sponsor of orphans and outcasts. He now travels beyond his former local base.","title":"Bishop Thaylen","type":"Person","visibility":"player"},{"body":"Tradition and innovation\nBlackanvil crafts combine old techniques with new discoveries. Blackanvil Alloys stands in Forge’s Embrace, and Blackanvil residences are found among the Stonehome quarters. The house belongs to the network of lineages represented in Fastenbard’s civic government.\n\nBeyond Fastenbard\nTordek Blackanvil carries the family name. In Georgetown, the Blackanvil family supports the Sanctum of the Anvil; Thardrum’s Arc commemorates its contribution to that temple’s founding.","category":"Factions","factionGroup":"Houses & lineages","id":"be8eb5f6-0672-4e4d-b0f7-fb54c0230932","illustration":{"alt":"Blackanvil craft","caption":"Blackanvil craft","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/blackanvil-forge-house-metallurgy.avif","visibility":"player","width":1140},"links":[],"raceRelated":[],"sections":[{"body":"Blackanvil crafts combine old techniques with new discoveries. Blackanvil Alloys stands in Forge’s Embrace, and Blackanvil residences are found among the Stonehome quarters. The house belongs to the network of lineages represented in Fastenbard’s civic government.","heading":"Tradition and innovation","visibility":"player"},{"body":"Tordek Blackanvil carries the family name. In Georgetown, the Blackanvil family supports the Sanctum of the Anvil; Thardrum’s Arc commemorates its contribution to that temple’s founding.","heading":"Beyond Fastenbard","visibility":"player"}],"summary":"The Blackanvils are a forge house of Fastenbard renowned for innovative metallurgy and dark, shimmering alloys.","title":"Blackanvil Forge House","type":"Organization","visibility":"player"},{"body":"Life at the Swamp’s Edge\nNarrow bridges connect Blackwater’s weathered buildings above the murky water, and flat-bottomed boats provide another way around the settlement. Thick vegetation, stagnant air and persistent humidity shape daily life. The swamp extends for miles to the north and west and contains alligators, snakes and other predators; more unusual creatures are the subject of local rumor.\n\nKnown as Swampers, the villagers are protective of their independence and slow to trust strangers. Many are experienced fighters or former adventurers. Their rough welcome contrasts with Blackwater’s position on a route that still brings a steady flow of outsiders.\n\nHumans account for around 60–65 percent of residents, half-orcs for 20–25 percent and dwarves for 10–15 percent. Halflings form a smaller community, and gnomes roughly 1–2 percent. These are broad estimates rather than an exact census.\n\nThe First Citizen\nBlackwater has no formal council or hereditary ruler. A respected resident acts as First Citizen, mediating disputes, making communal decisions and representing the village outside its borders. Authority depends on the villagers’ continuing trust rather than a position above them.\n\nRoland Oakley, the First Citizen, is a practical fighter who works alongside the villagers and puts Blackwater’s welfare first.\n\nProtection and Origins\nThere are no walls or standing defensive works. Instead, residents rely on their weapons, mutual support and knowledge of the swamp. Dense plants and difficult water make effective cover for ambushes and discourage attackers unfamiliar with the terrain.\n\nThe village has resisted wild animals, bandits and smugglers. Its reputation for hostility is itself a deterrent. Blackwater is believed to have begun as a resource-based trading post, but its earliest history is poorly documented.\n\nPlaces to Stop\nThe Soggy Boot is the village’s only inn and tavern. Its worn exterior conceals a lively gathering place for travelers and locals. Clara Ironsoul, a middle-aged human with a crossbow close at hand, maintains strict order.\n\nReeds and Roots Trading Post is the only general store. Its cramped shelves mix provisions with herbal remedies, traps and specialized supplies. Garrick Reed, its thin, suspicious proprietor, watches customers with a trader’s practiced caution.\n\nAn adventuring party also bought a @[Mirehart|mirehart] in Blackwater. The domesticated, goat-like mount is suited to travel through the wetlands.\n\nThe basin road\nBlackwater stands on the eastern edge of the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a] within the @[Embervale Basin|0a280549-4ec6-4302-aa8b-458280842be0]. The Long Road keeps to the more passable land between swamp and Ash, linking the village with routes toward Haven and the mountain country beyond the basin.","category":"Places","id":"46b369a0-dd37-4325-b48a-523193d9b3d8","illustration":{"alt":"Blackwater landscape","caption":"Blackwater landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/blackwater-humid-swamp-village-hero.avif","visibility":"player","width":1536},"links":["0a280549-4ec6-4302-aa8b-458280842be0","927cb3b1-f52f-43e6-903c-445261da670a","mirehart"],"raceRelated":[],"sections":[{"body":"Narrow bridges connect Blackwater’s weathered buildings above the murky water, and flat-bottomed boats provide another way around the settlement. Thick vegetation, stagnant air and persistent humidity shape daily life. The swamp extends for miles to the north and west and contains alligators, snakes and other predators; more unusual creatures are the subject of local rumor.\n\nKnown as Swampers, the villagers are protective of their independence and slow to trust strangers. Many are experienced fighters or former adventurers. Their rough welcome contrasts with Blackwater’s position on a route that still brings a steady flow of outsiders.\n\nHumans account for around 60–65 percent of residents, half-orcs for 20–25 percent and dwarves for 10–15 percent. Halflings form a smaller community, and gnomes roughly 1–2 percent. These are broad estimates rather than an exact census.","heading":"Life at the Swamp’s Edge","illustration":{"alt":"Blackwater stilt homes and narrow bridges","caption":"Blackwater stilt homes and narrow bridges","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/blackwater-stilt-bridges.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Blackwater has no formal council or hereditary ruler. A respected resident acts as First Citizen, mediating disputes, making communal decisions and representing the village outside its borders. Authority depends on the villagers’ continuing trust rather than a position above them.\n\nRoland Oakley, the First Citizen, is a practical fighter who works alongside the villagers and puts Blackwater’s welfare first.","heading":"The First Citizen","visibility":"player"},{"body":"There are no walls or standing defensive works. Instead, residents rely on their weapons, mutual support and knowledge of the swamp. Dense plants and difficult water make effective cover for ambushes and discourage attackers unfamiliar with the terrain.\n\nThe village has resisted wild animals, bandits and smugglers. Its reputation for hostility is itself a deterrent. Blackwater is believed to have begun as a resource-based trading post, but its earliest history is poorly documented.","heading":"Protection and Origins","illustration":{"alt":"Blackwater — Protection and Origins","caption":"Blackwater — Protection and Origins","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/blackwater-swamp-watch-flatboat.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Soggy Boot is the village’s only inn and tavern. Its worn exterior conceals a lively gathering place for travelers and locals. Clara Ironsoul, a middle-aged human with a crossbow close at hand, maintains strict order.\n\nReeds and Roots Trading Post is the only general store. Its cramped shelves mix provisions with herbal remedies, traps and specialized supplies. Garrick Reed, its thin, suspicious proprietor, watches customers with a trader’s practiced caution.\n\nAn adventuring party also bought a @[Mirehart|mirehart] in Blackwater. The domesticated, goat-like mount is suited to travel through the wetlands.","heading":"Places to Stop","illustration":{"alt":"Inside Blackwater's Soggy Boot, a small worn stilt-village tavern","caption":"Inside Blackwater's Soggy Boot, a small worn stilt-village tavern","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/blackwater-soggy-boot-evening.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Blackwater stands on the eastern edge of the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a] within the @[Embervale Basin|0a280549-4ec6-4302-aa8b-458280842be0]. The Long Road keeps to the more passable land between swamp and Ash, linking the village with routes toward Haven and the mountain country beyond the basin.","heading":"The basin road","visibility":"player"}],"summary":"Blackwater is a village of about 75 people on the eastern edge of a broad swamp, beside a traveled route between Fastenbard and Haven. Its stilt houses and wary residents offer a difficult but useful stop for travelers.","title":"Blackwater","type":"Settlement","visibility":"player"},{"body":"Members\n@[Valxan Drathir|80d75bba-2ad6-4a8a-b31e-96d641024b25] leads the company. A male drow fighter, he is lean and muscular, with dark-grey skin, red eyes, short white hair and scars along the side of his head. He stands 6 feet 2 inches tall, wears black leather decorated with silver patterns and carries a greatsword.\n\nTorgrim ‘Grim’ Netherbane is a middle-aged human wizard. His bald head and face bear intricate blue tattoos, and he has grey eyes, a slim build and a height of 5 feet 10 inches. Deep purple robes embroidered with magical symbols and a gnarled oak staff topped with a glowing crystal complete his appearance.\n\nVeyra Thornwind is a female half-elf rogue with green eyes, fair skin, subtle tattoos and long black hair usually gathered into a loose ponytail. At 5 feet 6 inches, she wears fitted leather armor and conceals daggers and other small weapons.\n\nKildrak Ironfist is a stern, stocky dwarf cleric, 4 feet 5 inches tall, with salt-and-pepper hair and beard. His chainmail bears his deity’s symbol, and two spiked maces hang across his back.","category":"Factions","factionGroup":"Guards & fighting companies","id":"9ab7fbef-3200-4d16-9544-033bcd0506ec","links":["80d75bba-2ad6-4a8a-b31e-96d641024b25"],"raceRelated":[],"sections":[{"body":"@[Valxan Drathir|80d75bba-2ad6-4a8a-b31e-96d641024b25] leads the company. A male drow fighter, he is lean and muscular, with dark-grey skin, red eyes, short white hair and scars along the side of his head. He stands 6 feet 2 inches tall, wears black leather decorated with silver patterns and carries a greatsword.\n\nTorgrim ‘Grim’ Netherbane is a middle-aged human wizard. His bald head and face bear intricate blue tattoos, and he has grey eyes, a slim build and a height of 5 feet 10 inches. Deep purple robes embroidered with magical symbols and a gnarled oak staff topped with a glowing crystal complete his appearance.\n\nVeyra Thornwind is a female half-elf rogue with green eyes, fair skin, subtle tattoos and long black hair usually gathered into a loose ponytail. At 5 feet 6 inches, she wears fitted leather armor and conceals daggers and other small weapons.\n\nKildrak Ironfist is a stern, stocky dwarf cleric, 4 feet 5 inches tall, with salt-and-pepper hair and beard. His chainmail bears his deity’s symbol, and two spiked maces hang across his back.","heading":"Members","illustration":{"alt":"The Bladebreakers","caption":"The Bladebreakers","height":1024,"src":"assets/bladebreakers-art.webp","visibility":"player","width":1536},"visibility":"player"}],"summary":"The Bladebreakers, also called the Breakers, are an adventuring company recognized by their visible broken-blade tattoos. Their dangerous commissions and formidable fighting skills are better known than their motives or allegiances.","title":"Bladebreakers","type":"Organization","visibility":"player"},{"body":"A mountain capital\nBoâl occupies valleys and slopes within the Shiltar Range, called the Gor'khanar Peaks, or roughly the Spine of the World, by the orcs and their allies. Terraces follow the mountainsides, while old fortress walls and imposing gates protect streets now lined with gardens, broad avenues, carved stone, timber, and decorative metalwork. The High Chieftess's palace remains the city's central statement of authority.\n\nBoâl began as a fortress during the early Orc Wars. After the Treaty of Blood, its civic life increasingly reflected the peaceful and intellectual ambitions of @[Grishara Bloodhammer|acd16180-2df6-4ae7-be19-c83345d41e8c], also known as Grishara the Enlightened. Embassies from the free peoples of Kirth occupy a Diplomatic Quarter, making the city a working center of the Confederacy's foreign relations.\n\nSociety, work, and public services\nOrcs and goblins make up almost the entire population; approximately one resident in a hundred belongs to another people, including humans and dwarves. Family, communal responsibility, and strength remain respected, but practices that obstruct the new emphasis on art, trade, and education are losing favor. Academies teach magic, science, diplomacy, and the arts. Festivals, theaters, and galleries give both orcish and goblin traditions a public stage.\n\nMountain mines supply metals and gems to workshops producing metalwork, glass, leather goods, and enchanted items. International trade brings materials and ideas into the same markets. A nearby hydroelectric dam provides early electrical power through copper lines reinforced with @[Dieritium Arcanum|notebook-3], which also stores energy at substations. Government buildings, the arena, and expensive shops have access to the system; streets use early electric or gas-style lamps. Magical sanitation workers handle waste, water purification, and hygiene.\n\nCivic and craft districts\nGrimgate Ward contains Council Square, the council buildings, Grimgate Pavilion, and the square's Marble Fountain. The High Market specializes in luxury goods, rare artifacts, and magic. @[Everhold Bank and Trust|everhold-bank-and-trust] maintains an Everhold Storehouse here for secure storage and banking.\n\nStonehearth District preserves the close communal life of the old clans. Stonehearth Commons hosts meetings, the Hearthstone Inn serves travelers, and Ironclad Forge supplies weapons and armor. Stonehearth Park provides leisure space; Stonehearth Academy combines general education with trades such as smithing and masonry.\n\nShadowglen Ward draws artisans and tinkerers. The Winding Way Market sells crafts, the Tinker's Workshop handles mechanical and magical curiosities, and Twilight Tavern supplies entertainment. Performances take place in Shadowglen Amphitheater; the School of Artisans trains leatherworkers, glassblowers, and other craftspeople.\n\nIronfire District concentrates the city's heavy craft and engineering. Blacksmith's Row includes the celebrated Iron Maiden forge. Workers gather at Forgefire Tavern, display their creations at Ironfire Park, and study metalworking and engineering at Ironfire Technical School.\n\nMarkets and learning\nSunforge Quarter is the main open-air trading district. Grand Sunforge Market anchors a network of specialized streets: Artisan's Row for crafts, Cobbler's Square for footwear and leather, Spice Trader's Alley for seasonings, the Book Bazaar for texts and writing materials, and Clothier's Pavilion for clothing. Feast Street supplies meals, while Curio Corner attracts collectors. The Sunforge Sundial is a meeting point, and the Merchant's Guild Hall handles policy and commercial disputes.\n\nGoldleaf Promenade serves wealthier shoppers. Its Grand Bazaar is Boâl’s largest market; Goldleaf Emporium offers rare luxury items, the Silver Chalice provides fine dining, and Market Square Tavern serves merchants and customers. Goldleaf Business Academy teaches commerce and management.\n\nSkyreach Ward gathers cultural and educational institutions around Skyreach Plaza. The Gilded Scroll combines a library and bookshop, Skyreach Academy teaches history, literature, and the arts, and the Harmony Inn welcomes travelers from different backgrounds. Sunrise Bakery supplies bread and pastries.\n\nArcane Alley supports magical study and trade. @[The Mystic Lantern|a587f8d5-e0b0-4d3b-9ae3-62792c9cb85b] sells enchanted goods and services; the Alchemist's Nook supplies potions and ingredients, while Enchanter's Corner undertakes enchantments. The Arcane Library and Boâl Academy of Magic provide scholarly resources and formal instruction.\n\nParks, games, and gatherings\nEmerald Park centers on Emerald Lake and the Statue of the Founder. Paths and picnic areas surround the water; the Green Pavilion hosts performances and gatherings, and Parkside Café offers refreshments. The conservatory studies nature and environmental care.\n\nColossus Circle surrounds the Colosseum, which hosts sports, staged battles, conventions, exhibitions, debates, and ceremonies. Champions Way approaches the arena past statues of notable figures and Ironball players, with vendors selling refreshments and team goods. Victory Plaza hosts celebrations. Athletes stay at Champion's Rest, train at Boâl Sports Academy, and join spectators at Tales and Tankards Tavern.\n\n@[Ironball Sport|e7b617a4-e217-4089-b544-77aba394fcef] is a major attraction. The home Roughnecks wear red and black and favor forceful play; the visiting Quan'Ma Shattered Peaks wear white and dark blue. In Skyhoop, teams advance by carrying and passing the ball through defenders, maneuvering for a ricochet off a wall and through stone hoops at varying heights. Higher and more difficult shots earn more points. Boâl's Battle Hawks wear gold and yellow. Choreographed mock battles use dulled weapons and traditional armor to preserve older martial techniques without turning every arena event into a war. Ironball crowds fill the arena with banners and team colors, and local artists and entertainers perform at half-time.\n\nCouncil and rail connections\nBoâl is home to @[Borguk Ironfist|f2dac639-f825-42a0-a485-e196e1b05cc0], Chief of the Orc Clans and their representative on the Council of the Iron Tusk. Under High Chieftess Grishara Bloodhammer, the council also includes Slink Sharpwit, who leads the goblin delegation in trade and craft, and General Karguk Steelbinder, whose hobgoblin delegation focuses on defense and organization.\n\nA steam-rail line links the capital to @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7], crosses a major river and continues to @[Ragzul Urzok|b7175ef2-dfef-4c9f-981a-9129cad4a087]. The route connects Boâl with the Confederacy’s agricultural center and the northern threshold of the Ash.\n\nThe dam and the Shimmering Deep\nThe @[hydroelectric dam|boal-hydroelectric-dam] associated with @[Draz’Gul Gri’Sha|drazgul-grisha] supplies the early electrical system described above. The Shimmering Deep lies in the Shiltar mountains north of the city, within the highland setting shared by Boâl and the Confederacy’s northern settlements.\n\nAn unfinished F.A.S.T. connection\nA receiving station for @[F.A.S.T.|fast-arcane-spatial-transit] is under construction in @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]. It is not functional and offers no passenger service. The planned connection leads to @[Vaelros Grand Terminal|vaelros-grand-terminal] in @[Valaria|notebook-17], whose local city routes already operate. This project is separate from @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]’s rail connections.","category":"Places","id":"92710cbd-bdbe-478d-bcac-7ed22499690e","illustration":{"alt":"Boâl, the Orcish Renaissance","caption":"Boâl, the Orcish Renaissance","height":1086,"layout":"landscape","src":"assets/worldbook/boal-civic-renaissance.avif","visibility":"player","width":1448},"links":["92710cbd-bdbe-478d-bcac-7ed22499690e","a587f8d5-e0b0-4d3b-9ae3-62792c9cb85b","acd16180-2df6-4ae7-be19-c83345d41e8c","b7175ef2-dfef-4c9f-981a-9129cad4a087","boal-hydroelectric-dam","drazgul-grisha","e7b617a4-e217-4089-b544-77aba394fcef","everhold-bank-and-trust","f2dac639-f825-42a0-a485-e196e1b05cc0","fast-arcane-spatial-transit","fbc3ea9b-8391-4db1-9146-725f2cfe7ba7","notebook-17","notebook-3","vaelros-grand-terminal"],"raceRelated":[],"sections":[{"body":"Boâl occupies valleys and slopes within the Shiltar Range, called the Gor'khanar Peaks, or roughly the Spine of the World, by the orcs and their allies. Terraces follow the mountainsides, while old fortress walls and imposing gates protect streets now lined with gardens, broad avenues, carved stone, timber, and decorative metalwork. The High Chieftess's palace remains the city's central statement of authority.\n\nBoâl began as a fortress during the early Orc Wars. After the Treaty of Blood, its civic life increasingly reflected the peaceful and intellectual ambitions of @[Grishara Bloodhammer|acd16180-2df6-4ae7-be19-c83345d41e8c], also known as Grishara the Enlightened. Embassies from the free peoples of Kirth occupy a Diplomatic Quarter, making the city a working center of the Confederacy's foreign relations.","heading":"A mountain capital","illustration":{"alt":"Boâl’s terraced capital and diplomatic avenues","caption":"Boâl’s terraced capital and diplomatic avenues","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/boal-mountain-capital.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Orcs and goblins make up almost the entire population; approximately one resident in a hundred belongs to another people, including humans and dwarves. Family, communal responsibility, and strength remain respected, but practices that obstruct the new emphasis on art, trade, and education are losing favor. Academies teach magic, science, diplomacy, and the arts. Festivals, theaters, and galleries give both orcish and goblin traditions a public stage.\n\nMountain mines supply metals and gems to workshops producing metalwork, glass, leather goods, and enchanted items. International trade brings materials and ideas into the same markets. A nearby hydroelectric dam provides early electrical power through copper lines reinforced with @[Dieritium Arcanum|notebook-3], which also stores energy at substations. Government buildings, the arena, and expensive shops have access to the system; streets use early electric or gas-style lamps. Magical sanitation workers handle waste, water purification, and hygiene.","heading":"Society, work, and public services","illustration":{"alt":"Boâl’s early electrical power and maintenance","caption":"Boâl’s early electrical power and maintenance","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/boal-hydroelectric-services.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Grimgate Ward contains Council Square, the council buildings, Grimgate Pavilion, and the square's Marble Fountain. The High Market specializes in luxury goods, rare artifacts, and magic. @[Everhold Bank and Trust|everhold-bank-and-trust] maintains an Everhold Storehouse here for secure storage and banking.\n\nStonehearth District preserves the close communal life of the old clans. Stonehearth Commons hosts meetings, the Hearthstone Inn serves travelers, and Ironclad Forge supplies weapons and armor. Stonehearth Park provides leisure space; Stonehearth Academy combines general education with trades such as smithing and masonry.\n\nShadowglen Ward draws artisans and tinkerers. The Winding Way Market sells crafts, the Tinker's Workshop handles mechanical and magical curiosities, and Twilight Tavern supplies entertainment. Performances take place in Shadowglen Amphitheater; the School of Artisans trains leatherworkers, glassblowers, and other craftspeople.\n\nIronfire District concentrates the city's heavy craft and engineering. Blacksmith's Row includes the celebrated Iron Maiden forge. Workers gather at Forgefire Tavern, display their creations at Ironfire Park, and study metalworking and engineering at Ironfire Technical School.","heading":"Civic and craft districts","illustration":{"alt":"Engineering lessons in Boâl’s Ironfire District","caption":"Engineering lessons in Boâl’s Ironfire District","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/boal-ironfire-engineering.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Sunforge Quarter is the main open-air trading district. Grand Sunforge Market anchors a network of specialized streets: Artisan's Row for crafts, Cobbler's Square for footwear and leather, Spice Trader's Alley for seasonings, the Book Bazaar for texts and writing materials, and Clothier's Pavilion for clothing. Feast Street supplies meals, while Curio Corner attracts collectors. The Sunforge Sundial is a meeting point, and the Merchant's Guild Hall handles policy and commercial disputes.\n\nGoldleaf Promenade serves wealthier shoppers. Its Grand Bazaar is Boâl’s largest market; Goldleaf Emporium offers rare luxury items, the Silver Chalice provides fine dining, and Market Square Tavern serves merchants and customers. Goldleaf Business Academy teaches commerce and management.\n\nSkyreach Ward gathers cultural and educational institutions around Skyreach Plaza. The Gilded Scroll combines a library and bookshop, Skyreach Academy teaches history, literature, and the arts, and the Harmony Inn welcomes travelers from different backgrounds. Sunrise Bakery supplies bread and pastries.\n\nArcane Alley supports magical study and trade. @[The Mystic Lantern|a587f8d5-e0b0-4d3b-9ae3-62792c9cb85b] sells enchanted goods and services; the Alchemist's Nook supplies potions and ingredients, while Enchanter's Corner undertakes enchantments. The Arcane Library and Boâl Academy of Magic provide scholarly resources and formal instruction.","heading":"Markets and learning","illustration":{"alt":"Boâl’s Book Bazaar and scholarly exchange","caption":"Boâl’s Book Bazaar and scholarly exchange","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/boal-book-bazaar-learning.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Emerald Park centers on Emerald Lake and the Statue of the Founder. Paths and picnic areas surround the water; the Green Pavilion hosts performances and gatherings, and Parkside Café offers refreshments. The conservatory studies nature and environmental care.\n\nColossus Circle surrounds the Colosseum, which hosts sports, staged battles, conventions, exhibitions, debates, and ceremonies. Champions Way approaches the arena past statues of notable figures and Ironball players, with vendors selling refreshments and team goods. Victory Plaza hosts celebrations. Athletes stay at Champion's Rest, train at Boâl Sports Academy, and join spectators at Tales and Tankards Tavern.\n\n@[Ironball Sport|e7b617a4-e217-4089-b544-77aba394fcef] is a major attraction. The home Roughnecks wear red and black and favor forceful play; the visiting Quan'Ma Shattered Peaks wear white and dark blue. In Skyhoop, teams advance by carrying and passing the ball through defenders, maneuvering for a ricochet off a wall and through stone hoops at varying heights. Higher and more difficult shots earn more points. Boâl's Battle Hawks wear gold and yellow. Choreographed mock battles use dulled weapons and traditional armor to preserve older martial techniques without turning every arena event into a war. Ironball crowds fill the arena with banners and team colors, and local artists and entertainers perform at half-time.","heading":"Parks, games, and gatherings","illustration":{"alt":"Boâl, Skyhoop practice and civic recreation","caption":"Boâl, Skyhoop practice and civic recreation","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/boal-skyhoop-games.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Boâl is home to @[Borguk Ironfist|f2dac639-f825-42a0-a485-e196e1b05cc0], Chief of the Orc Clans and their representative on the Council of the Iron Tusk. Under High Chieftess Grishara Bloodhammer, the council also includes Slink Sharpwit, who leads the goblin delegation in trade and craft, and General Karguk Steelbinder, whose hobgoblin delegation focuses on defense and organization.\n\nA steam-rail line links the capital to @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7], crosses a major river and continues to @[Ragzul Urzok|b7175ef2-dfef-4c9f-981a-9129cad4a087]. The route connects Boâl with the Confederacy’s agricultural center and the northern threshold of the Ash.","heading":"Council and rail connections","visibility":"player"},{"body":"The @[hydroelectric dam|boal-hydroelectric-dam] associated with @[Draz’Gul Gri’Sha|drazgul-grisha] supplies the early electrical system described above. The Shimmering Deep lies in the Shiltar mountains north of the city, within the highland setting shared by Boâl and the Confederacy’s northern settlements.","heading":"The dam and the Shimmering Deep","visibility":"player"},{"heading":"An unfinished F.A.S.T. connection","body":"A receiving station for @[F.A.S.T.|fast-arcane-spatial-transit] is under construction in @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]. It is not functional and offers no passenger service. The planned connection leads to @[Vaelros Grand Terminal|vaelros-grand-terminal] in @[Valaria|notebook-17], whose local city routes already operate. This project is separate from @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]’s rail connections.","visibility":"player"}],"summary":"Boâl is the capital of the Iron Tusk Confederacy, a terraced mountain city where orcish and goblin traditions meet new schools, industries, and diplomatic ambitions. Its transformation under Grishara Bloodhammer is a center of the Orcish Renaissance.","title":"Boâl","type":"Settlement","visibility":"player"},{"body":"Highshield Bearer and the forge houses\nBoren oversees @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653]’s Council of Elders, which represents the forge houses and makes and enforces local law. The office places him within a government shaped by the city’s powerful craft households. Its Council Chambers stand in Mithrilcore, the civic district containing the Monument of Founders and Ancestral Library.\n\nThe forge houses have strong identities and substantial influence, but the city also depends on common defenses, passages and services. Boren’s office belongs to that shared civic structure. Fastenbard’s defensive force, @[the Hammers|org-hammers], is led by High Sentinel Elara Stonefist; its role is distinct from the Council’s legislative work.","category":"People","id":"fec9e17b-5b68-4ae3-bf0b-b54d2f8a974a","illustration":{"alt":"Boren Steelgrasp","caption":"Boren Steelgrasp","height":1448,"layout":"portrait","src":"assets/worldbook/boren-steelgrasp-portrait.avif","visibility":"player","width":1086},"links":["bd8d33dd-f336-4f27-906e-ec835d298653","org-hammers"],"raceRelated":[],"sections":[{"id":"enrichment3-fec9e17b-5b68-4ae3-bf0b-b54d2f8a974a","heading":"Highshield Bearer and the forge houses","body":"Boren oversees @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653]’s Council of Elders, which represents the forge houses and makes and enforces local law. The office places him within a government shaped by the city’s powerful craft households. Its Council Chambers stand in Mithrilcore, the civic district containing the Monument of Founders and Ancestral Library.\n\nThe forge houses have strong identities and substantial influence, but the city also depends on common defenses, passages and services. Boren’s office belongs to that shared civic structure. Fastenbard’s defensive force, @[the Hammers|org-hammers], is led by High Sentinel Elara Stonefist; its role is distinct from the Council’s legislative work.","visibility":"player"}],"summary":"Boren Steelgrasp is Fastenbard’s Highshield Bearer, overseeing its Council of Elders.","title":"Boren Steelgrasp","type":"Person","visibility":"player"},{"body":"Rise and Priorities\nBorn long after the Orc Wars, Borguk grew up with accounts of the unity forged in their aftermath. Skill in battle, strategic judgment and dedication to his people carried him into national leadership.\n\nHe values discipline and strength while recognizing that the Confederacy depends on cooperation among its different peoples. His support for orcish culture and military readiness contributes to that shared project. His initiatives have strengthened orcish participation in defense and the economy.\n\nBorguk’s respect for established orcish traditions sits alongside an ambitious view of the Confederacy’s future.\n\nAppearance\nBorguk is based in Boâl. Borguk is 42, stands 6 feet 6 inches tall and weighs 256 pounds, with grey-green skin and black hair pulled into a ponytail. His imposing appearance reinforces his public reputation for martial strength.","category":"People","id":"f2dac639-f825-42a0-a485-e196e1b05cc0","identityIllustration":{"alt":"Borguk Ironfist","caption":"Borguk Ironfist","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/borguk-ironfist-ref.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Born long after the Orc Wars, Borguk grew up with accounts of the unity forged in their aftermath. Skill in battle, strategic judgment and dedication to his people carried him into national leadership.\n\nHe values discipline and strength while recognizing that the Confederacy depends on cooperation among its different peoples. His support for orcish culture and military readiness contributes to that shared project. His initiatives have strengthened orcish participation in defense and the economy.\n\nBorguk’s respect for established orcish traditions sits alongside an ambitious view of the Confederacy’s future.","heading":"Rise and Priorities","illustration":{"alt":"Borguk’s defense council","caption":"Borguk’s defense council","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/section-f2dac639-rise-and-priorities.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Borguk is based in Boâl. Borguk is 42, stands 6 feet 6 inches tall and weighs 256 pounds, with grey-green skin and black hair pulled into a ponytail. His imposing appearance reinforces his public reputation for martial strength.","heading":"Appearance","visibility":"player"}],"summary":"Borguk Ironfist is Chief of the Orc Clans and a member of the Council of the Iron Tusk. His politics combine commitment to the Confederacy with ambition for the prosperity, identity and martial strength of its orcish communities.","title":"Borguk Ironfist","type":"Person","visibility":"player"},{"body":"Divine family and realm\nBragastir shares Fjorgast, the Forge of Life, with her husband @[Vulkrandur, the Flame Artisan|dfbc69fe-77a5-4835-b824-b7336da31b07]. His creative and protective fire complements her storm. Their union expresses a balance between force and shelter, destruction and making.\n\nHer half-mortal son @[Skjaldur, the Celestial Smith|28672d90-4343-4cc7-a135-a48feefc9317] was born from her union with a mortal goliath blacksmith. At Aediforj, the Sky Forge on Hjor'Gandur, he works with celestial fire and earth provided by Vulkrandur. Fjorgast lies between the elemental planes of Fire and Air.\n\nImages and worship\nBragastir is depicted as a towering, muscular goliath woman with a commanding expression, storm-bright eyes, and hair formed from lightning or violent wind. Stormcloud armor emphasizes her role as protector. Goliath tradition honors her with a hammer surrounded by stormclouds.\n\nDrumming that imitates thunder, athletic contests, and communal feasts accompany her festivals. At the Edge of Sky, the Thunderous Call may draw her answer as an aspirant declares their name and deeds into the storm. Her followers also understand oaths, clan loyalty, and shared endurance as everyday expressions of devotion.\n\nThe shrine beside the Moot\nNear @[Quan’Ma|1727c233-267b-4794-ad8d-92ebda106302]’s Moot Hall stands the largest shared shrine of Bragastir and Vulkrandur, its polished-stone altar set among ancient pines. Hildr Thunderfoot is among the leaders who seek the deities’ guidance there.\n\nOaths and the sacred landscape\nThe Oath-Hearths are braziers linked to Bragastir’s will. Promises made before them carry a spiritual weight: an oath broken is understood as a rupture of the bond, as well as a personal dishonor. Children are taught to understand the burden of their words, placing devotion within everyday speech and responsibility.\n\nGoliath lore also locates her presence in the country itself. The wind-swept moors are believed to be where she first shaped winds to sing, while headlands and cliff shelves are associated with the first touch of her voice. These exposed places serve pilgrimages, oath-swearing and stormwatching. The landscape gives physical settings to the endurance and declaration honored in her worship.","category":"Divine","id":"73fde81d-b813-47b4-9a7c-2708d25d4aba","identityIllustration":{"alt":"Bragastir","caption":"Bragastir","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/bragastir-thunderous-matron.avif","visibility":"player","width":900},"illustration":{"alt":"Bragastir’s clan observance","caption":"Bragastir’s clan observance","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/bragastir-clan-thunder-feast.avif","visibility":"player","width":1536},"links":["1727c233-267b-4794-ad8d-92ebda106302","28672d90-4343-4cc7-a135-a48feefc9317","dfbc69fe-77a5-4835-b824-b7336da31b07"],"raceRelated":[],"sections":[{"body":"Bragastir shares Fjorgast, the Forge of Life, with her husband @[Vulkrandur, the Flame Artisan|dfbc69fe-77a5-4835-b824-b7336da31b07]. His creative and protective fire complements her storm. Their union expresses a balance between force and shelter, destruction and making.\n\nHer half-mortal son @[Skjaldur, the Celestial Smith|28672d90-4343-4cc7-a135-a48feefc9317] was born from her union with a mortal goliath blacksmith. At Aediforj, the Sky Forge on Hjor'Gandur, he works with celestial fire and earth provided by Vulkrandur. Fjorgast lies between the elemental planes of Fire and Air.","heading":"Divine family and realm","illustration":{"alt":"Forge and storm in Fjorgast","caption":"Forge and storm in Fjorgast","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/bragastir-vulkrandur-fjorgast-union.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Bragastir is depicted as a towering, muscular goliath woman with a commanding expression, storm-bright eyes, and hair formed from lightning or violent wind. Stormcloud armor emphasizes her role as protector. Goliath tradition honors her with a hammer surrounded by stormclouds.\n\nDrumming that imitates thunder, athletic contests, and communal feasts accompany her festivals. At the Edge of Sky, the Thunderous Call may draw her answer as an aspirant declares their name and deeds into the storm. Her followers also understand oaths, clan loyalty, and shared endurance as everyday expressions of devotion.","heading":"Images and worship","illustration":{"alt":"Thunder drums and shared endurance","caption":"Thunder drums and shared endurance","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/bragastir-thunder-drums-contest.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Near @[Quan’Ma|1727c233-267b-4794-ad8d-92ebda106302]’s Moot Hall stands the largest shared shrine of Bragastir and Vulkrandur, its polished-stone altar set among ancient pines. Hildr Thunderfoot is among the leaders who seek the deities’ guidance there.","heading":"The shrine beside the Moot","visibility":"player"},{"id":"enrichment5-73fde81d-b813-47b4-9a7c-2708d25d4aba-oaths-and-the-sacred-landscape","heading":"Oaths and the sacred landscape","body":"The Oath-Hearths are braziers linked to Bragastir’s will. Promises made before them carry a spiritual weight: an oath broken is understood as a rupture of the bond, as well as a personal dishonor. Children are taught to understand the burden of their words, placing devotion within everyday speech and responsibility.\n\nGoliath lore also locates her presence in the country itself. The wind-swept moors are believed to be where she first shaped winds to sing, while headlands and cliff shelves are associated with the first touch of her voice. These exposed places serve pilgrimages, oath-swearing and stormwatching. The landscape gives physical settings to the endurance and declaration honored in her worship.","visibility":"player"}],"structured":{"facts":[{"label":"Divine order","value":"Divine Host","visibility":"player"},{"label":"Domains","value":"Strength, Thunder, Clan","visibility":"player"},{"label":"Worship","value":"Especially honored by goliaths","visibility":"player"},{"label":"Emblem","value":"A thunderbolt striking a mountain peak","visibility":"player"}],"groups":[],"kind":"person"},"summary":"Bragastir, the Thunderous Matron, is the goliath goddess of thunder, strength, and clan. Her worship treats resilience and mutual obligation as inseparable: power matters most when it protects kin and sustains the community.","title":"Bragastir","type":"Deity","visibility":"player"},{"body":"Thunderfoot and Stormheart\nA distant branch of the Thunderfoot clan runs Thunderfoot Brew House. Traditional methods and high-quality local honey shape its meads, and guided tours include tastings. Its signature Thunder's Nectar is full-bodied with a sharp finish associated with the clan's storm imagery and reverence for Bragastir.\n\nStormheart Brewing is a newer producer near Quan'Ma's center. It experiments with ingredients while retaining traditional techniques. Stormy Horizon combines local berries and spices for a bright taste and warm finish.\n\nBragastir’s Blessing and Nordskol\nBragastir's Blessing Brewery sits below a hill beside a clear stream believed to carry the goddess's blessing. Its tasting room overlooks the water. Divine Honeydew combines that water with pure honey, yielding a sweet mead with an earthy undertone.\n\nNordskol Meadery stands outside Quan'Ma near the mountain range. Nectar gathered from wild mountain flowers gives its robust meads their character. Mountain Bloom emphasizes rich floral flavors and an earthy finish, enjoyed with views of the surrounding peaks.","category":"Places","id":"ba519d81-ac19-4e98-9a35-972b268feaf9","illustration":{"alt":"Breweries of Quan'Ma landscape","caption":"Breweries of Quan'Ma landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/quanma-nordskol-meadery-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"A distant branch of the Thunderfoot clan runs Thunderfoot Brew House. Traditional methods and high-quality local honey shape its meads, and guided tours include tastings. Its signature Thunder's Nectar is full-bodied with a sharp finish associated with the clan's storm imagery and reverence for Bragastir.\n\nStormheart Brewing is a newer producer near Quan'Ma's center. It experiments with ingredients while retaining traditional techniques. Stormy Horizon combines local berries and spices for a bright taste and warm finish.","heading":"Thunderfoot and Stormheart","illustration":{"alt":"Honey meadmaking at Thunderfoot Brew House","caption":"Honey meadmaking at Thunderfoot Brew House","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/thunderfoot-honey-mead.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Bragastir's Blessing Brewery sits below a hill beside a clear stream believed to carry the goddess's blessing. Its tasting room overlooks the water. Divine Honeydew combines that water with pure honey, yielding a sweet mead with an earthy undertone.\n\nNordskol Meadery stands outside Quan'Ma near the mountain range. Nectar gathered from wild mountain flowers gives its robust meads their character. Mountain Bloom emphasizes rich floral flavors and an earthy finish, enjoyed with views of the surrounding peaks.","heading":"Bragastir’s Blessing and Nordskol","illustration":{"alt":"Streamside mead tasting at Bragastir’s Blessing","caption":"Streamside mead tasting at Bragastir’s Blessing","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/bragastir-stream-tasting.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Quan’Ma’s four mead producers draw on local honey, berries, spices and mountain flowers, combining goliath brewing traditions with distinctive house recipes.","title":"Breweries of Quan'Ma","type":"Landmark","visibility":"player"},{"body":"Craft and commerce\nGrav works at All Metal Works, and Gorsed is associated with Gorsed’s Goods. Chadry Stonefield once bred and trained horses here for Georgetown’s militia before relocating to Hope. The regional map places Bune on the route between Kilan and Georgetown, by the eastern side of the lake and river system.\n\nBune: The Lake, the Kilns and the Potter Families\nA modest lakeside settlement became a center of useful ceramics through the exchange of clay, fuel, skill and household labor.\n\nThe first pottery yards\nBune's earliest pottery was made for local households, fishing families and carriers using the lake. The craft expanded when inns and provision merchants required vessels of dependable size that could survive repeated handling. Potters who could supply such work gained orders beyond the settlement, and apprentices arrived from households with no inherited place in the trade.\n\nThe lake made fragile cargo easier to move than over rough roads alone. Reeds supplied packing and mats, while neighboring woodworkers provided fittings, frames and the practical equipment used around the yards. Pottery became the most visible trade in Bune, but its success depended on relationships with people who never shaped clay themselves.\n\nThe shared firing\nEarly workshops owned small kilns that consumed substantial fuel relative to the goods they produced. Several families eventually pooled resources for larger firings. The first shared kiln was built by the Silt, Marrin and Redbank households, whose descendants still disagree about which family contributed the most difficult work.\n\nPooling a firing required cooperation without merging the workshops. Each retained its own marks, customers and designs. Space was allocated before loading, and the opening took place before the contributing makers. This practice reduced opportunities to blame a rival's work for a failure discovered only after it had been removed.\n\nThe kiln opening became a social occasion because many households were already waiting together. Food cooked in the remaining heat turned a working pause into a recurring communal meal. Marriages, apprenticeships and commercial agreements came to be discussed there, giving the yards influence beyond production.\n\nThe households and their marks\nBune's older pottery families keep their marks simple enough to remain legible after wear. A maker may add an individual sign to a household mark, especially after completing an apprenticeship. Adoption and marriage can complicate the pattern, and some of the town's best-known marks belong to people who entered a family through work rather than birth.\n\nThe marks identify responsibility as well as pride. A purchaser returning a flawed vessel is expected to approach the maker before complaining publicly. A maker who repeatedly refuses reasonable repairs risks losing the confidence of other workshops as well as customers.\n\nDecorative traditions differ among households. Some favor painted fish and reeds; others incise patterns before firing or leave the vessel plain except for a colored rim. Household jokes, commemorations and personal names appear on ordinary kitchenware. Bune's art is most often encountered in use.\n\nMaeven Silt\nMaeven Silt belongs to one of the old pottery households but learned part of her craft away from home. She spent years supplying unadorned vessels to lodging houses and returned with a strong sense of how objects failed under daily use. Her bowls are admired for balance and durability rather than elaborate decoration.\n\nShe has made repair teaching a regular part of apprenticeship. The practice annoys sellers who prefer frequent replacement but has strengthened her workshop's reputation among customers of modest means. Maeven now employs apprentices from outside the old families, making her an influential figure in arguments about who has the right to use Bune's collective reputation.\n\nBune in the present\nThe settlement supplies ordinary households and larger buyers, including Georgetown merchants who order matching sets in quantities that favor coordinated production. This has encouraged cooperation among workshops while making them vulnerable to advances and contracts negotiated far from the kiln yard.\n\nBune remains visibly a working place. Drying roofs occupy valuable ground, fuel deliveries interrupt narrow streets and a spoiled firing can affect several households at once. Residents are proud of the town's beauty but do not separate it from labor. The object most likely to leave Bune is still a vessel intended to hold someone's food.\n\nThe former militia supplier\n@[Chadry Stonefield|703402b6-dd6c-4ca5-9231-f1fedbb7a15c] ran a horse farm and stables in Bune, breeding and training horses for @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s militia. The business closed after the supply work went to a rival stable in @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305]. Chadry subsequently moved to Hope, where he established its livery.","category":"Places","id":"4e42a2b9-fa7d-473d-a5c2-b22f17365305","illustration":{"alt":"Bune landscape","caption":"Bune landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/bune-lakeside-pottery-kilns-hero.avif","visibility":"player","width":1536},"links":["703402b6-dd6c-4ca5-9231-f1fedbb7a15c","d55b4ecd-c049-438e-a3f8-06a8742ac080","f6a490ea-f458-414a-9f29-8abffa3b1305"],"raceRelated":[],"sections":[{"body":"Grav works at All Metal Works, and Gorsed is associated with Gorsed’s Goods. Chadry Stonefield once bred and trained horses here for Georgetown’s militia before relocating to Hope. The regional map places Bune on the route between Kilan and Georgetown, by the eastern side of the lake and river system.","heading":"Craft and commerce","visibility":"player"},{"body":"A modest lakeside settlement became a center of useful ceramics through the exchange of clay, fuel, skill and household labor.","heading":"Bune: The Lake, the Kilns and the Potter Families","visibility":"player"},{"body":"Bune's earliest pottery was made for local households, fishing families and carriers using the lake. The craft expanded when inns and provision merchants required vessels of dependable size that could survive repeated handling. Potters who could supply such work gained orders beyond the settlement, and apprentices arrived from households with no inherited place in the trade.\n\nThe lake made fragile cargo easier to move than over rough roads alone. Reeds supplied packing and mats, while neighboring woodworkers provided fittings, frames and the practical equipment used around the yards. Pottery became the most visible trade in Bune, but its success depended on relationships with people who never shaped clay themselves.","heading":"The first pottery yards","illustration":{"alt":"Packing Bune pottery for the lake journey","caption":"Packing Bune pottery for the lake journey","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/bune-lake-pottery-packing-yard.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Early workshops owned small kilns that consumed substantial fuel relative to the goods they produced. Several families eventually pooled resources for larger firings. The first shared kiln was built by the Silt, Marrin and Redbank households, whose descendants still disagree about which family contributed the most difficult work.\n\nPooling a firing required cooperation without merging the workshops. Each retained its own marks, customers and designs. Space was allocated before loading, and the opening took place before the contributing makers. This practice reduced opportunities to blame a rival's work for a failure discovered only after it had been removed.\n\nThe kiln opening became a social occasion because many households were already waiting together. Food cooked in the remaining heat turned a working pause into a recurring communal meal. Marriages, apprenticeships and commercial agreements came to be discussed there, giving the yards influence beyond production.","heading":"The shared firing","illustration":{"alt":"The shared kiln opening at Bune","caption":"The shared kiln opening at Bune","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/bune-shared-kiln-opening-meal.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Bune's older pottery families keep their marks simple enough to remain legible after wear. A maker may add an individual sign to a household mark, especially after completing an apprenticeship. Adoption and marriage can complicate the pattern, and some of the town's best-known marks belong to people who entered a family through work rather than birth.\n\nThe marks identify responsibility as well as pride. A purchaser returning a flawed vessel is expected to approach the maker before complaining publicly. A maker who repeatedly refuses reasonable repairs risks losing the confidence of other workshops as well as customers.\n\nDecorative traditions differ among households. Some favor painted fish and reeds; others incise patterns before firing or leave the vessel plain except for a colored rim. Household jokes, commemorations and personal names appear on ordinary kitchenware. Bune's art is most often encountered in use.","heading":"The households and their marks","illustration":{"alt":"Decorating and repairing Bune household vessels","caption":"Decorating and repairing Bune household vessels","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/bune-vessel-patterns-responsible-repair.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Maeven Silt belongs to one of the old pottery households but learned part of her craft away from home. She spent years supplying unadorned vessels to lodging houses and returned with a strong sense of how objects failed under daily use. Her bowls are admired for balance and durability rather than elaborate decoration.\n\nShe has made repair teaching a regular part of apprenticeship. The practice annoys sellers who prefer frequent replacement but has strengthened her workshop's reputation among customers of modest means. Maeven now employs apprentices from outside the old families, making her an influential figure in arguments about who has the right to use Bune's collective reputation.","heading":"Maeven Silt","visibility":"player"},{"body":"The settlement supplies ordinary households and larger buyers, including Georgetown merchants who order matching sets in quantities that favor coordinated production. This has encouraged cooperation among workshops while making them vulnerable to advances and contracts negotiated far from the kiln yard.\n\nBune remains visibly a working place. Drying roofs occupy valuable ground, fuel deliveries interrupt narrow streets and a spoiled firing can affect several households at once. Residents are proud of the town's beauty but do not separate it from labor. The object most likely to leave Bune is still a vessel intended to hold someone's food.","heading":"Bune in the present","visibility":"player"},{"body":"@[Chadry Stonefield|703402b6-dd6c-4ca5-9231-f1fedbb7a15c] ran a horse farm and stables in Bune, breeding and training horses for @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s militia. The business closed after the supply work went to a rival stable in @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305]. Chadry subsequently moved to Hope, where he established its livery.","heading":"The former militia supplier","visibility":"player"}],"summary":"Bune is a Haven settlement associated with skilled metalworkers, Gorsed’s Goods, and Chadry Stonefield’s former horse farm.","title":"Bune","type":"Settlement","visibility":"player"},{"body":"River setting and trade\nCaelwyn stands at the meeting of the Aprian Run and Silvervale Lode. The surrounding forest shapes its buildings, river commerce and everyday life.\n\nRiver traffic connects upstream settlements with @[Aerilon|07e926c2-85a1-4fbe-b681-78495b32f5ec] and the coast. @[Ravenwood|notebook-9] supplies crops and livestock; @[Stonebriar|9a76219b-a878-421b-8fb3-4d3420f06d9f] and other forest communities send timber, while foothill settlements contribute ores and gems. Caelwyn exports raw and worked wood, furniture, tools, herbal remedies, potions, fish, shellfish, and processed mining goods. Imports include grain, other foodstuffs, rare metals, spices, fabrics, and foreign artifacts. Forest paths and mountain passes supplement the waterways, especially for smaller loads and valuable goods.\n\nDistricts\nThe Central District contains government buildings, major markets, cultural institutions, and the Grand Library. Along the rivers, the River District handles docks, warehouses, and transport. The Forest District is principally residential, with natural materials and houses built into or among trees.\n\nThe Craftsman's Quarter gathers workshops making furniture, tools, and other forest-derived goods. The Market District contains shops and specialist markets alongside the city's principal Grand Market. Temples and shrines of several faiths share the Temple District. Barracks, armories, and training grounds occupy the defensively positioned Military Quarter. Roads, bridges, and river routes connect these neighborhoods.\n\nCivic leadership\nMayor @[Thandor Melathin|6c7642fe-e2aa-452d-85ae-6142c77e27f2] is a human in his late fifties from a long-serving local family. Tall and broad-shouldered, with graying brown hair, a neat beard, and blue eyes, he combines ceremonial authority with practical public service. His priorities are decisive government and harmony among the city's communities.\n\nHigh Councilor Aelindra Vareth is a silver-haired, green-eyed elf from an old civic family. Patient and empathetic, she mediates council disagreements and advocates for cultural heritage and the surrounding environment.\n\nCommander Branthor Gale rose through the city guard by merit. The half-orc has light-gray skin, dark cropped hair, brown eyes, and a decorated uniform. He is disciplined and tactically skilled, with a strong concern for justice and the training of recruits.\n\nMaster Artisan Liora Thalyn, a dwarf with braided auburn hair and bright-blue eyes, represents the inventive craft tradition. Meticulous, direct, and sharp-witted, she mentors younger workers. Priestess Isolde Faelan is a black-haired, brown-eyed human whose spiritual leadership emphasizes compassion and inclusion across the city's communities.\n\nWater, transport, and health\nAqueducts and wells draw from rivers and nearby springs. Sewers carry wastewater away from inhabited districts, while fountains supply drinking water and public baths provide washing and social space, especially in the Central and River Districts. Regular refuse collection, composting, and the reuse of metal and glass help keep the city clean.\n\nCobblestone main roads accommodate carts and pedestrians. Horse-drawn carriages and riverboats provide everyday transport; bridges keep the two sides of the waterways connected. Streets use oil lamps and magical lanterns maintained by specialist mages. Fireplaces and stoves supply ordinary heat, with geothermal systems in some wealthy neighborhoods.\n\nHospitals, clinics, and herbalists combine magical healing with practical medicine. Schools and academies offer different levels of education, and public libraries support study. Guild houses and trade halls enforce commercial regulations and settle disputes. Parks, gardens, and squares provide space for festivals, public meetings, and recreation.\n\nProtection\nStrong walls, gates, and watchtowers defend the central districts. Bridges and river forts control crossings, while the surrounding forest hinders large armies. Concealed paths and outposts support reconnaissance and warning. The trained city guard patrols streets and entrances; a dedicated fire brigade maintains pumps and equipment at stations around the city.","category":"Places","id":"c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f","illustration":{"alt":"Caelwyn landscape","caption":"Caelwyn landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/caelwyn-forest-river-confluence-hero.avif","visibility":"player","width":1536},"links":["07e926c2-85a1-4fbe-b681-78495b32f5ec","6c7642fe-e2aa-452d-85ae-6142c77e27f2","9a76219b-a878-421b-8fb3-4d3420f06d9f","notebook-9"],"raceRelated":[],"sections":[{"body":"Caelwyn stands at the meeting of the Aprian Run and Silvervale Lode. The surrounding forest shapes its buildings, river commerce and everyday life.\n\nRiver traffic connects upstream settlements with @[Aerilon|07e926c2-85a1-4fbe-b681-78495b32f5ec] and the coast. @[Ravenwood|notebook-9] supplies crops and livestock; @[Stonebriar|9a76219b-a878-421b-8fb3-4d3420f06d9f] and other forest communities send timber, while foothill settlements contribute ores and gems. Caelwyn exports raw and worked wood, furniture, tools, herbal remedies, potions, fish, shellfish, and processed mining goods. Imports include grain, other foodstuffs, rare metals, spices, fabrics, and foreign artifacts. Forest paths and mountain passes supplement the waterways, especially for smaller loads and valuable goods.","heading":"River setting and trade","illustration":{"alt":"Caelwyn forest river junction and working docks","caption":"Caelwyn forest river junction and working docks","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/caelwyn-river-trade.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Central District contains government buildings, major markets, cultural institutions, and the Grand Library. Along the rivers, the River District handles docks, warehouses, and transport. The Forest District is principally residential, with natural materials and houses built into or among trees.\n\nThe Craftsman's Quarter gathers workshops making furniture, tools, and other forest-derived goods. The Market District contains shops and specialist markets alongside the city's principal Grand Market. Temples and shrines of several faiths share the Temple District. Barracks, armories, and training grounds occupy the defensively positioned Military Quarter. Roads, bridges, and river routes connect these neighborhoods.","heading":"Districts","illustration":{"alt":"Caelwyn’s tree-integrated Forest District","caption":"Caelwyn’s tree-integrated Forest District","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/caelwyn-forest-district.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Mayor @[Thandor Melathin|6c7642fe-e2aa-452d-85ae-6142c77e27f2] is a human in his late fifties from a long-serving local family. Tall and broad-shouldered, with graying brown hair, a neat beard, and blue eyes, he combines ceremonial authority with practical public service. His priorities are decisive government and harmony among the city's communities.\n\nHigh Councilor Aelindra Vareth is a silver-haired, green-eyed elf from an old civic family. Patient and empathetic, she mediates council disagreements and advocates for cultural heritage and the surrounding environment.\n\nCommander Branthor Gale rose through the city guard by merit. The half-orc has light-gray skin, dark cropped hair, brown eyes, and a decorated uniform. He is disciplined and tactically skilled, with a strong concern for justice and the training of recruits.\n\nMaster Artisan Liora Thalyn, a dwarf with braided auburn hair and bright-blue eyes, represents the inventive craft tradition. Meticulous, direct, and sharp-witted, she mentors younger workers. Priestess Isolde Faelan is a black-haired, brown-eyed human whose spiritual leadership emphasizes compassion and inclusion across the city's communities.","heading":"Civic leadership","illustration":{"alt":"Caelwyn’s civic leaders meeting across communities","caption":"Caelwyn’s civic leaders meeting across communities","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/caelwyn-civic-council.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Aqueducts and wells draw from rivers and nearby springs. Sewers carry wastewater away from inhabited districts, while fountains supply drinking water and public baths provide washing and social space, especially in the Central and River Districts. Regular refuse collection, composting, and the reuse of metal and glass help keep the city clean.\n\nCobblestone main roads accommodate carts and pedestrians. Horse-drawn carriages and riverboats provide everyday transport; bridges keep the two sides of the waterways connected. Streets use oil lamps and magical lanterns maintained by specialist mages. Fireplaces and stoves supply ordinary heat, with geothermal systems in some wealthy neighborhoods.\n\nHospitals, clinics, and herbalists combine magical healing with practical medicine. Schools and academies offer different levels of education, and public libraries support study. Guild houses and trade halls enforce commercial regulations and settle disputes. Parks, gardens, and squares provide space for festivals, public meetings, and recreation.","heading":"Water, transport, and health","illustration":{"alt":"Caelwyn, public water and everyday transport","caption":"Caelwyn, public water and everyday transport","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/caelwyn-water-and-transport.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Strong walls, gates, and watchtowers defend the central districts. Bridges and river forts control crossings, while the surrounding forest hinders large armies. Concealed paths and outposts support reconnaissance and warning. The trained city guard patrols streets and entrances; a dedicated fire brigade maintains pumps and equipment at stations around the city.","heading":"Protection","illustration":{"alt":"Caelwyn's dedicated FIRE BRIGADE maintaining pumps/equipment at a small station near a guarded river","caption":"Caelwyn's dedicated FIRE BRIGADE maintaining pumps/equipment at a small station near a guarded river","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/caelwyn-fire-brigade-maintenance.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Caelwyn is a large, diverse river city in the Hythiran Province, surrounded by forest and sustained by regional trade. Its districts combine urban government and industry with tree-integrated homes, waterways, and extensive public services.","title":"Caelwyn","type":"Settlement","visibility":"player"},{"body":"A second beginning\nChadry learned his trade on his family's horse farm in @[Bune|4e42a2b9-fa7d-473d-a5c2-b22f17365305], Haven. He later ran his own farm and stables, providing mounts for @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]'s militia. About twenty years ago, the contract moved to a rival stable in @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305], forcing his business to close.\n\nHe found new opportunity in @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6], bought land outside the settlement, and built the @[Livery of Hope|eee86ebe-c697-4ece-b3ce-8bfbfbb6de65]. Travelers now rely on him for mounts and horse care. Animal safety and welfare guide his work, and he remains willing to learn despite decades of experience.\n\nAppearance and manner\nChadry is a human in his sixties, tall and wiry, with weathered features, an angular jaw, a prominent nose, and deep-set brown eyes. His salt-and-pepper hair is tied back. Although his face can look severe, a gentle smile and unassuming manner make his care for people and animals clear.\n\nThomas and Emily\nThomas and Emily, two local stable hands, work with Chadry at the livery. They are learning his standards of horse care and management while helping keep the animals safe and well tended.","category":"People","id":"703402b6-dd6c-4ca5-9231-f1fedbb7a15c","illustration":{"alt":"Chadry Stonefield","caption":"Chadry Stonefield","height":1448,"layout":"portrait","src":"assets/worldbook/chadry-stonefield-text.avif","visibility":"player","width":1086},"links":["2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","4e42a2b9-fa7d-473d-a5c2-b22f17365305","d55b4ecd-c049-438e-a3f8-06a8742ac080","eee86ebe-c697-4ece-b3ce-8bfbfbb6de65","f6a490ea-f458-414a-9f29-8abffa3b1305"],"raceRelated":[],"sections":[{"body":"Chadry learned his trade on his family's horse farm in @[Bune|4e42a2b9-fa7d-473d-a5c2-b22f17365305], Haven. He later ran his own farm and stables, providing mounts for @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]'s militia. About twenty years ago, the contract moved to a rival stable in @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305], forcing his business to close.\n\nHe found new opportunity in @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6], bought land outside the settlement, and built the @[Livery of Hope|eee86ebe-c697-4ece-b3ce-8bfbfbb6de65]. Travelers now rely on him for mounts and horse care. Animal safety and welfare guide his work, and he remains willing to learn despite decades of experience.","heading":"A second beginning","visibility":"player"},{"body":"Chadry is a human in his sixties, tall and wiry, with weathered features, an angular jaw, a prominent nose, and deep-set brown eyes. His salt-and-pepper hair is tied back. Although his face can look severe, a gentle smile and unassuming manner make his care for people and animals clear.","heading":"Appearance and manner","visibility":"player"},{"body":"Thomas and Emily, two local stable hands, work with Chadry at the livery. They are learning his standards of horse care and management while helping keep the animals safe and well tended.","heading":"Thomas and Emily","visibility":"player"}],"summary":"Chadry Stonefield owns the Livery of Hope and is known for a lifetime of skilled horse care. After losing a military supply contract in Bune, he rebuilt his livelihood in Hope and became a trusted breeder and trainer.","title":"Chadry Stonefield","type":"Person","visibility":"player"},{"aliases":["Elara Silverfrond","Elara Silverfrond, Chosen of Kethra","Grand Reaper of the Shadowfell"],"body":"The daughter of Lythari\nElara Silverfrond came from the Feywild and the Seelie Court. Her mother, Lythari Silverfrond, guarded the Summer Court, defending the natural order of life and death. That devotion would shape Elara’s own life, though it first bound her family to Kethra through a mother’s refusal to lose her daughter.\n\nWhen Elara died prematurely, Lythari appealed to Kethra. The Queen restored Elara to life, and Lythari promised her own service beyond the veil in return. Lythari later fell in battle in the Feywild and continued her vigil among the Chosen in the Shadowfell.\n\nA further loss took even the hope of reunion from Elara. An unnamed sorceress of the Winter Court confronted Lythari with necromancy that shattered her essence and erased her soul. Her daughter could no longer hope to find her again after death. Gratitude for her own restored life and anguish at her mother’s fate would remain inseparable in Elara’s devotion to the Queen.\n\nA living Chosen in the Shadowfell\nElara took up her mother’s service voluntarily. She left the Feywild alive and entered Kethra’s realm by choice, carrying a purpose rooted in Lythari’s lost life and the balance she had defended. She could speak lightly of tiring of the Feywild’s constant whimsy and caprice, even while missing its beauty; the grief beneath that departure was something she did not readily share.\n\nAt the Citadel of Memories, a statue in the Hall of the Chosen depicted her in full battle regalia. Martial discipline did not displace her irreverent humor, fiery temper or readiness to speak her mind. She trained in the courtyard, took an interest in her fellow Chosen and appreciated Solarian Devoria’s Cythian apple crumble. She knew the shadow dragons that sometimes crossed the realm’s skies and advised a healthy distance.\n\nBefore her later transfiguration, she was described with green eyes, sun-kissed skin and golden hair fading to green. She stood five feet ten inches tall.\n\nKael’s arrival\n@[Kael “Talon” Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] entered the Citadel after his death on Dorn. Elara first visited him while he rested after the trial in which he had confronted the loss of his sister Tessa. She found him in a bronze bath, embarrassed by the unexpected company and still carrying the pain of what he had seen. Her teasing, flirtation and self-mocking account of the Feywild drew genuine laughter from him. She brought him the towel he had forgotten and left an invitation behind her.\n\nThe encounter unsettled him as much as it offered comfort. Thoughts of Lily, his former fiancée, made him question whether he could respond to Elara’s warmth. As he grew accustomed to the Citadel and its Chosen, he sometimes avoided Elara precisely because he wanted to be near her.\n\nFriendship and an unfinished choice\nTheir conversations could move from teasing and attraction into heated debate. Elara wanted connection and joy, but she did not ask to replace Lily or claim a relationship title. Kael explained that his restored memories made family, Lily, loss and the Clergy feel as immediate as yesterday. He feared the consequences of another attachment.\n\nElara made physical intimacy his choice and assured him of her friendship either way. He asked for a walk, and they left hand in hand. Kael carried her to the Citadel’s highest roof, where his uncertainty about the coming threat and his concern for his companions on Dorn followed him into the sky. Elara reminded him that brief happiness could sustain people carrying such burdens.\n\nThey kissed, but his fear of doing something wrong returned. When he offered to take her down, she deliberately stepped backward off the roof. She had no wings then. He dived after her, caught her before the lower towers and carried her into a safe glide. At her quarters she offered him a place beside her, yet he left, unable to quiet his guilt over Lily.\n\nTime was already becoming unreliable. Vax later told Kael that six months had passed since his last trial, although Kael felt that it had been only weeks.\n\nBeside the third trial\nKethra sent Elara to escort Kael to a solitary shack in the shadowed woods. The trial waiting there concerned Lily’s first captivity. Elara was angry and unsettled by the task: her own feelings had grown beyond the passing diversion she had first proposed. She told him that her mother had served among the Chosen, and that continuing that service mattered to her. She accompanied him nevertheless and promised to wait outside.\n\nWithin the trial, Kael witnessed how the Clergy had turned Lily’s kidnapping by one of its own members into the apparent rescue that bound him to the syndicate. When he emerged, Elara found him on his knees, shaken by what he had learned. She walked back with him, then gave him the solitude he asked for. His search for answers did not end with the trial, and their affection still had to find room beside his anger and grief.\n\nMoonlight, music and a chosen love\nElara’s lute gave voice to emotions she found difficult to carry silently. In her moonlit courtyard, a song revealed the longing beneath her outward confidence. Kael heard her and saw the tears that followed, but withdrew rather than force an answer from either of them. Their eyes met before he left, and she allowed him that choice.\n\nHe later sought Vax’s company. A night of drink, stories and advice became a reckless airborne race around the Citadel, ending with Vax caught upside down in a courtyard tree and Kael in an undignified heap nearby. Elara found them with exasperation and amusement. After Vax left, Kael approached her, kissed her and admitted both his affection and his fear that closeness might ruin another life.\n\nElara rejected the idea that she must be a casualty of his troubles. She was 247, had survived losses of her own and was capable of deciding whom to stand beside. Her choice was her own, and she asked him to respect it.\n\nThe oath and the partnership\nKael told Elara what the trials had shown him: the Clergy’s false rescue of Lily, the brand, his training under Eamon and the losses that followed. He also told her how Lily, by then Direheart, had killed him.\n\nGolden light and shadow gathered around Elara. Her paladin’s armor and blade appeared as she invoked witnesses of the Feywild and Shadowfell and swore to help end the syndicate’s tyranny. She promised to stand with Kael even if his future ultimately led him back to Lily. He kissed her forehead before leaving with Zephyr for the final visions.\n\nAfter those visions, Elara watched Kael bring the fragments of his new bow together at the forge. She understood that completing such a weapon demanded something of its bearer: her own blade had required something of herself. Kael offered the necklace connected with the name Talon, named the bow Talon’s Unyielding Grasp and reclaimed the name Kael Hawthorne. He then chose Kethra’s service freely.\n\nWhen he returned to Elara, exhausted by the trials and forging, he finally accepted the closeness he had feared. They began sharing an intimate relationship. Coffee, breakfast and teasing offered an ordinary happiness in the realm of death. She told him that she had served the Queen for roughly forty years.\n\nA grief entrusted to Kael\nZephyr asked Elara and Kael to patrol the Citadel’s surroundings after scattered disturbances and attacks by wraiths upon Shadar-Kai. He left them to choose their schedule. Kael’s first passes found no active trouble; afterward, the sound of Elara’s lute brought him to her courtyard.\n\nTheir trust became reciprocal when Elara invited Kael to sit beside her after another song. She told him the history of Lythari’s bargain, death and final destruction, a history she said she had shared with no other soul. He listened and held her as she explained why devotion and anguish coexisted in her feelings toward Kethra. She was no longer only the companion helping him bear his losses; she could entrust her own to him.\n\nIn training afterward, Kael saw the precision of her shadow work. She could leave a brief shadow duplicate countering one opponent while she stepped behind another, and her sword appeared and vanished in shadow.\n\nThe first patrol together\nWhen they prepared to fly together, Elara revealed Zephyr’s upgrade to her armor: black raven wings. She could now fly beside Kael rather than be carried. In a clearing below, shadow mastiffs surrounded a woman and an unfamiliar small creature. Elara helped Kael choose to aid the strangers, and he loosed an arrow at the nearest mastiff. The two figures’ identities and the encounter’s outcome remain unresolved.\n\nYears beyond mortal measure\nThe relationship that began between Kael’s trials endured beyond those first encounters. The Shadowfell’s passage of time could not be measured by the days of Dorn: by the time Elara later spoke with Vax in the Castle of Memories, he had known both lovers for decades. No single conversion of those years into mortal time is established.\n\nKael eventually returned to the mortal world. Their separation did not sever the attachment they had chosen, but it gave Elara’s longing a new distance to cross.\n\nJourneys with Kael on Dorn\nIn Georgetown, Elara shared Kael’s vision of Vax defending a wounded half-elven druid before a wizard drew him into a small round object. Later she traveled with Kael, Jerret and Zyl toward Ravenwood after Layarin “Nixy” Nix supplied the Staff of Dark Passage.\n\nThese journeys belong to Kael’s life after his return. Their exact place relative to Elara’s transfiguration is not established.\n\nThe soulthread and the choice\nAfter Kael’s return, a new responsibility confronted Elara. On an obsidian cliff in the Shadowfell, Elara held the trembling golden soulthread of @[Mazikeen|mazikeen]. Kethra told her that she could no longer remain only Aeonar. Elara resisted the purpose being imposed upon her, feeling the threat of another collar beneath the promise of elevation. She refused to disguise her history as noble, unquestioning service: she had followed her mother’s ghost.\n\nKethra recognized that Lythari’s death had fractured the natural order, and that Elara had nevertheless held the line. That recognition did not silence Elara’s demands. Before accepting what lay ahead, she insisted on assurance about Kael. Kethra promised not to sever true love. The thread joining Elara to the Talon of Fate was not hers to cut.\n\nTransfiguration\nThe change began with golden clarity and pain in Elara’s chest. Shadow and starlight entered the appearance of her skin, traced by silver veins. Golden threadwork formed divine armor of an elegant, almost inevitable design. Her face became sharper, solemn and sovereign without losing the person beneath that gravity. Her hair remains blonde and golden through its roots and main length, darkening only at the tips with an extremely subtle, desaturated violet cast.\n\nHer greatsword had once answered an oath’s summons. After the transfiguration it answered instinct, becoming part of her being. Elara was no longer fully Fey or mortal, yet she was not truly celestial in the metaphysical sense either. She was transfigured and exalted: the Reaper Incarnate.\n\nHer defiant humor survived the change. The solemnity of her new form did not require submission of her personality, and divine authority did not turn her into a puppet.\n\nHer eyes glow white-gold with violet flecks. Her seamless armor is regal and terrifying, woven from fate and shadow. Shadowrend carries the energy of the edge of reality, a weapon of endings rather than war. A room grows quiet around her.\n\nGrand Reaper of the Shadowfell\nElara Silverfrond became the Grand Reaper of the Shadowfell, the left hand of @[Kethra|8a396d5c-a8de-4341-9179-459e90069f8f] and the Will of Passage. Her blade shields the soul, and the mercy of the Reaper defines her office rather than vengeance. Her elevation bound divine responsibility to the fierce, irreverent woman who had already chosen @[Kael “Talon” Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5]. It did not make her a docile instrument or erase the love for which she had defied the goddess.\n\nTitles and office\nI am Elara Silverfrond, Aeonar of the Seelie Court, Daughter of Lythari Silverfrond, champion of the Feywild and shattered soul, Living Chosen of Kethra, soulbound to the Talon of Fate, Grand Reaper of the Shadowfell, Keeper of Souls, and Herald of Fate's Transition\n\nChoosing one another again\nKethra promised that Kael would recognize Elara through the change, and that both would choose one another anew. Her new nature need not replace the woman he loved or turn their bond into an obligation imposed by the goddess.\n\nAt the time of her later conversation with Vax’ildan in the Castle of Memories, Kael had returned to the mortal world and did not yet know the full extent of her transformation.\n\nLonging in the Castle of Memories\nWithin the Castle of Memories, soul lanterns edged the gloom with gold as Elara drank with @[Vax’ildan|vaxildan-exandria], a long-dead Chosen and confidant. Vax had known both her and Kael for decades. The Shadowfell’s distorted passage of time did not soften the longing that remained while Kael was away in the mortal world.\n\nElara believed that Kael still saw the woman from the moonlit well: fierce, irreverent and herself. The power now woven into her did not displace that identity. In her understanding, their bond endured across time, death and divine pressure, and the goddess’s response to her choice of Kael had been to place greater power in her hands.\n\nThe Book of the Unwritten\nDeep within the Castle of Memories, in the Citadel at the Edge of Memory, @[Zephyr|zephyr-deva] found the Book of the Unwritten on a pedestal of obsidian and gold. Thought supplied the room’s illumination. The book’s blank pages manifested golden and violet threads of fate as he read.\n\nWhat appeared was a statement of reality, not a prophecy or prediction. Elara and Kael were golden-bound, their threads knotted at the soul. One was born of shadow and the other remade in death; neither obeyed, yet both served. Their bond could not be unbound, even by She Who Remembers, the Reaper Queen herself. Unweaving one would unravel the other. Severing both would undo the tapestry itself.\n\nWhen Zephyr closed the book, the words disappeared, but the truth remained. He was the witness to that revelation.\n\nWhether Zephyr witnessed this truth before or after Elara’s conversation with Vax is not established.\n\nEquipment, languages and allegiance\nAlongside her history as a Chosen, Elara’s earlier equipment included the Shadowfell Brand Tattoo, Armor of the Veil and Shadowbane, together with a shield and javelin. Her listed belongings also included an amulet, a playing-card set, common clothes, backpack, bedroll, mess kit, one day’s rations, fifty feet of hempen rope, tinderbox, torch and waterskin. Her purse listed 10 gold and no copper, silver, electrum or platinum. These are her earlier possessions, rather than a claim that every item survived her transfiguration unchanged.\n\nShe speaks Elvish and Common. She is an ally with a Chaotic Good alignment.","category":"People","id":"21d8a5af-467b-4ed6-ab1b-7b89138326ed","identityIllustration":{"alt":"Elara Silverfrond","caption":"Elara Silverfrond","displayScale":"paired","height":1350,"layout":"portrait","src":"assets/worldbook/elara-grand-reaper-fate-portal-v5.avif","visibility":"player","width":900},"links":["8a396d5c-a8de-4341-9179-459e90069f8f","d55b4ecd-c049-438e-a3f8-06a8742ac080"],"raceRelated":[],"sections":[{"visibility":"player","heading":"The daughter of Lythari","body":"Elara Silverfrond came from the Feywild and the Seelie Court. Her mother, Lythari Silverfrond, guarded the Summer Court, defending the natural order of life and death. That devotion would shape Elara’s own life, though it first bound her family to Kethra through a mother’s refusal to lose her daughter.\n\nWhen Elara died prematurely, Lythari appealed to Kethra. The Queen restored Elara to life, and Lythari promised her own service beyond the veil in return. Lythari later fell in battle in the Feywild and continued her vigil among the Chosen in the Shadowfell.\n\nA further loss took even the hope of reunion from Elara. An unnamed sorceress of the Winter Court confronted Lythari with necromancy that shattered her essence and erased her soul. Her daughter could no longer hope to find her again after death. Gratitude for her own restored life and anguish at her mother’s fate would remain inseparable in Elara’s devotion to the Queen."},{"visibility":"player","heading":"A living Chosen in the Shadowfell","body":"Elara took up her mother’s service voluntarily. She left the Feywild alive and entered Kethra’s realm by choice, carrying a purpose rooted in Lythari’s lost life and the balance she had defended. She could speak lightly of tiring of the Feywild’s constant whimsy and caprice, even while missing its beauty; the grief beneath that departure was something she did not readily share.\n\nAt the Citadel of Memories, a statue in the Hall of the Chosen depicted her in full battle regalia. Martial discipline did not displace her irreverent humor, fiery temper or readiness to speak her mind. She trained in the courtyard, took an interest in her fellow Chosen and appreciated Solarian Devoria’s Cythian apple crumble. She knew the shadow dragons that sometimes crossed the realm’s skies and advised a healthy distance.\n\nBefore her later transfiguration, she was described with green eyes, sun-kissed skin and golden hair fading to green. She stood five feet ten inches tall."},{"visibility":"player","heading":"Kael’s arrival","body":"@[Kael “Talon” Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] entered the Citadel after his death on Dorn. Elara first visited him while he rested after the trial in which he had confronted the loss of his sister Tessa. She found him in a bronze bath, embarrassed by the unexpected company and still carrying the pain of what he had seen. Her teasing, flirtation and self-mocking account of the Feywild drew genuine laughter from him. She brought him the towel he had forgotten and left an invitation behind her.\n\nThe encounter unsettled him as much as it offered comfort. Thoughts of Lily, his former fiancée, made him question whether he could respond to Elara’s warmth. As he grew accustomed to the Citadel and its Chosen, he sometimes avoided Elara precisely because he wanted to be near her."},{"body":"Their conversations could move from teasing and attraction into heated debate. Elara wanted connection and joy, but she did not ask to replace Lily or claim a relationship title. Kael explained that his restored memories made family, Lily, loss and the Clergy feel as immediate as yesterday. He feared the consequences of another attachment.\n\nElara made physical intimacy his choice and assured him of her friendship either way. He asked for a walk, and they left hand in hand. Kael carried her to the Citadel’s highest roof, where his uncertainty about the coming threat and his concern for his companions on Dorn followed him into the sky. Elara reminded him that brief happiness could sustain people carrying such burdens.\n\nThey kissed, but his fear of doing something wrong returned. When he offered to take her down, she deliberately stepped backward off the roof. She had no wings then. He dived after her, caught her before the lower towers and carried her into a safe glide. At her quarters she offered him a place beside her, yet he left, unable to quiet his guilt over Lily.\n\nTime was already becoming unreliable. Vax later told Kael that six months had passed since his last trial, although Kael felt that it had been only weeks.","heading":"Friendship and an unfinished choice","illustration":{"alt":"A hand-in-hand walk amid an unfinished choice","caption":"A hand-in-hand walk amid an unfinished choice","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-elara-unfinished-walk-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"visibility":"player","heading":"Beside the third trial","body":"Kethra sent Elara to escort Kael to a solitary shack in the shadowed woods. The trial waiting there concerned Lily’s first captivity. Elara was angry and unsettled by the task: her own feelings had grown beyond the passing diversion she had first proposed. She told him that her mother had served among the Chosen, and that continuing that service mattered to her. She accompanied him nevertheless and promised to wait outside.\n\nWithin the trial, Kael witnessed how the Clergy had turned Lily’s kidnapping by one of its own members into the apparent rescue that bound him to the syndicate. When he emerged, Elara found him on his knees, shaken by what he had learned. She walked back with him, then gave him the solitude he asked for. His search for answers did not end with the trial, and their affection still had to find room beside his anger and grief."},{"visibility":"player","heading":"Moonlight, music and a chosen love","body":"Elara’s lute gave voice to emotions she found difficult to carry silently. In her moonlit courtyard, a song revealed the longing beneath her outward confidence. Kael heard her and saw the tears that followed, but withdrew rather than force an answer from either of them. Their eyes met before he left, and she allowed him that choice.\n\nHe later sought Vax’s company. A night of drink, stories and advice became a reckless airborne race around the Citadel, ending with Vax caught upside down in a courtyard tree and Kael in an undignified heap nearby. Elara found them with exasperation and amusement. After Vax left, Kael approached her, kissed her and admitted both his affection and his fear that closeness might ruin another life.\n\nElara rejected the idea that she must be a casualty of his troubles. She was 247, had survived losses of her own and was capable of deciding whom to stand beside. Her choice was her own, and she asked him to respect it.","illustration":{"alt":"Elara plays a lute in the moonlit courtyard, her golden-to-green hair falling beside a flowing Feywild tattoo.","caption":"Elara’s song in the moonlit courtyard","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/elara-moonlit-lute-v1.avif","visibility":"player","width":1536}},{"body":"Kael told Elara what the trials had shown him: the Clergy’s false rescue of Lily, the brand, his training under Eamon and the losses that followed. He also told her how Lily, by then Direheart, had killed him.\n\nGolden light and shadow gathered around Elara. Her paladin’s armor and blade appeared as she invoked witnesses of the Feywild and Shadowfell and swore to help end the syndicate’s tyranny. She promised to stand with Kael even if his future ultimately led him back to Lily. He kissed her forehead before leaving with Zephyr for the final visions.\n\nAfter those visions, Elara watched Kael bring the fragments of his new bow together at the forge. She understood that completing such a weapon demanded something of its bearer: her own blade had required something of herself. Kael offered the necklace connected with the name Talon, named the bow Talon’s Unyielding Grasp and reclaimed the name Kael Hawthorne. He then chose Kethra’s service freely.\n\nWhen he returned to Elara, exhausted by the trials and forging, he finally accepted the closeness he had feared. They began sharing an intimate relationship. Coffee, breakfast and teasing offered an ordinary happiness in the realm of death. She told him that she had served the Queen for roughly forty years.","heading":"The oath and the partnership","illustration":{"alt":"Elara choosing to stand beside Kael","caption":"Elara choosing to stand beside Kael","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-elara-paladin-oath-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"visibility":"player","heading":"A grief entrusted to Kael","body":"Zephyr asked Elara and Kael to patrol the Citadel’s surroundings after scattered disturbances and attacks by wraiths upon Shadar-Kai. He left them to choose their schedule. Kael’s first passes found no active trouble; afterward, the sound of Elara’s lute brought him to her courtyard.\n\nTheir trust became reciprocal when Elara invited Kael to sit beside her after another song. She told him the history of Lythari’s bargain, death and final destruction, a history she said she had shared with no other soul. He listened and held her as she explained why devotion and anguish coexisted in her feelings toward Kethra. She was no longer only the companion helping him bear his losses; she could entrust her own to him.\n\nIn training afterward, Kael saw the precision of her shadow work. She could leave a brief shadow duplicate countering one opponent while she stepped behind another, and her sword appeared and vanished in shadow."},{"body":"When they prepared to fly together, Elara revealed Zephyr’s upgrade to her armor: black raven wings. She could now fly beside Kael rather than be carried. In a clearing below, shadow mastiffs surrounded a woman and an unfamiliar small creature. Elara helped Kael choose to aid the strangers, and he loosed an arrow at the nearest mastiff. The two figures’ identities and the encounter’s outcome remain unresolved.","heading":"The first patrol together","illustration":{"alt":"The first patrol after Elara’s winged armor upgrade","caption":"The first patrol after Elara’s winged armor upgrade","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-elara-first-winged-patrol-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"visibility":"player","heading":"Years beyond mortal measure","body":"The relationship that began between Kael’s trials endured beyond those first encounters. The Shadowfell’s passage of time could not be measured by the days of Dorn: by the time Elara later spoke with Vax in the Castle of Memories, he had known both lovers for decades. No single conversion of those years into mortal time is established.\n\nKael eventually returned to the mortal world. Their separation did not sever the attachment they had chosen, but it gave Elara’s longing a new distance to cross."},{"body":"In Georgetown, Elara shared Kael’s vision of Vax defending a wounded half-elven druid before a wizard drew him into a small round object. Later she traveled with Kael, Jerret and Zyl toward Ravenwood after Layarin “Nixy” Nix supplied the Staff of Dark Passage.\n\nThese journeys belong to Kael’s life after his return. Their exact place relative to Elara’s transfiguration is not established.","heading":"Journeys with Kael on Dorn","illustration":{"alt":"Talon and Elara witness Vax interpose himself in the red-mist vision","caption":"Talon and Elara witness Vax interpose himself in the red-mist vision","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/vax-vision-daggers-and-mist-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"After Kael’s return, a new responsibility confronted Elara. On an obsidian cliff in the Shadowfell, Elara held the trembling golden soulthread of @[Mazikeen|mazikeen]. Kethra told her that she could no longer remain only Aeonar. Elara resisted the purpose being imposed upon her, feeling the threat of another collar beneath the promise of elevation. She refused to disguise her history as noble, unquestioning service: she had followed her mother’s ghost.\n\nKethra recognized that Lythari’s death had fractured the natural order, and that Elara had nevertheless held the line. That recognition did not silence Elara’s demands. Before accepting what lay ahead, she insisted on assurance about Kael. Kethra promised not to sever true love. The thread joining Elara to the Talon of Fate was not hers to cut.","heading":"The soulthread and the choice","visibility":"player"},{"body":"The change began with golden clarity and pain in Elara’s chest. Shadow and starlight entered the appearance of her skin, traced by silver veins. Golden threadwork formed divine armor of an elegant, almost inevitable design. Her face became sharper, solemn and sovereign without losing the person beneath that gravity. Her hair remains blonde and golden through its roots and main length, darkening only at the tips with an extremely subtle, desaturated violet cast.\n\nHer greatsword had once answered an oath’s summons. After the transfiguration it answered instinct, becoming part of her being. Elara was no longer fully Fey or mortal, yet she was not truly celestial in the metaphysical sense either. She was transfigured and exalted: the Reaper Incarnate.\n\nHer defiant humor survived the change. The solemnity of her new form did not require submission of her personality, and divine authority did not turn her into a puppet.\n\nHer eyes glow white-gold with violet flecks. Her seamless armor is regal and terrifying, woven from fate and shadow. Shadowrend carries the energy of the edge of reality, a weapon of endings rather than war. A room grows quiet around her.","heading":"Transfiguration","illustration":{"alt":"Golden threads transfigure Elara beneath Kethra’s vast, hooded presence.","height":768,"layout":"landscape","src":"assets/worldbook/elara-transfiguration-cinematic-v4.avif","visibility":"player","width":1152},"visibility":"player"},{"body":"Elara Silverfrond became the Grand Reaper of the Shadowfell, the left hand of @[Kethra|8a396d5c-a8de-4341-9179-459e90069f8f] and the Will of Passage. Her blade shields the soul, and the mercy of the Reaper defines her office rather than vengeance. Her elevation bound divine responsibility to the fierce, irreverent woman who had already chosen @[Kael “Talon” Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5]. It did not make her a docile instrument or erase the love for which she had defied the goddess.","heading":"Grand Reaper of the Shadowfell","visibility":"player"},{"body":"I am Elara Silverfrond, Aeonar of the Seelie Court, Daughter of Lythari Silverfrond, champion of the Feywild and shattered soul, Living Chosen of Kethra, soulbound to the Talon of Fate, Grand Reaper of the Shadowfell, Keeper of Souls, and Herald of Fate's Transition","format":"verse","heading":"Titles and office","visibility":"player"},{"body":"Kethra promised that Kael would recognize Elara through the change, and that both would choose one another anew. Her new nature need not replace the woman he loved or turn their bond into an obligation imposed by the goddess.\n\nAt the time of her later conversation with Vax’ildan in the Castle of Memories, Kael had returned to the mortal world and did not yet know the full extent of her transformation.","heading":"Choosing one another again","visibility":"player"},{"body":"Within the Castle of Memories, soul lanterns edged the gloom with gold as Elara drank with @[Vax’ildan|vaxildan-exandria], a long-dead Chosen and confidant. Vax had known both her and Kael for decades. The Shadowfell’s distorted passage of time did not soften the longing that remained while Kael was away in the mortal world.\n\nElara believed that Kael still saw the woman from the moonlit well: fierce, irreverent and herself. The power now woven into her did not displace that identity. In her understanding, their bond endured across time, death and divine pressure, and the goddess’s response to her choice of Kael had been to place greater power in her hands.","heading":"Longing in the Castle of Memories","illustration":{"alt":"Elara and Vax’ildan share a quiet drink in the Castle of Memories.","caption":"Elara and Vax’ildan share a quiet drink in the Castle of Memories.","height":768,"layout":"landscape","src":"assets/worldbook/elara-vax-castle-memories-v3.avif","visibility":"player","width":1152},"visibility":"player"},{"body":"Deep within the Castle of Memories, in the Citadel at the Edge of Memory, @[Zephyr|zephyr-deva] found the Book of the Unwritten on a pedestal of obsidian and gold. Thought supplied the room’s illumination. The book’s blank pages manifested golden and violet threads of fate as he read.\n\nWhat appeared was a statement of reality, not a prophecy or prediction. Elara and Kael were golden-bound, their threads knotted at the soul. One was born of shadow and the other remade in death; neither obeyed, yet both served. Their bond could not be unbound, even by She Who Remembers, the Reaper Queen herself. Unweaving one would unravel the other. Severing both would undo the tapestry itself.\n\nWhen Zephyr closed the book, the words disappeared, but the truth remained. He was the witness to that revelation.\n\nWhether Zephyr witnessed this truth before or after Elara’s conversation with Vax is not established.","heading":"The Book of the Unwritten","illustration":{"height":768,"layout":"landscape","src":"assets/worldbook/zephyr-book-unwritten-v1.avif","visibility":"player","width":1152},"visibility":"player"},{"visibility":"player","heading":"Equipment, languages and allegiance","body":"Alongside her history as a Chosen, Elara’s earlier equipment included the Shadowfell Brand Tattoo, Armor of the Veil and Shadowbane, together with a shield and javelin. Her listed belongings also included an amulet, a playing-card set, common clothes, backpack, bedroll, mess kit, one day’s rations, fifty feet of hempen rope, tinderbox, torch and waterskin. Her purse listed 10 gold and no copper, silver, electrum or platinum. These are her earlier possessions, rather than a claim that every item survived her transfiguration unchanged.\n\nShe speaks Elvish and Common. She is an ally with a Chaotic Good alignment."}],"structured":{"facts":[],"groups":[],"kind":"person"},"summary":"Elara Silverfrond is an Aeonar of the Seelie Court, Grand Reaper of the Shadowfell and the left hand of @[Kethra|8a396d5c-a8de-4341-9179-459e90069f8f], the Will of Passage. Fierce, irreverent and loyal, she is soulbound to @[Kael “Talon” Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5]. She has spent time in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080].","title":"Elara, Grand Reaper of the Shadowfell","type":"Person","visibility":"player","gmSections":[]},{"body":"Landscape and settlements\nGrassland and mountain environments provide the region with complementary agricultural and mineral resources. Deliberate settlement placement and stewardship underpin the region’s self-sufficiency.\n\n@[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7] is explicitly included within the region.\n\nNorthern waters and smaller settlements\nThe Shiltar Range rises along the Confederacy’s northern and eastern margins, toward the Great Ezin Desert. Draz’Gul Gri’sha, the Shimmering Deep, lies among the northern mountains, while Lake Vanuth occupies the forested western country. Oltira, Tinak and Girth are named settlements around those western woods.\n\nBrak’jadar stands north of Boâl, and Gralthor lies farther south on the central route. Driz’na sits beside the Kal’rak Basin. To the east, routes pass Magol and Nishkan toward Nâz beneath the Shiltar mountains. Ragzul Urzok stands at the Confederacy’s southern edge, guarding the northern approach to the Ash.\n\nThe rail corridor and treaty monument\nThe steam railway runs from @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e] through @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7] and onward to @[Ragzul Urzok|b7175ef2-dfef-4c9f-981a-9129cad4a087], connecting the capital, agricultural country and the crossing into the Ash.\n\nAlong the main road from the Ash stands a monument to Grunuk Broken Tusk, surrounded by gardens and inscribed with the Treaty of Blood. It commemorates the treaty signer and the peace that made continuing cooperation possible.\n\nThe Shimmering Deep and Boâl’s power\nIn the Shiltar mountain country north of Boâl lies @[Draz’Gul Gri’Sha|drazgul-grisha], also called the Shimmering Deep. The nearby capital receives early electrical power from a @[hydroelectric dam|boal-hydroelectric-dam]. Copper lines reinforced with Dieritium Arcanum distribute power, and substations use Dieritium for storage. Political centers, the arena, and high-end shops are among the buildings served.","category":"Places","id":"813910c4-07e0-4f31-a9a5-0ee4f7c781bd","illustration":{"alt":"Iron Tusk Confederacy: Region landscape","caption":"Iron Tusk Confederacy: Region landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/iron-tusk-grassland-range-hero.avif","visibility":"player","width":1536},"links":["92710cbd-bdbe-478d-bcac-7ed22499690e","b7175ef2-dfef-4c9f-981a-9129cad4a087","boal-hydroelectric-dam","drazgul-grisha","fbc3ea9b-8391-4db1-9146-725f2cfe7ba7"],"raceRelated":[],"sections":[{"body":"Grassland and mountain environments provide the region with complementary agricultural and mineral resources. Deliberate settlement placement and stewardship underpin the region’s self-sufficiency.\n\n@[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7] is explicitly included within the region.","heading":"Landscape and settlements","visibility":"player"},{"body":"The Shiltar Range rises along the Confederacy’s northern and eastern margins, toward the Great Ezin Desert. Draz’Gul Gri’sha, the Shimmering Deep, lies among the northern mountains, while Lake Vanuth occupies the forested western country. Oltira, Tinak and Girth are named settlements around those western woods.\n\nBrak’jadar stands north of Boâl, and Gralthor lies farther south on the central route. Driz’na sits beside the Kal’rak Basin. To the east, routes pass Magol and Nishkan toward Nâz beneath the Shiltar mountains. Ragzul Urzok stands at the Confederacy’s southern edge, guarding the northern approach to the Ash.","heading":"Northern waters and smaller settlements","visibility":"player"},{"body":"The steam railway runs from @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e] through @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7] and onward to @[Ragzul Urzok|b7175ef2-dfef-4c9f-981a-9129cad4a087], connecting the capital, agricultural country and the crossing into the Ash.\n\nAlong the main road from the Ash stands a monument to Grunuk Broken Tusk, surrounded by gardens and inscribed with the Treaty of Blood. It commemorates the treaty signer and the peace that made continuing cooperation possible.","heading":"The rail corridor and treaty monument","visibility":"player"},{"body":"In the Shiltar mountain country north of Boâl lies @[Draz’Gul Gri’Sha|drazgul-grisha], also called the Shimmering Deep. The nearby capital receives early electrical power from a @[hydroelectric dam|boal-hydroelectric-dam]. Copper lines reinforced with Dieritium Arcanum distribute power, and substations use Dieritium for storage. Political centers, the arena, and high-end shops are among the buildings served.","heading":"The Shimmering Deep and Boâl’s power","visibility":"player"}],"summary":"The Iron Tusk Confederacy’s lands extend from grasslands north of the Ash into the Shiltar Range. Boâl serves as its capital, while agricultural centers such as Gralthor connect settlements and resources.","title":"Iron Tusk Confederacy: Region","type":"Location","visibility":"player"},{"body":"The Crucible and the Bastions\nThe playing field, called the Crucible, measures 150 yards by 75 yards. Hard-packed earth or sand forms the usual surface, sometimes with obstacles or terrain features. High surrounding walls contain play and help protect spectators. Artificer-built emitters maintain an anti-magic field across the playing area, keeping the contest dependent on physical ability and strategy.\n\nAt each end lies a Bastion, 30 yards wide and 20 yards deep, marked by tall stone pillars at its corners. The pillars are said to be relics of long-forgotten battles. Carrying the Maul into the opposing Bastion scores an Assault worth five points. Completing a throw to a teammate inside it scores an Infiltration worth two.\n\nPlayers and match structure\nEach team fields one Commander, three Bruisers, two Strikers, three Sentinels, and two Phalanx players. The Commander directs tactics and rallies the side. Bruisers use clubs or maces to protect teammates and open routes. Strikers carry and pass the Maul toward scoring positions, while Sentinels defend the Bastion and intercept attacks. Phalanx players move between offensive support and the last line of defense.\n\nMatches last four fifteen-minute quarters, with a major halftime show. The ceremonial Unleashing of the Maul begins play at the center. A side has six advances, meaning plays or movements intended to progress toward the Bastion, to score before possession passes to its opponent.\n\nTackling, grappling, hand-to-hand fighting, and Bruisers' weapon play are part of the sport. Effective teams combine force with flying-wedge formations, feints, sacrificial distractions, and intricate passing sequences. Arbiters trained in both combat and the rules judge fouls, impose penalties, and remove players for serious breaches.\n\nTeams and traditions\nThe all-orc Boâl Roughnecks favor powerful drives and heavy tackles. The Quan'Ma Shattered Peaks field goliaths whose strength supports formidable defensive formations. Fastenbard's dwarven Thunder Kings combine a low center of gravity with agility and carefully planned attacks. Valaria's Ironmancers bring humans and elves together in precise, inventive teamwork. The Ezin Dust Devils, made up of humans and tieflings, cultivate an unpredictable style.\n\nWar dances and displays of prowess precede many games. Halftime performances can include acrobats, exotic beasts, or historical reenactments, and returning winners may receive civic parades. Ticket sales, merchandise, wagers, and match-day tavern trade form a substantial economy. Rivalries reinforce local identity, while the stands also bring social classes together. Rulers sometimes use matches to conduct diplomacy or judge public feeling.\n\nThe Timberborn brothers\nEirik and Bjorn Timberborn are nine-foot-tall goliath Bruisers for the Shattered Peaks. Both have pale gray skin and matching tribal markings, and their coordinated play makes them more recognizable to many supporters than the team's Commander.\n\nEirik is quiet and contemplative away from the field, devoting time to meditation and traditional rites. He has blue eyes, a sharply defined jaw, and long dark hair braided with metal rings. His controlled strength and defensive judgment anchor his play.\n\nBjorn is broader-faced, green-eyed, and bearded, with short spiked hair. His laughter and energy sustain the team's morale, but his protectiveness is as fierce as his brother's. He combines strength with agility, anticipation, and quick reactions, making him useful in both attack and defense.\n\nOther celebrated players\nGroknak “The Crusher” Skullsplitter commands the Roughnecks. At 7 feet 2 inches, he is a scarred, deep-green orc with ringed tusks, a black mohawk, and one milky eye. Opponents who mistake his size for a lack of intelligence underestimate his ability to read a match. He can also contribute a Bruiser's strength; supporters prize his booming pre-game war cries.\n\n“There's nothin' like the roar of the crowd an' the crunch of bones. In Ironball, ya get both. That's why I love this game. Every match is a chance to prove yer strength, outsmart yer enemies, an' make the fans go wild. It's not just a sport, it's a way of life for us orcs.” — Groknak “The Crusher” Skullsplitter\n\nThordrin Ironbeard is a Thunder Kings Striker standing 4 feet 6 inches. His red beard is braided with gold beads, his arms bear runic tattoos, and his headband comes from a cave bear he wrestled. Brash, quick-witted, and hot-tempered, he finds narrow defensive gaps and accelerates through them. Acrobatic celebrations and celebratory ale have made him a crowd favorite.\n\nAelar Swiftshadow, a six-foot elven Sentinel for the Ironmancers, has silver hair, violet eyes, and faint swirling skin patterns that brighten during intense play. Centuries of training inform his anticipatory defense. He is reserved off-field and relentless during a match, admired for both graceful movement and sportsmanship. Younger elves imitate his pre-game meditation.\n\nZephyr “The Windwalker” Ashsoul plays Phalanx for the Dust Devils. She is a 5-foot-11-inch tiefling with deep-red skin, curved horns, black eyes, and flame-like hair. Her tail aids balance, while exceptional leaps let her switch rapidly between attack and defense. Dry humor and composure support her teammates; spectacular reversals of play have made her a role model for young tiefling supporters.","category":"Cultures","id":"e7b617a4-e217-4089-b544-77aba394fcef","illustration":{"alt":"Ironball in the Crucible","caption":"Ironball in the Crucible","height":1024,"layout":"landscape","src":"assets/worldbook/ironball-crucible.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The playing field, called the Crucible, measures 150 yards by 75 yards. Hard-packed earth or sand forms the usual surface, sometimes with obstacles or terrain features. High surrounding walls contain play and help protect spectators. Artificer-built emitters maintain an anti-magic field across the playing area, keeping the contest dependent on physical ability and strategy.\n\nAt each end lies a Bastion, 30 yards wide and 20 yards deep, marked by tall stone pillars at its corners. The pillars are said to be relics of long-forgotten battles. Carrying the Maul into the opposing Bastion scores an Assault worth five points. Completing a throw to a teammate inside it scores an Infiltration worth two.","heading":"The Crucible and the Bastions","visibility":"player"},{"body":"Each team fields one Commander, three Bruisers, two Strikers, three Sentinels, and two Phalanx players. The Commander directs tactics and rallies the side. Bruisers use clubs or maces to protect teammates and open routes. Strikers carry and pass the Maul toward scoring positions, while Sentinels defend the Bastion and intercept attacks. Phalanx players move between offensive support and the last line of defense.\n\nMatches last four fifteen-minute quarters, with a major halftime show. The ceremonial Unleashing of the Maul begins play at the center. A side has six advances, meaning plays or movements intended to progress toward the Bastion, to score before possession passes to its opponent.\n\nTackling, grappling, hand-to-hand fighting, and Bruisers' weapon play are part of the sport. Effective teams combine force with flying-wedge formations, feints, sacrificial distractions, and intricate passing sequences. Arbiters trained in both combat and the rules judge fouls, impose penalties, and remove players for serious breaches.","heading":"Players and match structure","visibility":"player"},{"body":"The all-orc Boâl Roughnecks favor powerful drives and heavy tackles. The Quan'Ma Shattered Peaks field goliaths whose strength supports formidable defensive formations. Fastenbard's dwarven Thunder Kings combine a low center of gravity with agility and carefully planned attacks. Valaria's Ironmancers bring humans and elves together in precise, inventive teamwork. The Ezin Dust Devils, made up of humans and tieflings, cultivate an unpredictable style.\n\nWar dances and displays of prowess precede many games. Halftime performances can include acrobats, exotic beasts, or historical reenactments, and returning winners may receive civic parades. Ticket sales, merchandise, wagers, and match-day tavern trade form a substantial economy. Rivalries reinforce local identity, while the stands also bring social classes together. Rulers sometimes use matches to conduct diplomacy or judge public feeling.","heading":"Teams and traditions","illustration":{"alt":"Ironball teams gathering for the pre-game war dance","caption":"Ironball teams gathering for the pre-game war dance","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ironball-teams-traditions.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Eirik and Bjorn Timberborn are nine-foot-tall goliath Bruisers for the Shattered Peaks. Both have pale gray skin and matching tribal markings, and their coordinated play makes them more recognizable to many supporters than the team's Commander.\n\nEirik is quiet and contemplative away from the field, devoting time to meditation and traditional rites. He has blue eyes, a sharply defined jaw, and long dark hair braided with metal rings. His controlled strength and defensive judgment anchor his play.\n\nBjorn is broader-faced, green-eyed, and bearded, with short spiked hair. His laughter and energy sustain the team's morale, but his protectiveness is as fierce as his brother's. He combines strength with agility, anticipation, and quick reactions, making him useful in both attack and defense.","heading":"The Timberborn brothers","illustration":{"alt":"Eirik and Bjorn Timberborn preparing for Ironball","caption":"Eirik and Bjorn Timberborn preparing for Ironball","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ironball-timberborn-brothers.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Groknak “The Crusher” Skullsplitter commands the Roughnecks. At 7 feet 2 inches, he is a scarred, deep-green orc with ringed tusks, a black mohawk, and one milky eye. Opponents who mistake his size for a lack of intelligence underestimate his ability to read a match. He can also contribute a Bruiser's strength; supporters prize his booming pre-game war cries.\n\n“There's nothin' like the roar of the crowd an' the crunch of bones. In Ironball, ya get both. That's why I love this game. Every match is a chance to prove yer strength, outsmart yer enemies, an' make the fans go wild. It's not just a sport, it's a way of life for us orcs.” — Groknak “The Crusher” Skullsplitter\n\nThordrin Ironbeard is a Thunder Kings Striker standing 4 feet 6 inches. His red beard is braided with gold beads, his arms bear runic tattoos, and his headband comes from a cave bear he wrestled. Brash, quick-witted, and hot-tempered, he finds narrow defensive gaps and accelerates through them. Acrobatic celebrations and celebratory ale have made him a crowd favorite.\n\nAelar Swiftshadow, a six-foot elven Sentinel for the Ironmancers, has silver hair, violet eyes, and faint swirling skin patterns that brighten during intense play. Centuries of training inform his anticipatory defense. He is reserved off-field and relentless during a match, admired for both graceful movement and sportsmanship. Younger elves imitate his pre-game meditation.\n\nZephyr “The Windwalker” Ashsoul plays Phalanx for the Dust Devils. She is a 5-foot-11-inch tiefling with deep-red skin, curved horns, black eyes, and flame-like hair. Her tail aids balance, while exceptional leaps let her switch rapidly between attack and defense. Dry humor and composure support her teammates; spectacular reversals of play have made her a role model for young tiefling supporters.","heading":"Other celebrated players","illustration":{"alt":"Ironball’s celebrated players at the Crucible","caption":"Ironball’s celebrated players at the Crucible","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ironball-celebrated-players.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Ironball is an eleven-a-side arena sport built around possession of a heavy leather-bound ball, the Maul. Armed contact, coordinated advances, and fierce city loyalties make its matches both athletic contests and major public spectacles.","title":"Ironball Sport","type":"Sport","visibility":"player"},{"body":"Family and character\nBorn in Valaria, Isabella grew up in a prosperous merchant household. Her mother, Talia Hawthorn, died of Lung Rot Fever several years ago. Her father leads the Goodwater Trade Company, a major regional consortium.\n\nIsabella is empathetic, curious, and determined. She enjoys music and dancing, learning unfamiliar styles, hiking, and exploring the natural world. A tiefling named Marqus taught her several fighting methods and weapon styles over a period of years. She has long brown hair, bright green eyes, lightly tanned skin, and a height of five feet eight inches.\n\nCapture and rescue\nShe was traveling with her father from Fastenbard to a wedding in Georgetown when bandits attacked. The journey was then about two days from Hope. The raiders took Isabella prisoner, causing considerable alarm among her family and acquaintances.\n\nA local adventuring group that included Mazikeen secured her release. Isabella then continued toward Georgetown with her father but hoped to return soon and renew that friendship.\n\nThe Goodwater Trade Company\nHer father is @[Alistar Goodwater|af7a85fb-e29f-414f-825b-ca14cb6aa84f], head of the Goodwater Trade Company.","category":"People","id":"f62c221a-409a-45c8-bbd7-76830d12e661","illustration":{"alt":"Isabella Goodwater","caption":"Isabella Goodwater","height":1448,"layout":"portrait","src":"assets/worldbook/isabella-goodwater-portrait.avif","visibility":"player","width":1086},"links":["af7a85fb-e29f-414f-825b-ca14cb6aa84f"],"raceRelated":[],"sections":[{"body":"Born in Valaria, Isabella grew up in a prosperous merchant household. Her mother, Talia Hawthorn, died of Lung Rot Fever several years ago. Her father leads the Goodwater Trade Company, a major regional consortium.\n\nIsabella is empathetic, curious, and determined. She enjoys music and dancing, learning unfamiliar styles, hiking, and exploring the natural world. A tiefling named Marqus taught her several fighting methods and weapon styles over a period of years. She has long brown hair, bright green eyes, lightly tanned skin, and a height of five feet eight inches.","heading":"Family and character","visibility":"player"},{"body":"She was traveling with her father from Fastenbard to a wedding in Georgetown when bandits attacked. The journey was then about two days from Hope. The raiders took Isabella prisoner, causing considerable alarm among her family and acquaintances.\n\nA local adventuring group that included Mazikeen secured her release. Isabella then continued toward Georgetown with her father but hoped to return soon and renew that friendship.","heading":"Capture and rescue","visibility":"player"},{"body":"Her father is @[Alistar Goodwater|af7a85fb-e29f-414f-825b-ca14cb6aa84f], head of the Goodwater Trade Company.","heading":"The Goodwater Trade Company","visibility":"player"}],"summary":"Isabella Goodwater is the twenty-three-year-old daughter of the head of the Goodwater Trade Company. After bandits captured her on a journey toward Georgetown, an adventuring party rescued her, and she developed a friendship with the tiefling Mazikeen.","title":"Isabella Goodwater","type":"Person","visibility":"player"},{"body":"From privilege to public service\nPrivately tutored until about ten, Jax then entered the @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3]. Exposure to poverty there changed her outlook. She established shelters and food kitchens both inside Valaria and in the settlements beyond its walls. When her mother cut off funding for what she considered wasteful charity, Jax raised money from other wealthy donors. Her free tutoring club for children in the slums helped bring her into public life.\n\nHer election made her the youngest woman to enter Valaria’s parliament and its leading civic office.\n\nPolitical position\nAs First Among Equals, she mediates debate, acts as Speaker and diplomat, and holds a vote equal to every other Voice’s. Her mother continues to oppose her work and has publicly supported rivals including @[Solaris Devorak|6ac1e903-4b40-4087-afd0-f81273831ff9]. Jax directs much of her own income back into the city.\n\nAppearance\nJax is thirty-four and was born in Valaria. She is a bisexual human woman with blonde hair and icy-blue eyes, standing 5 feet 8 inches tall and weighing 115 pounds.\n\nShe has a slim build and wears her long blonde hair held up by a silver circlet, with a fine white dress.","category":"People","id":"de1a8b19-340d-4f36-abff-f8c3587b0793","identityIllustration":{"alt":"Jacquelyn Commonbrook","caption":"Jacquelyn Commonbrook","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/jacquelyn-commonbrook-ref.avif","visibility":"player","width":900},"links":["6ac1e903-4b40-4087-afd0-f81273831ff9","af7892b9-fb6d-48f4-a661-c652cad841c3","notebook-17"],"raceRelated":[],"sections":[{"body":"Privately tutored until about ten, Jax then entered the @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3]. Exposure to poverty there changed her outlook. She established shelters and food kitchens both inside Valaria and in the settlements beyond its walls. When her mother cut off funding for what she considered wasteful charity, Jax raised money from other wealthy donors. Her free tutoring club for children in the slums helped bring her into public life.\n\nHer election made her the youngest woman to enter Valaria’s parliament and its leading civic office.","heading":"From privilege to public service","illustration":{"alt":"Jacquelyn’s free tutoring club","caption":"Jacquelyn’s free tutoring club","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/section-de1a8b19-from-privilege-to-public-service.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"As First Among Equals, she mediates debate, acts as Speaker and diplomat, and holds a vote equal to every other Voice’s. Her mother continues to oppose her work and has publicly supported rivals including @[Solaris Devorak|6ac1e903-4b40-4087-afd0-f81273831ff9]. Jax directs much of her own income back into the city.","heading":"Political position","visibility":"player"},{"body":"Jax is thirty-four and was born in Valaria. She is a bisexual human woman with blonde hair and icy-blue eyes, standing 5 feet 8 inches tall and weighing 115 pounds.\n\nShe has a slim build and wears her long blonde hair held up by a silver circlet, with a fine white dress.","heading":"Appearance","visibility":"player"}],"structured":{"facts":[{"label":"Known as","value":"Jax","visibility":"player"},{"label":"Office","value":"Speaker of the Conclave; First Among Equals","visibility":"player"},{"label":"Home","value":"Valaria, Haven","visibility":"player"},{"label":"Public work","value":"Shelters, food kitchens and free tutoring","visibility":"player"}],"groups":[{"entries":[{"description":"Her home and the seat of the Conclave.","id":"notebook-17","name":"Valaria","visibility":"player"},{"description":"Her education exposed her to the poverty that shaped her public work.","id":"af7892b9-fb6d-48f4-a661-c652cad841c3","name":"Solarium Inspirato","visibility":"player"},{"description":"An influential political rival whose industrial priorities can conflict with her reforms.","id":"6ac1e903-4b40-4087-afd0-f81273831ff9","name":"Solaris Devorak","visibility":"player"}],"title":"Civic connections","visibility":"player"}],"kind":"person"},"summary":"Jacquelyn Commonbrook, called Jax by close friends, is a philanthropist and Speaker of the Conclave in @[Valaria|notebook-17]. Her public career grew from efforts to put her family’s wealth and her own magic to work for poorer residents.","title":"Jacquelyn Commonbrook","type":"Person","visibility":"player"},{"body":"A loyal blade\nPronounced zhahk AHR-den, Jacques is thirty-two and originally from Valaria. At six feet six inches, he has a broad, imposing build, weathered skin, grey eyes, short black hair, and a clean-shaven face.\n\nHe relies more readily on instinct than careful analysis, which can create difficulties outside battle. Beneath his rough appearance he is kindhearted and strongly attached to his friends. His sense of right and wrong can lead him to oppose an employer or disregard a law rather than betray his principles.","category":"People","id":"f31c4c67-8ac4-4f39-b74f-ce9c5b9ee43f","illustration":{"alt":"Jacques Arden","caption":"Jacques Arden","height":1448,"layout":"portrait","src":"assets/worldbook/jacques-arden-text.avif","visibility":"player","width":1086},"links":[],"raceRelated":[],"sections":[{"body":"Pronounced zhahk AHR-den, Jacques is thirty-two and originally from Valaria. At six feet six inches, he has a broad, imposing build, weathered skin, grey eyes, short black hair, and a clean-shaven face.\n\nHe relies more readily on instinct than careful analysis, which can create difficulties outside battle. Beneath his rough appearance he is kindhearted and strongly attached to his friends. His sense of right and wrong can lead him to oppose an employer or disregard a law rather than betray his principles.","heading":"A loyal blade","illustration":{"alt":"Jacques stands by his friends","caption":"Jacques stands by his friends","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/section-f31c4c67-a-loyal-blade.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Jacques Arden is a powerful warrior in Whisper’s service in Hope. Instinctive, loyal, and protective, he favors a greatsword but is capable with many weapons and in unarmed combat.","title":"Jacques Arden","type":"Person","visibility":"player"},{"body":"Companions and background\nJbone began as a ranger and later became a warlock. He and Alice trust one another, and his wolf companion Sheeba travels with him.\n\nThe second Abyssal Elf uprising\nJbone and @[Alice Starweaver, known as Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018], put down the second Abyssal Elf uprising. Their victory belongs to @[Yiltir|yiltir]’s later history, after the first uprising in which Maximus died.\n\nCharacter and loyalties\nJbone is a protagonist of the campaign and is currently in Layris. He is thirty-three, with brown eyes and brown hair. He stands five feet nine inches tall and weighs 190 pounds.\n\nAlice’s first transformation\nJbone arrived in Alice’s Lebren town with Sheeba after she had contracted lycanthropy. During her first forced transformation, Alice kept control well enough not to attack him. Jbone had never seen a werewolf apart from her change. He joined her and Sheeba in hunting and defeating a pack, then celebrated with her at the Black Rose Inn.\n\nNescutar and Bolivar Tower\nJbone later traveled with Jennra and the tabaxi guide Dar’Ren Dar to find the rare Nescutar plant. A sandstorm uncovered Bolivar Tower. When the three entered, they were trapped in a place where time passed far more slowly and people from different periods had gathered. They met Noblin Bolin, father of their enemy Fornakin Bolin, and fought through pockets of the Feywild and Shadowfell. Jennra solved a riddle at the top that returned them outside.\n\nThey returned to Georgetown after learning that Ness had been brought back from Lebren. Moon Guard patrols occupied the apparently sacked city. Tordek offered escape toward Valaria aboard a Dieritium-powered Skywarden airship; completion of his fetch quest earned the group 500 gold.","category":"People","id":"539914f0-a980-4ce9-8de6-d12e55607e37","identityIllustration":{"alt":"Jbone Emberfang","caption":"Jbone Emberfang","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/jbone-emberfang-ref.avif","visibility":"player","width":900},"links":["5ae0c55e-626f-470b-9ab4-9ddca1fd1018","yiltir"],"raceRelated":[],"sections":[{"body":"Jbone began as a ranger and later became a warlock. He and Alice trust one another, and his wolf companion Sheeba travels with him.","heading":"Companions and background","visibility":"player"},{"body":"Jbone and @[Alice Starweaver, known as Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018], put down the second Abyssal Elf uprising. Their victory belongs to @[Yiltir|yiltir]’s later history, after the first uprising in which Maximus died.","heading":"The second Abyssal Elf uprising","visibility":"player"},{"body":"Jbone is a protagonist of the campaign and is currently in Layris. He is thirty-three, with brown eyes and brown hair. He stands five feet nine inches tall and weighs 190 pounds.","heading":"Character and loyalties","visibility":"player"},{"body":"Jbone arrived in Alice’s Lebren town with Sheeba after she had contracted lycanthropy. During her first forced transformation, Alice kept control well enough not to attack him. Jbone had never seen a werewolf apart from her change. He joined her and Sheeba in hunting and defeating a pack, then celebrated with her at the Black Rose Inn.","heading":"Alice’s first transformation","visibility":"player"},{"body":"Jbone later traveled with Jennra and the tabaxi guide Dar’Ren Dar to find the rare Nescutar plant. A sandstorm uncovered Bolivar Tower. When the three entered, they were trapped in a place where time passed far more slowly and people from different periods had gathered. They met Noblin Bolin, father of their enemy Fornakin Bolin, and fought through pockets of the Feywild and Shadowfell. Jennra solved a riddle at the top that returned them outside.\n\nThey returned to Georgetown after learning that Ness had been brought back from Lebren. Moon Guard patrols occupied the apparently sacked city. Tordek offered escape toward Valaria aboard a Dieritium-powered Skywarden airship; completion of his fetch quest earned the group 500 gold.","heading":"Nescutar and Bolivar Tower","visibility":"player"}],"summary":"Jbone Emberfang is a human from the Divide, described as a former ranger who became a warlock. Alice the Ranger is an important, trusted friend, and his wolf companion is named Sheeba.","title":"Jbone Emberfang","type":"Person","visibility":"player"},{"body":"","category":"People","id":"8c4f76f7-027e-46e5-b2c9-787b54a5d195","illustration":{"alt":"Jerret Quickthorn","caption":"Jerret Quickthorn","height":1448,"layout":"portrait","src":"assets/worldbook/jerret-quickthorn-portrait.avif","visibility":"player","width":1086},"links":[],"raceRelated":[],"sections":[],"summary":"Jerret Quickthorn is a resourceful member of the Clergy whose manner makes him difficult to trust.","title":"Jerret Quickthorn","type":"Person","visibility":"player"},{"body":"A leader of farmers\nYears of physical work have left Jonas tall, broad-shouldered, and sturdy, with sun-weathered skin. His brown-and-grey hair is swept into a short ponytail, and blue eyes and a welcoming expression soften his rugged, unshaven face.\n\nHis skills include animal husbandry and woodworking. Local confidence in him rests on sound judgment, loyalty to neighbors, and firsthand understanding of farming life.","category":"People","id":"4f7f7da5-8dbd-4d82-a2c1-079a27ddc6f2","illustration":{"alt":"Jonas Windham","caption":"Jonas Windham","height":1448,"layout":"portrait","src":"assets/worldbook/jonas-windham-portrait.avif","visibility":"player","width":1086},"links":[],"raceRelated":[],"sections":[{"body":"Years of physical work have left Jonas tall, broad-shouldered, and sturdy, with sun-weathered skin. His brown-and-grey hair is swept into a short ponytail, and blue eyes and a welcoming expression soften his rugged, unshaven face.\n\nHis skills include animal husbandry and woodworking. Local confidence in him rests on sound judgment, loyalty to neighbors, and firsthand understanding of farming life.","heading":"A leader of farmers","visibility":"player"}],"summary":"Jonas Windham is Greenhaven’s First Citizen, a practical farmer and craftsman trusted by his neighbors. He is Tarrence’s father and favors direct, community-minded solutions.","title":"Jonas Windham","type":"Person","visibility":"player"},{"body":"Kael and Talon\nKael Hawthorne is a male aasimar ranger, long known as Talon. The alias once felt more natural than his birth name, before he chose to reclaim Kael Hawthorne. He wears a mask and has slight stubble. He manifested wings in Kethra’s realm.\n\nA farmer’s son\nKael remembers helping his father load hay onto a wagon when he was about nine or ten. His father taught him that even small duties mattered because other lives depended on them. Helping people meant supporting their growth as well as coming to their aid, and greater ability brought greater responsibility. When Kael asked what power he possessed, his father answered: compassion.\n\nLily and the rescue bargain\nKael and Lily Everglen were young lovers and betrothed. When a rogue Clergy-affiliated leatherworker kidnapped her, Kael exhausted ordinary avenues of help and finally turned to the syndicate. Thaylen, then a Deacon, offered to find Lily in exchange for Kael’s loyalty and service.\n\nThaylen executed the rogue agent and staged a rescue that earned Lily’s trust. Kael believed he owed the Clergy for saving her. He joined its ranks, became a Brother and eventually served as an assassin. The bargain bound his desire to protect Lily to the organization that would use both of them.\n\nThe order he refused\nThe account of Thaylen’s dealings describes an order to kill a young albino tiefling girl, @[Mazikeen|mazikeen]. Kael refused, turned against his detachment and disappeared. A later vision shown to Kael instead placed an order to kidnap Marina, the target’s daughter, at this break with the Clergy; the precise relationship between those accounts is unresolved. His break with the Clergy was an act of defiance against a specific killing, followed by a life hunted by the syndicate.\n\nThaylen retaliated through Lily. He arranged her second kidnapping and weeks of captivity and abuse, then killed her captor and presented himself as her rescuer again. During her recovery he manipulated her into believing Kael had abandoned her. She accepted the Clergy’s brand and the name Direheart, becoming an assassin under Eamon Blackwood. Thaylen’s sexual relationship with her remained part of a hierarchy in which he was her handler and she his weapon.\n\nThe name Talon\nAfter breaking with the Clergy, Kael lost his memories and was relocated. He would learn only later, through Zephyr’s admission and the visions in Kethra’s realm, that the deva had done this without his consent in an attempt to protect him. The griffon-talon necklace he carried helped give him the name Talon, an identity that came to feel more natural than his birth name.\n\nThe separation also hid losses he had not witnessed. Lily, now Direheart, confronted his younger sister Tessa while trying to find him, and Tessa died. The circumstances and his sister’s forgiveness would reach him in the second of Kethra’s trials. For now, his family’s fate and his former life remained beyond his knowledge.\n\nTalon formed new bonds on Dorn. He came to regard Hope as home, traveled with the companions who would later mourn him and took part in the airship heist he would recount to Vax. Those friendships gave his life under the assumed name a meaning he would not discard when his memory returned.\n\nThe ambush near Greenhaven\nNear Greenhaven, the party confronted the aftermath of its exploration of an abandoned temple of Lilith. The Bladebreakers apologized for the earlier misunderstanding, and gave Carmi and Kael sending stones so they could communicate.\n\nThe final pursuit, as Kael later recalled it, began with Lily’s voice at an inn window. He chased it and took two crossbow bolts in the back. Direheart and Eamon Blackwood were attacking him; Direheart was Lily, his former fiancée, changed by the Clergy’s manipulation. The party learned that she had been brainwashed. Shadowy mist closed over the confrontation. When Kael tried to stop the assassins’ escape, he was carried away with them and vanished from his companions’ sight.\n\nHis apologies did not reach Lily through what she had been taught to believe. She shot him through the heart. As Kethra took him, he saw Lily collapse over his body until Eamon pulled her away.\n\nThe funeral in Greenhaven\nRealizing that Kael and the two assassins had vanished, the party had only moments to decide how to follow. Kaldras cast Locate Object upon Kael’s bow and found a direction. They heard one shot, began moving toward it and heard a second before reaching the barn on the outskirts of town.\n\nKael lay dead, with wounds in his thigh and chest. Bane tried to stem the bleeding. Kaldras attempted Spare the Dying, but the spell could not restore someone who had already died. Direheart and Eamon were gone. Searching the scene, Kaldras found a large, celestial-touched raven feather that disappeared. The companions concluded that Kethra had taken Kael’s soul.\n\nCarmi then used Speak with Dead. Kael’s answer named Lily as his killer, confirming that Direheart was the woman he had once loved and that she now worked with the Clergy.\n\nRaven remembered Kethra’s funeral edicts. Bane built the pyre, and Mazikeen led the ceremony. Each companion spoke about Kael after the rites began. Their grief and fidelity to the ceremony drew Kethra and one of her angelic servants to watch from the shadows. Bane and Mazikeen noticed the visitors; Carmi, whose warlock patron was Kethra, ignored her presence.\n\nWhen the fire had burned out, each companion took some of the ashes. They intended to scatter their portion when the moment felt right. The group returned to the inn in Greenhaven and slept.\n\nDeath and the Citadel of Memories\nKethra received Talon after his death and offered him rest, trials and a place among her Chosen. She told him that his past held unresolved choices and memories he would have to face. Each successful trial would yield a fragment of an artifact, a weapon intended for a darkness threatening the worlds. The work demanded heart and resolve as much as strength: he would have to understand what its pieces meant.\n\nHe arrived unable to escape his memories of Lily. He went through the motions of washing and dressing, stared through the food before him and wondered what he could have said or done differently. His frustration broke into a shouted cry as he hurled an object through one of his chamber’s open arches. Eventually he slept. On waking, he found a new scar over his heart, clean clothes and the same storm-dark twilight outside. Shadar-Kai guards bowed as he passed, a deference that surprised him.\n\nThe Hall of the Chosen held statues of champions from other worlds, among them Garold Gygaxian of Oerth, Solarian Devoria of Toril and Vax’ildan of Exandria. Vax approached Talon and recognized his grief. Talon explained that he had wanted to save Lily and build a life with her, but had gone to the wrong people and hurt others in the process. He introduced himself as Kael Hawthorne, while admitting that Talon now felt more like his name.\n\nVax described the cost of his own calling, including the separation from his sister and the person he loved. He offered the fellowship of someone who understood sacrifice and warned Talon that the trials would be painfully personal. Talon would not have to face their aftermath entirely alone.\n\nFlight, strategy, difficult recollection and unexpected friendship became parts of this new life, in a fellowship whose champions came from many worlds.\n\nThe first trial: compassion and acceptance\nThe first trial returned Talon to the farm and his father’s lesson. For a moment he was a child again, helping with hay in the warmth of an ordinary working day. Then the scene darkened. His father’s likeness accused him of abandoning Lily and his family, continuing the Clergy’s dirty work when he could have returned home, and setting in motion the tragedy that killed his younger sister.\n\nTalon initially accepted the blame. As the accusations continued, he recognized that this cruel figure was not the father he remembered. He did not deny the consequences of his choices, but neither would he treat every harm as something he had intended. The Clergy had deliberately victimized and controlled people. He could not change what had happened, but he could oppose them and protect others now.\n\nThe hostile vision softened, and his father’s warmth returned. Acceptance meant carrying the past into better choices rather than surrendering to it. A longbow grip appeared in Talon’s hand: dark wood with subdued gray-and-silver inlay and Celestial inscriptions naming acceptance and compassion.\n\nVax later told him that his own trials had made him revisit his mother’s death by dragonfire. He had blamed himself, his father and his sister before learning to accept the loss. Talon placed a hand on his shoulder and offered condolences, taking comfort in the knowledge that another Chosen had survived the same struggle with an irreversible past. He then asked why they had been chosen at all, and why the gods treated them this way. Vax admitted that he asked himself the same question every day. He gave no explanation for their selection, only reassurance that there was no fixed schedule of trials and that Talon should rest before the next one.\n\nWings and the question of divine help\nAfter Vax left on usher duty, Talon tested the wings that had appeared in moments of danger. He dived into the canyon beside the Citadel, dropped more than a hundred feet and spread them to climb back into the sky. Above him, wisps moved through a black-and-purple halo of cloud, passing souls in the realm of death.\n\nZephyr, a deva roughly fifteen feet tall in dark armor and a gold helmet, joined him. Talon asked why the gods had offered no such help during his years of suffering under the Clergy. Zephyr answered that mortal choice mattered and that hardship could temper a champion. Talon understood Kethra’s need for a hunter; Zephyr told him that she also needed a leader. He directed Talon toward two figures on a distant plateau, where the next trial awaited.\n\nTessa and the second trial\nThe plateau became a modest kitchen. Lily, already Direheart, was arguing with Kael’s younger sister Tessa. Their words were muffled, but Lily drew a pistol and aimed it at Tessa’s chest. Talon stepped through the shadows to stand between them and pleaded with Lily to stop. He was inside a memory and could not change it: Tessa’s hands passed through him as she struggled for the weapon.\n\nThe gun discharged and Tessa died. Lily cradled her in immediate shock and grief. Within the vision she told Talon that she had believed Tessa was hiding his whereabouts and had wanted to frighten her into talking. Tessa had been her best friend. Eamon Blackwood entered and roughly dragged Lily away while she kept looking back at the body.\n\nTessa’s spirit appeared and took her brother’s hand. The familiar greeting, “Hey, big brother,” undid him. Talon dropped to his knees, grieving the ordinary happy life he believed she should have had. Anger followed: the Clergy had no right to keep ruining lives, and he insisted that he had to bring her back. Tessa interrupted that spiral with a playful shove and a laugh. If anyone had reason to be angry, she said, it was her.\n\nShe spoke plainly about accepting her fate. She called the shooting an accident and held no hatred for Lily. Kael’s disappearance had irritated her, yet she still loved and forgave him. Her humor did not dismiss the loss; it showed him the practical, forgiving sister he knew, rather than someone consumed by hatred.\n\nTessa had heard whispers of dangers ahead and worried about Kael and their family. She asked him to release his anger toward Lily and the guilt that might consume him, so he could face what was coming. He could begin to forgive Lily, placing much of the blame on the Clergy, but self-forgiveness remained harder. They sat together with his head on her shoulder, reversing the familiar childhood gesture in which she had leaned on him, and told each other they loved one another. Seeing her at peace made forgiveness of himself feel possible, even though it remained beyond his reach.\n\nWhen Tessa faded, she left a curved bow limb matching the grip’s dark wood and silverwork. Its Celestial inscriptions named acceptance and forgiveness. Talon returned to his chambers with two components of the weapon and the memory of his sister’s comfort.\n\nElara’s first visit\nElara Silverfrond first visited Talon while he rested after the trials. An eladrin Chosen from the Feywild, she brought irreverent humor, flirtation and a forceful martial presence. He called Hope his present home, though he was reluctant to claim a hometown.\n\nTheir first conversation came while he was soaking in the bronze bath after Tessa’s trial. He was embarrassed by the unexpected visitor and still guarded by the day’s grief, yet Elara’s self-mocking account of the Feywild drew genuine laughter from him. He enjoyed her company despite himself. She brought him the towel he had forgotten, then left him with an invitation and a confusion he could not resolve. He wanted to respond to her warmth, but thoughts of Lily made him question whether he could.\n\nAfterward he sank beneath the water, watching the bubbles rise and thinking about Elara. He lingered in the bath until it had gone cold. When he finally climbed out, he felt exposed by both the intrusion and the trials’ tearing open of old wounds. He used the towel she had brought, pulled the bedcovers over his head and slept. The returning possibility of affection had offered relief, but it also made clear how little emotional shelter he yet possessed.\n\nLessons and daily life among the Chosen\nThe Citadel gave Talon time to recover between trials. Food replenished itself, and hot water, clean linen and a bronze tub awaited him. Its unchanging twilight made it difficult to know whether days or weeks had passed. He explored, spoke with the other Chosen and found routines in a realm that had initially felt alien.\n\nTalon deliberately sought out each of the Chosen. He wanted to know their interests and the lives that had brought them there, and learned the Citadel’s passages well enough to move through them quickly if the need arose. Companionship became something he pursued rather than merely received.\n\nEven the idea of playing a game initially felt foreign after everything he had endured, but he accepted Garold Gygaxian’s invitation. He commanded an orc army in a reconstruction of an old Oerth battle before their contests broadened across elaborate miniature terrain into historical and imagined conflicts. Wins and losses alike taught flexibility, misdirection, surprise and the use of the environment. When an engagement turned against him, Talon learned to question its rules and change the terms of the struggle.\n\nGarold said that Kethra had called him during a devastating battle in which he faced both his own death and the deaths of the soldiers under his command. Military life had kept him distant from his family, and centuries away from Oerth had softened old regrets. Talon apologized for possibly projecting his own turmoil onto a companion, but Garold welcomed the questions. Shared stories mattered to their fellowship, and he would redirect a conversation himself if it became unwelcome.\n\nGarold’s descriptions of Castle Greyhawk, the Dragon Spine Mountains and Hyperboria opened worlds Talon had never known. He did not know Dorn, however. He explained that travel through the Feywild or Shadowfell normally returned a traveler to the material world to which they were bound. His tales of spelljammers remained hearsay, offering neither a known ship nor a dependable route between their homelands.\n\nVax sought quiet among the Citadel’s sparse plants and animals, which reminded him of Keyleth. Solarian Devoria, a dark-purple tiefling, was reserved away from the kitchen but more approachable while baking. Elara spoke appreciatively of his Cythian apple crumble.\n\nA conversation with Solarian began because Talon saw Elara training in a courtyard and, frightened by the possibility of attachment, chose to land beside the tiefling instead. On the outer wall, Solarian spoke of the balance between light and darkness, life and death, and what it might reveal about a soul’s choices. Asked what had led him to the Citadel, he answered only that it was service. Talon gently asked whom he had served and whether devotion to Kethra had shaped his whole life, but no answer followed. He apologized and flew away, unsure whether he had caused offense; Solarian gave no outward indication either way.\n\nDuring an exploration, Talon glimpsed a distant black, partly insubstantial flying creature. He knew dragons only from vague stories and looked for another Chosen whose reaction might tell him whether to be alarmed. Nobody was nearby. After it disappeared into the distance, he took to the sky himself. The empty sky and indistinct creatures at the forest’s edge gave him no certain answer, and he could only wonder whether the presence had driven other creatures into hiding. Elara later identified it as a shadow dragon and advised keeping a healthy distance from the few that visited their skies. It remained a sighting and a conversation, rather than a battle.\n\nElara and an unfinished choice\nTheir friendship could turn from affection to sharp disagreement and back again. As they grew closer, Elara spoke more openly about her life.\n\nElara had entered Kethra’s realm voluntarily, leaving the Feywild alive because its endless whimsy and caprice had become tiring. She still missed its beauty. She told Talon that she was seeking connection and joy, without trying to replace Lily or demand a title in his life.\n\nTalon explained why closeness frightened him. His restored memories made his whole life feel as though it had happened yesterday: family, Lily, loss and the Clergy’s work were all immediate. Choices that had once come easily now carried the fear of consequences he might fail to foresee. Elara had become a bright point in that confusion, but he was still afraid.\n\nElara offered physical intimacy without pressure and assured him of her friendship whatever he chose. Talon asked for a walk. They left hand in hand through the Citadel grounds. As they walked, they discussed whether he could carry her on a short flight.\n\nThe rooftop and the burdens he still carried\nKael carried Elara to the Citadel’s highest roof. Looking across the Shadowfell, he admitted how little he understood the task waiting for him: he was expected to confront an apocalypse without knowing when, where or how. His companions on Dorn remained in his thoughts. His friendship with Bane had deepened, Mazikeen carried troubles of her own, and he feared for Raven. Becoming a Chosen had not made those concerns disappear.\n\nElara answered his frustration with affection and reminded him that brief joys could sustain people carrying larger burdens. They kissed, but Kael immediately feared that he had done something wrong. When he offered to take her down, she stepped backward off the roof instead. She had no wings. He plunged after her, caught her before she reached the lower towers and spread his own wings to carry them into a safe glide.\n\nAt her quarters, she offered him a place beside her. He wanted to stay, but memories of both Lily and Direheart brought his guilt back. He left and returned to his room in frustration. Vax found him there and answered his worries with companionship rather than judgment. Stories of Vax’s old friends made them laugh together, even as their telling revealed the pain of those he had lost or left behind. Vax said six months had passed since Kael’s last trial; Kael felt that it had been only weeks. Before sleep, Kethra reassured him that his time with his friends was not over and that his stay in her realm had a purpose.\n\nThe third trial: the debt’s true beginning\nThe next trial began after a night of troubling dreams. Kethra sent Elara to escort Kael to a solitary shack in the shadowed woods. Elara was angry and unsettled by being asked to lead him into a trial centered on Lily. Her own feelings had grown beyond the diversion she first proposed. She told him that her mother had served among the Chosen and that taking up that service mattered to her. She nevertheless accompanied him and promised to wait outside.\n\nInside, Kael saw a vision of Lily’s first captivity. The man holding her was Matthias Tully, Ravenwood’s leatherworker, whose work had been familiar to his family. Kael tried to intervene and free her, but his hands passed through the scene. This was a past he could witness, not alter.\n\nThaylen arrived while still a Deacon. Matthias recognized his authority and obeyed him. Outside, Thaylen addressed the leatherworker as a Brother of the Clergy, reprimanded him for attracting attention and killed him with a necrotic touch. Other members of Kael’s future cell then approached the shack as supposed rescuers. The trial exposed how the organization had turned a crime committed by one of its own into the debt through which it acquired Kael.\n\nThe vision moved to Thaylen’s office, where Kael stood beside the rescued Lily and gratefully promised whatever service was needed. Until then, the price had been described only as a favor. Thaylen made him a Disciple under his authority, promising errands and messages before making use of his archery. A female tiefling named Mina escorted Lily outside while the terms changed behind the closed door.\n\nThe brand and the assassin’s apprenticeship\nThaylen required obedience to every superior rank and threatened far more than Kael’s own life if he broke his word. Friends, family and anyone connected to him would be targets. Two operatives restrained him while Thaylen branded his right shoulder. Release, the Deacon told him, was something the Clergy had never granted to anyone still breathing. Kael was also forbidden to discuss its members or its work, even with Lily.\n\nAt the time, Kael understood the pain as a price he could bear for her safety. He accepted a clean shirt that concealed the brand and went back to her. The trial forced him to confront how little he had understood the bargain.\n\nA succession of memories followed. Courier work became service on security details, where he stood by while others threatened, coerced and killed. Bishop Eamon Blackwood trained him in assassination. Eventually Kael carried out the killings himself. Some targets were violent criminals; others were enemies principally because they opposed the Clergy. The claim that the work served a greater good could no longer shelter him from its meaning.\n\nHe emerged from the shack and fell to his knees. Elara found him shaken by the realization that the Clergy had been involved from the beginning. He thanked her for waiting, but asked for solitude and answers. She walked back with him, then gave him the space he requested.\n\nZephyr and the two wars\nKael flew to the Citadel’s peak and called for Zephyr. He demanded to know whether Kethra had allowed Lily’s suffering so that the Clergy would train the killer she needed. Zephyr denied it. In his account, her choice arose from the strength and resilience Kael had shown, rather than a design that required either of them to suffer.\n\nThat answer did not immediately steady Kael. Overwhelmed, he spoke of wanting the whole experience erased. Zephyr answered with a forceful celestial command, an ability that compelled him to rise and calmed the emotions threatening to consume him. It was an intervention with power behind it, not simply comforting words.\n\nKael still could not understand why the trials pointed him so fiercely toward the Clergy while his duty concerned a cult threatening the worlds. Zephyr distinguished the two dangers. The Clergy’s centuries of harm deserved to be opposed, but the cult’s rituals posed an immediate threat. Their dependence on celestial events also created intervals in which Kael might act against the syndicate. Neither struggle had to erase the other.\n\nKael accepted the need to confront the urgent threat. Zephyr told him to rest before the remaining ordeal. Alone again on the high roof, he eventually stepped into the air, opened his wings and let the wind carry him away.\n\nMoonlight and music\nMusic drew Kael to Elara’s courtyard. Her lute and song revealed longing beneath the confidence she usually showed him. When the song ended in tears, he quietly acknowledged that he heard her, but withdrew. Their eyes met before he left; she allowed him that choice without demanding his return.\n\nMusic, friendship and a reckless race\nHe sought Vax in the dining hall. Their drinks and stories opened into a discussion of the lives they had left behind. Kael described the party’s airship heist and its intimidating elderly vault guard. Vax’s memories of Keyleth carried laughter and grief together. He understood Kael’s sense of responsibility to Lily, yet warned against letting the past prevent every possibility of happiness in the present. Service to Kethra had also left Vax frustrated by his inability to return to his own loved ones whenever he wished.\n\nFor a while, Kael let himself enjoy the friendship. Their proposed mischief became an airborne race around the Citadel. Vax cheated the starting count; Kael struck a spire; their contest ended with Vax caught upside down in a courtyard tree and Kael in an undignified heap nearby. Elara found them there, exasperated and amused. Kael helped Vax free, and the race ended in shared laughter rather than a settled victory.\n\nWhen Vax left, Kael chose to approach Elara. He kissed her, trying to answer both the vulnerability he had seen and the burdens he had placed upon her. He admitted how deeply he cared and how frightened he was that closeness might ruin another life.\n\nElara’s oath\nElara refused to be treated as an inevitable casualty of Kael’s troubles. At 247, she had faced dangers and losses of her own. Standing with him was her choice, and she wanted him to respect that agency. The friendship had become something neither of them could dismiss as a passing diversion.\n\nKael asked whether she was willing to hear what the trial had shown him and what had happened on the night he died. She agreed. He described the leatherworker, Thaylen’s false rescue, the brand and Eamon’s training. He also spoke of his sister’s death and Lily’s transformation into Direheart.\n\nHe also recounted his last pursuit on Dorn, Lily’s fatal shot and her collapse over his body as Kethra took him. Speaking of that death brought his newly recovered past into the conversation with Elara.\n\nElara’s compassion became a vow. Golden light gathered around her, mingling with shadow as her paladin’s armor and sword appeared. Invoking witnesses of the Feywild and Shadowfell, she promised to stand with Kael against the Clergy and see its tyranny ended. She offered that commitment even if his future ultimately led him back to Lily. Kael could find little to say in answer. He kissed her forehead before following Zephyr into the trial’s final visions.\n\nThe final visions: Zephyr’s fall\nZephyr brought Kael to a shadowed reflection of his hometown. He began by acknowledging that neither his own powers nor other celestial magic could undo the past. What he could offer was an explanation of his choice.\n\nThe first scene showed Kael with a Clergy detachment outside a residence. He asked for his target and was told they would first seize Marina, the target’s daughter. Instead, he drew his blades against his own companions and fled. The vision then showed him unconscious, with Zephyr above him. Zephyr admitted that he had erased Kael’s memories and relocated him to protect a person he believed valuable to Kethra. He had acted without Kael’s consent and had failed to foresee what the intervention would do to other lives.\n\nA further memory showed Kethra judging that decision. She stripped Zephyr of his title as Prinarch Emissary and named him the Fallen Emissary of the Silent Requiem. His interference had redirected one of her Chosen and the fates of those around him, bringing some lives to an end before their appointed time. Until he rectified the error, he was bound to Kael and excluded from his former place in the higher order.\n\nKael began to understand the mistaken intention without accepting that the choice had been right. He recognized how both of them had acted without knowing every consequence. He withdrew his blame from Zephyr and Kethra and resolved to carry responsibility as guidance rather than a weight that would defeat him. Zephyr urged him to let future deeds, rather than repeated apologies, define what came next.\n\nThe making of Direheart\nThe next visions showed Lily after Kael’s disappearance. She initially refused to help Thaylen find him, even under violence and deprivation. Thaylen worked to turn that refusal against her. He spoke of deaths among the people she loved, blamed Kael’s absence and presented the Clergy as the only family still offering her protection.\n\nHis methods joined cruelty to carefully staged care. He punished a subordinate for harming her, then cleaned her wounds and apologized for the other man’s brutality. As both captor and apparent protector, he made the distinction increasingly difficult for her to hold. Later he claimed that her parents had drowned while searching for her and that Kael’s conduct had provoked Matthias’s original crime. These were parts of the story he used to isolate her and redirect her anger, not truths Kael accepted.\n\nThe vision carried that manipulation into Lily’s rejection of her former life. She cut off the hair Kael had loved and burned it. Thaylen offered resources for the hunt and Eamon Blackwood’s instruction in tracking and killing. She accepted the Clergy’s brand between her shoulder blades, and Thaylen gave the identity he had fashioned its name: Direheart.\n\nAt the vision’s end, Lily and Thaylen turned their accusations upon Kael. He did not deny that he had left, but neither would he surrender to the guilt they demanded. He wished Lily a life beyond the suffering forced upon her and promised that Thaylen would be among the first members of the syndicate he opposed. His father’s teaching, his sister’s forgiveness and the support of Elara, Vax and Zephyr returned to him. The trial ended with renewed light and resolve.\n\nThree choices at the forge\nAn elderly dwarf met Kael after the visions and led him through the woods to broken walls, an anvil and a small forge. The stranger handed over the final curved bow component, bearing the words Resilience and Vengeance. The other two pieces waited nearby. Kael brought them together with the intention that the weapon protect the innocent and guide people out of darkness.\n\nThe pieces rose above the anvil and presented three choices. Kael chose Responsibility over Power: the duties owed to those he cared for would give his strength its purpose. He chose Acceptance over Compassion, not because compassion had ceased to matter, but because he needed a reminder to accept losses that could no longer be changed. Finally, he chose Resilience over Vengeance. The Clergy would be his prey, but it would not be permitted to define every step of his life. His responsibility would remain after it was gone.\n\nElara watched the nearly finished bow and told him that her own blade had required something of herself to complete it. This weapon likewise sought an identity. Kael removed the griffon-talon necklace that had helped give him the name Talon after his memories were taken. He did not regret the good he had done under that name, but it was no longer the whole of who he was. He offered the former identity to the weapon and declared himself Kael Hawthorne again.\n\nHe named the bow Talon’s Unyielding Grasp. The promise behind the name concerned both enemies and those under his protection: once he took hold of either duty, he would not let go. Celestial light absorbed the necklace into the bow. It vanished, then answered his will when he summoned it into his open hand.\n\nChoosing the Queen\nThe Grasp’s string was formed from living shadow, and drawing it brought a shadow arrow into being. Its presence reached Kael through feelings rather than ordinary speech, with a sense of Kethra’s will behind them. His first shot struck a barrel and knocked it over; the arrow dissolved shortly afterward.\n\nKethra then called him to her open audience chamber, where she sat upon a throne formed from the bones of enormous ravens. She addressed him as her Chosen, a defender of the Citadel of Memories and the wielder of the Grasp. After all the trials, she asked a question that mattered precisely because it was a choice: she had chosen him, but did he choose her?\n\nThe request briefly recalled the bargain through which Thaylen had trapped him. Kael hesitated, then gave his word willingly. He chose to serve alongside the other Chosen and his friends, fulfilling the purpose for which he was needed. Kethra affirmed that his own will made the bond complete.\n\nShadows gathered around him. At the right shoulder blade, where the Clergy’s brand had claimed him, he felt the old mark erased and something new take its place. Kethra promised that he would return to his world to confront the coming threat and would have a chance, in time, to address what had gone wrong. He bowed before leaving, carrying the Grasp and a service he had now accepted for himself.\n\nLife shared and lessons learned\nElara was waiting when Kael returned. Exhausted by the trial and forging, he finally allowed himself the closeness he had repeatedly feared. They spent the night together. The following morning’s coffee, breakfast and teasing offered an ordinary happiness within an extraordinary place. Elara said she had served the Queen for roughly forty years.\n\nWhen she left to perform her duties as an usher, Kael went to the training grounds. Shadow constructs answered the course he imagined, presenting moving and stationary weapons for him to evade. He practiced footwork with his scimitar and dagger, transitions from blades to his summoned bow and the unfamiliar capabilities of the Grasp. Time again became difficult to measure. Training also brought him toward shadow-stepping, an ability he had used accidentally and was beginning to understand, though he had not yet mastered it.\n\nRemembering Garold’s warning about predictable habits, Kael sought a living opponent. Zephyr agreed to spar, uncovering his face and taking up a greatsword nearly as large as Kael. The deva handled it with unsettling ease. Kael’s attempts to close with his blades failed, and radiant force followed by another sword blow brought him down in pain. Zephyr had held back part of his power even then.\n\nThe lesson was to approach overwhelming strength with planning and allies rather than pride. Zephyr helped him up, and Kael was grateful to know him beyond their earlier crises. Back in his quarters, salves and a hot bath awaited. As Kael admired the bow, it conveyed a sense of satisfaction and approval. He rested and recovered.\n\nA request for family and a patrol\nKael later asked Zephyr whether he could seek an audience with Kethra or have a request carried to her. He wanted to spend intervals between his greater duties dismantling the Clergy, but feared the danger that campaign would bring upon his family. Could the Queen protect them while he acted?\n\nZephyr treated it as an unusual request. Returning Kael to the living world concerned a larger mission, and Kethra did not favor vendettas. He agreed to bring the request to her, while making one boundary clear: her protection extended to her Chosen, and she would not simply intervene in other threads of fate. No promise of protection for Kael’s family followed.\n\nInstead, Zephyr asked Kael and Elara to patrol around the Citadel. Disturbances had increased; Shadar-Kai had recently been attacked by wraiths. The incidents were scattered and not yet severe enough for Zephyr to intervene himself. He left the pair to choose their patrol schedule. Kael made several initial passes without finding an active disturbance, then sought Elara when he heard her lute again.\n\nLythari and the first patrol together\nIn her courtyard, Elara shared a history she had told no other soul. Her mother, Lythari, had guarded the Summer Court and upheld the natural order of life and death. When Elara died prematurely, Lythari appealed to Kethra, who restored her daughter. In return, Lythari promised her service. She later fell in battle in the Feywild and continued as one of the Queen’s Chosen in the Shadowfell.\n\nThat had not been her final loss. A necromantic sorceress from the Winter Court destroyed Lythari’s soul during a later confrontation. Elara had lost the possibility of reunion even after death. Her own service carried both gratitude for the life Kethra had restored and anguish over what had happened to her mother. It explained more of the resolve, grief and contradictory feelings toward the Queen that Kael had seen.\n\nHe held her and listened. Their growing trust had become reciprocal: she could bring her own tragedy to him, rather than only helping him bear his. Later he watched her train against shadow constructs, leaving a brief shadow duplicate to counter one opponent while she stepped behind another. Her sword could disappear into shadow as his bow did.\n\nWhen they prepared for patrol, Elara revealed that Zephyr had upgraded her armor. Black raven wings opened from it, freeing her to fly beside Kael instead of being carried. They crossed the Citadel’s outskirts together. In a clearing below, several shadow mastiffs surrounded a woman and an unfamiliar small creature. Kael loosed an arrow at the nearest mastiff and chose to help before trying to identify those in danger. The encounter’s outcome, and the identities of the two figures, remained unresolved.\n\nThe return to Dorn\nKael’s time among the Chosen extended beyond his first trials and patrols. The Shadowfell’s distorted passage of time had already made six months seem like weeks to him. By Elara’s later conversation with Vax, Vax had known them both for decades; that span cannot be converted into a fixed number of years on Dorn.\n\nKael returned to the mortal world carrying the Grasp, his reclaimed name and his chosen service. His bond with Elara endured. Her transfiguration as Grand Reaper followed his return, and he did not yet know its full extent when she later spoke with Vax in the Castle of Memories.\n\nElara’s transfiguration and their bond\nAs @[Elara|21d8a5af-467b-4ed6-ab1b-7b89138326ed] faced transfiguration as the Grand Reaper of the Shadowfell, @[Kethra|8a396d5c-a8de-4341-9179-459e90069f8f] assured her that Kael would recognize the woman he loved and that both would choose one another anew. During Elara’s subsequent conversation with @[Vax’ildan|vaxildan-exandria] in the Castle of Memories, Kael was away in the mortal world and was not yet aware of the full extent of her transformation. She believed he still saw the fierce, irreverent woman from the moonlit well.\n\nThe Book of the Unwritten revealed to @[Zephyr|zephyr-deva] that Elara and Kael’s golden-bound threads were knotted at the soul. This was reality rather than prophecy: neither obeyed, yet both served, and even the Reaper Queen could not unbind them. Unweaving one would unravel the other; severing both would undo the tapestry itself.\n\nThese events in the Shadowfell are not fixed to particular stages of Kael’s later journeys on Dorn. Zephyr’s discovery also has no established order relative to Elara’s conversation with Vax.\n\nThe vision in Georgetown\nIn Georgetown, Talon and Elara saw a vision of Vax defending a red-haired, middle-aged half-elf druid from an armored woman. Vax moved with daggers and feathers against the attacker, but a wizard completed a spell ending with the word “divinity” and drew him into a small round object. Talon was certain that his friend was in trouble on another plane.\n\nRavenwood, family and the pursuit of Thaylen\nTalon followed a Clergy member to the Brine Bucket and met Jerret, who brought the group to a safe house. Zyl, an earth genasi with red eyes, gray skin, red robes and a staff, was among the companions. Layarin “Nixy” Nix, a Siamese tabaxi wizard, supplied a Staff of Dark Passage that enabled travel to Ravenwood. Talon and Elara went with Jerret and Zyl.\n\nRavenwood’s great central tree and temple of Releous stood amid places tied to Kael’s family. The Everglen homestead lay in the north-central area beneath its own tree; the Hawthorne home lay to the northeast. Kael believed the Clergy had ruined the town after his departure. A confrontation with Garin in the chapel nearly became fatal, and threatened to draw everyone into a fight. Afterward Garin accompanied Kael and Zyl into Deacon Lyra’s office, while Elara stayed with Lyra.\n\nInside the office, the group found a poison-needle trap, two hundred platinum pieces, a silver ring with a purple gem and a leather bangle set with a blue gem. The bangle held the Wristpocket spell, allowing an object of up to five pounds to be tucked away in extradimensional space. The investigation gave them both resources and a closer view of the Clergy’s local apparatus.\n\nKael remained worried about his family. Garin manifested wings during an argument with their father and was advancing through Releous’s cleric order. Their father seemed passive and accepting; Kael wondered whether his mother might be under a spell. That suspicion did not settle what had happened to her.\n\nThe hunt for Thaylen required information and a strategy. Kael sought Vikas Malar in the logging town of Stonebriar, where the craftsman Chestney Pocknee and Townmaster Aldric Timult were possible points of contact. Aldric disliked the Clergy but tolerated its presence. Kael also learned that the Judicators had recently arrived in Kirth and that the Council of Shadows answered directly to Kren. Against a syndicate spread through cells and institutions, he needed more than a single confrontation.\n\nThe breach at Tsaris Bay\nAt Tsaris Bay, Kael’s pursuit of the Clergy converged with a rescue inside its warehouse. A volatile stock of partially processed Dieritium Arcanum would reach its critical state in six minutes. Voices behind the walls led Bane and a Judicator to force open a hidden access, taking shock damage. Inaro’s Presence dispelled a ward and exposed an underfloor cell holding seven starving Tarsian children and an adult.\n\nKael raised a Shadow Wall to hold the high ground against Thaylen and Direheart, but they vaulted past the obstruction. He also drew on shadow-touched, incorporeal abilities during the fight. Thaylen called himself Kael’s savior and took control of Bane, forcing the goliath to strike Kael with his hammer.\n\nLily turned her pistol on Thaylen and struck him. Eamon, positioned above them in the rafters, received the order to execute her. Bane broke free of Thaylen’s control and intercepted the bolt intended for Lily. Thaylen and Eamon escaped through a black portal.\n\nInaro raised a wall of water to protect the captives as the warehouse erupted. The party escaped the blast, but two of the seven Tarsian children died. Five children and the adult survived. The rescue had broken the cell open and brought Lily out with them, yet its losses remained real.\n\nEscape from the bay\nCity guards arrived under a dwarven captain, with two Clergy agents among them. When one tried to flee, Bane threw his hammer. Astrion channeled divine justice into the weapon, and the combined strike killed the fleeing agent. Lily persuaded the captain to let them depart by claiming she was carrying out Thaylen’s order to deliver prisoners to Valaria. The party boarded its ship. @[Tabby and Minx|tabby-and-minx], the Rat Catcher children, warned that the Clergy was mobilizing and Tsaris Bay was no longer safe.\n\nAt sea, Lily showed the Clergy’s brand on her back. Kael already knew it was there, and the revelation left unspoken strain between them. She also told the party that Kren was a cambion and that Thaylen was hunting the forbidden books of Wee’ta, seeking to summon that ancient power for his own ritual. Sailing toward Valaria opened a new stage of their struggle. Lily had turned against her handler and escaped alongside Kael, but shared flight had not yet healed what the Clergy had done to them.\n\nArrival in Valaria\nKael reached Valaria with Bane, Inaro and @[Judicator Avacyn Silef|person-avacyn-silef], with Lily—Direheart—accompanying them. The escape from Tsaris Bay had brought them to the city together. What they would do next, and what reconciliation between Kael and Lily might become possible, remained open.","category":"People","id":"a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","identityIllustration":{"alt":"Kael “Talon” Hawthorne","caption":"Kael “Talon” Hawthorne","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/kael-talon-ref.avif","visibility":"player","width":900},"links":["21d8a5af-467b-4ed6-ab1b-7b89138326ed","8a396d5c-a8de-4341-9179-459e90069f8f","tabby-and-minx","vaxildan-exandria","zephyr-deva","person-avacyn-silef","mazikeen"],"raceRelated":[],"sections":[{"body":"Kael Hawthorne is a male aasimar ranger, long known as Talon. The alias once felt more natural than his birth name, before he chose to reclaim Kael Hawthorne. He wears a mask and has slight stubble. He manifested wings in Kethra’s realm.","heading":"Kael and Talon","visibility":"player"},{"body":"Kael remembers helping his father load hay onto a wagon when he was about nine or ten. His father taught him that even small duties mattered because other lives depended on them. Helping people meant supporting their growth as well as coming to their aid, and greater ability brought greater responsibility. When Kael asked what power he possessed, his father answered: compassion.","heading":"A farmer’s son","illustration":{"alt":"His father’s lesson on the hay wagon","caption":"His father’s lesson on the hay wagon","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-childhood-compassion-hay-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Kael and Lily Everglen were young lovers and betrothed. When a rogue Clergy-affiliated leatherworker kidnapped her, Kael exhausted ordinary avenues of help and finally turned to the syndicate. Thaylen, then a Deacon, offered to find Lily in exchange for Kael’s loyalty and service.\n\nThaylen executed the rogue agent and staged a rescue that earned Lily’s trust. Kael believed he owed the Clergy for saving her. He joined its ranks, became a Brother and eventually served as an assassin. The bargain bound his desire to protect Lily to the organization that would use both of them.","heading":"Lily and the rescue bargain","illustration":{"alt":"Thaylen converts Kael’s desperate search for Lily into a bargain of service","caption":"Thaylen converts Kael’s desperate search for Lily into a bargain of service","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/thaylen-kael-rescue-bargain-office-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The account of Thaylen’s dealings describes an order to kill a young albino tiefling girl, @[Mazikeen|mazikeen]. Kael refused, turned against his detachment and disappeared. A later vision shown to Kael instead placed an order to kidnap Marina, the target’s daughter, at this break with the Clergy; the precise relationship between those accounts is unresolved. His break with the Clergy was an act of defiance against a specific killing, followed by a life hunted by the syndicate.\n\nThaylen retaliated through Lily. He arranged her second kidnapping and weeks of captivity and abuse, then killed her captor and presented himself as her rescuer again. During her recovery he manipulated her into believing Kael had abandoned her. She accepted the Clergy’s brand and the name Direheart, becoming an assassin under Eamon Blackwood. Thaylen’s sexual relationship with her remained part of a hierarchy in which he was her handler and she his weapon.","heading":"The order he refused","visibility":"player"},{"visibility":"player","heading":"The name Talon","body":"After breaking with the Clergy, Kael lost his memories and was relocated. He would learn only later, through Zephyr’s admission and the visions in Kethra’s realm, that the deva had done this without his consent in an attempt to protect him. The griffon-talon necklace he carried helped give him the name Talon, an identity that came to feel more natural than his birth name.\n\nThe separation also hid losses he had not witnessed. Lily, now Direheart, confronted his younger sister Tessa while trying to find him, and Tessa died. The circumstances and his sister’s forgiveness would reach him in the second of Kethra’s trials. For now, his family’s fate and his former life remained beyond his knowledge.\n\nTalon formed new bonds on Dorn. He came to regard Hope as home, traveled with the companions who would later mourn him and took part in the airship heist he would recount to Vax. Those friendships gave his life under the assumed name a meaning he would not discard when his memory returned."},{"body":"Near Greenhaven, the party confronted the aftermath of its exploration of an abandoned temple of Lilith. The Bladebreakers apologized for the earlier misunderstanding, and gave Carmi and Kael sending stones so they could communicate.\n\nThe final pursuit, as Kael later recalled it, began with Lily’s voice at an inn window. He chased it and took two crossbow bolts in the back. Direheart and Eamon Blackwood were attacking him; Direheart was Lily, his former fiancée, changed by the Clergy’s manipulation. The party learned that she had been brainwashed. Shadowy mist closed over the confrontation. When Kael tried to stop the assassins’ escape, he was carried away with them and vanished from his companions’ sight.\n\nHis apologies did not reach Lily through what she had been taught to believe. She shot him through the heart. As Kethra took him, he saw Lily collapse over his body until Eamon pulled her away.","heading":"The ambush near Greenhaven","illustration":{"alt":"Direheart and Eamon ambush Kael as shadow mist closes near Greenhaven","caption":"Direheart and Eamon ambush Kael as shadow mist closes near Greenhaven","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/greenhaven-direheart-shadow-mist-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Realizing that Kael and the two assassins had vanished, the party had only moments to decide how to follow. Kaldras cast Locate Object upon Kael’s bow and found a direction. They heard one shot, began moving toward it and heard a second before reaching the barn on the outskirts of town.\n\nKael lay dead, with wounds in his thigh and chest. Bane tried to stem the bleeding. Kaldras attempted Spare the Dying, but the spell could not restore someone who had already died. Direheart and Eamon were gone. Searching the scene, Kaldras found a large, celestial-touched raven feather that disappeared. The companions concluded that Kethra had taken Kael’s soul.\n\nCarmi then used Speak with Dead. Kael’s answer named Lily as his killer, confirming that Direheart was the woman he had once loved and that she now worked with the Clergy.\n\nRaven remembered Kethra’s funeral edicts. Bane built the pyre, and Mazikeen led the ceremony. Each companion spoke about Kael after the rites began. Their grief and fidelity to the ceremony drew Kethra and one of her angelic servants to watch from the shadows. Bane and Mazikeen noticed the visitors; Carmi, whose warlock patron was Kethra, ignored her presence.\n\nWhen the fire had burned out, each companion took some of the ashes. They intended to scatter their portion when the moment felt right. The group returned to the inn in Greenhaven and slept.","heading":"The funeral in Greenhaven","illustration":{"alt":"Mazikeen leads Kethra's funeral rites for Kael in Greenhaven","caption":"Mazikeen leads Kethra's funeral rites for Kael in Greenhaven","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-greenhaven-pyre-rites-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Kethra received Talon after his death and offered him rest, trials and a place among her Chosen. She told him that his past held unresolved choices and memories he would have to face. Each successful trial would yield a fragment of an artifact, a weapon intended for a darkness threatening the worlds. The work demanded heart and resolve as much as strength: he would have to understand what its pieces meant.\n\nHe arrived unable to escape his memories of Lily. He went through the motions of washing and dressing, stared through the food before him and wondered what he could have said or done differently. His frustration broke into a shouted cry as he hurled an object through one of his chamber’s open arches. Eventually he slept. On waking, he found a new scar over his heart, clean clothes and the same storm-dark twilight outside. Shadar-Kai guards bowed as he passed, a deference that surprised him.\n\nThe Hall of the Chosen held statues of champions from other worlds, among them Garold Gygaxian of Oerth, Solarian Devoria of Toril and Vax’ildan of Exandria. Vax approached Talon and recognized his grief. Talon explained that he had wanted to save Lily and build a life with her, but had gone to the wrong people and hurt others in the process. He introduced himself as Kael Hawthorne, while admitting that Talon now felt more like his name.\n\nVax described the cost of his own calling, including the separation from his sister and the person he loved. He offered the fellowship of someone who understood sacrifice and warned Talon that the trials would be painfully personal. Talon would not have to face their aftermath entirely alone.\n\nFlight, strategy, difficult recollection and unexpected friendship became parts of this new life, in a fellowship whose champions came from many worlds.","heading":"Death and the Citadel of Memories","illustration":{"alt":"Vax’s first welcome in the Hall of the Chosen","caption":"Vax’s first welcome in the Hall of the Chosen","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-citadel-arrival-companionship-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The first trial returned Talon to the farm and his father’s lesson. For a moment he was a child again, helping with hay in the warmth of an ordinary working day. Then the scene darkened. His father’s likeness accused him of abandoning Lily and his family, continuing the Clergy’s dirty work when he could have returned home, and setting in motion the tragedy that killed his younger sister.\n\nTalon initially accepted the blame. As the accusations continued, he recognized that this cruel figure was not the father he remembered. He did not deny the consequences of his choices, but neither would he treat every harm as something he had intended. The Clergy had deliberately victimized and controlled people. He could not change what had happened, but he could oppose them and protect others now.\n\nThe hostile vision softened, and his father’s warmth returned. Acceptance meant carrying the past into better choices rather than surrendering to it. A longbow grip appeared in Talon’s hand: dark wood with subdued gray-and-silver inlay and Celestial inscriptions naming acceptance and compassion.\n\nVax later told him that his own trials had made him revisit his mother’s death by dragonfire. He had blamed himself, his father and his sister before learning to accept the loss. Talon placed a hand on his shoulder and offered condolences, taking comfort in the knowledge that another Chosen had survived the same struggle with an irreversible past. He then asked why they had been chosen at all, and why the gods treated them this way. Vax admitted that he asked himself the same question every day. He gave no explanation for their selection, only reassurance that there was no fixed schedule of trials and that Talon should rest before the next one.","heading":"The first trial: compassion and acceptance","illustration":{"alt":"His father’s lesson on the hay wagon","caption":"His father’s lesson on the hay wagon","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-childhood-compassion-hay-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"After Vax left on usher duty, Talon tested the wings that had appeared in moments of danger. He dived into the canyon beside the Citadel, dropped more than a hundred feet and spread them to climb back into the sky. Above him, wisps moved through a black-and-purple halo of cloud, passing souls in the realm of death.\n\nZephyr, a deva roughly fifteen feet tall in dark armor and a gold helmet, joined him. Talon asked why the gods had offered no such help during his years of suffering under the Clergy. Zephyr answered that mortal choice mattered and that hardship could temper a champion. Talon understood Kethra’s need for a hunter; Zephyr told him that she also needed a leader. He directed Talon toward two figures on a distant plateau, where the next trial awaited.","heading":"Wings and the question of divine help","illustration":{"alt":"Kael’s first flight beside towering Zephyr","caption":"Kael’s first flight beside towering Zephyr","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-first-flight-zephyr-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The plateau became a modest kitchen. Lily, already Direheart, was arguing with Kael’s younger sister Tessa. Their words were muffled, but Lily drew a pistol and aimed it at Tessa’s chest. Talon stepped through the shadows to stand between them and pleaded with Lily to stop. He was inside a memory and could not change it: Tessa’s hands passed through him as she struggled for the weapon.\n\nThe gun discharged and Tessa died. Lily cradled her in immediate shock and grief. Within the vision she told Talon that she had believed Tessa was hiding his whereabouts and had wanted to frighten her into talking. Tessa had been her best friend. Eamon Blackwood entered and roughly dragged Lily away while she kept looking back at the body.\n\nTessa’s spirit appeared and took her brother’s hand. The familiar greeting, “Hey, big brother,” undid him. Talon dropped to his knees, grieving the ordinary happy life he believed she should have had. Anger followed: the Clergy had no right to keep ruining lives, and he insisted that he had to bring her back. Tessa interrupted that spiral with a playful shove and a laugh. If anyone had reason to be angry, she said, it was her.\n\nShe spoke plainly about accepting her fate. She called the shooting an accident and held no hatred for Lily. Kael’s disappearance had irritated her, yet she still loved and forgave him. Her humor did not dismiss the loss; it showed him the practical, forgiving sister he knew, rather than someone consumed by hatred.\n\nTessa had heard whispers of dangers ahead and worried about Kael and their family. She asked him to release his anger toward Lily and the guilt that might consume him, so he could face what was coming. He could begin to forgive Lily, placing much of the blame on the Clergy, but self-forgiveness remained harder. They sat together with his head on her shoulder, reversing the familiar childhood gesture in which she had leaned on him, and told each other they loved one another. Seeing her at peace made forgiveness of himself feel possible, even though it remained beyond his reach.\n\nWhen Tessa faded, she left a curved bow limb matching the grip’s dark wood and silverwork. Its Celestial inscriptions named acceptance and forgiveness. Talon returned to his chambers with two components of the weapon and the memory of his sister’s comfort.","heading":"Tessa and the second trial","illustration":{"alt":"Tessa’s spirit and the possibility of forgiveness","caption":"Tessa’s spirit and the possibility of forgiveness","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-tessa-gentle-forgiveness-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Elara Silverfrond first visited Talon while he rested after the trials. An eladrin Chosen from the Feywild, she brought irreverent humor, flirtation and a forceful martial presence. He called Hope his present home, though he was reluctant to claim a hometown.\n\nTheir first conversation came while he was soaking in the bronze bath after Tessa’s trial. He was embarrassed by the unexpected visitor and still guarded by the day’s grief, yet Elara’s self-mocking account of the Feywild drew genuine laughter from him. He enjoyed her company despite himself. She brought him the towel he had forgotten, then left him with an invitation and a confusion he could not resolve. He wanted to respond to her warmth, but thoughts of Lily made him question whether he could.\n\nAfterward he sank beneath the water, watching the bubbles rise and thinking about Elara. He lingered in the bath until it had gone cold. When he finally climbed out, he felt exposed by both the intrusion and the trials’ tearing open of old wounds. He used the towel she had brought, pulled the bedcovers over his head and slept. The returning possibility of affection had offered relief, but it also made clear how little emotional shelter he yet possessed.","heading":"Elara’s first visit","visibility":"player"},{"body":"The Citadel gave Talon time to recover between trials. Food replenished itself, and hot water, clean linen and a bronze tub awaited him. Its unchanging twilight made it difficult to know whether days or weeks had passed. He explored, spoke with the other Chosen and found routines in a realm that had initially felt alien.\n\nTalon deliberately sought out each of the Chosen. He wanted to know their interests and the lives that had brought them there, and learned the Citadel’s passages well enough to move through them quickly if the need arose. Companionship became something he pursued rather than merely received.\n\nEven the idea of playing a game initially felt foreign after everything he had endured, but he accepted Garold Gygaxian’s invitation. He commanded an orc army in a reconstruction of an old Oerth battle before their contests broadened across elaborate miniature terrain into historical and imagined conflicts. Wins and losses alike taught flexibility, misdirection, surprise and the use of the environment. When an engagement turned against him, Talon learned to question its rules and change the terms of the struggle.\n\nGarold said that Kethra had called him during a devastating battle in which he faced both his own death and the deaths of the soldiers under his command. Military life had kept him distant from his family, and centuries away from Oerth had softened old regrets. Talon apologized for possibly projecting his own turmoil onto a companion, but Garold welcomed the questions. Shared stories mattered to their fellowship, and he would redirect a conversation himself if it became unwelcome.\n\nGarold’s descriptions of Castle Greyhawk, the Dragon Spine Mountains and Hyperboria opened worlds Talon had never known. He did not know Dorn, however. He explained that travel through the Feywild or Shadowfell normally returned a traveler to the material world to which they were bound. His tales of spelljammers remained hearsay, offering neither a known ship nor a dependable route between their homelands.\n\nVax sought quiet among the Citadel’s sparse plants and animals, which reminded him of Keyleth. Solarian Devoria, a dark-purple tiefling, was reserved away from the kitchen but more approachable while baking. Elara spoke appreciatively of his Cythian apple crumble.\n\nA conversation with Solarian began because Talon saw Elara training in a courtyard and, frightened by the possibility of attachment, chose to land beside the tiefling instead. On the outer wall, Solarian spoke of the balance between light and darkness, life and death, and what it might reveal about a soul’s choices. Asked what had led him to the Citadel, he answered only that it was service. Talon gently asked whom he had served and whether devotion to Kethra had shaped his whole life, but no answer followed. He apologized and flew away, unsure whether he had caused offense; Solarian gave no outward indication either way.\n\nDuring an exploration, Talon glimpsed a distant black, partly insubstantial flying creature. He knew dragons only from vague stories and looked for another Chosen whose reaction might tell him whether to be alarmed. Nobody was nearby. After it disappeared into the distance, he took to the sky himself. The empty sky and indistinct creatures at the forest’s edge gave him no certain answer, and he could only wonder whether the presence had driven other creatures into hiding. Elara later identified it as a shadow dragon and advised keeping a healthy distance from the few that visited their skies. It remained a sighting and a conversation, rather than a battle.","heading":"Lessons and daily life among the Chosen","illustration":{"alt":"Garold teaching through a miniature battlefield","caption":"Garold teaching through a miniature battlefield","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-garold-tabletop-lessons-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Their friendship could turn from affection to sharp disagreement and back again. As they grew closer, Elara spoke more openly about her life.\n\nElara had entered Kethra’s realm voluntarily, leaving the Feywild alive because its endless whimsy and caprice had become tiring. She still missed its beauty. She told Talon that she was seeking connection and joy, without trying to replace Lily or demand a title in his life.\n\nTalon explained why closeness frightened him. His restored memories made his whole life feel as though it had happened yesterday: family, Lily, loss and the Clergy’s work were all immediate. Choices that had once come easily now carried the fear of consequences he might fail to foresee. Elara had become a bright point in that confusion, but he was still afraid.\n\nElara offered physical intimacy without pressure and assured him of her friendship whatever he chose. Talon asked for a walk. They left hand in hand through the Citadel grounds. As they walked, they discussed whether he could carry her on a short flight.","heading":"Elara and an unfinished choice","illustration":{"alt":"A hand-in-hand walk amid an unfinished choice","caption":"A hand-in-hand walk amid an unfinished choice","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-elara-unfinished-walk-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Kael carried Elara to the Citadel’s highest roof. Looking across the Shadowfell, he admitted how little he understood the task waiting for him: he was expected to confront an apocalypse without knowing when, where or how. His companions on Dorn remained in his thoughts. His friendship with Bane had deepened, Mazikeen carried troubles of her own, and he feared for Raven. Becoming a Chosen had not made those concerns disappear.\n\nElara answered his frustration with affection and reminded him that brief joys could sustain people carrying larger burdens. They kissed, but Kael immediately feared that he had done something wrong. When he offered to take her down, she stepped backward off the roof instead. She had no wings. He plunged after her, caught her before she reached the lower towers and spread his own wings to carry them into a safe glide.\n\nAt her quarters, she offered him a place beside her. He wanted to stay, but memories of both Lily and Direheart brought his guilt back. He left and returned to his room in frustration. Vax found him there and answered his worries with companionship rather than judgment. Stories of Vax’s old friends made them laugh together, even as their telling revealed the pain of those he had lost or left behind. Vax said six months had passed since Kael’s last trial; Kael felt that it had been only weeks. Before sleep, Kethra reassured him that his time with his friends was not over and that his stay in her realm had a purpose.","heading":"The rooftop and the burdens he still carried","illustration":{"alt":"Kael catching Elara clear of the Citadel towers","caption":"Kael catching Elara clear of the Citadel towers","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-rooftop-rescue-glide-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The next trial began after a night of troubling dreams. Kethra sent Elara to escort Kael to a solitary shack in the shadowed woods. Elara was angry and unsettled by being asked to lead him into a trial centered on Lily. Her own feelings had grown beyond the diversion she first proposed. She told him that her mother had served among the Chosen and that taking up that service mattered to her. She nevertheless accompanied him and promised to wait outside.\n\nInside, Kael saw a vision of Lily’s first captivity. The man holding her was Matthias Tully, Ravenwood’s leatherworker, whose work had been familiar to his family. Kael tried to intervene and free her, but his hands passed through the scene. This was a past he could witness, not alter.\n\nThaylen arrived while still a Deacon. Matthias recognized his authority and obeyed him. Outside, Thaylen addressed the leatherworker as a Brother of the Clergy, reprimanded him for attracting attention and killed him with a necrotic touch. Other members of Kael’s future cell then approached the shack as supposed rescuers. The trial exposed how the organization had turned a crime committed by one of its own into the debt through which it acquired Kael.\n\nThe vision moved to Thaylen’s office, where Kael stood beside the rescued Lily and gratefully promised whatever service was needed. Until then, the price had been described only as a favor. Thaylen made him a Disciple under his authority, promising errands and messages before making use of his archery. A female tiefling named Mina escorted Lily outside while the terms changed behind the closed door.","heading":"The third trial: the debt’s true beginning","visibility":"player"},{"body":"Thaylen required obedience to every superior rank and threatened far more than Kael’s own life if he broke his word. Friends, family and anyone connected to him would be targets. Two operatives restrained him while Thaylen branded his right shoulder. Release, the Deacon told him, was something the Clergy had never granted to anyone still breathing. Kael was also forbidden to discuss its members or its work, even with Lily.\n\nAt the time, Kael understood the pain as a price he could bear for her safety. He accepted a clean shirt that concealed the brand and went back to her. The trial forced him to confront how little he had understood the bargain.\n\nA succession of memories followed. Courier work became service on security details, where he stood by while others threatened, coerced and killed. Bishop Eamon Blackwood trained him in assassination. Eventually Kael carried out the killings himself. Some targets were violent criminals; others were enemies principally because they opposed the Clergy. The claim that the work served a greater good could no longer shelter him from its meaning.\n\nHe emerged from the shack and fell to his knees. Elara found him shaken by the realization that the Clergy had been involved from the beginning. He thanked her for waiting, but asked for solitude and answers. She walked back with him, then gave him the space he requested.","heading":"The brand and the assassin’s apprenticeship","illustration":{"alt":"Kael’s trial memory exposes the threats concealed behind Thaylen’s favor","caption":"Kael’s trial memory exposes the threats concealed behind Thaylen’s favor","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/thaylen-contract-terms-trial-memory-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Kael flew to the Citadel’s peak and called for Zephyr. He demanded to know whether Kethra had allowed Lily’s suffering so that the Clergy would train the killer she needed. Zephyr denied it. In his account, her choice arose from the strength and resilience Kael had shown, rather than a design that required either of them to suffer.\n\nThat answer did not immediately steady Kael. Overwhelmed, he spoke of wanting the whole experience erased. Zephyr answered with a forceful celestial command, an ability that compelled him to rise and calmed the emotions threatening to consume him. It was an intervention with power behind it, not simply comforting words.\n\nKael still could not understand why the trials pointed him so fiercely toward the Clergy while his duty concerned a cult threatening the worlds. Zephyr distinguished the two dangers. The Clergy’s centuries of harm deserved to be opposed, but the cult’s rituals posed an immediate threat. Their dependence on celestial events also created intervals in which Kael might act against the syndicate. Neither struggle had to erase the other.\n\nKael accepted the need to confront the urgent threat. Zephyr told him to rest before the remaining ordeal. Alone again on the high roof, he eventually stepped into the air, opened his wings and let the wind carry him away.","heading":"Zephyr and the two wars","illustration":{"alt":"Kael and Zephyr distinguishing two struggles","caption":"Kael and Zephyr distinguishing two struggles","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-zephyr-two-dangers-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Music drew Kael to Elara’s courtyard. Her lute and song revealed longing beneath the confidence she usually showed him. When the song ended in tears, he quietly acknowledged that he heard her, but withdrew. Their eyes met before he left; she allowed him that choice without demanding his return.","heading":"Moonlight and music","illustration":{"alt":"Elara plays a lute in the moonlit courtyard, her golden-to-green hair falling beside a flowing Feywild tattoo.","caption":"Elara’s song in the moonlit courtyard","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/elara-moonlit-lute-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"He sought Vax in the dining hall. Their drinks and stories opened into a discussion of the lives they had left behind. Kael described the party’s airship heist and its intimidating elderly vault guard. Vax’s memories of Keyleth carried laughter and grief together. He understood Kael’s sense of responsibility to Lily, yet warned against letting the past prevent every possibility of happiness in the present. Service to Kethra had also left Vax frustrated by his inability to return to his own loved ones whenever he wished.\n\nFor a while, Kael let himself enjoy the friendship. Their proposed mischief became an airborne race around the Citadel. Vax cheated the starting count; Kael struck a spire; their contest ended with Vax caught upside down in a courtyard tree and Kael in an undignified heap nearby. Elara found them there, exasperated and amused. Kael helped Vax free, and the race ended in shared laughter rather than a settled victory.\n\nWhen Vax left, Kael chose to approach Elara. He kissed her, trying to answer both the vulnerability he had seen and the burdens he had placed upon her. He admitted how deeply he cared and how frightened he was that closeness might ruin another life.","heading":"Music, friendship and a reckless race","illustration":{"alt":"The undignified end of Kael and Vax’s race","caption":"The undignified end of Kael and Vax’s race","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-vax-reckless-race-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Elara refused to be treated as an inevitable casualty of Kael’s troubles. At 247, she had faced dangers and losses of her own. Standing with him was her choice, and she wanted him to respect that agency. The friendship had become something neither of them could dismiss as a passing diversion.\n\nKael asked whether she was willing to hear what the trial had shown him and what had happened on the night he died. She agreed. He described the leatherworker, Thaylen’s false rescue, the brand and Eamon’s training. He also spoke of his sister’s death and Lily’s transformation into Direheart.\n\nHe also recounted his last pursuit on Dorn, Lily’s fatal shot and her collapse over his body as Kethra took him. Speaking of that death brought his newly recovered past into the conversation with Elara.\n\nElara’s compassion became a vow. Golden light gathered around her, mingling with shadow as her paladin’s armor and sword appeared. Invoking witnesses of the Feywild and Shadowfell, she promised to stand with Kael against the Clergy and see its tyranny ended. She offered that commitment even if his future ultimately led him back to Lily. Kael could find little to say in answer. He kissed her forehead before following Zephyr into the trial’s final visions.","heading":"Elara’s oath","illustration":{"alt":"Elara choosing to stand beside Kael","caption":"Elara choosing to stand beside Kael","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-elara-paladin-oath-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Zephyr brought Kael to a shadowed reflection of his hometown. He began by acknowledging that neither his own powers nor other celestial magic could undo the past. What he could offer was an explanation of his choice.\n\nThe first scene showed Kael with a Clergy detachment outside a residence. He asked for his target and was told they would first seize Marina, the target’s daughter. Instead, he drew his blades against his own companions and fled. The vision then showed him unconscious, with Zephyr above him. Zephyr admitted that he had erased Kael’s memories and relocated him to protect a person he believed valuable to Kethra. He had acted without Kael’s consent and had failed to foresee what the intervention would do to other lives.\n\nA further memory showed Kethra judging that decision. She stripped Zephyr of his title as Prinarch Emissary and named him the Fallen Emissary of the Silent Requiem. His interference had redirected one of her Chosen and the fates of those around him, bringing some lives to an end before their appointed time. Until he rectified the error, he was bound to Kael and excluded from his former place in the higher order.\n\nKael began to understand the mistaken intention without accepting that the choice had been right. He recognized how both of them had acted without knowing every consequence. He withdrew his blame from Zephyr and Kethra and resolved to carry responsibility as guidance rather than a weight that would defeat him. Zephyr urged him to let future deeds, rather than repeated apologies, define what came next.","heading":"The final visions: Zephyr’s fall","illustration":{"alt":"The remembered judgment of Zephyr’s office","caption":"The remembered judgment of Zephyr’s office","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-zephyr-court-memory-v2.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The next visions showed Lily after Kael’s disappearance. She initially refused to help Thaylen find him, even under violence and deprivation. Thaylen worked to turn that refusal against her. He spoke of deaths among the people she loved, blamed Kael’s absence and presented the Clergy as the only family still offering her protection.\n\nHis methods joined cruelty to carefully staged care. He punished a subordinate for harming her, then cleaned her wounds and apologized for the other man’s brutality. As both captor and apparent protector, he made the distinction increasingly difficult for her to hold. Later he claimed that her parents had drowned while searching for her and that Kael’s conduct had provoked Matthias’s original crime. These were parts of the story he used to isolate her and redirect her anger, not truths Kael accepted.\n\nThe vision carried that manipulation into Lily’s rejection of her former life. She cut off the hair Kael had loved and burned it. Thaylen offered resources for the hunt and Eamon Blackwood’s instruction in tracking and killing. She accepted the Clergy’s brand between her shoulder blades, and Thaylen gave the identity he had fashioned its name: Direheart.\n\nAt the vision’s end, Lily and Thaylen turned their accusations upon Kael. He did not deny that he had left, but neither would he surrender to the guilt they demanded. He wished Lily a life beyond the suffering forced upon her and promised that Thaylen would be among the first members of the syndicate he opposed. His father’s teaching, his sister’s forgiveness and the support of Elara, Vax and Zephyr returned to him. The trial ended with renewed light and resolve.","heading":"The making of Direheart","visibility":"player"},{"body":"An elderly dwarf met Kael after the visions and led him through the woods to broken walls, an anvil and a small forge. The stranger handed over the final curved bow component, bearing the words Resilience and Vengeance. The other two pieces waited nearby. Kael brought them together with the intention that the weapon protect the innocent and guide people out of darkness.\n\nThe pieces rose above the anvil and presented three choices. Kael chose Responsibility over Power: the duties owed to those he cared for would give his strength its purpose. He chose Acceptance over Compassion, not because compassion had ceased to matter, but because he needed a reminder to accept losses that could no longer be changed. Finally, he chose Resilience over Vengeance. The Clergy would be his prey, but it would not be permitted to define every step of his life. His responsibility would remain after it was gone.\n\nElara watched the nearly finished bow and told him that her own blade had required something of herself to complete it. This weapon likewise sought an identity. Kael removed the griffon-talon necklace that had helped give him the name Talon after his memories were taken. He did not regret the good he had done under that name, but it was no longer the whole of who he was. He offered the former identity to the weapon and declared himself Kael Hawthorne again.\n\nHe named the bow Talon’s Unyielding Grasp. The promise behind the name concerned both enemies and those under his protection: once he took hold of either duty, he would not let go. Celestial light absorbed the necklace into the bow. It vanished, then answered his will when he summoned it into his open hand.","heading":"Three choices at the forge","illustration":{"alt":"Three bow components and the offered talon necklace","caption":"Three bow components and the offered talon necklace","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-three-choices-forge-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The Grasp’s string was formed from living shadow, and drawing it brought a shadow arrow into being. Its presence reached Kael through feelings rather than ordinary speech, with a sense of Kethra’s will behind them. His first shot struck a barrel and knocked it over; the arrow dissolved shortly afterward.\n\nKethra then called him to her open audience chamber, where she sat upon a throne formed from the bones of enormous ravens. She addressed him as her Chosen, a defender of the Citadel of Memories and the wielder of the Grasp. After all the trials, she asked a question that mattered precisely because it was a choice: she had chosen him, but did he choose her?\n\nThe request briefly recalled the bargain through which Thaylen had trapped him. Kael hesitated, then gave his word willingly. He chose to serve alongside the other Chosen and his friends, fulfilling the purpose for which he was needed. Kethra affirmed that his own will made the bond complete.\n\nShadows gathered around him. At the right shoulder blade, where the Clergy’s brand had claimed him, he felt the old mark erased and something new take its place. Kethra promised that he would return to his world to confront the coming threat and would have a chance, in time, to address what had gone wrong. He bowed before leaving, carrying the Grasp and a service he had now accepted for himself.","heading":"Choosing the Queen","illustration":{"alt":"Kael’s voluntary choice before Kethra","caption":"Kael’s voluntary choice before Kethra","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-voluntary-queen-audience-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Elara was waiting when Kael returned. Exhausted by the trial and forging, he finally allowed himself the closeness he had repeatedly feared. They spent the night together. The following morning’s coffee, breakfast and teasing offered an ordinary happiness within an extraordinary place. Elara said she had served the Queen for roughly forty years.\n\nWhen she left to perform her duties as an usher, Kael went to the training grounds. Shadow constructs answered the course he imagined, presenting moving and stationary weapons for him to evade. He practiced footwork with his scimitar and dagger, transitions from blades to his summoned bow and the unfamiliar capabilities of the Grasp. Time again became difficult to measure. Training also brought him toward shadow-stepping, an ability he had used accidentally and was beginning to understand, though he had not yet mastered it.\n\nRemembering Garold’s warning about predictable habits, Kael sought a living opponent. Zephyr agreed to spar, uncovering his face and taking up a greatsword nearly as large as Kael. The deva handled it with unsettling ease. Kael’s attempts to close with his blades failed, and radiant force followed by another sword blow brought him down in pain. Zephyr had held back part of his power even then.\n\nThe lesson was to approach overwhelming strength with planning and allies rather than pride. Zephyr helped him up, and Kael was grateful to know him beyond their earlier crises. Back in his quarters, salves and a hot bath awaited. As Kael admired the bow, it conveyed a sense of satisfaction and approval. He rested and recovered.","heading":"Life shared and lessons learned","illustration":{"alt":"A training lesson against Zephyr’s reduced stature","caption":"A training lesson against Zephyr’s reduced stature","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-zephyr-eight-foot-sparring-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Kael later asked Zephyr whether he could seek an audience with Kethra or have a request carried to her. He wanted to spend intervals between his greater duties dismantling the Clergy, but feared the danger that campaign would bring upon his family. Could the Queen protect them while he acted?\n\nZephyr treated it as an unusual request. Returning Kael to the living world concerned a larger mission, and Kethra did not favor vendettas. He agreed to bring the request to her, while making one boundary clear: her protection extended to her Chosen, and she would not simply intervene in other threads of fate. No promise of protection for Kael’s family followed.\n\nInstead, Zephyr asked Kael and Elara to patrol around the Citadel. Disturbances had increased; Shadar-Kai had recently been attacked by wraiths. The incidents were scattered and not yet severe enough for Zephyr to intervene himself. He left the pair to choose their patrol schedule. Kael made several initial passes without finding an active disturbance, then sought Elara when he heard her lute again.","heading":"A request for family and a patrol","visibility":"player"},{"body":"In her courtyard, Elara shared a history she had told no other soul. Her mother, Lythari, had guarded the Summer Court and upheld the natural order of life and death. When Elara died prematurely, Lythari appealed to Kethra, who restored her daughter. In return, Lythari promised her service. She later fell in battle in the Feywild and continued as one of the Queen’s Chosen in the Shadowfell.\n\nThat had not been her final loss. A necromantic sorceress from the Winter Court destroyed Lythari’s soul during a later confrontation. Elara had lost the possibility of reunion even after death. Her own service carried both gratitude for the life Kethra had restored and anguish over what had happened to her mother. It explained more of the resolve, grief and contradictory feelings toward the Queen that Kael had seen.\n\nHe held her and listened. Their growing trust had become reciprocal: she could bring her own tragedy to him, rather than only helping him bear his. Later he watched her train against shadow constructs, leaving a brief shadow duplicate to counter one opponent while she stepped behind another. Her sword could disappear into shadow as his bow did.\n\nWhen they prepared for patrol, Elara revealed that Zephyr had upgraded her armor. Black raven wings opened from it, freeing her to fly beside Kael instead of being carried. They crossed the Citadel’s outskirts together. In a clearing below, several shadow mastiffs surrounded a woman and an unfamiliar small creature. Kael loosed an arrow at the nearest mastiff and chose to help before trying to identify those in danger. The encounter’s outcome, and the identities of the two figures, remained unresolved.","heading":"Lythari and the first patrol together","illustration":{"alt":"The first patrol after Elara’s winged armor upgrade","caption":"The first patrol after Elara’s winged armor upgrade","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-elara-first-winged-patrol-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"visibility":"player","heading":"The return to Dorn","body":"Kael’s time among the Chosen extended beyond his first trials and patrols. The Shadowfell’s distorted passage of time had already made six months seem like weeks to him. By Elara’s later conversation with Vax, Vax had known them both for decades; that span cannot be converted into a fixed number of years on Dorn.\n\nKael returned to the mortal world carrying the Grasp, his reclaimed name and his chosen service. His bond with Elara endured. Her transfiguration as Grand Reaper followed his return, and he did not yet know its full extent when she later spoke with Vax in the Castle of Memories."},{"body":"As @[Elara|21d8a5af-467b-4ed6-ab1b-7b89138326ed] faced transfiguration as the Grand Reaper of the Shadowfell, @[Kethra|8a396d5c-a8de-4341-9179-459e90069f8f] assured her that Kael would recognize the woman he loved and that both would choose one another anew. During Elara’s subsequent conversation with @[Vax’ildan|vaxildan-exandria] in the Castle of Memories, Kael was away in the mortal world and was not yet aware of the full extent of her transformation. She believed he still saw the fierce, irreverent woman from the moonlit well.\n\nThe Book of the Unwritten revealed to @[Zephyr|zephyr-deva] that Elara and Kael’s golden-bound threads were knotted at the soul. This was reality rather than prophecy: neither obeyed, yet both served, and even the Reaper Queen could not unbind them. Unweaving one would unravel the other; severing both would undo the tapestry itself.\n\nThese events in the Shadowfell are not fixed to particular stages of Kael’s later journeys on Dorn. Zephyr’s discovery also has no established order relative to Elara’s conversation with Vax.","heading":"Elara’s transfiguration and their bond","visibility":"player"},{"body":"In Georgetown, Talon and Elara saw a vision of Vax defending a red-haired, middle-aged half-elf druid from an armored woman. Vax moved with daggers and feathers against the attacker, but a wizard completed a spell ending with the word “divinity” and drew him into a small round object. Talon was certain that his friend was in trouble on another plane.","heading":"The vision in Georgetown","illustration":{"alt":"Talon and Elara witness Vax interpose himself in the red-mist vision","caption":"Talon and Elara witness Vax interpose himself in the red-mist vision","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/vax-vision-daggers-and-mist-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Talon followed a Clergy member to the Brine Bucket and met Jerret, who brought the group to a safe house. Zyl, an earth genasi with red eyes, gray skin, red robes and a staff, was among the companions. Layarin “Nixy” Nix, a Siamese tabaxi wizard, supplied a Staff of Dark Passage that enabled travel to Ravenwood. Talon and Elara went with Jerret and Zyl.\n\nRavenwood’s great central tree and temple of Releous stood amid places tied to Kael’s family. The Everglen homestead lay in the north-central area beneath its own tree; the Hawthorne home lay to the northeast. Kael believed the Clergy had ruined the town after his departure. A confrontation with Garin in the chapel nearly became fatal, and threatened to draw everyone into a fight. Afterward Garin accompanied Kael and Zyl into Deacon Lyra’s office, while Elara stayed with Lyra.\n\nInside the office, the group found a poison-needle trap, two hundred platinum pieces, a silver ring with a purple gem and a leather bangle set with a blue gem. The bangle held the Wristpocket spell, allowing an object of up to five pounds to be tucked away in extradimensional space. The investigation gave them both resources and a closer view of the Clergy’s local apparatus.\n\nKael remained worried about his family. Garin manifested wings during an argument with their father and was advancing through Releous’s cleric order. Their father seemed passive and accepting; Kael wondered whether his mother might be under a spell. That suspicion did not settle what had happened to her.\n\nThe hunt for Thaylen required information and a strategy. Kael sought Vikas Malar in the logging town of Stonebriar, where the craftsman Chestney Pocknee and Townmaster Aldric Timult were possible points of contact. Aldric disliked the Clergy but tolerated its presence. Kael also learned that the Judicators had recently arrived in Kirth and that the Council of Shadows answered directly to Kren. Against a syndicate spread through cells and institutions, he needed more than a single confrontation.","heading":"Ravenwood, family and the pursuit of Thaylen","illustration":{"alt":"Kael studies the poison needle and office clues in Ravenwood","caption":"Kael studies the poison needle and office clues in Ravenwood","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-june2-office-investigation-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"At Tsaris Bay, Kael’s pursuit of the Clergy converged with a rescue inside its warehouse. A volatile stock of partially processed Dieritium Arcanum would reach its critical state in six minutes. Voices behind the walls led Bane and a Judicator to force open a hidden access, taking shock damage. Inaro’s Presence dispelled a ward and exposed an underfloor cell holding seven starving Tarsian children and an adult.\n\nKael raised a Shadow Wall to hold the high ground against Thaylen and Direheart, but they vaulted past the obstruction. He also drew on shadow-touched, incorporeal abilities during the fight. Thaylen called himself Kael’s savior and took control of Bane, forcing the goliath to strike Kael with his hammer.\n\nLily turned her pistol on Thaylen and struck him. Eamon, positioned above them in the rafters, received the order to execute her. Bane broke free of Thaylen’s control and intercepted the bolt intended for Lily. Thaylen and Eamon escaped through a black portal.\n\nInaro raised a wall of water to protect the captives as the warehouse erupted. The party escaped the blast, but two of the seven Tarsian children died. Five children and the adult survived. The rescue had broken the cell open and brought Lily out with them, yet its losses remained real.","heading":"The breach at Tsaris Bay","illustration":{"alt":"The hidden Tarsian cell is revealed beneath the warehouse","caption":"The hidden Tarsian cell is revealed beneath the warehouse","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/tsaris-opened-hidden-cell-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"City guards arrived under a dwarven captain, with two Clergy agents among them. When one tried to flee, Bane threw his hammer. Astrion channeled divine justice into the weapon, and the combined strike killed the fleeing agent. Lily persuaded the captain to let them depart by claiming she was carrying out Thaylen’s order to deliver prisoners to Valaria. The party boarded its ship. @[Tabby and Minx|tabby-and-minx], the Rat Catcher children, warned that the Clergy was mobilizing and Tsaris Bay was no longer safe.\n\nAt sea, Lily showed the Clergy’s brand on her back. Kael already knew it was there, and the revelation left unspoken strain between them. She also told the party that Kren was a cambion and that Thaylen was hunting the forbidden books of Wee’ta, seeking to summon that ancient power for his own ritual. Sailing toward Valaria opened a new stage of their struggle. Lily had turned against her handler and escaped alongside Kael, but shared flight had not yet healed what the Clergy had done to them.","heading":"Escape from the bay","illustration":{"alt":"Lily explains the Clergy's hidden leader and Thaylen's ambitions at sea","caption":"Lily explains the Clergy's hidden leader and Thaylen's ambitions at sea","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tsaris-lily-revelations-at-sea-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"visibility":"player","heading":"Arrival in Valaria","body":"Kael reached Valaria with Bane, Inaro and @[Judicator Avacyn Silef|person-avacyn-silef], with Lily—Direheart—accompanying them. The escape from Tsaris Bay had brought them to the city together. What they would do next, and what reconciliation between Kael and Lily might become possible, remained open."}],"structured":{"facts":[{"label":"Former name","value":"Talon","visibility":"player"},{"label":"Divine allegiance","value":"Kethra’s Chosen","visibility":"player"},{"label":"Ancestry","value":"Aasimar","visibility":"player"},{"label":"Gender","value":"Male","visibility":"player"},{"label":"Role","value":"Ranger","visibility":"player"},{"label":"Appearance","value":"Slight stubble","visibility":"player"}],"groups":[{"entries":[{"description":"A woman from Kael’s earlier life in Ravenwood.","id":"baa0debb-4359-4643-ae8c-6d1e871e265f","name":"Lily Everglen","visibility":"player"},{"description":"His brother, who studies within Releous’s cleric order.","id":"5ae7131f-eda8-4523-9613-ad5bccb68644","name":"Garin Hawthorne","visibility":"player"},{"description":"The goddess whose Chosen he joined.","id":"8a396d5c-a8de-4341-9179-459e90069f8f","name":"Kethra","visibility":"player"},{"description":"A fellow Chosen and friend at the Citadel of Memories.","id":"21d8a5af-467b-4ed6-ab1b-7b89138326ed","name":"Elara Silverfrond","visibility":"player"}],"title":"Family and companions","visibility":"player"}],"kind":"person"},"summary":"Kael “Talon” Hawthorne is an aasimar ranger and one of Kethra’s Chosen. Compassion learned on his family’s farm, hard-won resolve and the bonds he forms with others shape the hunter and leader he is becoming.","title":"Kael “Talon” Hawthorne","type":"Person","visibility":"player","gmSections":[],"relationshipVisibility":{"person-avacyn-silef":"player"}},{"body":"Magic and the Weave\nHer worship crosses the cultural boundaries of Dorn.\n\nThe Chronodex\nThe Chronodex is Kee’Osis’s sacred book. Her teachings dwell on passage, death and renewal: all things pass, and what ends makes way for what begins. These themes give her followers a way to mark change as part of the world’s enduring order.\n\nThe Time of Renewal\nThe Time of Renewal spans the last day of the year and the first day of the next. Devoted believers honor those who have died on the final day, then hold festivals for the children born during the preceding year on the first. Remembrance and welcome meet across the turning of the calendar.","category":"Divine","id":"6254e84d-83bf-46be-8e8c-56981c6e150b","identityIllustration":{"alt":"Kee’Osis","caption":"Kee’Osis","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-keeosis-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Kee'Osis","caption":"Kee'Osis","height":1024,"layout":"landscape","src":"assets/worldbook/keeosis-weave-of-magic.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Her worship crosses the cultural boundaries of Dorn.","heading":"Magic and the Weave","visibility":"player"},{"body":"The Chronodex is Kee’Osis’s sacred book. Her teachings dwell on passage, death and renewal: all things pass, and what ends makes way for what begins. These themes give her followers a way to mark change as part of the world’s enduring order.","heading":"The Chronodex","visibility":"player"},{"body":"The Time of Renewal spans the last day of the year and the first day of the next. Devoted believers honor those who have died on the final day, then hold festivals for the children born during the preceding year on the first. Remembrance and welcome meet across the turning of the calendar.","heading":"The Time of Renewal","visibility":"player"}],"structured":{"facts":[{"label":"Divine order","value":"Divine Host","visibility":"player"},{"label":"Domains","value":"Magic, Spells, Weave","visibility":"player"},{"label":"Emblem","value":"An open book beneath a swirling magical rune","visibility":"player"}],"groups":[],"kind":"person"},"summary":"Kee’Osis is a deity of magic, spells and the Weave, worshipped across Dorn.","title":"Kee'Osis","type":"Deity","visibility":"player"},{"body":"Service and observance\nHer servants ensure that those whose time has come pass on and put an end to unnatural undead. Harvest End is her holy day, and her teachings emphasize the inevitability of death.\n\nThe Citadel and the Chosen\nKethra resides at the Citadel of Memories in the Shadowfell. Its Hall of the Chosen honors champions from different worlds, while its chambers provide respite in a realm of storm-dark twilight. Her service can draw both the dead and those who enter willingly while alive.\n\nElara and the Will of Passage\nKethra transfigured @[Elara Silverfrond|21d8a5af-467b-4ed6-ab1b-7b89138326ed] as Grand Reaper of the Shadowfell, her left hand and the Will of Passage. The office calls for a blade that shields the soul and for mercy rather than vengeance. On an obsidian cliff, while Elara held Mazikeen’s golden soulthread, Kethra acknowledged that Lythari’s death had fractured the natural order and that Elara had held the line. She also assured Elara that the true love joining her to @[Kael|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5], the Talon of Fate, was not hers to sever.\n\nThe Book of the Unwritten later showed @[Zephyr|zephyr-deva] their soul-knotted bond as a present truth, not a prediction. Even the Reaper Queen could not unbind it: unweaving one would unravel the other, and severing both would undo the tapestry itself.\n\nAlice’s return to life\n@[Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018] met Lady Raven after dying on the mountain road to @[Yiltir|yiltir]. She agreed to serve the Queen of Death in exchange for a return to life. Kethra gave her a cloak of protection and an Oathbow for that service; Alice awoke in the bandit camp where her captors held her.\n\nLythari’s plea and service\n@[Elara Silverfrond|21d8a5af-467b-4ed6-ab1b-7b89138326ed] told @[Kael Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] that her mother @[Lythari|lythari-summer-guardian], a guardian of the Summer Court, had appealed to Kethra after Elara’s premature death. In Elara’s telling, Kethra restored her, and Lythari promised service beyond death. When Lythari later fell in the Feywild, she continued her vigil among Kethra’s Chosen in the Shadowfell.\n\nAccording to Elara, a Winter Court sorceress wielding necromancy eventually erased Lythari’s soul, ending even the hope of reunion. Elara entered Kethra’s service willingly in her mother’s memory. Her devotion carries both gratitude for her restored life and grief for the loss of her mother.","category":"Divine","id":"8a396d5c-a8de-4341-9179-459e90069f8f","identityIllustration":{"alt":"Kethra","caption":"Kethra","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/kethra-boundary-of-death.avif","visibility":"player","width":900},"illustration":{"alt":"Kethra at the boundary","caption":"Kethra at the boundary","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kethra-guiding-the-dead.avif","visibility":"player","width":1536},"links":["21d8a5af-467b-4ed6-ab1b-7b89138326ed","5ae0c55e-626f-470b-9ab4-9ddca1fd1018","a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","lythari-summer-guardian","yiltir","zephyr-deva"],"raceRelated":[],"sections":[{"body":"Her servants ensure that those whose time has come pass on and put an end to unnatural undead. Harvest End is her holy day, and her teachings emphasize the inevitability of death.","heading":"Service and observance","visibility":"player"},{"body":"Kethra resides at the Citadel of Memories in the Shadowfell. Its Hall of the Chosen honors champions from different worlds, while its chambers provide respite in a realm of storm-dark twilight. Her service can draw both the dead and those who enter willingly while alive.","heading":"The Citadel and the Chosen","visibility":"player"},{"body":"Kethra transfigured @[Elara Silverfrond|21d8a5af-467b-4ed6-ab1b-7b89138326ed] as Grand Reaper of the Shadowfell, her left hand and the Will of Passage. The office calls for a blade that shields the soul and for mercy rather than vengeance. On an obsidian cliff, while Elara held Mazikeen’s golden soulthread, Kethra acknowledged that Lythari’s death had fractured the natural order and that Elara had held the line. She also assured Elara that the true love joining her to @[Kael|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5], the Talon of Fate, was not hers to sever.\n\nThe Book of the Unwritten later showed @[Zephyr|zephyr-deva] their soul-knotted bond as a present truth, not a prediction. Even the Reaper Queen could not unbind it: unweaving one would unravel the other, and severing both would undo the tapestry itself.","heading":"Elara and the Will of Passage","visibility":"player"},{"body":"@[Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018] met Lady Raven after dying on the mountain road to @[Yiltir|yiltir]. She agreed to serve the Queen of Death in exchange for a return to life. Kethra gave her a cloak of protection and an Oathbow for that service; Alice awoke in the bandit camp where her captors held her.","heading":"Alice’s return to life","visibility":"player"},{"body":"@[Elara Silverfrond|21d8a5af-467b-4ed6-ab1b-7b89138326ed] told @[Kael Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] that her mother @[Lythari|lythari-summer-guardian], a guardian of the Summer Court, had appealed to Kethra after Elara’s premature death. In Elara’s telling, Kethra restored her, and Lythari promised service beyond death. When Lythari later fell in the Feywild, she continued her vigil among Kethra’s Chosen in the Shadowfell.\n\nAccording to Elara, a Winter Court sorceress wielding necromancy eventually erased Lythari’s soul, ending even the hope of reunion. Elara entered Kethra’s service willingly in her mother’s memory. Her devotion carries both gratitude for her restored life and grief for the loss of her mother.","heading":"Lythari’s plea and service","visibility":"player"}],"structured":{"facts":[{"label":"Divine order","value":"Divine Host","visibility":"player"},{"label":"Domains","value":"Death, Fate, Winter","visibility":"player"},{"label":"Emblem","value":"A downward-looking raven’s head","visibility":"player"}],"groups":[],"kind":"person"},"summary":"Kethra, called Lady Raven, watches the boundary between life and death from the plane of shadows. She guides the dead onward and opposes undeath and necromancy as violations of the natural order.","title":"Kethra","type":"Deity","visibility":"player"},{"body":"Power in Ezin\nBorn in the desert city, Kharizan took to thievery early and rose through the local guild. Under his direction, the @[Desert Shadows|1e11f527-3106-4b0a-91ef-6aa5bc5d4696] became Ezin's strongest organization of its kind. His authority eventually extended beyond criminal affairs into keeping the city peaceful and protecting its inhabitants, at least as he understands that duty.\n\nHe is charming, quick-thinking, and inclined to plan several steps ahead. Persuasion and a cultivated public presence are as important to his rule as secrecy.\n\nAppearance\nKharizan is a thirty-year-old male earth genasi, approximately 6 feet 2 inches tall and slender. He has reddish-brown, sandstone-colored skin, deep-brown eyes, rough-textured sandstone hair worn short and untidy, and a neat beard. Bright red, orange, and yellow garments, elaborate patterns, and numerous pieces of jewelry emphasize his confidence and status. His habitual sly smile and quick, agile movements reinforce that cultivated confidence.","category":"People","id":"c3494b01-b94a-4ba6-a164-3b1e6abc1465","illustration":{"alt":"Kharizan the Clever","caption":"Kharizan the Clever","height":1448,"layout":"portrait","src":"assets/worldbook/kharizan-clever-text.avif","visibility":"player","width":1086},"links":["1e11f527-3106-4b0a-91ef-6aa5bc5d4696"],"raceRelated":[],"sections":[{"body":"Born in the desert city, Kharizan took to thievery early and rose through the local guild. Under his direction, the @[Desert Shadows|1e11f527-3106-4b0a-91ef-6aa5bc5d4696] became Ezin's strongest organization of its kind. His authority eventually extended beyond criminal affairs into keeping the city peaceful and protecting its inhabitants, at least as he understands that duty.\n\nHe is charming, quick-thinking, and inclined to plan several steps ahead. Persuasion and a cultivated public presence are as important to his rule as secrecy.","heading":"Power in Ezin","illustration":{"alt":"Kharizan receives the city’s petitioners","caption":"Kharizan receives the city’s petitioners","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/section-c3494b01-power-in-ezin.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Kharizan is a thirty-year-old male earth genasi, approximately 6 feet 2 inches tall and slender. He has reddish-brown, sandstone-colored skin, deep-brown eyes, rough-textured sandstone hair worn short and untidy, and a neat beard. Bright red, orange, and yellow garments, elaborate patterns, and numerous pieces of jewelry emphasize his confidence and status. His habitual sly smile and quick, agile movements reinforce that cultivated confidence.","heading":"Appearance","visibility":"player"}],"summary":"Kharizan the Clever is Ezin's counselor and the Shadowlord of the Desert Shadows, the city's largest thieves' guild. He uses its influence to act as a de facto civic leader while maintaining a personal rule against stealing from people who cannot afford the loss.","title":"Kharizan the Clever","type":"Person","visibility":"player"},{"body":"At the mountain route\nThe Haven map places Kilan at the northern end of the lake, below the eastern slopes of the Rise of the Ancients.\n\nKilan: Houses of the Forest Edge\nWoodcraft, extended households and a tradition of remembered journeys give Kilan its distinctive social life.\n\nA settlement between kinds of work\nKilan developed where households could combine woodland work with access to the lake and neighboring settlements. Some families fished, some cut and shaped timber, and many did both according to season and need. The most successful workshops specialized in forms that required judgment about the living tree before it became a piece of wood.\n\nBoat parts, oars, carrying frames and strong tool handles gave Kilan a market beyond the settlement. The craft rewarded knowledge carried across generations, but it also rewarded the worker who could recognize an unfamiliar tree's usefulness. Newcomers with practical skill found a place even when they did not share the history of the older households.\n\nThe long houses\nKilan's principal social unit is the working household, often called a long house regardless of the building's shape. It may include relatives, apprentices, elderly dependents and partners whose connection began through work. Membership brings access to tools and instruction alongside an expectation of contribution.\n\nA person can leave a long house and establish another without renouncing kinship. The departure is marked by a meal at which useful tools are given or formally returned. Disputes over what belongs to the individual and what belongs to the house are common enough that respected neighbors are often asked to witness the division.\n\nMarriage does not automatically require one partner to abandon their house. Some couples maintain ties to both, dividing work and residence until children or employment make a more settled arrangement useful. Outsiders sometimes mistake this flexibility for a lack of commitment. In Kilan, commitment is judged by the obligations a person actually fulfills.\n\nThe trees kept for later\nThe marking of useful living trees arose from the need to plan work that could not be supplied from an arbitrary stack of lumber. A curve suitable for a boat or a branch growing into a valuable shape might be watched for years. Marks indicate a claim to consultation rather than unrestricted ownership of the surrounding forest.\n\nThe custom requires memory beyond one person's working life. Houses keep descriptions of important trees and pass responsibility to younger workers. Careless cutting can damage relationships between households long after the value of the timber itself has been repaid.\n\nSongs as household history\nThe return songs began as a way to announce a group approaching from work. Verses carried names, small incidents and the order of a journey. Houses preserved favored versions, and over time the songs became informal histories of who traveled, married, left or failed to return.\n\nThey are not exact chronicles. A comic verse may outlive the event's more serious details, and a household may soften a shameful departure into a joke. Nevertheless, they preserve people who rarely appear in official histories: apprentices, guides, carriers and those who kept a home functioning while others were away.\n\nAt Wintersgleam, verses for absent relatives are brought into the wider remembrance traditions of Kirth. Some are sung quietly within a household; others are shared at gatherings where different houses answer one another's songs.\n\nThe Holloway household\nTeren and Elset Holloway inherited a household with strong guiding and woodworking traditions. Teren's work took him farther from the settlement and left him with a damaged knee and a guarded view of strangers' promises. Elset expanded the workshop's trade, improving the household's prosperity through relationships he initially distrusted.\n\nTheir disagreement has become part of the house's present character. Teren insists on understanding the purpose of a commission; Elset insists that uncertainty is not always evidence of danger. Both have been proved right often enough that neither can dismiss the other. Younger members learn caution from one and commercial confidence from the other.\n\nPresent Kilan\nKilan remains smaller and less conspicuous than the cities its goods help supply. Its wealth is dispersed among houses rather than displayed in a single monumental center. Visitors notice stacks of seasoned timber, shared workspaces and meals that include people whose exact relationships are difficult to untangle.\n\nThe settlement's current strength is the continuity of skill. Its vulnerability is the departure of young workers who want opportunities their houses cannot provide. Many return with new methods; others send money and remain names in songs that gradually change without them.","category":"Places","id":"7b5ff672-7e1f-43ad-89bb-9d46d49216fd","illustration":{"alt":"Kilan landscape","caption":"Kilan landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kilan-lake-forest-households-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Haven map places Kilan at the northern end of the lake, below the eastern slopes of the Rise of the Ancients.","heading":"At the mountain route","visibility":"player"},{"body":"Woodcraft, extended households and a tradition of remembered journeys give Kilan its distinctive social life.","heading":"Kilan: Houses of the Forest Edge","visibility":"player"},{"body":"Kilan developed where households could combine woodland work with access to the lake and neighboring settlements. Some families fished, some cut and shaped timber, and many did both according to season and need. The most successful workshops specialized in forms that required judgment about the living tree before it became a piece of wood.\n\nBoat parts, oars, carrying frames and strong tool handles gave Kilan a market beyond the settlement. The craft rewarded knowledge carried across generations, but it also rewarded the worker who could recognize an unfamiliar tree's usefulness. Newcomers with practical skill found a place even when they did not share the history of the older households.","heading":"A settlement between kinds of work","illustration":{"alt":"Shaping Kilan boat parts and carrying frames","caption":"Shaping Kilan boat parts and carrying frames","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kilan-woodland-boat-parts-workshop.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Kilan's principal social unit is the working household, often called a long house regardless of the building's shape. It may include relatives, apprentices, elderly dependents and partners whose connection began through work. Membership brings access to tools and instruction alongside an expectation of contribution.\n\nA person can leave a long house and establish another without renouncing kinship. The departure is marked by a meal at which useful tools are given or formally returned. Disputes over what belongs to the individual and what belongs to the house are common enough that respected neighbors are often asked to witness the division.\n\nMarriage does not automatically require one partner to abandon their house. Some couples maintain ties to both, dividing work and residence until children or employment make a more settled arrangement useful. Outsiders sometimes mistake this flexibility for a lack of commitment. In Kilan, commitment is judged by the obligations a person actually fulfills.","heading":"The long houses","illustration":{"alt":"Tools and a departure meal in a Kilan long house","caption":"Tools and a departure meal in a Kilan long house","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kilan-long-house-departure-tools-meal.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The marking of useful living trees arose from the need to plan work that could not be supplied from an arbitrary stack of lumber. A curve suitable for a boat or a branch growing into a valuable shape might be watched for years. Marks indicate a claim to consultation rather than unrestricted ownership of the surrounding forest.\n\nThe custom requires memory beyond one person's working life. Houses keep descriptions of important trees and pass responsibility to younger workers. Careless cutting can damage relationships between households long after the value of the timber itself has been repaid.","heading":"The trees kept for later","illustration":{"alt":"Consulting the trees kept for later work","caption":"Consulting the trees kept for later work","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kilan-living-tree-later-boat-curve.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The return songs began as a way to announce a group approaching from work. Verses carried names, small incidents and the order of a journey. Houses preserved favored versions, and over time the songs became informal histories of who traveled, married, left or failed to return.\n\nThey are not exact chronicles. A comic verse may outlive the event's more serious details, and a household may soften a shameful departure into a joke. Nevertheless, they preserve people who rarely appear in official histories: apprentices, guides, carriers and those who kept a home functioning while others were away.\n\nAt Wintersgleam, verses for absent relatives are brought into the wider remembrance traditions of Kirth. Some are sung quietly within a household; others are shared at gatherings where different houses answer one another's songs.","heading":"Songs as household history","illustration":{"alt":"Return songs in a Kilan household","caption":"Return songs in a Kilan household","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kilan-household-return-songs.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Teren and Elset Holloway inherited a household with strong guiding and woodworking traditions. Teren's work took him farther from the settlement and left him with a damaged knee and a guarded view of strangers' promises. Elset expanded the workshop's trade, improving the household's prosperity through relationships he initially distrusted.\n\nTheir disagreement has become part of the house's present character. Teren insists on understanding the purpose of a commission; Elset insists that uncertainty is not always evidence of danger. Both have been proved right often enough that neither can dismiss the other. Younger members learn caution from one and commercial confidence from the other.","heading":"The Holloway household","visibility":"player"},{"body":"Kilan remains smaller and less conspicuous than the cities its goods help supply. Its wealth is dispersed among houses rather than displayed in a single monumental center. Visitors notice stacks of seasoned timber, shared workspaces and meals that include people whose exact relationships are difficult to untangle.\n\nThe settlement's current strength is the continuity of skill. Its vulnerability is the departure of young workers who want opportunities their houses cannot provide. Many return with new methods; others send money and remain names in songs that gradually change without them.","heading":"Present Kilan","visibility":"player"}],"summary":"Kilan is Alice’s former home, a town by Yilt Lake governed during her early adventures by Townmaster Rigby.","title":"Kilan","type":"Settlement","visibility":"player"},{"body":"Kirth is a continent of Dorn encompassing Haven, Hythiran Province, the Iron Tusk Confederacy and the Far'Thak Mountains.\n\nRegions and routes\n\nHaven occupies an eastern peninsula, with Valaria as its capital and Georgetown as a major port. Hythiran Province includes Aerilon, Caelwyn, Ravenwood, Stonebriar, and Tsaris Bay. The Iron Tusk Confederacy connects agricultural Gralthor, Boâl, and the Ash’s guarded route. Fastenbard lies in the southern Far'Thak peaks. The world map also identifies the Ezin Desert.\n\nShared history\n\nThe Orc Wars scarred Haven and neighboring lands, ending in the Treaty of Blood and a gradual movement toward coexistence. Hope stands at the treaty site beside the Wall. Kirth is also the principal known source of Dieritium Arcanum, with most deposits concentrated in Haven and a few areas farther north.\n\nRanges, desert and coastal settlements\n\nThe Northern Sweeps span Kirth’s northern coastal country. The Kirthian Divide rises east of Far'Thak, while the Ezarian Mountains form a long boundary along the Great Ezin Desert. Redwick lies in the northern forests. Far Water occupies a narrow northeastern headland, and Onryx and Ezin stand on the desert’s eastern and southern coasts.\n\nDunmara lies beside the lake west of the Shiltar Range and the Ash, with Blackwater farther south. Nariel and Shallows are coastal settlements west of Haven. Across the eastern water, Rahm’mafal extends south toward Quan’Ma; @[Yel’Rix|yelrix], the Tarsian homeland, is a separate island to the southeast.","category":"Places","id":"2a875534-132f-4e11-b63d-ca1d86202aea","illustration":{"alt":"Kirth landscape","caption":"Kirth landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kirth-ezarian-continental-margin-hero.avif","visibility":"player","width":1536},"links":["yelrix"],"raceRelated":[],"sections":[{"body":"Haven occupies an eastern peninsula, with Valaria as its capital and Georgetown as a major port. Hythiran Province includes Aerilon, Caelwyn, Ravenwood, Stonebriar, and Tsaris Bay. The Iron Tusk Confederacy connects agricultural Gralthor, Boâl, and the Ash’s guarded route. Fastenbard lies in the southern Far'Thak peaks. The world map also identifies the Ezin Desert.","heading":"Regions and routes","visibility":"player"},{"body":"The Orc Wars scarred Haven and neighboring lands, ending in the Treaty of Blood and a gradual movement toward coexistence. Hope stands at the treaty site beside the Wall. Kirth is also the principal known source of Dieritium Arcanum, with most deposits concentrated in Haven and a few areas farther north.","heading":"Shared history","visibility":"player"},{"body":"The Northern Sweeps span Kirth’s northern coastal country. The Kirthian Divide rises east of Far'Thak, while the Ezarian Mountains form a long boundary along the Great Ezin Desert. Redwick lies in the northern forests. Far Water occupies a narrow northeastern headland, and Onryx and Ezin stand on the desert’s eastern and southern coasts.\n\nDunmara lies beside the lake west of the Shiltar Range and the Ash, with Blackwater farther south. Nariel and Shallows are coastal settlements west of Haven. Across the eastern water, Rahm’mafal extends south toward Quan’Ma; @[Yel’Rix|yelrix], the Tarsian homeland, is a separate island to the southeast.","heading":"Ranges, desert and coastal settlements","visibility":"player"}],"summary":"Kirth is a continent of Dorn encompassing Haven, Hythiran Province, the Iron Tusk Confederacy and the Far'Thak Mountains.","title":"Kirth","type":"Location","visibility":"player","relationshipVisibility":{"yelrix":"player"}},{"body":"The concealed chamber\nThe temple is believed to have contained a stone tablet about Lilith. At the mural’s center, an indistinct demon queen is enveloped in shadow and magical energy.\n\nSix signs\nBeginning at the top and moving clockwise, the carved scenes depict a meteor shower above awestruck or frightened onlookers; two altered moons, one crimson and the other unnaturally large, above surging tides; a dimmed sun over twisted, wilting life; a crowd consumed by whispers, paranoia and anguish; blighted crops, fouled water and widespread sickness; and, finally, ruptured earth, erupting volcanoes and magical storms converging on the queen. Together these scenes present an apparent sequence of omens leading to her arrival.\n\nThe mural\nThe chamber’s mural carries a warning about her confinement.","category":"Places","id":"e387e1b2-841c-4c70-a82c-a6a09d0843ae","illustration":{"alt":"Kirth Lilith Temple landscape","caption":"Kirth Lilith Temple landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/lilith-temple-concealed-chamber-hero.avif","visibility":"player","width":1536},"links":["2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","2ea2df52-9430-4207-97b5-ab848f6994cc"],"raceRelated":[],"sections":[{"body":"The temple is believed to have contained a stone tablet about Lilith. At the mural’s center, an indistinct demon queen is enveloped in shadow and magical energy.","heading":"The concealed chamber","visibility":"player"},{"body":"Beginning at the top and moving clockwise, the carved scenes depict a meteor shower above awestruck or frightened onlookers; two altered moons, one crimson and the other unnaturally large, above surging tides; a dimmed sun over twisted, wilting life; a crowd consumed by whispers, paranoia and anguish; blighted crops, fouled water and widespread sickness; and, finally, ruptured earth, erupting volcanoes and magical storms converging on the queen. Together these scenes present an apparent sequence of omens leading to her arrival.","heading":"Six signs","illustration":{"alt":"The temple’s six carved signs","caption":"The temple’s six carved signs","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lilith-temple-six-public-signs-vignette.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The chamber’s mural carries a warning about her confinement.","heading":"The mural","visibility":"player"}],"summary":"Cultists uncovered this small underground temple about a day’s ride northeast of @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. A concealed chamber holds a circular mural associated with @[Lilith, Queen of Darkness|2ea2df52-9430-4207-97b5-ab848f6994cc] and the breaking of her locks.","title":"Kirth Lilith Temple","type":"Landmark","visibility":"player"},{"body":"","category":"People","id":"3c89fd01-cdfb-492d-baa7-a99196e45241","identityIllustration":{"alt":"Layarin Nix","caption":"Layarin Nix","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/layarin-nix-portrait.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[],"summary":"Layarin Nix, also called Nixy, is a tall, thin, agile tabaxi wizard specializing in evocation, with ties to Georgetown.","title":"Layarin Nix","type":"Person","visibility":"player"},{"body":"Village life\nA burgomaster governs the community, with a population of 235 humans. Its inhabitants are called Layrins. The village is home to @[the Black Rose Inn|40b990ca-4b07-466b-8dd0-df5591a08aff], @[Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018] and @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37].\n\nForest, mountain and fog\nLayris stands against a mountain amid dense eastern forest. Drifting fog and the village’s unusual atmosphere distinguish it from neighboring Lebrenese settlements. Stories of undead join the werewolf and vampire rumors that discourage visitors.","category":"Places","id":"08442601-3775-43b5-8743-21fcb868a703","illustration":{"alt":"Layris, the northern wooded port","caption":"Layris, the northern wooded port","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/layris-northern-port-hero.avif","visibility":"player","width":1536},"links":["00e759c0-855d-4d12-925d-84e94d64e10e","40b990ca-4b07-466b-8dd0-df5591a08aff","539914f0-a980-4ce9-8de6-d12e55607e37","5ae0c55e-626f-470b-9ab4-9ddca1fd1018"],"raceRelated":[],"sections":[{"body":"A burgomaster governs the community, with a population of 235 humans. Its inhabitants are called Layrins. The village is home to @[the Black Rose Inn|40b990ca-4b07-466b-8dd0-df5591a08aff], @[Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018] and @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37].","heading":"Village life","visibility":"player"},{"body":"Layris stands against a mountain amid dense eastern forest. Drifting fog and the village’s unusual atmosphere distinguish it from neighboring Lebrenese settlements. Stories of undead join the werewolf and vampire rumors that discourage visitors.","heading":"Forest, mountain and fog","visibility":"player"}],"summary":"Layris is a small port settlement in northern @[Lebren|00e759c0-855d-4d12-925d-84e94d64e10e]. Rumors of vampires and werewolves make many Lebrenese wary of the village.","title":"Layris","type":"Settlement","visibility":"player"},{"body":"Layris as a backdrop\n@[Layris|08442601-3775-43b5-8743-21fcb868a703] sits beside a mountain amid dense eastern Lebren forest. Persistent fog and an atmosphere unlike nearby settlements contribute to its isolation. Stories of werewolves, vampires, and restless dead discourage other Lebrenese from visiting.\n\nProtagonists and threats\n@[Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018] and @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37] are the protagonists; Baron von Standovich is the principal adversary. Possible threats include werewolf packs, hags, vampires, other undead and Layris residents sworn to the Baron.","category":"Lore","id":"efd3bcbf-0bb6-4dee-8595-310afdeb6c9e","links":["08442601-3775-43b5-8743-21fcb868a703","539914f0-a980-4ce9-8de6-d12e55607e37","5ae0c55e-626f-470b-9ab4-9ddca1fd1018"],"raceRelated":[],"sections":[{"body":"@[Layris|08442601-3775-43b5-8743-21fcb868a703] sits beside a mountain amid dense eastern Lebren forest. Persistent fog and an atmosphere unlike nearby settlements contribute to its isolation. Stories of werewolves, vampires, and restless dead discourage other Lebrenese from visiting.","heading":"Layris as a backdrop","visibility":"player"},{"body":"@[Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018] and @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37] are the protagonists; Baron von Standovich is the principal adversary. Possible threats include werewolf packs, hags, vampires, other undead and Layris residents sworn to the Baron.","heading":"Protagonists and threats","illustration":{"alt":"Alice and Jbone, prepared Layris context","caption":"Alice and Jbone, prepared Layris context","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/campaign-layris-prepared-approach-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"An adventure prepared for Alice and Jbone in Layris, a fog-bound Lebren village under Baron von Standovich’s shadow, with werewolves, vampires and restless dead among its possible threats.","title":"Layris Plot Thread","type":"Adventure outline","visibility":"player"},{"body":"A divided island\n@[Halar|201d1aa8-b9e3-4bac-9a6f-0816fde68762], the desert port, and @[Layris|08442601-3775-43b5-8743-21fcb868a703] lie on Lebren.\n\nHalar stands where the western desert meets the Bay of Sorrows. Sea breezes moderate the port’s climate compared with the harsher inland desert. The Sapphire Wharf serves maritime trade, while Samawat Tower can dock two airships. In the Grand Souk, merchants sell spices, textiles and goods brought from distant lands.\n\nLayris, in the island’s northern reaches, is a much smaller port. Rumors of werewolves and vampires give it an ominous reputation among Lebrenese. Its only inn, @[the Black Rose|40b990ca-4b07-466b-8dd0-df5591a08aff], offers a modest stopping place far removed from Halar’s crowded commercial life.\n\nRoads through the island\nThe Divide separates the western desert from the forested east. Halar faces the Bay of Sorrows on the western coast; Kikai lies inland in the desert. Eastern roads link Adal and Byret with Ristobar on the coast and Layris in the north, around the forested Goab Range.\n\nA guide from Halar\n@[Dar'Ren Dar|3fa8b965-444c-49c1-86b9-56fda3f4d0f4] offers paid guidance through Lebren’s desert from Halar.\n\nThe cautious, sly tabaxi rogue is one guide available to travelers who need to venture beyond the desert port and its coastal setting. His work links Halar’s flow of visitors to the harsher country inland.","category":"Places","id":"00e759c0-855d-4d12-925d-84e94d64e10e","illustration":{"alt":"Lebren across the Divide","caption":"Lebren across the Divide","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/lebren-divided-island-hero.avif","visibility":"player","width":1536},"links":["3fa8b965-444c-49c1-86b9-56fda3f4d0f4","201d1aa8-b9e3-4bac-9a6f-0816fde68762","08442601-3775-43b5-8743-21fcb868a703","40b990ca-4b07-466b-8dd0-df5591a08aff"],"raceRelated":[],"sections":[{"body":"@[Halar|201d1aa8-b9e3-4bac-9a6f-0816fde68762], the desert port, and @[Layris|08442601-3775-43b5-8743-21fcb868a703] lie on Lebren.\n\nHalar stands where the western desert meets the Bay of Sorrows. Sea breezes moderate the port’s climate compared with the harsher inland desert. The Sapphire Wharf serves maritime trade, while Samawat Tower can dock two airships. In the Grand Souk, merchants sell spices, textiles and goods brought from distant lands.\n\nLayris, in the island’s northern reaches, is a much smaller port. Rumors of werewolves and vampires give it an ominous reputation among Lebrenese. Its only inn, @[the Black Rose|40b990ca-4b07-466b-8dd0-df5591a08aff], offers a modest stopping place far removed from Halar’s crowded commercial life.","heading":"A divided island","visibility":"player"},{"body":"The Divide separates the western desert from the forested east. Halar faces the Bay of Sorrows on the western coast; Kikai lies inland in the desert. Eastern roads link Adal and Byret with Ristobar on the coast and Layris in the north, around the forested Goab Range.","heading":"Roads through the island","visibility":"player"},{"body":"@[Dar'Ren Dar|3fa8b965-444c-49c1-86b9-56fda3f4d0f4] offers paid guidance through Lebren’s desert from Halar.\n\nThe cautious, sly tabaxi rogue is one guide available to travelers who need to venture beyond the desert port and its coastal setting. His work links Halar’s flow of visitors to the harsher country inland.","heading":"A guide from Halar","visibility":"player"}],"summary":"Lebren is a large island country off Haven’s coast, divided by the mountains called the Divide. Temperate forest covers the east, while an extensive desert occupies the west.","title":"Lebren","type":"Location","visibility":"player"},{"body":"The Shard of Nihility\nWhile exploring the limits of existence, Lilith discovered a fragment of the pre-creation Void. Its influence convinced her that her kin intended betrayal and that peace could come only through unmaking.\n\nThe fragment was the Shard of Nihility, a paradoxical remnant of non-existence untouched by the divine spark. Lilith brought it into Aetheria, the unified realm in which the gods had once worked together. Its influence turned curiosity into paranoia and the work of creation toward an obsession with undoing it.\n\nHer descent belongs to the end of the Era of Communion. Before that rupture, divine beings had walked among mortals, and their shared work had helped shape civilizations, magical traditions and philosophies. Lilith’s attack threatened both that mortal inheritance and the divine realm itself.\n\nWar and imprisonment\nThe other gods united against Lilith in the War of Unmaking. Because destroying her threatened reality itself, they imprisoned her deep within the tenth level of Asmodeus’s domain and bound her with celestial locks. Her prison became one of the realms of the Umbra Nexus.\n\nThe conflict reached across divine and mortal realms. Cities burned, stars dimmed and magic faltered as Lilith attempted to unravel gods, mortals and Aetheria together. Deities divided by outlook and domain nevertheless united against the threat. Their victory contained her power without destroying the reality to which her existence was bound.\n\nImprisonment did not restore the earlier harmony. In the aftermath, Asmodeus favored protecting and healing the divine family, while @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d] placed the welfare of mortals first. Their disagreement deepened into the Godfall War. Lilith’s binding thus ended the War of Unmaking while leaving wounds that helped divide the pantheon.","category":"Divine","id":"2ea2df52-9430-4207-97b5-ab848f6994cc","identityIllustration":{"alt":"Lilith, captive form","caption":"Lilith, captive form","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-lilith-captive-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Lilith","caption":"Lilith","height":1024,"layout":"landscape","src":"assets/worldbook/lilith-celestial-locks.avif","visibility":"player","width":1536},"links":["efecd1c2-4f09-4bdc-9cdd-0506d275c44d"],"raceRelated":[],"sections":[{"body":"While exploring the limits of existence, Lilith discovered a fragment of the pre-creation Void. Its influence convinced her that her kin intended betrayal and that peace could come only through unmaking.\n\nThe fragment was the Shard of Nihility, a paradoxical remnant of non-existence untouched by the divine spark. Lilith brought it into Aetheria, the unified realm in which the gods had once worked together. Its influence turned curiosity into paranoia and the work of creation toward an obsession with undoing it.\n\nHer descent belongs to the end of the Era of Communion. Before that rupture, divine beings had walked among mortals, and their shared work had helped shape civilizations, magical traditions and philosophies. Lilith’s attack threatened both that mortal inheritance and the divine realm itself.","heading":"The Shard of Nihility","visibility":"player"},{"body":"The other gods united against Lilith in the War of Unmaking. Because destroying her threatened reality itself, they imprisoned her deep within the tenth level of Asmodeus’s domain and bound her with celestial locks. Her prison became one of the realms of the Umbra Nexus.\n\nThe conflict reached across divine and mortal realms. Cities burned, stars dimmed and magic faltered as Lilith attempted to unravel gods, mortals and Aetheria together. Deities divided by outlook and domain nevertheless united against the threat. Their victory contained her power without destroying the reality to which her existence was bound.\n\nImprisonment did not restore the earlier harmony. In the aftermath, Asmodeus favored protecting and healing the divine family, while @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d] placed the welfare of mortals first. Their disagreement deepened into the Godfall War. Lilith’s binding thus ended the War of Unmaking while leaving wounds that helped divide the pantheon.","heading":"War and imprisonment","illustration":{"alt":"Lilith in the tenth level","caption":"Lilith in the tenth level","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lilith-tenth-level-captive.avif","visibility":"player","width":1140},"visibility":"player"}],"structured":{"facts":[{"label":"Divine order","value":"Prime Deities","visibility":"player"},{"label":"Domains","value":"Retribution, Pain, Unmaking","visibility":"player"},{"label":"Worship","value":"Very limited following","visibility":"player"},{"label":"Emblem","value":"Broken shackles and chains","visibility":"player"}],"groups":[],"kind":"person"},"summary":"Lilith, the Mother of Unmaking, is a Prime Deity of retribution, pain and unmaking. Corrupted by the Shard of Nihility, she turned against creation and was bound within a celestial prison.","title":"Lilith","type":"Deity","visibility":"player"},{"body":"Life in Ravenwood\nAt twenty-four, Lily was known in @[Ravenwood|notebook-9] for warmth, practical kindness and an outgoing, optimistic temperament. She helped neighbors readily and took pleasure in the village’s close community. Her long honey-blonde hair was braided with wildflowers; bright-green eyes, a gentle manner and simple pastel village clothes completed her appearance.\n\nShe and @[Kael Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] were devoted partners and betrothed. After Kael disappeared, Lily’s whereabouts became unknown to Ravenwood’s residents.","category":"People","id":"baa0debb-4359-4643-ae8c-6d1e871e265f","identityIllustration":{"alt":"Lily Everglen","caption":"Lily Everglen","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/lily-ravenwood-public-identity.avif","visibility":"player","width":900},"links":["a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","notebook-9"],"raceRelated":[],"sections":[{"body":"At twenty-four, Lily was known in @[Ravenwood|notebook-9] for warmth, practical kindness and an outgoing, optimistic temperament. She helped neighbors readily and took pleasure in the village’s close community. Her long honey-blonde hair was braided with wildflowers; bright-green eyes, a gentle manner and simple pastel village clothes completed her appearance.\n\nShe and @[Kael Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] were devoted partners and betrothed. After Kael disappeared, Lily’s whereabouts became unknown to Ravenwood’s residents.","heading":"Life in Ravenwood","illustration":{"alt":"Lily in Ravenwood","caption":"Lily in Ravenwood","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lily-ravenwood-ref.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Lily Everglen is a Ravenwood woman remembered for warmth, practical kindness and her close ties to the village community. She and Kael Hawthorne were devoted partners and betrothed.","title":"Lily Everglen","type":"Person","visibility":"player"},{"body":"Services and grounds\nTravelers can buy or rent horses, hire help with their animals and arrange one-way horse transport to connected stables. Rows of well-kept stalls surround a large courtyard used for training and exercise.\n\nThe stable staff\nChadry is patient with horses and people, but firm about standards of care. His teenage stable hands, Thomas and Emily, grew up in Hope around horses. Both work under his guidance, learning the trade while tending the animals and keeping the facility in order.\n\nChadry’s move from Bune\n@[Chadry Stonefield|703402b6-dd6c-4ca5-9231-f1fedbb7a15c] established the livery after leaving Bune roughly twenty years ago. His former horse business lost its established customer to a rival stable in Draton. He bought land on Hope’s outskirts and turned his breeding and training experience into the village’s own stable and livery.","category":"Places","id":"eee86ebe-c697-4ece-b3ce-8bfbfbb6de65","illustration":{"alt":"Horses and travelers at Hope’s livery","caption":"Horses and travelers at Hope’s livery","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/hope-livery-horses.avif","visibility":"player","width":1536},"links":["2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","703402b6-dd6c-4ca5-9231-f1fedbb7a15c"],"raceRelated":[],"sections":[{"body":"Travelers can buy or rent horses, hire help with their animals and arrange one-way horse transport to connected stables. Rows of well-kept stalls surround a large courtyard used for training and exercise.","heading":"Services and grounds","visibility":"player"},{"body":"Chadry is patient with horses and people, but firm about standards of care. His teenage stable hands, Thomas and Emily, grew up in Hope around horses. Both work under his guidance, learning the trade while tending the animals and keeping the facility in order.","heading":"The stable staff","visibility":"player"},{"body":"@[Chadry Stonefield|703402b6-dd6c-4ca5-9231-f1fedbb7a15c] established the livery after leaving Bune roughly twenty years ago. His former horse business lost its established customer to a rival stable in Draton. He bought land on Hope’s outskirts and turned his breeding and training experience into the village’s own stable and livery.","heading":"Chadry’s move from Bune","visibility":"player"}],"summary":"The Livery of Hope stands on the outskirts of @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6], providing horses and animal care to locals and travelers. It is owned and run by @[Chadry Stonefield|703402b6-dd6c-4ca5-9231-f1fedbb7a15c], a human horse breeder and trainer in his sixties.","title":"Livery of Hope","type":"Landmark","visibility":"player"},{"body":"The carved prophecy\nAt the center of the mural, a deliberately ambiguous demon queen is shrouded in swirling mystical energy and shadow. Six carved scenes surround her, forming a visual account of the threatened summoning.\n\n1. Meteor Shower: fiery meteors cross a star-filled sky above figures watching in awe or terror. Buildings and trees establish the scale.\n\n2. Lunar Anomaly: one of Dorn’s two moons turns crimson while the other looms unnaturally large. Violent tides rise below them.\n\n3. Veil of Shadows: a dimmed sun casts long shadows across twisted, wilted plants and animals.\n\n4. Whispers of Madness: an anxious crowd displays paranoia and anguish. Some figures clutch their heads; others whisper to their neighbors.\n\n5. The Blight: blackened crops, fouled water, sick animals and diseased people fill a devastated landscape.\n\n6. The Arrival: the earth splits, volcanoes erupt and magical storms converge on the demon queen at the center.\n\nThe inscription\nA band of intertwined script runs around the mural.","category":"Artifacts","id":"dafebd86-c1d9-4b44-80ba-cf0f1cf5cd36","links":[],"raceRelated":[],"sections":[{"body":"At the center of the mural, a deliberately ambiguous demon queen is shrouded in swirling mystical energy and shadow. Six carved scenes surround her, forming a visual account of the threatened summoning.\n\n1. Meteor Shower: fiery meteors cross a star-filled sky above figures watching in awe or terror. Buildings and trees establish the scale.\n\n2. Lunar Anomaly: one of Dorn’s two moons turns crimson while the other looms unnaturally large. Violent tides rise below them.\n\n3. Veil of Shadows: a dimmed sun casts long shadows across twisted, wilted plants and animals.\n\n4. Whispers of Madness: an anxious crowd displays paranoia and anguish. Some figures clutch their heads; others whisper to their neighbors.\n\n5. The Blight: blackened crops, fouled water, sick animals and diseased people fill a devastated landscape.\n\n6. The Arrival: the earth splits, volcanoes erupt and magical storms converge on the demon queen at the center.","heading":"The carved prophecy","illustration":{"alt":"The Locks Mural","caption":"The Locks Mural","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/locks-mural-six-omens.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A band of intertwined script runs around the mural.","heading":"The inscription","illustration":{"alt":"Studying the mural’s inscription","caption":"Studying the mural’s inscription","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/locks-mural-deciphering.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A circular stone mural in a concealed temple chamber depicts six carved omens surrounding a shrouded demon queen.","title":"The Locks Mural","type":"Artifact","visibility":"player"},{"body":"Career and command\nRaised in Georgetown by a father who had served in its militia, Jackson grew up with strong expectations of duty and honor. After his education he joined the militia, rose through its ranks, and spent several years as a captain before receiving the Hope assignment.\n\nAt the barracks, he leads a small, highly trained garrison responsible for gate security, local order, and the safety of the surrounding community. He oversees drills and prisoners as well as operational decisions. His manner is direct and serious, but he listens to soldiers’ concerns and offers support when needed.\n\nAppearance and private life\nJackson is six feet four inches tall and weighs about two hundred pounds, with an athletic build maintained through regular training. He has blue eyes, a sharp jaw, an impeccably trimmed beard, and short sandy-blond hair.\n\nOff duty, he reads military history and practices swordsmanship. He is a devoted husband and father and values time with family and friends.","category":"People","id":"32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b","illustration":{"alt":"Lt. Jackson Merryweather","caption":"Lt. Jackson Merryweather","height":1448,"layout":"portrait","src":"assets/worldbook/jackson-merryweather-text.avif","visibility":"player","width":1086},"links":[],"raceRelated":[],"sections":[{"body":"Raised in Georgetown by a father who had served in its militia, Jackson grew up with strong expectations of duty and honor. After his education he joined the militia, rose through its ranks, and spent several years as a captain before receiving the Hope assignment.\n\nAt the barracks, he leads a small, highly trained garrison responsible for gate security, local order, and the safety of the surrounding community. He oversees drills and prisoners as well as operational decisions. His manner is direct and serious, but he listens to soldiers’ concerns and offers support when needed.","heading":"Career and command","visibility":"player"},{"body":"Jackson is six feet four inches tall and weighs about two hundred pounds, with an athletic build maintained through regular training. He has blue eyes, a sharp jaw, an impeccably trimmed beard, and short sandy-blond hair.\n\nOff duty, he reads military history and practices swordsmanship. He is a devoted husband and father and values time with family and friends.","heading":"Appearance and private life","visibility":"player"}],"summary":"Jackson Merryweather commands the Hope Guard Barracks and the main gate in the Wall at Hope. A former Georgetown militia captain, he is a firm, attentive officer whose sense of duty extends to both his soldiers and local residents.","title":"Lieutenant Jackson Merryweather","type":"Person","visibility":"player"},{"body":"Guest decks\nThe ship has operated for five years. Its main deck centers on a casino offering Goblin Dice, Dragon’s Hoard cards, Elemental Roulette, and Dieritium Arcanum-powered slot machines. Dining rooms and a buffet accompany the gaming floor.\n\nOff the main room, the Emerald Atrium provides a garden-themed lounge and live performances. The upper Promenade extends entertainment, gaming, dining, and conversation into the open air. The forecastle is reserved for the captain, quartermaster, and essential crew overseeing navigation.\n\nOperations and personnel\nBelow the guest areas lie the engineering room, crew quarters, stores, and secure vault. Dieritium Arcanum controls and crystalline screens display ship systems and live external views. Riqshaw Thunderstep leads the ship’s security team.","category":"Lore","id":"75a86103-b80e-4737-b8ec-bc9d08a426c5","links":[],"raceRelated":[],"sections":[{"body":"The ship has operated for five years. Its main deck centers on a casino offering Goblin Dice, Dragon’s Hoard cards, Elemental Roulette, and Dieritium Arcanum-powered slot machines. Dining rooms and a buffet accompany the gaming floor.\n\nOff the main room, the Emerald Atrium provides a garden-themed lounge and live performances. The upper Promenade extends entertainment, gaming, dining, and conversation into the open air. The forecastle is reserved for the captain, quartermaster, and essential crew overseeing navigation.","heading":"Guest decks","illustration":{"alt":"The Lustrous Gale casino and Emerald Atrium","caption":"The Lustrous Gale casino and Emerald Atrium","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lustrous-gale-guest-decks.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Below the guest areas lie the engineering room, crew quarters, stores, and secure vault. Dieritium Arcanum controls and crystalline screens display ship systems and live external views. Riqshaw Thunderstep leads the ship’s security team.","heading":"Operations and personnel","illustration":{"alt":"Dieritium engineering below The Lustrous Gale","caption":"Dieritium engineering below The Lustrous Gale","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lustrous-gale-engineering.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The Lustrous Gale is Lord Casimir Valthor’s high-end, magically modernized casino cruise liner: a luxurious airship built and based in Valaria. It hosts public gambling tours, exclusive gatherings and political occasions above the city and beyond.","title":"The Lustrous Gale","type":"Vehicle","visibility":"player"},{"body":"Shopkeeper\nLyra is a twenty-eight-year-old human woman, 5 feet 9 inches tall and approximately 140 pounds. She has expressive dark-brown eyes and shoulder-length dark-brown hair. Her work makes the store Ravenwood’s principal supplier of new goods and an important channel for news and outside contact.","category":"People","id":"5087c226-3d36-4f7f-91ea-89298f1dc36d","identityIllustration":{"alt":"Lyra Windell","caption":"Lyra Windell","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/lyra-windell-ref.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Lyra is a twenty-eight-year-old human woman, 5 feet 9 inches tall and approximately 140 pounds. She has expressive dark-brown eyes and shoulder-length dark-brown hair. Her work makes the store Ravenwood’s principal supplier of new goods and an important channel for news and outside contact.","heading":"Shopkeeper","visibility":"player"}],"summary":"Lyra Windell runs Ravenwood's general store, supplying everyday goods and arranging deliveries for the farming community. She succeeded her father Charles Windell in the business.","title":"Lyra Windell","type":"Person","visibility":"player"},{"body":"Leadership and facilities\nMagiTech was founded more than a century ago in the period of Valaria’s rediscovery of Dieritium Arcanum. Its exact founding year remains unspecified. Solaris Devorak’s long life and mastery of time magic have helped sustain its development.\n\nMagiTech’s central facility stands near the Solarium Inspirato, encouraging collaboration with the institution. Additional laboratories, workshops, and testing grounds are distributed around Valaria. Its buildings deliberately combine arcane craftsmanship with an experimental architectural style.\n\nMagiTech’s central facility stands in Valaria’s @[Marketplace and Commerce District|valaria-marketplace], on its Solarium-facing side, preserving the company’s established proximity to the university.\n\nProducts and infrastructure\nGuardian Constructs defend Valaria as autonomous, tactically capable sentries. Arcane wards protect individual buildings and entire districts from magical and physical intrusion. The Etherway, the city’s monorail, uses Dieritium Arcanum for levitation and propulsion.\n\nCrystalline communication screens transmit distant conversations and broadcasts. A small airship fleet serves trade, exploration, and important passengers. Smaller products include enchanted household tools and protective amulets, rings, and other personal items.\n\nMagiTech supplies specialist equipment for @[F.A.S.T.|fast-arcane-spatial-transit], Valaria’s DA-powered teleportation network. Its local routes operate through @[Vaelros Grand Terminal|vaelros-grand-terminal]; intercity stations in Georgetown and Boâl remain under construction. This equipment role does not merge the network with the Etherway.\n\nWorkforce and political influence\nMagiTech employs mages, artificers, and scholars, including recruits from the Solarium. Its culture rewards innovation and technical excellence while guarding discoveries against commercial rivals. An elite security force protects facilities and secrets from espionage and sabotage.\n\nThe company is a major contributor to Valaria’s economy and supplies systems essential to its defense and everyday operation. Government subsidies and research grants support that relationship. Although it publicly maintains political neutrality, its infrastructural importance gives it considerable influence.\n\nResearch and community programs\nDwindling Dieritium Arcanum supplies have made alternative magical conductors a major research priority. MagiTech seeks materials that can reproduce or replace the mineral’s functions, alongside renewable magical-energy sources that could reduce dependence on rare resources.\n\nIts community programs include free magical education for underprivileged children, rehabilitation for people harmed by magical accidents or misuse, and public works intended to improve daily life in Valaria.\n\nRepresentation in the Conclave\nMagiTech and Solaris hold representation in the Valarian Conclave. Their preference for technological advancement can put them at odds with @[Jacquelyn Commonbrook|de1a8b19-340d-4f36-abff-f8c3587b0793]’s social initiatives, even while the company publicly presents itself as politically neutral.\n\nThe Sentinels and construct assignments\nThe @[Valarian Sentinels|valaria-civic-watch] are Valaria’s living civic guard, led by a High Captain, District Captains and Patrol Sergeants. Solaris Devorak oversees MagiTech, including its construct department, and contributed to Guardian Construct development without being their sole inventor. Kethara Shadowmist’s established discovery and formula retain their place in that history.\n\nAssigned guardians take operational orders from their living patrol leader and district command. Company leadership and engineering support do not make Solaris the direct commander of routine civic policing. The elite MagiTech Defenders and private company security retain their distinct existing roles.","category":"Factions","factionGroup":"Companies & trade associations","id":"e14f33c0-4e82-42ba-a310-8be70560f642","links":["de1a8b19-340d-4f36-abff-f8c3587b0793","fast-arcane-spatial-transit","vaelros-grand-terminal","valaria-marketplace","valaria-civic-watch"],"raceRelated":[],"sections":[{"body":"MagiTech was founded more than a century ago in the period of Valaria’s rediscovery of Dieritium Arcanum. Its exact founding year remains unspecified. Solaris Devorak’s long life and mastery of time magic have helped sustain its development.\n\nMagiTech’s central facility stands near the Solarium Inspirato, encouraging collaboration with the institution. Additional laboratories, workshops, and testing grounds are distributed around Valaria. Its buildings deliberately combine arcane craftsmanship with an experimental architectural style.\n\nMagiTech’s central facility stands in Valaria’s @[Marketplace and Commerce District|valaria-marketplace], on its Solarium-facing side, preserving the company’s established proximity to the university.","heading":"Leadership and facilities","illustration":{"alt":"MagiTech central facility in Valaria","caption":"MagiTech central facility in Valaria","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/magitech-facility.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Guardian Constructs defend Valaria as autonomous, tactically capable sentries. Arcane wards protect individual buildings and entire districts from magical and physical intrusion. The Etherway, the city’s monorail, uses Dieritium Arcanum for levitation and propulsion.\n\nCrystalline communication screens transmit distant conversations and broadcasts. A small airship fleet serves trade, exploration, and important passengers. Smaller products include enchanted household tools and protective amulets, rings, and other personal items.\n\nMagiTech supplies specialist equipment for @[F.A.S.T.|fast-arcane-spatial-transit], Valaria’s DA-powered teleportation network. Its local routes operate through @[Vaelros Grand Terminal|vaelros-grand-terminal]; intercity stations in Georgetown and Boâl remain under construction. This equipment role does not merge the network with the Etherway.","heading":"Products and infrastructure","illustration":{"alt":"MagiTech Guardian Constructs and Etherway","caption":"MagiTech Guardian Constructs and Etherway","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/magitech-guardian-etherway.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"MagiTech employs mages, artificers, and scholars, including recruits from the Solarium. Its culture rewards innovation and technical excellence while guarding discoveries against commercial rivals. An elite security force protects facilities and secrets from espionage and sabotage.\n\nThe company is a major contributor to Valaria’s economy and supplies systems essential to its defense and everyday operation. Government subsidies and research grants support that relationship. Although it publicly maintains political neutrality, its infrastructural importance gives it considerable influence.","heading":"Workforce and political influence","illustration":{"alt":"MagiTech engineers briefing Valaria’s civic delegates","caption":"MagiTech engineers briefing Valaria’s civic delegates","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/magitech-workforce-influence.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Dwindling Dieritium Arcanum supplies have made alternative magical conductors a major research priority. MagiTech seeks materials that can reproduce or replace the mineral’s functions, alongside renewable magical-energy sources that could reduce dependence on rare resources.\n\nIts community programs include free magical education for underprivileged children, rehabilitation for people harmed by magical accidents or misuse, and public works intended to improve daily life in Valaria.","heading":"Research and community programs","illustration":{"alt":"MagiTech researchers testing alternative conductors","caption":"MagiTech researchers testing alternative conductors","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/magitech-artificer-research.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"MagiTech and Solaris hold representation in the Valarian Conclave. Their preference for technological advancement can put them at odds with @[Jacquelyn Commonbrook|de1a8b19-340d-4f36-abff-f8c3587b0793]’s social initiatives, even while the company publicly presents itself as politically neutral.","heading":"Representation in the Conclave","visibility":"player"},{"heading":"The Sentinels and construct assignments","body":"The @[Valarian Sentinels|valaria-civic-watch] are Valaria’s living civic guard, led by a High Captain, District Captains and Patrol Sergeants. Solaris Devorak oversees MagiTech, including its construct department, and contributed to Guardian Construct development without being their sole inventor. Kethara Shadowmist’s established discovery and formula retain their place in that history.\n\nAssigned guardians take operational orders from their living patrol leader and district command. Company leadership and engineering support do not make Solaris the direct commander of routine civic policing. The elite MagiTech Defenders and private company security retain their distinct existing roles.","visibility":"player"}],"structured":{"facts":[{"label":"Seat","value":"Valaria","visibility":"player"},{"label":"Leader","value":"Solaris Devorak","visibility":"player"},{"label":"Strategic dependence","value":"Dieritium Arcanum","visibility":"player"}],"groups":[],"kind":"faction"},"summary":"MagiTech is a Valaria-based corporation whose enchanted infrastructure, constructs, and consumer goods depend heavily on Dieritium Arcanum. Chronomancer Solaris Devorak leads the company as shrinking mineral supplies make further research increasingly urgent.","title":"MagiTech","type":"Corporation","visibility":"player","editorGeographyNodeIds":["place-valaria-marketplace"]},{"body":"Campaign framework\nThe principal protagonists are @[Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018] and @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37], with @[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62] supporting them. Fornakin Bolin and his Shad'Kazak form the stated opposition. @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f] is a related figure, and the main setting is @[Haven|9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72] on @[Kirth|2a875534-132f-4e11-b63d-ca1d86202aea].","category":"Lore","id":"7f0fcc5e-aa45-4572-acd1-3cb8aa90cc0b","links":["07966a74-5302-4466-825f-0f642a4b9b62","2a875534-132f-4e11-b63d-ca1d86202aea","539914f0-a980-4ce9-8de6-d12e55607e37","5ae0c55e-626f-470b-9ab4-9ddca1fd1018","9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72","eff94f48-341d-4702-b6b2-a6a0aa9f9f5f"],"raceRelated":[],"sections":[{"body":"The principal protagonists are @[Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018] and @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37], with @[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62] supporting them. Fornakin Bolin and his Shad'Kazak form the stated opposition. @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f] is a related figure, and the main setting is @[Haven|9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72] on @[Kirth|2a875534-132f-4e11-b63d-ca1d86202aea].","heading":"Campaign framework","illustration":{"alt":"The Haven campaign’s stated protagonists and ally","caption":"The Haven campaign’s stated protagonists and ally","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/campaign-main-plot-allied-context-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"This main campaign outline centers Alice and Jbone in Haven, opposed by Fornakin Bolin and abyssally corrupted elves called the Shad'Kazak. Tordek Blackanvil is identified as an ally.","title":"Main Plot","type":"Campaign overview","visibility":"player"},{"body":"Life and appearance\nMaximus was born in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], half god and half mortal. He died in @[Yiltir|yiltir]’s forest during the first Abyssal Elf uprising. He was a masculine-presenting man with golden eyes and blond hair, 6 feet 2 inches tall and weighing 225 pounds.\n\nLegacy\nThe abyssal warlock gnome @[Fornakin Bolin|fornakin-bolin] led the first Abyssal Elf uprising and killed Maximus during that conflict in Yiltir’s forest. Maximus’s earlier work had transformed Georgetown into a major port. After his death, he ascended to Releous’s side.\n\nYears of his life\nMaximus lived for 298 years during the Era of Silence before his death and ascension. His birthday falls on 16 Bloom and his death on 4 Festering. His exact birth and death years remain unspecified. He was a contemporary and ally of Tordek Blackanvil. His later return at the Dragon Summit belongs to the present Era of Alliance.\n\nThe champion’s return\nReleous sent Maximus back to Dorn as his champion when the world faced the threat of Lilith’s release. He appeared at the Dragon Summit, returning to a realm that remembered him as a dead hero. The return did not undo the deeds and death that had already made him part of Haven’s history.\n\nAn advisor against the Unmaker\nMaximus serves as an advisor on the council opposing the Children of the Unmaker. He offers knowledge of the gods’ participation in Lilith’s imprisonment, support for the common defense, and a strong voice in decisions about war.\n\nHe does not take the place of the people already fighting the cult. His return strengthens their effort and gives the council another source of counsel while the struggle remains one shared by many powers.\n\nA safeguard at the summit\nHis presence helped preserve the summit’s peace alongside the oath-binding orb and the danger posed by Lilith herself. Even the chromatic dragons had to reckon with a returned champion and the combined strength of the delegates around him.","category":"People","id":"eff94f48-341d-4702-b6b2-a6a0aa9f9f5f","identityIllustration":{"alt":"Maximus","caption":"Maximus","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/maximus-portrait.avif","visibility":"player","width":900},"links":["d55b4ecd-c049-438e-a3f8-06a8742ac080","efecd1c2-4f09-4bdc-9cdd-0506d275c44d","fornakin-bolin","yiltir"],"raceRelated":[],"sections":[{"body":"Maximus was born in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], half god and half mortal. He died in @[Yiltir|yiltir]’s forest during the first Abyssal Elf uprising. He was a masculine-presenting man with golden eyes and blond hair, 6 feet 2 inches tall and weighing 225 pounds.","heading":"Life and appearance","visibility":"player"},{"body":"The abyssal warlock gnome @[Fornakin Bolin|fornakin-bolin] led the first Abyssal Elf uprising and killed Maximus during that conflict in Yiltir’s forest. Maximus’s earlier work had transformed Georgetown into a major port. After his death, he ascended to Releous’s side.","heading":"Legacy","illustration":{"alt":"Maximus at Georgetown’s working port","caption":"Maximus at Georgetown’s working port","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/maximus-georgetown-port-legacy.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Maximus lived for 298 years during the Era of Silence before his death and ascension. His birthday falls on 16 Bloom and his death on 4 Festering. His exact birth and death years remain unspecified. He was a contemporary and ally of Tordek Blackanvil. His later return at the Dragon Summit belongs to the present Era of Alliance.","heading":"Years of his life","visibility":"player"},{"body":"Releous sent Maximus back to Dorn as his champion when the world faced the threat of Lilith’s release. He appeared at the Dragon Summit, returning to a realm that remembered him as a dead hero. The return did not undo the deeds and death that had already made him part of Haven’s history.","heading":"The champion’s return","visibility":"player"},{"body":"Maximus serves as an advisor on the council opposing the Children of the Unmaker. He offers knowledge of the gods’ participation in Lilith’s imprisonment, support for the common defense, and a strong voice in decisions about war.\n\nHe does not take the place of the people already fighting the cult. His return strengthens their effort and gives the council another source of counsel while the struggle remains one shared by many powers.","heading":"An advisor against the Unmaker","visibility":"player"},{"body":"His presence helped preserve the summit’s peace alongside the oath-binding orb and the danger posed by Lilith herself. Even the chromatic dragons had to reckon with a returned champion and the combined strength of the delegates around him.","heading":"A safeguard at the summit","visibility":"player"}],"summary":"King Maximus Releous, known as Maximus the Mighty and the Hero of Haven, is a demigod and paladin of @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d]. After his death and ascension to his divine father’s side, he was sent back to the material plane and returned at the Dragon Summit as a champion and advisor.","title":"Maximus","type":"Person","visibility":"player"},{"body":"","category":"Factions","factionGroup":"Guards & fighting companies","id":"de17c961-9623-4e0a-9fc9-4f57f50efcd3","links":[],"raceRelated":[],"sections":[],"summary":"The Moon Guard patrolled Georgetown.","title":"Moon Guard","type":"Organization","visibility":"player","illustration":{"src":"assets/worldbook/moon-guard-harbor-patrol-v1.avif","alt":"A Moon Guard harbor patrol","caption":"A Moon Guard harbor patrol","layout":"landscape","width":1536,"height":1024,"displayScale":"wide","visibility":"player","altVisibility":"player","captionVisibility":"player"}},{"body":"From adventurer to caretaker\nRaised in a devout family near a great city, Nolden joined a holy order and spent his early adulthood confronting danger in the name of justice. Battle and personal loss took a lasting toll, and he developed a struggle with alcohol.\n\nHe eventually left adventuring for @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6], establishing @[Hope's Chapel of Releous|748c0536-b8e0-46f0-a05b-10bd9afbf4a2] as a place to continue his service. He accepts charitable contributions, takes in orphaned children, provides education, and aids people harmed by bandits and other criminals. Retirement has not diminished his clerical power or willingness to defend someone in danger.\n\nAppearance and manner\nAt 58, Nolden looks older than his years. He stands 6 feet 2 inches and has a broad frame, weathered tan skin, blue eyes, iron-gray hair, and a stubbled beard. Practical clothes, sturdy boots, worn leather armor, and a battle-used mace suit his habits.\n\nHis directness can initially seem intimidating, but those under his care know his compassion and fierce loyalty. Service to @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d] still gives structure to his life, even as he manages the burdens left by his earlier career.","category":"People","id":"ecb35a4f-721e-4e52-9327-017a72bf11c7","illustration":{"alt":"Nolden Tully","caption":"Nolden Tully","height":1448,"layout":"portrait","src":"assets/worldbook/nolden-tully-text.avif","visibility":"player","width":1086},"links":["2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","748c0536-b8e0-46f0-a05b-10bd9afbf4a2","efecd1c2-4f09-4bdc-9cdd-0506d275c44d"],"raceRelated":[],"sections":[{"body":"Raised in a devout family near a great city, Nolden joined a holy order and spent his early adulthood confronting danger in the name of justice. Battle and personal loss took a lasting toll, and he developed a struggle with alcohol.\n\nHe eventually left adventuring for @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6], establishing @[Hope's Chapel of Releous|748c0536-b8e0-46f0-a05b-10bd9afbf4a2] as a place to continue his service. He accepts charitable contributions, takes in orphaned children, provides education, and aids people harmed by bandits and other criminals. Retirement has not diminished his clerical power or willingness to defend someone in danger.","heading":"From adventurer to caretaker","visibility":"player"},{"body":"At 58, Nolden looks older than his years. He stands 6 feet 2 inches and has a broad frame, weathered tan skin, blue eyes, iron-gray hair, and a stubbled beard. Practical clothes, sturdy boots, worn leather armor, and a battle-used mace suit his habits.\n\nHis directness can initially seem intimidating, but those under his care know his compassion and fierce loyalty. Service to @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d] still gives structure to his life, even as he manages the burdens left by his earlier career.","heading":"Appearance and manner","visibility":"player"}],"summary":"Nolden Tully is a retired adventuring cleric of Releous who founded Hope's hilltop chapel. Gruff in manner but generous in practice, he offers protection, shelter, and guidance to people who have few other places to turn.","title":"Nolden Tully","type":"Person","visibility":"player"},{"body":"Opening Scene: Aelric’s Arrival\nA vast undead arachnid made of bone climbs over the Road of Lost Souls and straddles the party’s route. A spectral head appears above it, expresses displeasure at damage to the road and asks whether the travelers have encountered trouble. It then invites them aboard.\n\nThe encounter outline continues in a lavish, comfortable tea room within @[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5]’s moving lair.\n\nThree Hitchhiking Ghosts\nThe ghosts appear cautiously through the mist beside the road, their forms illuminated by Direlamps. They ask for help rather than attacking.\n\nEldric the Scholar resembles a middle-aged man in worn scholarly robes and spectral spectacles. Polite, curious and easily distracted, he wants news from living travelers and may discuss ancient ruins or forgotten spells.\n\nMira is a young girl with braided hair and a spectral doll. Playful and curious, she asks for stories and marvels at adventurers’ weapons and magic. Her longing for ordinary childhood pleasures offers a quieter encounter amid the Ash’s dangers.\n\nGundrik is a broad, heavily bearded dwarf from Fastenbard, wearing ghostly armor and carrying an ethereal tankard. His blunt humor masks homesickness for family, the forge and ale. He hopes the party will take him closer to home.\n\nSpeaking with the ghosts\nEldric speaks formally and can lose the thread of a conversation as another thought catches his attention. “Greetings, travelers. Might you indulge an old scholar with tales of your journeys?” he asks. His nostalgia centers on scholarship: “Ah, the wonders of the living world. How I miss the scent of a freshly inked manuscript.”\n\nMira speaks simply and with delighted curiosity. “Hi! Can you tell me a story? I love stories!” The equipment of living adventurers fascinates her: “Your sword is so shiny! Can I touch it? Oh, right, I can’t...” She particularly likes stories of heroes and magic and asks whether the party can show her a working of their own.\n\nGundrik’s blunt speech carries humor and homesickness. “Well met, travelers! Fancy a ghostly dwarf for company? I’d love to see my kin and smell the brew once more.” He misses a good pint and the warmth of the forge, and asks whether they can take him closer to home. Asked about the Ash, he warns that the road ahead can be treacherous but encourages the travelers to keep their wits.\n\nCrossing onto the Road\nThe ghosts explain that they can return to the Road of Lost Souls only while possessing a living host. They promise to leave the host once safely across.","category":"Lore","id":"75660ea1-ffea-4176-84d9-c84e2871f3c2","links":["dac8c468-98b8-483e-9d28-901dc58410a5"],"raceRelated":[],"sections":[{"body":"A vast undead arachnid made of bone climbs over the Road of Lost Souls and straddles the party’s route. A spectral head appears above it, expresses displeasure at damage to the road and asks whether the travelers have encountered trouble. It then invites them aboard.\n\nThe encounter outline continues in a lavish, comfortable tea room within @[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5]’s moving lair.","heading":"Opening Scene: Aelric’s Arrival","illustration":{"alt":"Prepared arrival of Aelric's bone arachnid lair","caption":"Prepared arrival of Aelric's bone arachnid lair","height":1024,"layout":"landscape","src":"assets/worldbook/ash-aelric-moving-lair.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The ghosts appear cautiously through the mist beside the road, their forms illuminated by Direlamps. They ask for help rather than attacking.\n\nEldric the Scholar resembles a middle-aged man in worn scholarly robes and spectral spectacles. Polite, curious and easily distracted, he wants news from living travelers and may discuss ancient ruins or forgotten spells.\n\nMira is a young girl with braided hair and a spectral doll. Playful and curious, she asks for stories and marvels at adventurers’ weapons and magic. Her longing for ordinary childhood pleasures offers a quieter encounter amid the Ash’s dangers.\n\nGundrik is a broad, heavily bearded dwarf from Fastenbard, wearing ghostly armor and carrying an ethereal tankard. His blunt humor masks homesickness for family, the forge and ale. He hopes the party will take him closer to home.","heading":"Three Hitchhiking Ghosts","illustration":{"alt":"The three prepared ghosts beside the Road of Lost Souls","caption":"The three prepared ghosts beside the Road of Lost Souls","height":1024,"layout":"landscape","src":"assets/worldbook/ash-three-hitchhiking-ghosts.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Eldric speaks formally and can lose the thread of a conversation as another thought catches his attention. “Greetings, travelers. Might you indulge an old scholar with tales of your journeys?” he asks. His nostalgia centers on scholarship: “Ah, the wonders of the living world. How I miss the scent of a freshly inked manuscript.”\n\nMira speaks simply and with delighted curiosity. “Hi! Can you tell me a story? I love stories!” The equipment of living adventurers fascinates her: “Your sword is so shiny! Can I touch it? Oh, right, I can’t...” She particularly likes stories of heroes and magic and asks whether the party can show her a working of their own.\n\nGundrik’s blunt speech carries humor and homesickness. “Well met, travelers! Fancy a ghostly dwarf for company? I’d love to see my kin and smell the brew once more.” He misses a good pint and the warmth of the forge, and asks whether they can take him closer to home. Asked about the Ash, he warns that the road ahead can be treacherous but encourages the travelers to keep their wits.","heading":"Speaking with the ghosts","visibility":"player"},{"body":"The ghosts explain that they can return to the Road of Lost Souls only while possessing a living host. They promise to leave the host once safely across.","heading":"Crossing onto the Road","visibility":"player"}],"summary":"An encounter outline for 24 May 2024 follows the Road of Lost Souls to Aelric the Eternal’s moving lair and three ghosts seeking help. It records proposed scenes, without establishing that the party played them.","title":"The Ash, Part II: Session Preparation for 24 May 2024","type":"Adventure outline","visibility":"player"},{"body":"Harbor and cityscape\nPronounced Kwan-Mah, Quan’Ma occupies the comparatively welcoming waters of Varmtangen Bay. Ships connect it with the northern settlements of Skjolgard and Vindrheim and with distant trading partners. Its winding streets follow natural contours between buildings of local stone and timber. Markets exchange northern ivory carvings, southern pine, imported delicacies, and everyday goods.\n\nQuan’Ma has a population of 23,000; its people are called Kwan-Mah-ree. Goliaths form about eighty percent of residents, followed by humans at seven percent, dwarves at five, Castorians and orcs at two each, and gnomes at one. Traders, artisans, and adventurers from these communities participate in local life and customs.\n\nThe Moot and the shrine\nThe great carved longhouse known as the Moot Hall serves as the city’s political center. Settlement Thanes gather for an annual Moot. The High Thane’s residence is an especially large and elaborate longhouse, sometimes opened during festivals or public occasions.\n\nNearby stands the largest local shrine to Bragastir and Vulkrandur, combining a polished-stone altar with a grove of old pines. Communal feasts, ancestral stories, training, and craft traditions give the city its rhythm. Veterans teach warriors at the outskirts, while elders and artisans pass knowledge to younger generations.\n\nDefense without a city wall\nQuan’Ma relies on a trained militia rather than a continuous wall. Goliaths receive basic combat instruction from childhood, and experienced war-chiefs organize local warriors and volunteers from other communities. Regular exercises prepare them to defend the harbor and streets.\n\nThe Nordskol Range obstructs landward attacks, while difficult surrounding seas challenge unfamiliar fleets. Watchtowers within the city and along the coast provide early warning. Its winding lanes can confuse intruders, and durable buildings offer cover and elevated positions. Faith in the two patron deities strengthens morale. The defenders still rely on vigilance, preparation and knowledge of the mountains.\n\nTrade and livelihoods\nTimberworking, carved goods, animal husbandry, and brewing support the economy. Native livestock supply meat, hides, and especially warm wool. Goliath Mead is both a local staple and a valued export, giving the city’s breweries a prominent role.\n\nOutgoing cargo includes timber, mead, wool, hides, and carvings. Ezin sends foodstuffs, spices, herbs and glass, while Georgetown provides magical items and Dwarven Whiskey. Sacred weapons and tools from renowned smiths, including those working under Skjaldur, appear more rarely in trade and command high prices.\n\nPlaces to visit\nThe harbor wharfs and Market Square reveal the working city most directly. The Artisan Quarters offer demonstrations of carving and other crafts, while breweries explain meadmaking and provide fresh samples. Training grounds host practice and friendly competitions. From the watchtowers, clear weather permits views north toward the Nordskol Range and south across the sea. The Moot Hall, paired shrine and High Thane’s house are prominent civic and religious landmarks.\n\nHildr and the brewing houses\n@[Hildr Thunderfoot|5fde01f6-0dd7-41d3-b751-fb016ceb7394] holds the title of High Thane in Quan’Ma and presides over its Moot. She regularly seeks guidance at the shrine of Bragastir and Vulkrandur. Her rise began in Skjolgard, where she served as Thane before the gathered leaders chose her during a Moot.\n\nThe city’s @[brewing houses|ba519d81-ac19-4e98-9a35-972b268feaf9] include Thunderfoot Brew House, run by a distant branch of the Thunderfoot clan; Stormheart Brewing near the center; Bragastir’s Blessing beside its clear stream; and Nordskol Meadery outside the city near the mountains. Their tours and tasting rooms make the mead trade part of Quan’Ma’s public life.","category":"Places","id":"1727c233-267b-4794-ad8d-92ebda106302","illustration":{"alt":"Quan’Ma landscape","caption":"Quan’Ma landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/quanma-varmtangen-port-hero.avif","visibility":"player","width":1536},"links":["5fde01f6-0dd7-41d3-b751-fb016ceb7394","ba519d81-ac19-4e98-9a35-972b268feaf9"],"raceRelated":[],"sections":[{"body":"Pronounced Kwan-Mah, Quan’Ma occupies the comparatively welcoming waters of Varmtangen Bay. Ships connect it with the northern settlements of Skjolgard and Vindrheim and with distant trading partners. Its winding streets follow natural contours between buildings of local stone and timber. Markets exchange northern ivory carvings, southern pine, imported delicacies, and everyday goods.\n\nQuan’Ma has a population of 23,000; its people are called Kwan-Mah-ree. Goliaths form about eighty percent of residents, followed by humans at seven percent, dwarves at five, Castorians and orcs at two each, and gnomes at one. Traders, artisans, and adventurers from these communities participate in local life and customs.","heading":"Harbor and cityscape","illustration":{"alt":"Quan’Ma’s Varmtangen Bay wharfs","caption":"Quan’Ma’s Varmtangen Bay wharfs","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/quanma-varmtangen-wharf.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The great carved longhouse known as the Moot Hall serves as the city’s political center. Settlement Thanes gather for an annual Moot. The High Thane’s residence is an especially large and elaborate longhouse, sometimes opened during festivals or public occasions.\n\nNearby stands the largest local shrine to Bragastir and Vulkrandur, combining a polished-stone altar with a grove of old pines. Communal feasts, ancestral stories, training, and craft traditions give the city its rhythm. Veterans teach warriors at the outskirts, while elders and artisans pass knowledge to younger generations.","heading":"The Moot and the shrine","illustration":{"alt":"Quan’Ma Moot Hall and paired shrine","caption":"Quan’Ma Moot Hall and paired shrine","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/quanma-moot-hall.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Quan’Ma relies on a trained militia rather than a continuous wall. Goliaths receive basic combat instruction from childhood, and experienced war-chiefs organize local warriors and volunteers from other communities. Regular exercises prepare them to defend the harbor and streets.\n\nThe Nordskol Range obstructs landward attacks, while difficult surrounding seas challenge unfamiliar fleets. Watchtowers within the city and along the coast provide early warning. Its winding lanes can confuse intruders, and durable buildings offer cover and elevated positions. Faith in the two patron deities strengthens morale. The defenders still rely on vigilance, preparation and knowledge of the mountains.","heading":"Defense without a city wall","illustration":{"alt":"Quan’Ma’s coastal militia training","caption":"Quan’Ma’s coastal militia training","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/quanma-coastal-militia.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Timberworking, carved goods, animal husbandry, and brewing support the economy. Native livestock supply meat, hides, and especially warm wool. Goliath Mead is both a local staple and a valued export, giving the city’s breweries a prominent role.\n\nOutgoing cargo includes timber, mead, wool, hides, and carvings. Ezin sends foodstuffs, spices, herbs and glass, while Georgetown provides magical items and Dwarven Whiskey. Sacred weapons and tools from renowned smiths, including those working under Skjaldur, appear more rarely in trade and command high prices.","heading":"Trade and livelihoods","illustration":{"alt":"Mead and wool prepared for export","caption":"Mead and wool prepared for export","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/quanma-mead-export.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The harbor wharfs and Market Square reveal the working city most directly. The Artisan Quarters offer demonstrations of carving and other crafts, while breweries explain meadmaking and provide fresh samples. Training grounds host practice and friendly competitions. From the watchtowers, clear weather permits views north toward the Nordskol Range and south across the sea. The Moot Hall, paired shrine and High Thane’s house are prominent civic and religious landmarks.","heading":"Places to visit","visibility":"player"},{"body":"@[Hildr Thunderfoot|5fde01f6-0dd7-41d3-b751-fb016ceb7394] holds the title of High Thane in Quan’Ma and presides over its Moot. She regularly seeks guidance at the shrine of Bragastir and Vulkrandur. Her rise began in Skjolgard, where she served as Thane before the gathered leaders chose her during a Moot.\n\nThe city’s @[brewing houses|ba519d81-ac19-4e98-9a35-972b268feaf9] include Thunderfoot Brew House, run by a distant branch of the Thunderfoot clan; Stormheart Brewing near the center; Bragastir’s Blessing beside its clear stream; and Nordskol Meadery outside the city near the mountains. Their tours and tasting rooms make the mead trade part of Quan’Ma’s public life.","heading":"Hildr and the brewing houses","visibility":"player"}],"summary":"Quan’Ma is a major port on Varmtangen Bay at Rahm’mafal’s southern tip.","title":"Quan’Ma","type":"Settlement","visibility":"player"},{"body":"Northern threshold\nRagzul Urzok is the last outpost before the northern entrance to @[the Ash|b47f0a84-c380-499c-baf4-4efef0fc7c9e]. It faces the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc] across the hazardous Road of Lost Souls.\n\nRagzul Urzok: The Making of the Enduring Watch\nAn escort station became a permanent town because the road through the Ash could never be maintained as an occasional duty.\n\nA watch that did not disperse\nThe earliest enduring community at Ragzul Urzok consisted of guards, carriers and the people who supplied them. Temporary camps had served travelers before, but a permanent watch was necessary once safe passage through the Ash became a continuing obligation of the treaty. Tools, provisions and knowledge could not be reassembled from nothing each time a convoy needed them.\n\nThe first lasting buildings were a storehouse, a covered repair space and barracks. Their placement established the practical center of the outpost. Kitchens and sleeping rooms followed. People who repaired equipment or fed the watch brought spouses, children and older relatives; a military post became a place where ordinary life had to continue beside extraordinary danger.\n\nThe returned possessions\nA formative custom began after a convoy brought back the belongings of several travelers who had vanished. The goods had different values, and some were worth more than the watch's wages. The commander ordered them kept until ownership could be established rather than distributed as salvage.\n\nFamilies came from both sides of the Ash to identify them. Some recovered useful property. Others found only confirmation that a loved one had reached a certain point on the road. The practice endured because it gave the outpost a responsibility recognizable to people who distrusted its uniform.\n\nThe returned-property shelter became one of Ragzul's oldest civilian institutions. Its keepers preserve descriptions and claims even when no relative arrives. Objects too damaged to retain are recorded before disposal; a name is not removed merely because its owner's possessions have ceased to be valuable.\n\nThe years of the railway\nThe arrival of dependable rail service transformed the outpost's working population. Freight handlers and mechanics joined guards and caravan workers. Loads arriving in bulk had to be redistributed into forms suitable for the protected road. The settlement acquired more substantial inns, stables and storage yards without losing the sense that everything beyond its edge required special preparation.\n\nFamilies benefited from steadier supplies, but the line also brought travelers who confused ease of arrival with ease of passage. The departure inspection developed into a regular institution. Its purpose was practical: fewer broken wagons, fewer exhausted animals and fewer preventable demands on rescuers.\n\nA community shaped by absence\nRagzul contains households formed through shared waiting. People who remained while searching for a relative found work, friendships and eventually reasons to stay beyond the search itself. Some married into the town. Others kept rooms that always seemed temporary, although they lived in them for years.\n\nThis history gives the settlement an unusual patience with grief and an equally unusual impatience with theatrical promises. A stranger who guarantees recovery before understanding a loss will receive colder treatment than one who admits a limit.\n\nThe present watch\nWatch-Captain Veska Marr represents the professional garrison that grew from the older escort culture. Pell Sootreed's freight office represents the newer town, where a mistake in scheduling can threaten the same lives as a mistake on patrol. Their authority overlaps daily without being identical.\n\nThe relationship with Seraphine Dawnbringer's southern outpost is sustained by correspondence, returning crews and a shared need for accurate accounts. Political grievances exist, but both communities know that concealing a practical failure harms the people doing the work first.\n\nRagzul's identity remains tied to the meaning of its name, Enduring Watch. Residents understand endurance as continuity: food prepared, equipment made ready, a name kept on a list and a post still occupied when the next travelers arrive.\n\nRailway to the capital\nRagzul is the southern end of the steam-rail line that connects it with @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7] and @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]. Freight arriving from the Confederacy therefore meets the guarded road through the Ash at the outpost.","category":"Places","id":"b7175ef2-dfef-4c9f-981a-9129cad4a087","illustration":{"alt":"Ragzul Urzok landscape","caption":"Ragzul Urzok landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/ragzul-enduring-watch-rail-yard-hero.avif","visibility":"player","width":1536},"links":["274cf988-d703-4e79-b530-6cdbfb7834fc","92710cbd-bdbe-478d-bcac-7ed22499690e","b47f0a84-c380-499c-baf4-4efef0fc7c9e","fbc3ea9b-8391-4db1-9146-725f2cfe7ba7"],"raceRelated":[],"sections":[{"body":"Ragzul Urzok is the last outpost before the northern entrance to @[the Ash|b47f0a84-c380-499c-baf4-4efef0fc7c9e]. It faces the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc] across the hazardous Road of Lost Souls.","heading":"Northern threshold","visibility":"player"},{"body":"An escort station became a permanent town because the road through the Ash could never be maintained as an occasional duty.","heading":"Ragzul Urzok: The Making of the Enduring Watch","visibility":"player"},{"body":"The earliest enduring community at Ragzul Urzok consisted of guards, carriers and the people who supplied them. Temporary camps had served travelers before, but a permanent watch was necessary once safe passage through the Ash became a continuing obligation of the treaty. Tools, provisions and knowledge could not be reassembled from nothing each time a convoy needed them.\n\nThe first lasting buildings were a storehouse, a covered repair space and barracks. Their placement established the practical center of the outpost. Kitchens and sleeping rooms followed. People who repaired equipment or fed the watch brought spouses, children and older relatives; a military post became a place where ordinary life had to continue beside extraordinary danger.","heading":"A watch that did not disperse","visibility":"player"},{"body":"A formative custom began after a convoy brought back the belongings of several travelers who had vanished. The goods had different values, and some were worth more than the watch's wages. The commander ordered them kept until ownership could be established rather than distributed as salvage.\n\nFamilies came from both sides of the Ash to identify them. Some recovered useful property. Others found only confirmation that a loved one had reached a certain point on the road. The practice endured because it gave the outpost a responsibility recognizable to people who distrusted its uniform.\n\nThe returned-property shelter became one of Ragzul's oldest civilian institutions. Its keepers preserve descriptions and claims even when no relative arrives. Objects too damaged to retain are recorded before disposal; a name is not removed merely because its owner's possessions have ceased to be valuable.","heading":"The returned possessions","illustration":{"alt":"Ragzul’s shelter for returned possessions","caption":"Ragzul’s shelter for returned possessions","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ragzul-returned-possession-shelter.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The arrival of dependable rail service transformed the outpost's working population. Freight handlers and mechanics joined guards and caravan workers. Loads arriving in bulk had to be redistributed into forms suitable for the protected road. The settlement acquired more substantial inns, stables and storage yards without losing the sense that everything beyond its edge required special preparation.\n\nFamilies benefited from steadier supplies, but the line also brought travelers who confused ease of arrival with ease of passage. The departure inspection developed into a regular institution. Its purpose was practical: fewer broken wagons, fewer exhausted animals and fewer preventable demands on rescuers.","heading":"The years of the railway","illustration":{"alt":"Rail freight prepared for the protected road","caption":"Rail freight prepared for the protected road","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ragzul-rail-freight-road-inspection.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Ragzul contains households formed through shared waiting. People who remained while searching for a relative found work, friendships and eventually reasons to stay beyond the search itself. Some married into the town. Others kept rooms that always seemed temporary, although they lived in them for years.\n\nThis history gives the settlement an unusual patience with grief and an equally unusual impatience with theatrical promises. A stranger who guarantees recovery before understanding a loss will receive colder treatment than one who admits a limit.","heading":"A community shaped by absence","illustration":{"alt":"Households formed through shared waiting in Ragzul","caption":"Households formed through shared waiting in Ragzul","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ragzul-households-shared-waiting.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Watch-Captain Veska Marr represents the professional garrison that grew from the older escort culture. Pell Sootreed's freight office represents the newer town, where a mistake in scheduling can threaten the same lives as a mistake on patrol. Their authority overlaps daily without being identical.\n\nThe relationship with Seraphine Dawnbringer's southern outpost is sustained by correspondence, returning crews and a shared need for accurate accounts. Political grievances exist, but both communities know that concealing a practical failure harms the people doing the work first.\n\nRagzul's identity remains tied to the meaning of its name, Enduring Watch. Residents understand endurance as continuity: food prepared, equipment made ready, a name kept on a list and a post still occupied when the next travelers arrive.","heading":"The present watch","visibility":"player"},{"body":"Ragzul is the southern end of the steam-rail line that connects it with @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7] and @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]. Freight arriving from the Confederacy therefore meets the guarded road through the Ash at the outpost.","heading":"Railway to the capital","visibility":"player"}],"summary":"Ragzul Urzok is a watch and resupply outpost at the Iron Tusk Confederacy's edge, guarding the northern approach into The Ash.","title":"Ragzul Urzok","type":"Settlement","visibility":"player"},{"body":"Mountains, tundra and southern forests\nRahm’mafal stretches approximately 700 miles from end to end and reaches about 250 miles across at its widest point. The Nordrskol Range runs through much of its length. Hjor’Gandur rises above the other peaks, its summit perpetually gathered in storm clouds.\n\nNorthern tundra gives way to pine forests and fertile plains in the more temperate south. The northern settlements include Skjolgard, a fishing and hunting community, and Vindrheim, whose artisans carve mammoth and walrus ivory. Rptherglen occupies a smaller, persistently snow-covered island farther north.\n\nAt the southern tip, Quan’Ma overlooks Varmtangen Bay, whose name means “Warm Tongue.” Its relatively mild waters form a natural harbor. Hartholm is known for smiths, while Bjarnfell lies at the foot of a hill and is associated with bear hunters. Local stone and timber, carved longhouses and communal spaces give the settlements a close relationship with the landscape.\n\nThe sacred homeland\nIts windswept highlands, fjords, conifer forests, volcanic steppes and cliffside halls form the goliath homeland. Clans organize around kinship, sacred places, oaths, and trials rather than urban expansion. Storm Matriarch Thaurga and Shield-Matron Kaelyra hold central roles.\n\nHjor'Gandur is the tallest peak and the site of Aediforj, the Sky Forge. Other important places include the Cradle Steppes, Embermaw Caldera, Edge of Sky, Stormcord Pass, and Skyroot Vale. Storm, flame, ancestral memory, and purposeful craft shape how goliaths understand the land.","category":"Places","id":"1bb5b1e0-0bf8-4f7f-9d9d-f3658ad52a97","illustration":{"alt":"Rahm'mafal landscape","caption":"Rahm'mafal landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/rahmmafal-storm-fjord-homeland-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Rahm’mafal stretches approximately 700 miles from end to end and reaches about 250 miles across at its widest point. The Nordrskol Range runs through much of its length. Hjor’Gandur rises above the other peaks, its summit perpetually gathered in storm clouds.\n\nNorthern tundra gives way to pine forests and fertile plains in the more temperate south. The northern settlements include Skjolgard, a fishing and hunting community, and Vindrheim, whose artisans carve mammoth and walrus ivory. Rptherglen occupies a smaller, persistently snow-covered island farther north.\n\nAt the southern tip, Quan’Ma overlooks Varmtangen Bay, whose name means “Warm Tongue.” Its relatively mild waters form a natural harbor. Hartholm is known for smiths, while Bjarnfell lies at the foot of a hill and is associated with bear hunters. Local stone and timber, carved longhouses and communal spaces give the settlements a close relationship with the landscape.","heading":"Mountains, tundra and southern forests","illustration":{"alt":"Vindrheim, northern ivory craft","caption":"Vindrheim, northern ivory craft","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/rahmmafal-vindrheim-ivory-artisans.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Its windswept highlands, fjords, conifer forests, volcanic steppes and cliffside halls form the goliath homeland. Clans organize around kinship, sacred places, oaths, and trials rather than urban expansion. Storm Matriarch Thaurga and Shield-Matron Kaelyra hold central roles.\n\nHjor'Gandur is the tallest peak and the site of Aediforj, the Sky Forge. Other important places include the Cradle Steppes, Embermaw Caldera, Edge of Sky, Stormcord Pass, and Skyroot Vale. Storm, flame, ancestral memory, and purposeful craft shape how goliaths understand the land.","heading":"The sacred homeland","illustration":{"alt":"Rahm'mafal, a clan oath among kin","caption":"Rahm'mafal, a clan oath among kin","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/rahmmafal-clan-oath-witnesses.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Rahm'mafal is the goliath homeland, dominated by mountains, severe weather, and sacred landscapes tied to Bragastir and Vulkrandur.","title":"Rahm'mafal","type":"Location","visibility":"player"},{"body":"Clan leadership\nInterrelated clans share ancestry, labor and sacred traditions. Elders preserve memory, while shamans and Forgeseers interpret divine signs. Thaurga Stormborn Flamewrought is named Storm Matriarch; her wife, Kaelyra Windbound Flamehair, is Shield-Matron of the Skyborne Council.\n\nThanes and the Moot\nA settlement Thane is chosen for wisdom, strength and service, usually after proving leadership as a warrior or elder. The office carries responsibility for order, communal decisions and representation of the settlement at the Moot. Authority rests on earned respect and continuing communal ties.\n\nThe Moot gathers settlement Thanes to discuss national concerns, establish communal laws and coordinate work for Rahm’mafal’s welfare. Quan’Ma hosts the gathering annually and in times of crisis.\n\nThe High Thane and consensus\nThe High Thane is selected from among the settlement Thanes by consensus at the Moot. The office continues until its holder steps down, dies or is replaced by a new consensus. Its responsibilities include presiding over the gathering, coordinating Rahm’mafal’s defense and representing the nation in diplomacy.\n\n@[Hildr Thunderfoot|5fde01f6-0dd7-41d3-b751-fb016ceb7394], the current High Thane, rose from the northern community of Skjolgard. Her approach to the ice-troll threat combined force with negotiation and won the assembled Thanes’ unanimous support. Her career gives a practical example of the wisdom and communal service expected from national leadership.\n\nWork and exchange across the island\nThe nation’s communities draw on different parts of Rahm’mafal. Northern hunting and fishing settlements contend with tundra and snow, while the southern forests support timber work and the more temperate lands provide resources for livestock and settlement. Ivory carving, wool, hides, wooden crafts and goliath mead all contribute to trade.\n\n@[Quan’Ma|1727c233-267b-4794-ad8d-92ebda106302] connects those local economies through Varmtangen Bay. Ships bring northern goods into the capital and carry exports beyond the island. Foodstuffs, spices, herbs and glass arrive from Ezin; magic items and dwarven whiskey come from Georgetown. These exchanges bring foreign goods and ideas into a society whose political life remains rooted in its settlements and clans.","category":"Factions","factionGroup":"Ruling powers & governments","id":"a6ed800b-f16c-44eb-b874-f28c8e623402","links":["5fde01f6-0dd7-41d3-b751-fb016ceb7394","1727c233-267b-4794-ad8d-92ebda106302"],"raceRelated":[],"sections":[{"body":"Interrelated clans share ancestry, labor and sacred traditions. Elders preserve memory, while shamans and Forgeseers interpret divine signs. Thaurga Stormborn Flamewrought is named Storm Matriarch; her wife, Kaelyra Windbound Flamehair, is Shield-Matron of the Skyborne Council.","heading":"Clan leadership","illustration":{"alt":"Rahm’mafal elders and Forgeseers at council","caption":"Rahm’mafal elders and Forgeseers at council","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/rahmmafal-clan-council.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A settlement Thane is chosen for wisdom, strength and service, usually after proving leadership as a warrior or elder. The office carries responsibility for order, communal decisions and representation of the settlement at the Moot. Authority rests on earned respect and continuing communal ties.\n\nThe Moot gathers settlement Thanes to discuss national concerns, establish communal laws and coordinate work for Rahm’mafal’s welfare. Quan’Ma hosts the gathering annually and in times of crisis.","heading":"Thanes and the Moot","illustration":{"alt":"Thanes discuss communal duties","caption":"Thanes discuss communal duties","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/rahmmafal-thanedom-moot-service.avif","visibility":"player","width":1140},"visibility":"player"},{"id":"enrichment5-a6ed800b-f16c-44eb-b874-f28c8e623402-the-high-thane-and-consensus","heading":"The High Thane and consensus","body":"The High Thane is selected from among the settlement Thanes by consensus at the Moot. The office continues until its holder steps down, dies or is replaced by a new consensus. Its responsibilities include presiding over the gathering, coordinating Rahm’mafal’s defense and representing the nation in diplomacy.\n\n@[Hildr Thunderfoot|5fde01f6-0dd7-41d3-b751-fb016ceb7394], the current High Thane, rose from the northern community of Skjolgard. Her approach to the ice-troll threat combined force with negotiation and won the assembled Thanes’ unanimous support. Her career gives a practical example of the wisdom and communal service expected from national leadership.","visibility":"player"},{"id":"enrichment5-a6ed800b-f16c-44eb-b874-f28c8e623402-work-and-exchange-across-the-island","heading":"Work and exchange across the island","body":"The nation’s communities draw on different parts of Rahm’mafal. Northern hunting and fishing settlements contend with tundra and snow, while the southern forests support timber work and the more temperate lands provide resources for livestock and settlement. Ivory carving, wool, hides, wooden crafts and goliath mead all contribute to trade.\n\n@[Quan’Ma|1727c233-267b-4794-ad8d-92ebda106302] connects those local economies through Varmtangen Bay. Ships bring northern goods into the capital and carry exports beyond the island. Foodstuffs, spices, herbs and glass arrive from Ezin; magic items and dwarven whiskey come from Georgetown. These exchanges bring foreign goods and ideas into a society whose political life remains rooted in its settlements and clans.","visibility":"player"}],"summary":"Rahm’mafal is a clan-based society shaped by communal obligation, proven leadership, sacred trials and respect for elders.","title":"Rahm'mafal, Goliath Nation","type":"Organization","visibility":"player"},{"body":"Origins and divine purpose\nReleous is the sibling of Asmodeus and @[Lilith|2ea2df52-9430-4207-97b5-ab848f6994cc]. The One Above All brought Releous into being alongside Asmodeus and Lilith. During the division following the Godfall War, Releous argued that the gods' duty remained with the mortal world.\n\nPaladins and clerics serve him through honorable deeds, protection, and opposition to the followers of Uzlo and Asmodeus. @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f] is among his best-known paladins. Maximus was his demigod son.\n\nThe Tenets and Edicts of Justice\nReleous's principal scripture separates foundational teachings, the Tenets, from practical commands and instruction, the Edicts. Temples display the book in a place of honor. Daily recitation renews the faithful's obligations, sermons apply its guidance to ordinary choices, and passages mark ceremonies such as paladin knighthoods and the honoring of heroes.\n\nFour recurring commitments define the faith: act with integrity; defend people who cannot protect themselves; pursue wrongdoing and corruption with determination; and meet danger with courage. The text is intended to guide conduct as well as worship.\n\nSymbols and observances\nHis temples and chapels also display a blazing golden sun rising on white.\n\nVanguard lasts a week during Dragonfall and includes gladiatorial contests, war games, drinking, and honors for newly knighted paladins and fighters. Remembrance is especially important in Haven and Georgetown, where it commemorates Maximus's death.\n\nThe deity's individual realm is named the Lands of the Undying Light. Releous heads Eympira, the realm of divine guardians of mortals.\n\nMortal institutions of the faith\nHis faith is visible in Georgetown’s Grand Cathedral and temple guard, in Nolden Tully’s charitable chapel at Hope, and in Ravenwood’s harvest prayers. At the Ashen Guard Outpost, @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd] turns that devotion toward healing, spiritual care and defense against undead. Aurelia Silverdawn’s temple-guard service also forms part of Georgetown’s civic and religious life.\n\nUzlo, the intended counterpart\nAsmodeus created Uzlo in an attempt to recreate Releous as a like-minded counterpart under his control. Uzlo’s death, murder and war form an evil counterpart to Releous’s good, honor and justice.","category":"Divine","id":"efecd1c2-4f09-4bdc-9cdd-0506d275c44d","identityIllustration":{"alt":"Releous with a radiant head of light and armored hands.","caption":"Releous","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-releous-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Releous","caption":"Releous","height":1024,"layout":"landscape","src":"assets/worldbook/releous-scripture-and-sun.avif","visibility":"player","width":1536},"links":["2ea2df52-9430-4207-97b5-ab848f6994cc","672f3c22-80fc-4fa8-a439-64902fa020cd","eff94f48-341d-4702-b6b2-a6a0aa9f9f5f"],"raceRelated":[],"sections":[{"body":"Releous is the sibling of Asmodeus and @[Lilith|2ea2df52-9430-4207-97b5-ab848f6994cc]. The One Above All brought Releous into being alongside Asmodeus and Lilith. During the division following the Godfall War, Releous argued that the gods' duty remained with the mortal world.\n\nPaladins and clerics serve him through honorable deeds, protection, and opposition to the followers of Uzlo and Asmodeus. @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f] is among his best-known paladins. Maximus was his demigod son.","heading":"Origins and divine purpose","illustration":{"alt":"Releous and the duty to mortals","caption":"Releous and the duty to mortals","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/releous-mortal-world-duty.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Releous's principal scripture separates foundational teachings, the Tenets, from practical commands and instruction, the Edicts. Temples display the book in a place of honor. Daily recitation renews the faithful's obligations, sermons apply its guidance to ordinary choices, and passages mark ceremonies such as paladin knighthoods and the honoring of heroes.\n\nFour recurring commitments define the faith: act with integrity; defend people who cannot protect themselves; pursue wrongdoing and corruption with determination; and meet danger with courage. The text is intended to guide conduct as well as worship.","heading":"The Tenets and Edicts of Justice","illustration":{"alt":"The Tenets and Edicts in practice","caption":"The Tenets and Edicts in practice","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/releous-scripture-recitation.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"His temples and chapels also display a blazing golden sun rising on white.\n\nVanguard lasts a week during Dragonfall and includes gladiatorial contests, war games, drinking, and honors for newly knighted paladins and fighters. Remembrance is especially important in Haven and Georgetown, where it commemorates Maximus's death.\n\nThe deity's individual realm is named the Lands of the Undying Light. Releous heads Eympira, the realm of divine guardians of mortals.","heading":"Symbols and observances","illustration":{"alt":"Vanguard honors","caption":"Vanguard honors","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/releous-vanguard-honors.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"His faith is visible in Georgetown’s Grand Cathedral and temple guard, in Nolden Tully’s charitable chapel at Hope, and in Ravenwood’s harvest prayers. At the Ashen Guard Outpost, @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd] turns that devotion toward healing, spiritual care and defense against undead. Aurelia Silverdawn’s temple-guard service also forms part of Georgetown’s civic and religious life.","heading":"Mortal institutions of the faith","visibility":"player"},{"body":"Asmodeus created Uzlo in an attempt to recreate Releous as a like-minded counterpart under his control. Uzlo’s death, murder and war form an evil counterpart to Releous’s good, honor and justice.","heading":"Uzlo, the intended counterpart","visibility":"player"}],"structured":{"facts":[{"label":"Divine order","value":"Prime Deities","visibility":"player"},{"label":"Domains","value":"Good, Honor, Justice","visibility":"player"},{"label":"Emblem","value":"An upright sword over a sun","visibility":"player"}],"groups":[],"kind":"person"},"summary":"Releous, the God of Heroes, is the lawful-good Prime associated with good, honor, and justice. His followers are called to protect the vulnerable, confront corruption, and place mortal welfare at the center of divine service.","title":"Releous","type":"Deity","visibility":"player"},{"body":"Appearance and manner\nPronounced reh-VIN seh-val, Rewyn has silver hair, often braided behind pointed ears, bright green eyes, and lightly tanned skin. Loose robes decorated with embroidery and beads give her an elegant presence. She is 342 years old.\n\nShe greets visitors patiently, listens to their needs, and enjoys sharing jokes. Discussion of a curious artifact quickens her speech and brings out a mischievous excitement.\n\nA discerning shopkeeper\nAt @[Rewyn’s Emporium|edcca2af-6549-4a05-99e5-29e0a9ea7c6b], Rewyn advises customers about remedies and potions and recounts the histories of objects from distant lands. She may demonstrate enchantments when appropriate. Those in need sometimes receive discounts or gifts.\n\nShe does not consider every object suitable for every buyer. She can refuse customers she distrusts, remain secretive about peculiar wares, and respond sternly when her shop or its contents are threatened.\n\nAn inherited apothecary\nRewyn inherited the Emporium from her grandmother, continuing a family apothecary tradition that has served Hope for more than a century. She expanded its rare-object collection, buys herbs from adventurers and sometimes teaches them to make basic healing potions.","category":"People","id":"42008ed4-6335-445c-befd-e62611f5f278","illustration":{"alt":"Rewyn Seval","caption":"Rewyn Seval","height":1448,"layout":"portrait","src":"assets/worldbook/rewyn-seval-text.avif","visibility":"player","width":1086},"links":["edcca2af-6549-4a05-99e5-29e0a9ea7c6b"],"raceRelated":[],"sections":[{"body":"Pronounced reh-VIN seh-val, Rewyn has silver hair, often braided behind pointed ears, bright green eyes, and lightly tanned skin. Loose robes decorated with embroidery and beads give her an elegant presence. She is 342 years old.\n\nShe greets visitors patiently, listens to their needs, and enjoys sharing jokes. Discussion of a curious artifact quickens her speech and brings out a mischievous excitement.","heading":"Appearance and manner","visibility":"player"},{"body":"At @[Rewyn’s Emporium|edcca2af-6549-4a05-99e5-29e0a9ea7c6b], Rewyn advises customers about remedies and potions and recounts the histories of objects from distant lands. She may demonstrate enchantments when appropriate. Those in need sometimes receive discounts or gifts.\n\nShe does not consider every object suitable for every buyer. She can refuse customers she distrusts, remain secretive about peculiar wares, and respond sternly when her shop or its contents are threatened.","heading":"A discerning shopkeeper","visibility":"player"},{"body":"Rewyn inherited the Emporium from her grandmother, continuing a family apothecary tradition that has served Hope for more than a century. She expanded its rare-object collection, buys herbs from adventurers and sometimes teaches them to make basic healing potions.","heading":"An inherited apothecary","visibility":"player"}],"summary":"Rewyn Seval is the elven proprietor of Rewyn’s Emporium, a generous merchant with a particular enthusiasm for rare objects. Her warmth toward customers is balanced by a guarded approach to unusual stock and a willingness to defend it with magic.","title":"Rewyn Seval","type":"Person","visibility":"player"},{"body":"A family business\nThe small, dim shop has served Hope for more than a century. Pleasant herbal smells mingle with stronger, less familiar aromas. Rewyn inherited it from her grandmother, an apothecary, and continued the work of gathering herbs and preparing remedies.\n\nResidents visit for ordinary medicinal needs; adventurers are drawn by the possibility of less common finds. Rewyn’s personal collecting interests have expanded the stock beyond its original practical purpose.\n\nStock and services\nRegular goods include salves, poultices, and basic healing potions. Rewyn also prepares remedies for particular conditions, antidotes, antivenoms, and potions intended to enhance strength, speed, or endurance. She sometimes buys herbs from adventurers and teaches basic healing-potion preparation.\n\nUnusual stock may include enchanted small objects, rare magical ingredients, and artifacts from distant places. Stock changes as new goods arrive.\n\nTrust at the counter\nRewyn gives advice suited to a customer’s needs and sometimes offers discounts or free goods to people who cannot afford them. An interest in rare items can draw out their histories and a demonstration of an enchantment. Her friendliness does not mean that every object is for every buyer: she may refuse a sale to someone she considers unworthy or dangerous, and she uses elven magic to protect the shop and stock.","category":"Places","id":"edcca2af-6549-4a05-99e5-29e0a9ea7c6b","illustration":{"alt":"Rewyn’s Emporium landscape","caption":"Rewyn’s Emporium landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/rewyn-emporium-apothecary-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The small, dim shop has served Hope for more than a century. Pleasant herbal smells mingle with stronger, less familiar aromas. Rewyn inherited it from her grandmother, an apothecary, and continued the work of gathering herbs and preparing remedies.\n\nResidents visit for ordinary medicinal needs; adventurers are drawn by the possibility of less common finds. Rewyn’s personal collecting interests have expanded the stock beyond its original practical purpose.","heading":"A family business","visibility":"player"},{"body":"Regular goods include salves, poultices, and basic healing potions. Rewyn also prepares remedies for particular conditions, antidotes, antivenoms, and potions intended to enhance strength, speed, or endurance. She sometimes buys herbs from adventurers and teaches basic healing-potion preparation.\n\nUnusual stock may include enchanted small objects, rare magical ingredients, and artifacts from distant places. Stock changes as new goods arrive.","heading":"Stock and services","illustration":{"alt":"Rewyn’s Emporium, apothecary and changing curiosities","caption":"Rewyn’s Emporium, apothecary and changing curiosities","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/rewyn-emporium-herbs.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Rewyn gives advice suited to a customer’s needs and sometimes offers discounts or free goods to people who cannot afford them. An interest in rare items can draw out their histories and a demonstration of an enchantment. Her friendliness does not mean that every object is for every buyer: she may refuse a sale to someone she considers unworthy or dangerous, and she uses elven magic to protect the shop and stock.","heading":"Trust at the counter","visibility":"player"}],"summary":"Rewyn’s Emporium is Hope’s long-established apothecary and curiosity shop. Rewyn Seval continues her family’s medicinal trade while adding rare components, enchanted trinkets, and unusual artifacts to its crowded shelves.","title":"Rewyn’s Emporium","type":"Landmark","visibility":"player"},{"body":"Work and character\nRiqshaw took charge of security after Toren's death. He is a strategic leader as well as a strong combatant, and his interest in goliath culture influences his methods and friendships.\n\nAt twenty-nine, he stands 7 feet 3 inches and weighs 425 pounds, with dark-brown fur, amber eyes, and polished horns. His reserve can give way to humor or occasional naivety, but he is perceptive rather than foolish. His stated “Chaotic Goofy” alignment is a portrayal shorthand for that mixture.\n\nHis home is Quan’Ma. He sums up his outlook with, “Strength is not just in the muscle, but in the heart and mind. And sometimes, in a good laugh.”","category":"People","id":"5b2b1ce4-3b18-459c-aa0d-b957232b5303","illustration":{"alt":"Riqshaw Thunderstep","caption":"Riqshaw Thunderstep","height":1448,"layout":"portrait","src":"assets/worldbook/riqshaw-thunderstep-text.avif","visibility":"player","width":1086},"links":[],"raceRelated":[],"sections":[{"body":"Riqshaw took charge of security after Toren's death. He is a strategic leader as well as a strong combatant, and his interest in goliath culture influences his methods and friendships.\n\nAt twenty-nine, he stands 7 feet 3 inches and weighs 425 pounds, with dark-brown fur, amber eyes, and polished horns. His reserve can give way to humor or occasional naivety, but he is perceptive rather than foolish. His stated “Chaotic Goofy” alignment is a portrayal shorthand for that mixture.\n\nHis home is Quan’Ma. He sums up his outlook with, “Strength is not just in the muscle, but in the heart and mind. And sometimes, in a good laugh.”","heading":"Work and character","illustration":{"alt":"Riqshaw directs airship security","caption":"Riqshaw directs airship security","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/section-5b2b1ce4-work-and-character.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Riqshaw Thunderstep is the minotaur chief of security aboard the Lustrous Gale. A capable fighter and tactician with an unexpectedly playful manner, he balances loyalty and honor with a fondness for goliath mead and absurd schemes.","title":"Riqshaw Thunderstep","type":"Person","visibility":"player"},{"body":"Life in Blackwater\nRoland tells of a youth in Drayton, a lake village in Haven several hundred miles southeast of Blackwater, beyond the Wall. In that telling, hunting and fishing preceded years with adventuring parties. He eventually settled in @[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8], drawn to its independence and hardy inhabitants.\n\nHis practical judgment earned him the role of first citizen. He is prepared to make difficult decisions but aims to remain fair, approachable, and attentive to people seeking advice. Protecting the village is his overriding responsibility.\n\nAppearance\nRoland is 43 and stands 6 feet 2 inches tall. He has a broad build, weathered face, blue eyes, and short dark hair graying at the temples. A ready joke and easy manner often put visitors at ease despite his formidable appearance.","category":"People","id":"ad47d9d6-9acf-4e1c-8d22-c4c17289afb1","identityIllustration":{"alt":"Roland Oakley","caption":"Roland Oakley","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/roloakley-portrait.avif","visibility":"player","width":900},"links":["46b369a0-dd37-4325-b48a-523193d9b3d8"],"raceRelated":[],"sections":[{"body":"Roland tells of a youth in Drayton, a lake village in Haven several hundred miles southeast of Blackwater, beyond the Wall. In that telling, hunting and fishing preceded years with adventuring parties. He eventually settled in @[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8], drawn to its independence and hardy inhabitants.\n\nHis practical judgment earned him the role of first citizen. He is prepared to make difficult decisions but aims to remain fair, approachable, and attentive to people seeking advice. Protecting the village is his overriding responsibility.","heading":"Life in Blackwater","visibility":"player"},{"body":"Roland is 43 and stands 6 feet 2 inches tall. He has a broad build, weathered face, blue eyes, and short dark hair graying at the temples. A ready joke and easy manner often put visitors at ease despite his formidable appearance.","heading":"Appearance","visibility":"player"}],"summary":"Roland Oakley is Blackwater's pragmatic first citizen, respected for his survival skills and concern for the village. He mediates disputes, represents the community outside its borders, and uses humor to soften an otherwise imposing presence.","title":"Roland Oakley","type":"Person","visibility":"player"},{"body":"A life on the front line\nSeraphine is an elf with dark brown hair. Constant struggle has left her battle-worn, without prominent scars. Her intensity suits the hard life of the outpost: a remote, dark and bleak refuge where fighting the dead is an everyday burden.\n\nKeeper of the southern refuge\nSeraphine combines practical undead lore with divine magic, teaching defenders about their enemies' behavior and weaknesses. Her protective and restorative spells are central to the safety of the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc]. She also blesses the road's warding lanterns to reinforce their resistance to undead.\n\nHer duties extend beyond combat. She tends the injured, counsels people shaken by encounters in @[The Ash|b47f0a84-c380-499c-baf4-4efef0fc7c9e], and spends evenings among the community offering comfort and prayers for those lost. Her faith in @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d] sustains that work.\n\nThe Ash Bounders\n@[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306], a human ranger of the Ash Bounders, reports to Seraphine at the outpost. His work on the Road of Lost Souls connects its refuge to travelers beyond the palisades.","category":"People","id":"672f3c22-80fc-4fa8-a439-64902fa020cd","identityIllustration":{"alt":"Seraphine Dawnbringer","caption":"Seraphine Dawnbringer","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/seraphine-dawnbringer-portrait.avif","visibility":"player","width":900},"links":["274cf988-d703-4e79-b530-6cdbfb7834fc","a98200e5-e6e1-4843-8109-402bae0c8306","b47f0a84-c380-499c-baf4-4efef0fc7c9e","efecd1c2-4f09-4bdc-9cdd-0506d275c44d"],"raceRelated":[],"sections":[{"body":"Seraphine is an elf with dark brown hair. Constant struggle has left her battle-worn, without prominent scars. Her intensity suits the hard life of the outpost: a remote, dark and bleak refuge where fighting the dead is an everyday burden.","heading":"A life on the front line","visibility":"player"},{"body":"Seraphine combines practical undead lore with divine magic, teaching defenders about their enemies' behavior and weaknesses. Her protective and restorative spells are central to the safety of the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc]. She also blesses the road's warding lanterns to reinforce their resistance to undead.\n\nHer duties extend beyond combat. She tends the injured, counsels people shaken by encounters in @[The Ash|b47f0a84-c380-499c-baf4-4efef0fc7c9e], and spends evenings among the community offering comfort and prayers for those lost. Her faith in @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d] sustains that work.","heading":"Keeper of the southern refuge","visibility":"player"},{"body":"@[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306], a human ranger of the Ash Bounders, reports to Seraphine at the outpost. His work on the Road of Lost Souls connects its refuge to travelers beyond the palisades.","heading":"The Ash Bounders","visibility":"player"}],"summary":"Seraphine Dawnbringer is an elven defender of Releous who leads the Ashen Guard Outpost. An intense, battle-worn warrior, she protects the remote refuge through relentless fighting, healing and wards against the undead.","title":"Seraphine Dawnbringer","type":"Person","visibility":"player"},{"body":"The plant and Bolivar Tower\nNess was missing when the group woke, possibly kidnapped. A note she had left directed them to the tabaxi @[Dar'Ren Dar|3fa8b965-444c-49c1-86b9-56fda3f4d0f4], who guided them to a patch of Nescutar. A sandstorm passed over the site and revealed a tower.\n\nJbone, Jennra, and Dar'Ren entered and discovered they could not leave. Time within moved much more slowly, and the tower held people from different periods. Among them was Noblin Bolin, father of their enemy Fornakin Bolin. After fighting through pockets of the Feywild and Shadowfell, the group reached the top, where Jennra solved a riddle that returned them outside.\n\nReturn to Georgetown\nLearning that Ness had been brought back from Lebren, the party returned to @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]. Moon Guard patrols overran the city, which appeared to have been sacked. @[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62] offered to get them out aboard a Skywarden, a new kind of airship powered by @[Dieritium Arcanum|notebook-3], bound for @[Valaria|notebook-17].\n\nThe party completed Tordek’s fetch quest and received 500 gold.","category":"Lore","id":"05126a47-7098-4737-b062-8e8ac9747021","links":["07966a74-5302-4466-825f-0f642a4b9b62","3fa8b965-444c-49c1-86b9-56fda3f4d0f4","d55b4ecd-c049-438e-a3f8-06a8742ac080","notebook-17","notebook-3"],"raceRelated":[],"sections":[{"body":"Ness was missing when the group woke, possibly kidnapped. A note she had left directed them to the tabaxi @[Dar'Ren Dar|3fa8b965-444c-49c1-86b9-56fda3f4d0f4], who guided them to a patch of Nescutar. A sandstorm passed over the site and revealed a tower.\n\nJbone, Jennra, and Dar'Ren entered and discovered they could not leave. Time within moved much more slowly, and the tower held people from different periods. Among them was Noblin Bolin, father of their enemy Fornakin Bolin. After fighting through pockets of the Feywild and Shadowfell, the group reached the top, where Jennra solved a riddle that returned them outside.","heading":"The plant and Bolivar Tower","illustration":{"alt":"Dar'Ren guides Jbone as the sandstorm reveals Bolivar Tower","caption":"Dar'Ren guides Jbone as the sandstorm reveals Bolivar Tower","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/session2019-nescutar-tower.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Learning that Ness had been brought back from Lebren, the party returned to @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]. Moon Guard patrols overran the city, which appeared to have been sacked. @[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62] offered to get them out aboard a Skywarden, a new kind of airship powered by @[Dieritium Arcanum|notebook-3], bound for @[Valaria|notebook-17].\n\nThe party completed Tordek’s fetch quest and received 500 gold.","heading":"Return to Georgetown","illustration":{"alt":"Tordek offers a Skywarden route out of occupied Georgetown","caption":"Tordek offers a Skywarden route out of occupied Georgetown","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/session2019-skywarden-escape-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"On 26 October 2019, the party searched for a rare plant in Lebren, became trapped in a time-distorted tower, and returned to find Georgetown under Moon Guard occupation. Tordek then offered passage toward Valaria on a new Dieritium-powered airship.","title":"Session 10-26-19","type":"Session account","visibility":"player"},{"body":"The party in Boâl\nThe session took place on 19 October 2024 in Boâl, principally the Skyward District, Grand Library, and Moon Temple beneath it. Luke played Relas, a Winter Eladrin blood hunter and monk; Bella played Raven, a Kovard warlock of Asmodeus; Kyle played Kaldras, a dwarf forge cleric; and Zach played Inaro, a half-elf sorcerer with draconic magic. Terry was absent, so the GM ran Bane, the goliath barbarian.\n\nAt the party’s Skyward District apartment, their goblin butler Baldrin prepared breakfast while the group regrouped and discussed the previous night.\n\nVaelith and the temple\nRelas investigated a mental intrusion he suspected came from Vaelith the Seer. During their tense meeting, she demanded to know how the party had learned of the recently discovered Moon Temple. He explained that his order possessed ancient references to it. Vaelith inflicted severe psychic pain and claimed to be protecting the Confederacy under Chieftess Grishara’s orders.\n\nRaven returned from Valaria with a more immediate warning: Terandyn, leader of the Children of Unmaking, was pursuing the party and seeking information beneath the library about the second ritual to release Lilith. After guards and preservationists secured the site, High Lore Keeper Ok’arish admitted the party.\n\nVaelith’s answer to Relas expressed the same refusal to yield that marked their exchange: “I will do what I wish.”\n\nThe chamber and Terandyn’s death\nFive murals depicted Asmodeus, Lilith, and Releous; the creation of other deities; Lilith’s assault on reality; the war against her; and her imprisonment. An incorrect solution triggered a damaging trap, but the group subsequently solved the mural puzzle and opened the concealed chamber.\n\nTerandyn arrived by throwing Ok’arish’s body into the room. He used Time Stop to address the party before fighting alongside four cultists. The party killed his followers and gravely wounded him. Raven struck the fatal blow as he attempted to escape.\n\nKaldras reached Ok’arish in time to cast Revivify, consuming a diamond worth 300 gp. The revived lore keeper reported that Terandyn had killed the guards and preservationists during his attack on the library. The party suffered no deaths in the encounter.\n\nTerandyn’s dedication to the Unmaker shaped his threat to the party: “Embrace oblivion, or be consumed by it!”\n\nThe tablets and a northern destination\nThe secret chamber held metal tablets written in the language of the Primes. Unable to translate them fully, Raven reluctantly invoked Asmodeus. He possessed Inaro and supplied part of the meaning: Balmoral, to the north, held further information about Lilith’s second release ritual. Asmodeus also made clear that his assistance created a debt. Ok’arish suggested that a complete translation might be possible in Valaria.\n\nThe party resolved to travel north. This would also let Relas report to the Moonlit Hunt cabal, which had tasked him with finding the temple and its information. Nearby, the reappeared metallic-dragon conclave known as the Gleaming Tempest had summoned powerful figures to a summit; the group intended to attend.\n\nSpeaking through Inaro, Asmodeus made the terms of his help explicit: “This was a favor. You owe a debt.”\n\nThe Gleaming Tempest had been thought extinct for more than four hundred years. Its return and invitation to powerful figures therefore offered more than another travel destination: the prospect of new alliances and an upheaval in the balance of power.\n\nReward and recovered equipment\nThe party reported to Chieftess Grishara Bloodhammer, who expressed concern about the cult and granted them a deed to a dilapidated fort roughly two hours outside Boâl. Inspection, provisioning, and eventual restoration were left for later.\n\nRaven, Kaldras, and Ok’arish identified Terandyn’s equipment. The Sword of the Unmaker is a +2 longsword with additional necrotic damage whose amount is not specified here. The Armor of Shadows grants +2 AC and resistance to cold and fire. The Ring of Abyssal Power opens a portal to a particular, unnamed destination. The Circlet of Mind Shielding protects against psychic intrusion and grants advantage on Perception checks. The party also retained tablet rubbings.\n\nThe group recovered and prepared supplies, mounts and a route north. Relas remained affected by Vaelith’s assault, and Inaro had to reckon with possession by a Prime.\n\nUnfinished work\nThe active goals were to stop the Children of Unmaking’s second ritual, attend the Gleaming Tempest summit, and report the temple findings to the Moonlit Hunt. Further tablet translation, fort restoration, assistance with library defenses, and investigation of Vaelith were proposed next steps, not completed events.\n\nCampaign objectives\n“Unveiling the Unmaker” remained active: stop the Children of Unmaking from completing Lilith’s second release ritual. “Call of the Dragons” directed the party toward the Gleaming Tempest’s summit for allies and information. “Moonlit Mandate” called for Relas to report the temple findings to his cabal.\n\n“Silencing the Harbinger” was completed by the defeat of Terandyn and the disruption of the cult’s immediate plans. Completing that confrontation did not finish the wider struggle over the ritual. Translating the tablets in full, securing the library and restoring the newly granted fort remained work ahead.\n\nTerandyn’s address\nStanding over Ok’arish’s fallen body, Terandyn flicked blood from his blade and mocked the adventurers as the “famed Beacons of Hope,” calling them dying embers struggling against eternal night. He stepped forward as the shadows around him seemed to writhe, lowering his voice into contempt. He asked whether their feeble lights could halt Lilith’s rise or pierce the abyss.\n\nHe claimed that Lilith’s return would undo the mortal world: mountains would crumble, seas boil and the sky tear apart. In his telling, her chains were already snapping and the Children of Unmaking would become instruments in her symphony of annihilation. He dismissed the party’s alliances and struggles as the movements of pawns upon a board shaped by incomprehensible powers.\n\nWith a cold, mirthless smile, he offered surrender: “kneel. Swear fealty to Lilith.” His promised mercy was only the possibility of a swift death when the unmaking came; resistance would bring horrors that broke their minds before their bodies. Dark energy gathered around his hands and brimstone filled the air as he declared the era of light over and warned that their flames would gutter out. He raised his arms and delivered the final challenge before the fight.","category":"Lore","id":"2606a474-a8cc-48e7-bb9e-27915126222b","links":[],"raceRelated":[],"sections":[{"body":"The session took place on 19 October 2024 in Boâl, principally the Skyward District, Grand Library, and Moon Temple beneath it. Luke played Relas, a Winter Eladrin blood hunter and monk; Bella played Raven, a Kovard warlock of Asmodeus; Kyle played Kaldras, a dwarf forge cleric; and Zach played Inaro, a half-elf sorcerer with draconic magic. Terry was absent, so the GM ran Bane, the goliath barbarian.\n\nAt the party’s Skyward District apartment, their goblin butler Baldrin prepared breakfast while the group regrouped and discussed the previous night.","heading":"The party in Boâl","illustration":{"alt":"Baldrin prepares breakfast as the party regroups in Skyward District","caption":"Baldrin prepares breakfast as the party regroups in Skyward District","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/boal-skyward-breakfast-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Relas investigated a mental intrusion he suspected came from Vaelith the Seer. During their tense meeting, she demanded to know how the party had learned of the recently discovered Moon Temple. He explained that his order possessed ancient references to it. Vaelith inflicted severe psychic pain and claimed to be protecting the Confederacy under Chieftess Grishara’s orders.\n\nRaven returned from Valaria with a more immediate warning: Terandyn, leader of the Children of Unmaking, was pursuing the party and seeking information beneath the library about the second ritual to release Lilith. After guards and preservationists secured the site, High Lore Keeper Ok’arish admitted the party.\n\nVaelith’s answer to Relas expressed the same refusal to yield that marked their exchange: “I will do what I wish.”","heading":"Vaelith and the temple","visibility":"player"},{"body":"Five murals depicted Asmodeus, Lilith, and Releous; the creation of other deities; Lilith’s assault on reality; the war against her; and her imprisonment. An incorrect solution triggered a damaging trap, but the group subsequently solved the mural puzzle and opened the concealed chamber.\n\nTerandyn arrived by throwing Ok’arish’s body into the room. He used Time Stop to address the party before fighting alongside four cultists. The party killed his followers and gravely wounded him. Raven struck the fatal blow as he attempted to escape.\n\nKaldras reached Ok’arish in time to cast Revivify, consuming a diamond worth 300 gp. The revived lore keeper reported that Terandyn had killed the guards and preservationists during his attack on the library. The party suffered no deaths in the encounter.\n\nTerandyn’s dedication to the Unmaker shaped his threat to the party: “Embrace oblivion, or be consumed by it!”","heading":"The chamber and Terandyn’s death","illustration":{"alt":"The mural puzzle opens the concealed Moon Temple chamber","caption":"The mural puzzle opens the concealed Moon Temple chamber","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/moon-temple-puzzle-chamber-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The secret chamber held metal tablets written in the language of the Primes. Unable to translate them fully, Raven reluctantly invoked Asmodeus. He possessed Inaro and supplied part of the meaning: Balmoral, to the north, held further information about Lilith’s second release ritual. Asmodeus also made clear that his assistance created a debt. Ok’arish suggested that a complete translation might be possible in Valaria.\n\nThe party resolved to travel north. This would also let Relas report to the Moonlit Hunt cabal, which had tasked him with finding the temple and its information. Nearby, the reappeared metallic-dragon conclave known as the Gleaming Tempest had summoned powerful figures to a summit; the group intended to attend.\n\nSpeaking through Inaro, Asmodeus made the terms of his help explicit: “This was a favor. You owe a debt.”\n\nThe Gleaming Tempest had been thought extinct for more than four hundred years. Its return and invitation to powerful figures therefore offered more than another travel destination: the prospect of new alliances and an upheaval in the balance of power.","heading":"The tablets and a northern destination","illustration":{"alt":"Studying the Moon Temple tablets","caption":"Studying the Moon Temple tablets","height":1024,"layout":"landscape","src":"assets/worldbook/boal-tablet-rubbings.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The party reported to Chieftess Grishara Bloodhammer, who expressed concern about the cult and granted them a deed to a dilapidated fort roughly two hours outside Boâl. Inspection, provisioning, and eventual restoration were left for later.\n\nRaven, Kaldras, and Ok’arish identified Terandyn’s equipment. The Sword of the Unmaker is a +2 longsword with additional necrotic damage whose amount is not specified here. The Armor of Shadows grants +2 AC and resistance to cold and fire. The Ring of Abyssal Power opens a portal to a particular, unnamed destination. The Circlet of Mind Shielding protects against psychic intrusion and grants advantage on Perception checks. The party also retained tablet rubbings.\n\nThe group recovered and prepared supplies, mounts and a route north. Relas remained affected by Vaelith’s assault, and Inaro had to reckon with possession by a Prime.","heading":"Reward and recovered equipment","illustration":{"alt":"Grishara rewards the party with the deed to a dilapidated fort","caption":"Grishara rewards the party with the deed to a dilapidated fort","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/boal-grishara-fort-deed-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The active goals were to stop the Children of Unmaking’s second ritual, attend the Gleaming Tempest summit, and report the temple findings to the Moonlit Hunt. Further tablet translation, fort restoration, assistance with library defenses, and investigation of Vaelith were proposed next steps, not completed events.","heading":"Unfinished work","visibility":"player"},{"body":"“Unveiling the Unmaker” remained active: stop the Children of Unmaking from completing Lilith’s second release ritual. “Call of the Dragons” directed the party toward the Gleaming Tempest’s summit for allies and information. “Moonlit Mandate” called for Relas to report the temple findings to his cabal.\n\n“Silencing the Harbinger” was completed by the defeat of Terandyn and the disruption of the cult’s immediate plans. Completing that confrontation did not finish the wider struggle over the ritual. Translating the tablets in full, securing the library and restoring the newly granted fort remained work ahead.","heading":"Campaign objectives","illustration":{"alt":"The party plans the still-active northern objectives","caption":"The party plans the still-active northern objectives","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/moon-temple-active-objectives-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Standing over Ok’arish’s fallen body, Terandyn flicked blood from his blade and mocked the adventurers as the “famed Beacons of Hope,” calling them dying embers struggling against eternal night. He stepped forward as the shadows around him seemed to writhe, lowering his voice into contempt. He asked whether their feeble lights could halt Lilith’s rise or pierce the abyss.\n\nHe claimed that Lilith’s return would undo the mortal world: mountains would crumble, seas boil and the sky tear apart. In his telling, her chains were already snapping and the Children of Unmaking would become instruments in her symphony of annihilation. He dismissed the party’s alliances and struggles as the movements of pawns upon a board shaped by incomprehensible powers.\n\nWith a cold, mirthless smile, he offered surrender: “kneel. Swear fealty to Lilith.” His promised mercy was only the possibility of a swift death when the unmaking came; resistance would bring horrors that broke their minds before their bodies. Dark energy gathered around his hands and brimstone filled the air as he declared the era of light over and warned that their flames would gutter out. He raised his arms and delivered the final challenge before the fight.","heading":"Terandyn’s address","illustration":{"alt":"Terandyn’s cold address before the Moon Temple fight","caption":"Terandyn’s cold address before the Moon Temple fight","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/terandyn-moon-temple-cold-address-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"In Boâl, the party opened the Moon Temple’s hidden chamber, defeated Terandyn, and revived High Lore Keeper Ok’arish. A partial translation of the recovered tablets pointed them toward Balmoral, while Grishara rewarded them with a ruined fort.","title":"Session Notes: 19 October 2024","type":"Session account","visibility":"player"},{"body":"At the head of the guild\nThe Shadowlord directs the guild through an inner circle of advisors. Independent cells have their own territories and specialties, but answer ultimately to Kharizan and his advisors. Beneath them are cell leaders and the ranks of Master Thief, Senior Thief, Thief, Apprentice Thief, and Recruit.\n\n@[The Desert Shadows|1e11f527-3106-4b0a-91ef-6aa5bc5d4696] combine centralized leadership with largely independent cells. The guild’s informants and spies help it anticipate rivals, while demanding recruitment tasks test competence and loyalty. The Shadowlord’s authority sits above these dispersed operations rather than replacing each cell’s experienced leader.\n\n@[Kharizan|c3494b01-b94a-4ba6-a164-3b1e6abc1465] also acts as counselor and de facto civic leader in Ezin, where the Shadows are the largest thieves’ guild. His position connects criminal organization with the city’s political and peacekeeping life. The guild’s code restricts its targets to people it judges able to bear the loss, even though its businesses include extortion and assassination.","category":"Lore","id":"019cb380-cef5-4002-ab9a-d2c6dcfc9ea9","illustration":{"alt":"The Shadowlord’s inner circle","caption":"The Shadowlord’s inner circle","displayScale":"thumbnail","height":440,"layout":"landscape","src":"assets/worldbook/shadowlord-guild-cell-council.avif","visibility":"player","width":660},"links":["1e11f527-3106-4b0a-91ef-6aa5bc5d4696","c3494b01-b94a-4ba6-a164-3b1e6abc1465"],"raceRelated":[],"sections":[{"body":"The Shadowlord directs the guild through an inner circle of advisors. Independent cells have their own territories and specialties, but answer ultimately to Kharizan and his advisors. Beneath them are cell leaders and the ranks of Master Thief, Senior Thief, Thief, Apprentice Thief, and Recruit.\n\n@[The Desert Shadows|1e11f527-3106-4b0a-91ef-6aa5bc5d4696] combine centralized leadership with largely independent cells. The guild’s informants and spies help it anticipate rivals, while demanding recruitment tasks test competence and loyalty. The Shadowlord’s authority sits above these dispersed operations rather than replacing each cell’s experienced leader.\n\n@[Kharizan|c3494b01-b94a-4ba6-a164-3b1e6abc1465] also acts as counselor and de facto civic leader in Ezin, where the Shadows are the largest thieves’ guild. His position connects criminal organization with the city’s political and peacekeeping life. The guild’s code restricts its targets to people it judges able to bear the loss, even though its businesses include extortion and assassination.","heading":"At the head of the guild","visibility":"player"}],"summary":"Shadowlord is the leadership title held by Kharizan the Clever at the head of the Desert Shadows.","title":"Shadowlord","type":"Rank","visibility":"player"},{"body":"Aediforj\nSkjaldur works at Aediforj, the Sky Forge on the summit of Hjor’Gandur. Taller and stronger than mortal goliaths, with fierce eyes and work-calloused hands, he labors amid freezing winds and mountain storms.\n\nHis craft began with his mortal father, a renowned blacksmith of the goliath clans. Under the guidance of his mother, Bragastir, he carried those learned skills into divine workmanship. In Skjaldur’s story, the hands trained at a mortal forge remain as important as the strength inherited from the Thunderous Matron.\n\nThe smith’s legacy\n@[Vulkrandur, the Flame Artisan|dfbc69fe-77a5-4835-b824-b7336da31b07], his mother’s consort, supplies the celestial fire and earth used in his craft. Skjaldur’s weapons are said to carry the storm’s power, rumbling with thunder or crackling with electricity. @[Goliaths|race-goliaths] honor him as an example of perseverance, courage and hard work: mastery gained through adversity rather than birth alone.\n\nWarriors and heroes seek his weapons as a means of carrying divine strength into battle. His craft thus joins the skills of a smith to the hopes of those who would wield the storm’s power.\n\nBane’s trial of attunement\nDuring the party’s investigation of the abandoned @[Lilith|2ea2df52-9430-4207-97b5-ab848f6994cc] temple, Bane attuned to the sentient legendary maul @[Skyrend|artifact-skyrend] by defeating an avatar of the Celestial Smith.\n\nThe intelligent maul is imbued with Skjaldur’s essence.","category":"Divine","id":"28672d90-4343-4cc7-a135-a48feefc9317","identityIllustration":{"alt":"Skjaldur, the Celestial Smith","caption":"Skjaldur, the Celestial Smith","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/skjaldur-sky-forge.avif","visibility":"player","width":900},"illustration":{"alt":"Skjaldur at Aediforj","caption":"Skjaldur at Aediforj","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/skjaldur-aediforj-stormwork.avif","visibility":"player","width":1536},"links":["73fde81d-b813-47b4-9a7c-2708d25d4aba","dfbc69fe-77a5-4835-b824-b7336da31b07","race-goliaths","2ea2df52-9430-4207-97b5-ab848f6994cc","artifact-skyrend"],"raceRelated":[],"sections":[{"body":"Skjaldur works at Aediforj, the Sky Forge on the summit of Hjor’Gandur. Taller and stronger than mortal goliaths, with fierce eyes and work-calloused hands, he labors amid freezing winds and mountain storms.\n\nHis craft began with his mortal father, a renowned blacksmith of the goliath clans. Under the guidance of his mother, Bragastir, he carried those learned skills into divine workmanship. In Skjaldur’s story, the hands trained at a mortal forge remain as important as the strength inherited from the Thunderous Matron.","heading":"Aediforj","visibility":"player"},{"body":"@[Vulkrandur, the Flame Artisan|dfbc69fe-77a5-4835-b824-b7336da31b07], his mother’s consort, supplies the celestial fire and earth used in his craft. Skjaldur’s weapons are said to carry the storm’s power, rumbling with thunder or crackling with electricity. @[Goliaths|race-goliaths] honor him as an example of perseverance, courage and hard work: mastery gained through adversity rather than birth alone.\n\nWarriors and heroes seek his weapons as a means of carrying divine strength into battle. His craft thus joins the skills of a smith to the hopes of those who would wield the storm’s power.","heading":"The smith’s legacy","visibility":"player"},{"heading":"Bane’s trial of attunement","body":"During the party’s investigation of the abandoned @[Lilith|2ea2df52-9430-4207-97b5-ab848f6994cc] temple, Bane attuned to the sentient legendary maul @[Skyrend|artifact-skyrend] by defeating an avatar of the Celestial Smith.\n\nThe intelligent maul is imbued with Skjaldur’s essence.","visibility":"player"}],"summary":"Skjaldur, pronounced ‘Sk-yahl-dur,’ is the Celestial Smith revered by the goliaths of Rahm’mafal. The demigod son of @[Bragastir|73fde81d-b813-47b4-9a7c-2708d25d4aba] and a mortal blacksmith, he unites divine strength with skills first learned at his father’s forge.","title":"Skjaldur, the Celestial Smith","type":"Demigod","visibility":"player"},{"body":"Research and public influence\nSolaris conducts advanced magical and mechanical research in his Chrono Lab. The titles Chronomaster and Aethermancy Master reflect his study of time and his efforts to integrate magic with artifice. His counsel and teaching are sought within the scholarly community.\n\nIn @[Valaria|notebook-17], he leads @[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642], represents its interests in the Conclave and commands the city’s elite wizard-and-artificer defenders. His technological priorities can conflict with Jacquelyn Commonbrook's emphasis on social reform. Devorak's Spire, a separate floating island, serves as his residence.\n\nManner and appearance\nSolaris has carefully styled white hair, a neatly trimmed beard, and robes in white, gold, and blue that combine scholarly and artificer dress. He is studious, complex and neutral in alignment.\n\nDeclining supplies of @[Dieritium Arcanum|notebook-3] have made new deposits and substitute materials major research priorities. Those efforts matter to the continued operation of high-level artifice as well as to future inventions.\n\nThe Sentinels and construct assignments\nThe @[Valarian Sentinels|valaria-civic-watch] are Valaria’s living civic guard, led by a High Captain, District Captains and Patrol Sergeants. Solaris Devorak oversees MagiTech, including its construct department, and contributed to Guardian Construct development without being their sole inventor. Kethara Shadowmist’s established discovery and formula retain their place in that history.\n\nAssigned guardians take operational orders from their living patrol leader and district command. Company leadership and engineering support do not make Solaris the direct commander of routine civic policing. The elite MagiTech Defenders and private company security retain their distinct existing roles.","category":"People","id":"6ac1e903-4b40-4087-afd0-f81273831ff9","identityIllustration":{"alt":"Solaris Devorak","caption":"Solaris Devorak","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/solaris-devorak-ref.avif","visibility":"player","width":900},"links":["e14f33c0-4e82-42ba-a310-8be70560f642","notebook-17","notebook-3","valaria-civic-watch"],"raceRelated":[],"sections":[{"body":"Solaris conducts advanced magical and mechanical research in his Chrono Lab. The titles Chronomaster and Aethermancy Master reflect his study of time and his efforts to integrate magic with artifice. His counsel and teaching are sought within the scholarly community.\n\nIn @[Valaria|notebook-17], he leads @[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642], represents its interests in the Conclave and commands the city’s elite wizard-and-artificer defenders. His technological priorities can conflict with Jacquelyn Commonbrook's emphasis on social reform. Devorak's Spire, a separate floating island, serves as his residence.","heading":"Research and public influence","visibility":"player"},{"body":"Solaris has carefully styled white hair, a neatly trimmed beard, and robes in white, gold, and blue that combine scholarly and artificer dress. He is studious, complex and neutral in alignment.\n\nDeclining supplies of @[Dieritium Arcanum|notebook-3] have made new deposits and substitute materials major research priorities. Those efforts matter to the continued operation of high-level artifice as well as to future inventions.","heading":"Manner and appearance","visibility":"player"},{"heading":"The Sentinels and construct assignments","body":"The @[Valarian Sentinels|valaria-civic-watch] are Valaria’s living civic guard, led by a High Captain, District Captains and Patrol Sergeants. Solaris Devorak oversees MagiTech, including its construct department, and contributed to Guardian Construct development without being their sole inventor. Kethara Shadowmist’s established discovery and formula retain their place in that history.\n\nAssigned guardians take operational orders from their living patrol leader and district command. Company leadership and engineering support do not make Solaris the direct commander of routine civic policing. The elite MagiTech Defenders and private company security retain their distinct existing roles.","visibility":"player"}],"summary":"Solaris Devorak is a wizard, artificer, and researcher of time magic whose work strongly influences Valaria. As a public mentor and MagiTech leader, he is increasingly focused on the scarcity of Dieritium Arcanum and the search for alternatives.","title":"Solaris Devorak","type":"Person","visibility":"player"},{"body":"Learning and research\nWizards and scholars founded the Solarium more than five centuries ago. It has grown into a multidisciplinary institution attracting students from across Dorn. Its district occupies about a third of Valaria. Laboratories, libraries, teaching halls, and residences support both instruction and experimental work.\n\nResearch into @[Dieritium Arcanum|notebook-3] is a central responsibility. Scholars and enchanters develop magical devices and investigate how to maintain ambitious enchantments as supplies become scarce. The university's influence extends through the many researchers, adventurers, and other graduates who carry its discoveries beyond @[Valaria|notebook-17].\n\nCampus and protection\nOlder stone buildings with arches and carving stand beside newer structures made from enchanted materials. Gardens, courtyards, mosaics, and other artwork tie the campus together. The Grand Library holds rare books, magical works, and protected artifacts; the Tower of Enchantment houses senior magical researchers.\n\nWards and barriers are built into the structures themselves, reinforced by enchanted objects that detect or repel intruders. Faculty train to defend the university and its students. @[Headmaster Aurelia Nightshade|cadacd8a-fc33-4dd3-a60e-36b0d1e578db], who has led the institution for more than two centuries, is a formidable wizard with a particular interest in the meeting of magic and technology.\n\nThe Solarium and the Education of Valaria\nA university of many disciplines shaped not only scholarship but the city’s occupations, ambitions and expectations of public knowledge.\n\nThe university within the city\nThe Solarium Inspirato grew from a community of scholars and wizards into an institution large enough to shape a substantial part of Valaria. Its schools encompass far more than spellcasting: medicine, engineering, history, performance and other fields bring together people whose methods and social standing differ widely.\n\nAs the university expanded, the surrounding city developed occupations that depended on it. Copyists, instrument-makers, bookbinders, lodging keepers and suppliers gained steady work. Families with no scholar among them could still derive much of their livelihood from the academic year.\n\nThe closed lesson and the open lecture\nEarly instruction depended heavily on admission to a particular teacher's circle. This protected specialized knowledge and allowed close supervision, but it favored students with introductions, money or unusual talent already recognized by someone influential.\n\nThe tradition of open lectures developed alongside this system. At first they were occasional demonstrations and public disputations. Later, departments began offering regular instruction that residents could attend without entering a full course of study. Some lectures were advanced enough to interest visiting scholars; others explained practical subjects to people whose work had already given them relevant experience.\n\nThe change altered the university's relationship with Valaria. A craftsperson could question a theory through knowledge of materials. A healer could compare methods with someone trained elsewhere. A resident could encounter serious scholarship without pretending to be free of the obligations of ordinary work.\n\nThe Copper Bell lectures\nThe Copper Bell lectures took their name from a bell used to announce evening teaching in a courtyard that remained accessible after many formal rooms had closed. The first regular series was organized by Eno Varast, a human physician who found that the people most in need of further instruction could not attend during working hours.\n\nEno recruited colleagues to teach short, connected courses rather than isolated spectacles. Subjects included sanitation, basic anatomy, recordkeeping, practical mathematics and the safe use of common apparatus. Attendance fluctuated with work, weather and household demands, so lessons were designed to remain useful even when a person missed one.\n\nThe series became a recognized part of the Solarium's public life. It did not replace professional qualification or grant unrestricted access to dangerous research. It created a more permeable boundary between the institution and the city around it.\n\nScholarship and Dieritium Arcanum\nThe university's central role in Dieritium Arcanum research has brought prestige, resources and difficult dependencies. Laboratories require materials, specialized equipment and people able to maintain them. Discoveries can serve public needs, commercial interests or both, and the distinction is not always settled at the moment research begins.\n\nStudents encounter competing ideas of success. One may seek a useful medical technique, another a patentable device, another a theory whose applications are uncertain. The institution contains all these ambitions and must decide how scarce resources are distributed among them.\n\nAurelia Nightshade's institution\nHeadmaster Aurelia Nightshade presides over a university whose long life exceeds any single academic fashion. Her authority rests partly on formidable expertise and partly on maintaining relationships among schools that cannot simply be commanded to think alike.\n\nThe Solarium's defenses and restrictions protect students, staff and dangerous collections. They also mark real distinctions in access. A resident welcomed to an open lecture is not thereby admitted to guarded archives or laboratories. The university's public generosity and institutional caution coexist, sometimes comfortably and sometimes in tension.\n\nThe city it has made\nValaria now contains households in which education is a realistic ambition because a parent attended evening lectures, found skilled work through the university or learned enough to support a child's studies. It also contains people who feel that the city's most admired institution remains beyond their reach despite its public programs.\n\nThe Solarium's influence is therefore cultural as well as technical. It has helped make learning a visible part of civic life, while repeatedly forcing Valarians to ask who has the time, money and recognition needed to turn curiosity into a profession.\n\nThe Emberheart collection\nBurgan Trovask’s The Flaming Emberheart: The History of Growth, Destruction, and Renewal is housed here alongside artifacts recovered from Emberheart Hallow. The firbolg historian and adventurer assembled the collection during a three-month expedition aided by the gnome wizard Tivilan Heffney. It gives scholars and adventurers a route into the lost settlement’s history.\n\nMagiTech, Kethara and the city around it\n@[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642] keeps its central facility near the university, easing collaboration, and draws mages, artificers and scholars from its community. The Solarium’s enchanters create weapons, armor and permanent devices, including screens that carry live images across great distances; some enchantments endure for generations. The study of Kethara Shadowmist’s nearby Dieritium discovery and construct formula forms part of that research tradition.\n\nArcanum Nexus, the central Etherway hub, stands beside the Solarium in the Arcane District. The nearby Scholar’s Enclave contains the Grand Archives and private research facilities.\n\nEducation and public service\n@[Jacquelyn Commonbrook|de1a8b19-340d-4f36-abff-f8c3587b0793] began studying at the Solarium after private tutoring in childhood. Encounters with the wider population and its poverty helped turn her wealth and magical training toward shelters, food kitchens and free tutoring, before her rise to public office.\n\nAurelia Nightshade combines exacting standards and discipline with active support for students and faculty who show promise. Her interest in the meeting of magic and technology has guided important inventions, while her view of herself as a steward places the university’s long-term future above any one achievement.","category":"Places","id":"af7892b9-fb6d-48f4-a661-c652cad841c3","illustration":{"alt":"Solarium Inspirato","caption":"Solarium Inspirato","height":1024,"src":"assets/solarium-art.webp","visibility":"player","width":1536},"links":["cadacd8a-fc33-4dd3-a60e-36b0d1e578db","de1a8b19-340d-4f36-abff-f8c3587b0793","e14f33c0-4e82-42ba-a310-8be70560f642","notebook-17","notebook-3","valaria-arcane-district"],"raceRelated":[],"sections":[{"body":"Wizards and scholars founded the Solarium more than five centuries ago. It has grown into a multidisciplinary institution attracting students from across Dorn. Its district occupies about a third of Valaria. Laboratories, libraries, teaching halls, and residences support both instruction and experimental work.\n\nResearch into @[Dieritium Arcanum|notebook-3] is a central responsibility. Scholars and enchanters develop magical devices and investigate how to maintain ambitious enchantments as supplies become scarce. The university's influence extends through the many researchers, adventurers, and other graduates who carry its discoveries beyond @[Valaria|notebook-17].","heading":"Learning and research","visibility":"player"},{"body":"Older stone buildings with arches and carving stand beside newer structures made from enchanted materials. Gardens, courtyards, mosaics, and other artwork tie the campus together. The Grand Library holds rare books, magical works, and protected artifacts; the Tower of Enchantment houses senior magical researchers.\n\nWards and barriers are built into the structures themselves, reinforced by enchanted objects that detect or repel intruders. Faculty train to defend the university and its students. @[Headmaster Aurelia Nightshade|cadacd8a-fc33-4dd3-a60e-36b0d1e578db], who has led the institution for more than two centuries, is a formidable wizard with a particular interest in the meeting of magic and technology.","heading":"Campus and protection","illustration":{"alt":"The Solarium’s guarded library court","caption":"The Solarium’s guarded library court","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/solarium-embedded-wards-library-court.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A university of many disciplines shaped not only scholarship but the city’s occupations, ambitions and expectations of public knowledge.","heading":"The Solarium and the Education of Valaria","visibility":"player"},{"body":"The Solarium Inspirato grew from a community of scholars and wizards into an institution large enough to shape a substantial part of Valaria. Its schools encompass far more than spellcasting: medicine, engineering, history, performance and other fields bring together people whose methods and social standing differ widely.\n\nAs the university expanded, the surrounding city developed occupations that depended on it. Copyists, instrument-makers, bookbinders, lodging keepers and suppliers gained steady work. Families with no scholar among them could still derive much of their livelihood from the academic year.","heading":"The university within the city","visibility":"player"},{"body":"Early instruction depended heavily on admission to a particular teacher's circle. This protected specialized knowledge and allowed close supervision, but it favored students with introductions, money or unusual talent already recognized by someone influential.\n\nThe tradition of open lectures developed alongside this system. At first they were occasional demonstrations and public disputations. Later, departments began offering regular instruction that residents could attend without entering a full course of study. Some lectures were advanced enough to interest visiting scholars; others explained practical subjects to people whose work had already given them relevant experience.\n\nThe change altered the university's relationship with Valaria. A craftsperson could question a theory through knowledge of materials. A healer could compare methods with someone trained elsewhere. A resident could encounter serious scholarship without pretending to be free of the obligations of ordinary work.","heading":"The closed lesson and the open lecture","illustration":{"alt":"An open lecture with Valarian craftspeople","caption":"An open lecture with Valarian craftspeople","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/solarium-open-lecture-craft-discussion.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Copper Bell lectures took their name from a bell used to announce evening teaching in a courtyard that remained accessible after many formal rooms had closed. The first regular series was organized by Eno Varast, a human physician who found that the people most in need of further instruction could not attend during working hours.\n\nEno recruited colleagues to teach short, connected courses rather than isolated spectacles. Subjects included sanitation, basic anatomy, recordkeeping, practical mathematics and the safe use of common apparatus. Attendance fluctuated with work, weather and household demands, so lessons were designed to remain useful even when a person missed one.\n\nThe series became a recognized part of the Solarium's public life. It did not replace professional qualification or grant unrestricted access to dangerous research. It created a more permeable boundary between the institution and the city around it.","heading":"The Copper Bell lectures","illustration":{"alt":"An evening Copper Bell lesson","caption":"An evening Copper Bell lesson","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/solarium-copper-bell-evening-course.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The university's central role in Dieritium Arcanum research has brought prestige, resources and difficult dependencies. Laboratories require materials, specialized equipment and people able to maintain them. Discoveries can serve public needs, commercial interests or both, and the distinction is not always settled at the moment research begins.\n\nStudents encounter competing ideas of success. One may seek a useful medical technique, another a patentable device, another a theory whose applications are uncertain. The institution contains all these ambitions and must decide how scarce resources are distributed among them.","heading":"Scholarship and Dieritium Arcanum","illustration":{"alt":"Supervised Dieritium Arcanum research","caption":"Supervised Dieritium Arcanum research","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/solarium-blue-silver-mineral-supervised-study.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Headmaster Aurelia Nightshade presides over a university whose long life exceeds any single academic fashion. Her authority rests partly on formidable expertise and partly on maintaining relationships among schools that cannot simply be commanded to think alike.\n\nThe Solarium's defenses and restrictions protect students, staff and dangerous collections. They also mark real distinctions in access. A resident welcomed to an open lecture is not thereby admitted to guarded archives or laboratories. The university's public generosity and institutional caution coexist, sometimes comfortably and sometimes in tension.","heading":"Aurelia Nightshade's institution","visibility":"player"},{"body":"Valaria now contains households in which education is a realistic ambition because a parent attended evening lectures, found skilled work through the university or learned enough to support a child's studies. It also contains people who feel that the city's most admired institution remains beyond their reach despite its public programs.\n\nThe Solarium's influence is therefore cultural as well as technical. It has helped make learning a visible part of civic life, while repeatedly forcing Valarians to ask who has the time, money and recognition needed to turn curiosity into a profession.","heading":"The city it has made","illustration":{"alt":"A Valarian household supporting further study","caption":"A Valarian household supporting further study","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/solarium-city-household-learning-support.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Burgan Trovask’s The Flaming Emberheart: The History of Growth, Destruction, and Renewal is housed here alongside artifacts recovered from Emberheart Hallow. The firbolg historian and adventurer assembled the collection during a three-month expedition aided by the gnome wizard Tivilan Heffney. It gives scholars and adventurers a route into the lost settlement’s history.","heading":"The Emberheart collection","visibility":"player"},{"body":"@[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642] keeps its central facility near the university, easing collaboration, and draws mages, artificers and scholars from its community. The Solarium’s enchanters create weapons, armor and permanent devices, including screens that carry live images across great distances; some enchantments endure for generations. The study of Kethara Shadowmist’s nearby Dieritium discovery and construct formula forms part of that research tradition.\n\nArcanum Nexus, the central Etherway hub, stands beside the Solarium in the Arcane District. The nearby Scholar’s Enclave contains the Grand Archives and private research facilities.","heading":"MagiTech, Kethara and the city around it","visibility":"player"},{"body":"@[Jacquelyn Commonbrook|de1a8b19-340d-4f36-abff-f8c3587b0793] began studying at the Solarium after private tutoring in childhood. Encounters with the wider population and its poverty helped turn her wealth and magical training toward shelters, food kitchens and free tutoring, before her rise to public office.\n\nAurelia Nightshade combines exacting standards and discipline with active support for students and faculty who show promise. Her interest in the meeting of magic and technology has guided important inventions, while her view of herself as a steward places the university’s long-term future above any one achievement.","heading":"Education and public service","visibility":"player"}],"summary":"The Solarium Inspirato is Valaria's great university and the leading research center for Dieritium Arcanum. Its city-sized campus teaches disciplines ranging from bardic and arcane arts to science, medicine, engineering, and martial study.","title":"Solarium Inspirato","type":"Landmark","visibility":"player"},{"body":"Work and civic life\nSawmills and timber yards use the surrounding forests, while wheat, barley, orchards, and vineyards support food production and local wine. Iron and mithril mining also contributes to Stonebriar’s economy. Fine Furniture by Chestney Pocknee is a named specialist workshop.\n\nA large center serves the surrounding farmland. Seasonal events follow agricultural and industrial rhythms, and the community provides basic education; wealthier families may send children to larger towns. Mayor @[Aldric Timult|fb4a8c4f-316b-4e6b-92a9-fe6420a9ca71] governs fairly and works for the town’s prosperity. Stonebriar also provides guards for @[Ravenwood|notebook-9].\n\nGrowth and routes\nThe town developed from a smaller settlement through its river access, logging industry, and reputation for furniture-making. Waterways support irrigation and transport, linking its resources with @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f] and other provincial communities.","category":"Places","id":"9a76219b-a878-421b-8fb3-4d3420f06d9f","illustration":{"alt":"Stonebriar landscape","caption":"Stonebriar landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/stonebriar-aprian-timber-town-hero.avif","visibility":"player","width":1536},"links":["c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f","fb4a8c4f-316b-4e6b-92a9-fe6420a9ca71","notebook-9"],"raceRelated":[],"sections":[{"body":"Sawmills and timber yards use the surrounding forests, while wheat, barley, orchards, and vineyards support food production and local wine. Iron and mithril mining also contributes to Stonebriar’s economy. Fine Furniture by Chestney Pocknee is a named specialist workshop.\n\nA large center serves the surrounding farmland. Seasonal events follow agricultural and industrial rhythms, and the community provides basic education; wealthier families may send children to larger towns. Mayor @[Aldric Timult|fb4a8c4f-316b-4e6b-92a9-fe6420a9ca71] governs fairly and works for the town’s prosperity. Stonebriar also provides guards for @[Ravenwood|notebook-9].","heading":"Work and civic life","illustration":{"alt":"Stonebriar, skilled furniture-making on the Aprian Run","caption":"Stonebriar, skilled furniture-making on the Aprian Run","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/stonebriar-fine-woodworking.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The town developed from a smaller settlement through its river access, logging industry, and reputation for furniture-making. Waterways support irrigation and transport, linking its resources with @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f] and other provincial communities.","heading":"Growth and routes","visibility":"player"}],"summary":"Stonebriar is a town of approximately 2,500 people that supplies neighboring communities through forestry, farming, and skilled woodworking. Stonebriar stands on the Aprian Run between Ravenwood and Caelwyn.","title":"Stonebriar","type":"Settlement","visibility":"player"},{"body":"The first delivery and the mountain road\n@[Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018] began by carrying a gift from her townmaster to @[Gerald Drake|1f4e9591-5da7-4be8-ace3-10a03a2f8bcd] in @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305]. A bartender at the Angry Goat was murdered nearby, and the arriving guards detained her as the only person found close to the scene. After trial she was released. She suspected Drake's son Thurl and his bodyguard Kovard, and told Kovard to pass her suspicion about Thurl to Gerald.\n\nBack home, three assassins attacked her in her sleep; she believed she recognized one as a Draton guard. She later killed the giant frog troubling fishers near the Yilt River's mouth. A stranger taught her to move quickly by touching the Ethereal Plane, after which she was sent with a package for the Lady Sovereign of Yiltir.\n\nFree passage on a river barge brought her to Portage beneath the Rise of the Ancient mountains. She bought a horse for the two-day pass. A lone bandit nearly killed her, wolves attacked on the following night, and an unknown assailant finally knocked her unconscious.\n\nLady Raven and the return to Yiltir\nAlice died and met Lady Raven, a figure associated with death. She accepted service to Lady Raven in exchange for returning to life and received a cloak of protection and an Oathbow. Waking in a bandit camp, she killed her captors.\n\nAt Yiltir, Alice delivered Townmaster Rigby's message and was threatened, then sent back with instructions that he should make no further contact. Her home in Kilan had been ransacked by people who appeared to be Draton guards. Rigby then tried to have her killed. Alice killed three guards and escaped toward Yiltir.\n\nOn the road she encountered an ogre and two kobolds, alarming her because such creatures were supposedly excluded from Haven. Later she charmed one giant spider and killed another. The Lady Sovereign heard her account of the townmasters' collusion and the unusual creatures, requested time to consider it, and gave Alice a writ for free lodging at the Queen and Cup in the Moon District.\n\nA changed view of Haven\nA new contact suggested that Alice investigate @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. There she learned of the Drakes' involvement and found half-orcs, tabaxi, and others more welcoming than some of the elves she had met. Her view of the Lady Sovereign changed as she came to suspect prejudice and concealed motives.\n\nAlice confronted Gerald in Draton. He said that introducing the creatures was intended to weaken Yiltir's control and reopen Haven to all peoples. She chose to help him. An emergency council vote removed Georgetown's sole elven councilor, buying time while a replacement could be secured.\n\nGeorgetown and Légaré\nIn @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], Alice worked with the two human councilors to secure a third member who would not serve the Lady Sovereign's interests. Guards loyal to Yiltir harassed her, apparently under Captain Légaré. Councilor Tobias Bestain placed her under the protection of his half-orc guard Kalak. Kalak's heritage generally went unnoticed; his mate and partner, Captain Reginald Watts, knew it.\n\nWatts sent Alice to three sympathetic elves. Silas Goodleaf of Goodleaf's Emporium reluctantly reported that the vacant seat might go to Lady Vessana, the former councilor's assistant and another agent of the Lady Sovereign. Kilana Everstar at Loremaster Books and Bindings confirmed the concern and suggested a way to approach Vessana. Pythia Toveria instead expelled Alice from Pythia's Potions and Apothecary without answering.\n\nReturning toward Tobias's mansion in Keeper's Grove, Alice became separated from Kalak and barely survived another guard attack. Reunited, they reached the mansion unseen. Alice later accepted Légaré's challenge to meet in the sewers and killed him after a difficult fight. She and Kalak fled pursuing guards through a hidden entrance to Tobias's home.\n\nLebren and lycanthropy\nAlice next woke aboard a ship bound for @[Lebren|00e759c0-855d-4d12-925d-84e94d64e10e]. Tobias and Kalak had arranged her removal after she killed a senior official, leaving money and a letter explaining their decision and apologizing for knocking her unconscious. In her new town, Madame Zyina read her fortune and told her about Baron von Standovich's influence.\n\nAlice bought a horse, cart, and small cottage. A werewolf attack infected her with lycanthropy. Unable to afford Zyina's cure, she accepted advice and potions intended to help control her transformations. Weeks later she met @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37], a fellow ranger traveling with his wolf Sheeba. During her first forced change she resisted the urge to attack him. The three then hunted and defeated a werewolf pack before shopping and drinking at @[The Black Rose Inn|40b990ca-4b07-466b-8dd0-df5591a08aff].","category":"Lore","id":"6f38f609-a079-4649-81f5-aa282a75e33b","links":["00e759c0-855d-4d12-925d-84e94d64e10e","1f4e9591-5da7-4be8-ace3-10a03a2f8bcd","2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","40b990ca-4b07-466b-8dd0-df5591a08aff","539914f0-a980-4ce9-8de6-d12e55607e37","5ae0c55e-626f-470b-9ab4-9ddca1fd1018","d55b4ecd-c049-438e-a3f8-06a8742ac080","f6a490ea-f458-414a-9f29-8abffa3b1305"],"raceRelated":[],"sections":[{"body":"@[Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018] began by carrying a gift from her townmaster to @[Gerald Drake|1f4e9591-5da7-4be8-ace3-10a03a2f8bcd] in @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305]. A bartender at the Angry Goat was murdered nearby, and the arriving guards detained her as the only person found close to the scene. After trial she was released. She suspected Drake's son Thurl and his bodyguard Kovard, and told Kovard to pass her suspicion about Thurl to Gerald.\n\nBack home, three assassins attacked her in her sleep; she believed she recognized one as a Draton guard. She later killed the giant frog troubling fishers near the Yilt River's mouth. A stranger taught her to move quickly by touching the Ethereal Plane, after which she was sent with a package for the Lady Sovereign of Yiltir.\n\nFree passage on a river barge brought her to Portage beneath the Rise of the Ancient mountains. She bought a horse for the two-day pass. A lone bandit nearly killed her, wolves attacked on the following night, and an unknown assailant finally knocked her unconscious.","heading":"The first delivery and the mountain road","illustration":{"alt":"Alice carries the second delivery into the mountain pass","caption":"Alice carries the second delivery into the mountain pass","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/alice-portage-mountain-road-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Alice died and met Lady Raven, a figure associated with death. She accepted service to Lady Raven in exchange for returning to life and received a cloak of protection and an Oathbow. Waking in a bandit camp, she killed her captors.\n\nAt Yiltir, Alice delivered Townmaster Rigby's message and was threatened, then sent back with instructions that he should make no further contact. Her home in Kilan had been ransacked by people who appeared to be Draton guards. Rigby then tried to have her killed. Alice killed three guards and escaped toward Yiltir.\n\nOn the road she encountered an ogre and two kobolds, alarming her because such creatures were supposedly excluded from Haven. Later she charmed one giant spider and killed another. The Lady Sovereign heard her account of the townmasters' collusion and the unusual creatures, requested time to consider it, and gave Alice a writ for free lodging at the Queen and Cup in the Moon District.","heading":"Lady Raven and the return to Yiltir","illustration":{"alt":"Alice receives lodging after bringing her account to Yiltir","caption":"Alice receives lodging after bringing her account to Yiltir","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/alice-yiltir-delivery-writ-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A new contact suggested that Alice investigate @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. There she learned of the Drakes' involvement and found half-orcs, tabaxi, and others more welcoming than some of the elves she had met. Her view of the Lady Sovereign changed as she came to suspect prejudice and concealed motives.\n\nAlice confronted Gerald in Draton. He said that introducing the creatures was intended to weaken Yiltir's control and reopen Haven to all peoples. She chose to help him. An emergency council vote removed Georgetown's sole elven councilor, buying time while a replacement could be secured.","heading":"A changed view of Haven","illustration":{"alt":"Village of Hope changes Alice's understanding of Haven","caption":"Village of Hope changes Alice's understanding of Haven","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/alice-hope-changed-view-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"In @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], Alice worked with the two human councilors to secure a third member who would not serve the Lady Sovereign's interests. Guards loyal to Yiltir harassed her, apparently under Captain Légaré. Councilor Tobias Bestain placed her under the protection of his half-orc guard Kalak. Kalak's heritage generally went unnoticed; his mate and partner, Captain Reginald Watts, knew it.\n\nWatts sent Alice to three sympathetic elves. Silas Goodleaf of Goodleaf's Emporium reluctantly reported that the vacant seat might go to Lady Vessana, the former councilor's assistant and another agent of the Lady Sovereign. Kilana Everstar at Loremaster Books and Bindings confirmed the concern and suggested a way to approach Vessana. Pythia Toveria instead expelled Alice from Pythia's Potions and Apothecary without answering.\n\nReturning toward Tobias's mansion in Keeper's Grove, Alice became separated from Kalak and barely survived another guard attack. Reunited, they reached the mansion unseen. Alice later accepted Légaré's challenge to meet in the sewers and killed him after a difficult fight. She and Kalak fled pursuing guards through a hidden entrance to Tobias's home.","heading":"Georgetown and Légaré","visibility":"player"},{"body":"Alice next woke aboard a ship bound for @[Lebren|00e759c0-855d-4d12-925d-84e94d64e10e]. Tobias and Kalak had arranged her removal after she killed a senior official, leaving money and a letter explaining their decision and apologizing for knocking her unconscious. In her new town, Madame Zyina read her fortune and told her about Baron von Standovich's influence.\n\nAlice bought a horse, cart, and small cottage. A werewolf attack infected her with lycanthropy. Unable to afford Zyina's cure, she accepted advice and potions intended to help control her transformations. Weeks later she met @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37], a fellow ranger traveling with his wolf Sheeba. During her first forced change she resisted the urge to attack him. The three then hunted and defeated a werewolf pack before shopping and drinking at @[The Black Rose Inn|40b990ca-4b07-466b-8dd0-df5591a08aff].","heading":"Lebren and lycanthropy","illustration":{"alt":"Alice, Jbone and Sheeba after the werewolf hunt","caption":"Alice, Jbone and Sheeba after the werewolf hunt","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/alice-lebren-friends-after-hunt-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"This campaign recap, dated 19 May 2018, follows Alice from a delivery to Draton through political violence in Haven and exile to Lebren. It ends with her living with lycanthropy and adventuring alongside Jbone Emberfang and his wolf Sheeba.","title":"Summary of Alice's Adventures thus far","type":"Chronicle","visibility":"player"},{"body":"","category":"People","id":"9be0d8da-f366-4098-81a8-540e85763669","illustration":{"alt":"Talia Hawthorn","caption":"Talia Hawthorn","height":1448,"layout":"portrait","src":"assets/worldbook/talia-hawthorn-portrait.avif","visibility":"player","width":1086},"links":[],"raceRelated":[],"sections":[],"summary":"Talia Hawthorn was Alistar Goodwater’s wife and Isabella Goodwater’s mother. She died of Lung Rot Fever.","title":"Talia Hawthorn","type":"Person","visibility":"player"},{"body":"The Shadow Moon Cabal\nThe Shadow Moon Cabal is a small brotherhood of werewolves who have mastered their shapechange ability. Tavian leads the brotherhood as it works to thwart Baron von Standovich’s plans.","category":"People","id":"c4141c5b-5690-4efd-b47f-3970201e1cb5","illustration":{"alt":"Tavian Valaki","caption":"Tavian Valaki","height":1448,"layout":"portrait","src":"assets/worldbook/tavian-valaki-portrait.avif","visibility":"player","width":1086},"links":["77649ed9-60ab-4aae-ac33-b4a66ecb8a57"],"raceRelated":[],"sections":[{"body":"The Shadow Moon Cabal is a small brotherhood of werewolves who have mastered their shapechange ability. Tavian leads the brotherhood as it works to thwart Baron von Standovich’s plans.","heading":"The Shadow Moon Cabal","visibility":"player"}],"summary":"Tavian Valaki is the head of @[the Shadow Moon Cabal|77649ed9-60ab-4aae-ac33-b4a66ecb8a57].","title":"Tavian Valaki","type":"Person","visibility":"player"},{"body":"Fall from command\nRumors connect his disgrace to a usurper’s plot and the overthrow of an elven lady; the full sequence remains uncertain. As a cult-cell leader, he retained his military discipline, applying a cold and methodical approach to Lilith’s aims.\n\nAppearance and armor\nTerandyn is tall and broad-shouldered, with the build of a trained warrior. His eyes are entirely black, without visible white sclera. Faint, shadowlike veins mark his pale skin, and subtle bony ridges along his jaw suggest demonic transformation. His elven ears remain normally sized and slightly pointed.\n\nHe wears dark, sharply designed metallic armor that reflects his ties to the lower planes. A faint scent of brimstone and shadow accompanies him.","category":"People","id":"82b19278-25bf-466e-a132-376e2cf29e1c","illustration":{"alt":"Terandyn","caption":"Terandyn","height":1448,"layout":"portrait","src":"assets/worldbook/terandyn-portrait.avif","visibility":"player","width":1086},"links":[],"raceRelated":[],"sections":[{"body":"Rumors connect his disgrace to a usurper’s plot and the overthrow of an elven lady; the full sequence remains uncertain. As a cult-cell leader, he retained his military discipline, applying a cold and methodical approach to Lilith’s aims.","heading":"Fall from command","visibility":"player"},{"body":"Terandyn is tall and broad-shouldered, with the build of a trained warrior. His eyes are entirely black, without visible white sclera. Faint, shadowlike veins mark his pale skin, and subtle bony ridges along his jaw suggest demonic transformation. His elven ears remain normally sized and slightly pointed.\n\nHe wears dark, sharply designed metallic armor that reflects his ties to the lower planes. A faint scent of brimstone and shadow accompanies him.","heading":"Appearance and armor","visibility":"player"}],"summary":"Terandyn is an abyssal elf and Oathbreaker Paladin who once served as Captain of the Guard in Yiltir’s elven forest. His later allegiance to Lilith marks a sharp break from that former role.","title":"Terandyn","type":"Person","visibility":"player"},{"body":"Public service and appearance\nThandor comes from a family with a long tradition of leadership in @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f]. In his late fifties, he is tall and broad-shouldered, with graying brown hair, a trimmed beard, and blue eyes. His clothing balances practical use with ceremony. He is fair-minded, strategically capable, and compassionate, with a strong commitment to his family's civic legacy.","category":"People","id":"6c7642fe-e2aa-452d-85ae-6142c77e27f2","illustration":{"alt":"Thandor Melathin","caption":"Thandor Melathin","height":1448,"layout":"portrait","src":"assets/worldbook/thandor-melathin-portrait.avif","visibility":"player","width":1086},"links":["c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f"],"raceRelated":[],"sections":[{"body":"Thandor comes from a family with a long tradition of leadership in @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f]. In his late fifties, he is tall and broad-shouldered, with graying brown hair, a trimmed beard, and blue eyes. His clothing balances practical use with ceremony. He is fair-minded, strategically capable, and compassionate, with a strong commitment to his family's civic legacy.","heading":"Public service and appearance","visibility":"player"}],"summary":"Thandor Melathin is Caelwyn’s human mayor, known for decisive government and concern for harmony among the city’s different communities.","title":"Thandor Melathin","type":"Person","visibility":"player"},{"body":"The Draton inn\nThe establishment is marked on the town map near the central cluster of buildings.\n\nThe tavern and inn stands within @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305], a town whose regional trade rests on raw and worked lumber. @[Drake Hall|46466255-a2f7-4f48-a25f-1bc1b2cbc0ba] serves as town hall and the ruler’s residence.\n\nThe Angry Goat is remembered in @[Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018]’s early journey to Draton. She had come to deliver a gift to the townmaster when the bartender was murdered. That incident gives the inn a lasting place in the account of her first visit.","category":"Places","id":"fb238d30-285b-4b29-bd13-7575e9e4db88","illustration":{"alt":"The Angry Goat landscape","caption":"The Angry Goat landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/angry-goat-draton-inn-hero.avif","visibility":"player","width":1536},"links":["f6a490ea-f458-414a-9f29-8abffa3b1305","46466255-a2f7-4f48-a25f-1bc1b2cbc0ba","5ae0c55e-626f-470b-9ab4-9ddca1fd1018"],"raceRelated":[],"sections":[{"body":"The establishment is marked on the town map near the central cluster of buildings.\n\nThe tavern and inn stands within @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305], a town whose regional trade rests on raw and worked lumber. @[Drake Hall|46466255-a2f7-4f48-a25f-1bc1b2cbc0ba] serves as town hall and the ruler’s residence.\n\nThe Angry Goat is remembered in @[Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018]’s early journey to Draton. She had come to deliver a gift to the townmaster when the bartender was murdered. That incident gives the inn a lasting place in the account of her first visit.","heading":"The Draton inn","visibility":"player"}],"summary":"The Angry Goat is a tavern and inn in Draton, remembered as the site of the bartender’s murder during Alice’s first visit.","title":"The Angry Goat","type":"Landmark","visibility":"player"},{"body":"Geography and neighboring lands\nThe Ash lies east of the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a], adjoining them below the southern end of Karthikan Ridge. It belongs to the Iron Tusk Confederacy, though part of the wasteland extends into the @[Embervale Basin|0a280549-4ec6-4302-aa8b-458280842be0]. The Grimflow River crosses it from the east before entering the wetlands.\n\nBetween the marshes and the Ash, the Greenway’s patchy forests and grasslands form a more hospitable strip. The Long Road follows this transition toward Haven and the western mountain pass. Farther north, the Confederacy’s grasslands contrast with the desolation at its southern edge.\n\nWar, devastation and the Treaty of Blood\nDieritium-powered weapons used during the hundred-year Orc Wars devastated the land. Undead now populate the region. The @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] ended hostilities between Haven and the Iron Tusk Confederacy and initially committed both peoples to reconstruction, including a joint fund for devastated areas and displaced communities.\n\nIts amendment recognizes the Ash as a permanent wasteland, irrecoverable for ordinary habitation or agriculture. Cooperation therefore centers on safe passage and protection. Both peoples undertake to supply resources, inform travelers of the established routes and keep them on those paths. The agreement also provides for a bilateral commission to monitor conditions, assess the crossing’s defenses, coordinate with Aelric and respond to emerging threats.\n\nAelric’s perpetual charge\n@[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5] fought in the war as a wizard and was one of the perpetrators of its devastating magic. Now a lich, he has dedicated his eternal undeath to protecting and monitoring the Ash. He creates and maintains safe routes, employs special protective devices and vows to exert as much control as he can over the undead.\n\nHis commitment makes travel possible through land that cannot sustain ordinary settlement. Haven and the Confederacy support his work rather than claiming that the region has recovered.\n\nThe protected crossing\nThe @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0] runs one hundred miles north through the Ash, from the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc] to @[Ragzul Urzok|b7175ef2-dfef-4c9f-981a-9129cad4a087]. The northern outpost’s name means “Enduring Watch” in Orcish. The two settlements provide refuge at opposite ends of the crossing.\n\nDirelamps created and maintained by Aelric line the road. Their soft, pale-green light turns or destroys nearby undead. @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd], the southern outpost’s cleric of Releous, blesses the lanterns to reinforce their wards. The protection belongs to the crossing; the undead continue to roam the surrounding wasteland.\n\nRefuges and those who keep watch\nAround fifty residents make their home at the southern outpost, which also supports guards and passing travelers. Reinforced palisades, ballista-equipped watchtowers and patrols defend it. Final Provisions sells essential supplies, while Habbak’s Ashen Hearth offers meals, ale and tea. Seraphine provides healing, counsel and protection against undead incursions.\n\nThe Ash Bounders also work within the region. @[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306], a human ranger living in the Ash, belongs to them and reports to Seraphine at the outpost.\n\nThe damaged road and the Defilers\nDamage can leave travelers exposed even along the protected route. During a northward journey from the Ashen Outpost, a party reached a damaged stretch on its second day and was attacked by five Defilers: strong, fast undead whose Necrosis Vomit afflicted Raven and Bane. Raven fell unconscious during the fight.\n\nBastion helped the party, then healed Raven and Bane of the affliction. Raven accepted his offer to guide her back to the outpost.","category":"Places","id":"b47f0a84-c380-499c-baf4-4efef0fc7c9e","illustration":{"alt":"The Road of Lost Souls under pale-green Direlamp protection","caption":"Direlamps along the Road of Lost Souls","height":1024,"layout":"landscape","src":"assets/worldbook/ash-barren-reaches.avif","visibility":"player","width":1536},"links":["0a280549-4ec6-4302-aa8b-458280842be0","274cf988-d703-4e79-b530-6cdbfb7834fc","672f3c22-80fc-4fa8-a439-64902fa020cd","6e0f985c-587a-4faf-bb6d-12507ae271fe","927cb3b1-f52f-43e6-903c-445261da670a","a98200e5-e6e1-4843-8109-402bae0c8306","b7175ef2-dfef-4c9f-981a-9129cad4a087","dac8c468-98b8-483e-9d28-901dc58410a5","eba02322-f5a9-4b54-a2d2-00a888c614f0"],"raceRelated":[],"sections":[{"body":"The Ash lies east of the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a], adjoining them below the southern end of Karthikan Ridge. It belongs to the Iron Tusk Confederacy, though part of the wasteland extends into the @[Embervale Basin|0a280549-4ec6-4302-aa8b-458280842be0]. The Grimflow River crosses it from the east before entering the wetlands.\n\nBetween the marshes and the Ash, the Greenway’s patchy forests and grasslands form a more hospitable strip. The Long Road follows this transition toward Haven and the western mountain pass. Farther north, the Confederacy’s grasslands contrast with the desolation at its southern edge.","heading":"Geography and neighboring lands","illustration":{"alt":"The Greenway and Grimflow at the Ash’s edge","caption":"The Greenway and Grimflow at the Ash’s edge","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-greenway-grimflow-transition.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Dieritium-powered weapons used during the hundred-year Orc Wars devastated the land. Undead now populate the region. The @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] ended hostilities between Haven and the Iron Tusk Confederacy and initially committed both peoples to reconstruction, including a joint fund for devastated areas and displaced communities.\n\nIts amendment recognizes the Ash as a permanent wasteland, irrecoverable for ordinary habitation or agriculture. Cooperation therefore centers on safe passage and protection. Both peoples undertake to supply resources, inform travelers of the established routes and keep them on those paths. The agreement also provides for a bilateral commission to monitor conditions, assess the crossing’s defenses, coordinate with Aelric and respond to emerging threats.","heading":"War, devastation and the Treaty of Blood","illustration":{"alt":"A bilateral review of the protected crossing","caption":"A bilateral review of the protected crossing","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-bilateral-crossing-defense-review.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5] fought in the war as a wizard and was one of the perpetrators of its devastating magic. Now a lich, he has dedicated his eternal undeath to protecting and monitoring the Ash. He creates and maintains safe routes, employs special protective devices and vows to exert as much control as he can over the undead.\n\nHis commitment makes travel possible through land that cannot sustain ordinary settlement. Haven and the Confederacy support his work rather than claiming that the region has recovered.","heading":"Aelric’s perpetual charge","visibility":"player"},{"body":"The @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0] runs one hundred miles north through the Ash, from the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc] to @[Ragzul Urzok|b7175ef2-dfef-4c9f-981a-9129cad4a087]. The northern outpost’s name means “Enduring Watch” in Orcish. The two settlements provide refuge at opposite ends of the crossing.\n\nDirelamps created and maintained by Aelric line the road. Their soft, pale-green light turns or destroys nearby undead. @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd], the southern outpost’s cleric of Releous, blesses the lanterns to reinforce their wards. The protection belongs to the crossing; the undead continue to roam the surrounding wasteland.","heading":"The protected crossing","illustration":{"alt":"Local Direlamp protection along the road","caption":"Local Direlamp protection along the road","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-direlamp-local-safe-passage.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Around fifty residents make their home at the southern outpost, which also supports guards and passing travelers. Reinforced palisades, ballista-equipped watchtowers and patrols defend it. Final Provisions sells essential supplies, while Habbak’s Ashen Hearth offers meals, ale and tea. Seraphine provides healing, counsel and protection against undead incursions.\n\nThe Ash Bounders also work within the region. @[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306], a human ranger living in the Ash, belongs to them and reports to Seraphine at the outpost.","heading":"Refuges and those who keep watch","illustration":{"alt":"Meals and provisions at the southern outpost","caption":"Meals and provisions at the southern outpost","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-southern-outpost-hearth-provisions.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Damage can leave travelers exposed even along the protected route. During a northward journey from the Ashen Outpost, a party reached a damaged stretch on its second day and was attacked by five Defilers: strong, fast undead whose Necrosis Vomit afflicted Raven and Bane. Raven fell unconscious during the fight.\n\nBastion helped the party, then healed Raven and Bane of the affliction. Raven accepted his offer to guide her back to the outpost.","heading":"The damaged road and the Defilers","visibility":"player"}],"summary":"The Ash is the magical wasteland left by the war between Haven and the northern orc and goblin forces. Undead roam its barren reaches, while a guarded, lantern-lit road preserves passage between Haven and the Iron Tusk Confederacy.","title":"The Ash","type":"Location","visibility":"player"},{"body":"A necessary stopping place\nIts chief advantage is availability rather than quality: visitors seeking an inn in town have no named alternative. Katrina is the staff member most often encountered serving in the tavern.","category":"Places","id":"40b990ca-4b07-466b-8dd0-df5591a08aff","illustration":{"alt":"The Black Rose Inn landscape","caption":"The Black Rose Inn landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/black-rose-layris-only-inn-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Its chief advantage is availability rather than quality: visitors seeking an inn in town have no named alternative. Katrina is the staff member most often encountered serving in the tavern.","heading":"A necessary stopping place","visibility":"player"}],"summary":"The Black Rose Inn is Layris’s only inn, owned and operated by Dimitri Poska. Its unflattering nickname, the Black Hole, reflects a reputation for poor ale, unimpressive meals, and equally unremarkable rooms.","title":"The Black Rose Inn","type":"Landmark","visibility":"player"},{"body":"Patronage and organization\nThe force’s history reaches back centuries and draws on Releous’s association with justice, protection, and righteousness. His lightning-bolt emblem serves as its rallying symbol.\n\nPrimus Legatus Alatus, or First Winged Commander, is the highest rank and includes a role in city governance. Marcus Fulguris currently holds it. Beneath him, paladins titled Legatus Alatus lead individual flights. Caelum Sacerdos, the Sky Priests, provide healing, blessings, and divine magic. The Vindex Caeli, or Sky Guardians, form the fighting core of trained griffin riders.\n\nMarcus and Aquilifer\nMarcus comes from a lineage devoted to Releous and is respected for command, martial skill, and faith. His griffin Aquilifer combines a golden leonine body with silver eagle feathers. Their partnership symbolizes both Georgetown’s strength and the bond between a Sentinel and mount.\n\nThe Aerie and Bolt Towers\nThe Aerie at the heart of Georgetown serves as headquarters, training ground, and refuge for riders and griffins. Bolt Towers positioned throughout the city provide watch posts and resting places. Fitted with lightning rods, they also harness and direct energies associated with Releous.\n\nOutside routine defense, the Sentinels participate in ceremonial flyovers during festivals, reinforcing their place in Georgetown’s public identity.","category":"Factions","factionGroup":"Guards & fighting companies","id":"506dd2fd-ec1e-473f-a4e0-3dfedf909a63","illustration":{"alt":"Boltwing Sentinels, Georgetown’s aerial defenders","caption":"Boltwing Sentinels, Georgetown’s aerial defenders","height":1086,"layout":"landscape","src":"assets/worldbook/boltwing-sentinels.avif","visibility":"player","width":1448},"links":[],"raceRelated":[],"sections":[{"body":"The force’s history reaches back centuries and draws on Releous’s association with justice, protection, and righteousness. His lightning-bolt emblem serves as its rallying symbol.\n\nPrimus Legatus Alatus, or First Winged Commander, is the highest rank and includes a role in city governance. Marcus Fulguris currently holds it. Beneath him, paladins titled Legatus Alatus lead individual flights. Caelum Sacerdos, the Sky Priests, provide healing, blessings, and divine magic. The Vindex Caeli, or Sky Guardians, form the fighting core of trained griffin riders.","heading":"Patronage and organization","illustration":{"alt":"Sky Priests blessing a Boltwing flight","caption":"Sky Priests blessing a Boltwing flight","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/boltwing-patronage-organization.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Marcus comes from a lineage devoted to Releous and is respected for command, martial skill, and faith. His griffin Aquilifer combines a golden leonine body with silver eagle feathers. Their partnership symbolizes both Georgetown’s strength and the bond between a Sentinel and mount.","heading":"Marcus and Aquilifer","visibility":"player"},{"body":"The Aerie at the heart of Georgetown serves as headquarters, training ground, and refuge for riders and griffins. Bolt Towers positioned throughout the city provide watch posts and resting places. Fitted with lightning rods, they also harness and direct energies associated with Releous.\n\nOutside routine defense, the Sentinels participate in ceremonial flyovers during festivals, reinforcing their place in Georgetown’s public identity.","heading":"The Aerie and Bolt Towers","illustration":{"alt":"Sky Priests and griffin care in Georgetown’s Aerie","caption":"Sky Priests and griffin care in Georgetown’s Aerie","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/boltwing-aerie-care.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The Boltwing Sentinels defend Georgetown from griffinback, combining aerial combat with devotion to Releous. Their patrols, towers, and ceremonial flights are enduring features of the city’s military and civic life.","title":"The Boltwing Sentinels of Georgetown","type":"Military unit","visibility":"player"},{"body":"Common room and lodgings\nSturdy wooden tables and chairs cluster around a central fireplace, giving the otherwise simple interior a comfortable character. Two upstairs common rooms provide additional places to gather, while individual basement rooms offer inexpensive overnight accommodation.\n\nThe tavern’s adventuring clientele gives it a rough reputation, but its regulars include working villagers and Nolden Tully, priest of Releous. A local half-elf bard’s singing and music draw audiences from across Hope. Azok, a reserved orc, generally keeps his own counsel while overseeing the business.\n\nAzok’s carving\nAzok came to Hope from Boâl in search of new opportunities. Away from tavern work, he spends hours carving wood; some of his intricate pieces are displayed in the Tusk for patrons to admire.","category":"Places","id":"15a0e118-ec20-40cc-9e3c-c604c87f5f77","illustration":{"alt":"The Broken Tusk landscape","caption":"The Broken Tusk landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/broken-tusk-village-inn-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Sturdy wooden tables and chairs cluster around a central fireplace, giving the otherwise simple interior a comfortable character. Two upstairs common rooms provide additional places to gather, while individual basement rooms offer inexpensive overnight accommodation.\n\nThe tavern’s adventuring clientele gives it a rough reputation, but its regulars include working villagers and Nolden Tully, priest of Releous. A local half-elf bard’s singing and music draw audiences from across Hope. Azok, a reserved orc, generally keeps his own counsel while overseeing the business.","heading":"Common room and lodgings","illustration":{"alt":"The Broken Tusk, fireplace and bard in the common room","caption":"The Broken Tusk, fireplace and bard in the common room","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/broken-tusk-common-room.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Azok came to Hope from Boâl in search of new opportunities. Away from tavern work, he spends hours carving wood; some of his intricate pieces are displayed in the Tusk for patrons to admire.","heading":"Azok’s carving","visibility":"player"}],"summary":"The Broken Tusk, usually shortened to the Tusk, is a tavern and inn in central Hope. Azok the Silent manages its public face, welcoming both passing adventurers and local regulars.","title":"The Broken Tusk","type":"Landmark","visibility":"player"},{"body":"Two landscapes\nWest of the Divide lies the Firnirin Desert, where @[Halar|201d1aa8-b9e3-4bac-9a6f-0816fde68762] stands near the Bay of Sorrows. To the east are heavily forested lands and the routes toward @[Layris|08442601-3775-43b5-8743-21fcb868a703], Adal, Byret, and Ristobar.\n\nThe massive range gives @[Lebren|00e759c0-855d-4d12-925d-84e94d64e10e] its defining geographical contrast. Sea breezes soften conditions along Halar’s western shore, while the inland desert remains harsher. On the far side of the Divide, lush temperate forest gives the island another character entirely. Desert coast, high mountains and wooded country belong to the same island landscape.","category":"Places","id":"52d4dbae-4cde-462c-9fa5-ed1edd2711d3","illustration":{"alt":"The Divide landscape","caption":"The Divide landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/divide-forest-desert-pass-hero.avif","visibility":"player","width":1536},"links":["201d1aa8-b9e3-4bac-9a6f-0816fde68762","08442601-3775-43b5-8743-21fcb868a703","00e759c0-855d-4d12-925d-84e94d64e10e"],"raceRelated":[],"sections":[{"body":"West of the Divide lies the Firnirin Desert, where @[Halar|201d1aa8-b9e3-4bac-9a6f-0816fde68762] stands near the Bay of Sorrows. To the east are heavily forested lands and the routes toward @[Layris|08442601-3775-43b5-8743-21fcb868a703], Adal, Byret, and Ristobar.\n\nThe massive range gives @[Lebren|00e759c0-855d-4d12-925d-84e94d64e10e] its defining geographical contrast. Sea breezes soften conditions along Halar’s western shore, while the inland desert remains harsher. On the far side of the Divide, lush temperate forest gives the island another character entirely. Desert coast, high mountains and wooded country belong to the same island landscape.","heading":"Two landscapes","visibility":"player"}],"summary":"The Divide is the mountain barrier separating Lebren’s western desert from its eastern forests.","title":"The Divide","type":"Location","visibility":"player"},{"body":"Cities and Specialties\nStrombard is identified as the dwarven capital, combining surface buildings with extensive underground architecture. Precious-metal mining supports its wealth, and devotion to the All Father is central to its religious life.\n\nMeerbard is a coastal trading center governed and defended by dwarves. Its mixed population and maritime connections make it important to commerce between continents.\n\nFastenbard stands in the Far'Thak Mountains. It is particularly associated with the working of mithril and adamantium and with the religious traditions surrounding the forge.\n\nFaith and Craft\nDurhan and Thardrum receive particular attention in dwarven worship. Temples serve as gathering places as well as sacred buildings, and clerics play important communal roles. Acts of making, offerings at the forge and the care of worked metal can carry religious meaning.\n\nDurhan is also honored through mining, gems and underground exploration, with a crossed hammer and pickaxe over a gemstone as his emblem. Thardrum is associated with dwarves, creation and smithing, represented by a flaming anvil.\n\nDwarven tradition honors Durhan as the All Father and depicts him as an ancient dwarf whose beard combines roots and metals. He is credited with carving mountains and valleys and emphasizes the bonds of kin and law. Thardrum appears as an armored smith with a fiery hammer, protector of miners, militia and metalworkers, especially honored in Fastenbard. His followers believe that his blessing strengthens their forged metals and makes their militia invincible; forging itself can be an act of worship.\n\nKinship and communal memory\nDwarven devotion extends beyond individual shrines. Monumental temples, particularly those honoring Durhan in Strombard, serve as communal gathering places. Clerics and other spiritual leaders guide worship and intercede with the gods.\n\nIn Fastenbard, families and communal halls anchor social life. Feasts, ancestral songs and memorial rites maintain ties between generations. The Council of Elders represents the forge houses under the Highshield Bearer, joining the city’s civic responsibilities to its craft traditions.\n\nFastenbard: A city larger than its mines\n@[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653], among the Far'Thak mountains, is one of the great centers of dwarven craft and civic life.\n\nFastenbard's wealth begins in the Far'Thak Mountains but does not end at the mine mouth. Ore must be extracted, moved, refined and worked. Tools, food, clothing, transport and care support the people doing that labor. The city's celebrated artifacts are the visible outcome of a much wider social economy.\n\nThe founding tale of Harald's mithril discovery remains important, especially in public teaching, but the city's growth depended on generations who turned a promising outpost into a place where households could remain. Surface structures and underground districts developed together, with work and residence distributed according to access, safety and the demands of particular trades.\n\nFastenbard: The forge house\nA forge house combines lineage, property, training and commercial reputation. Its members may share ancestry, but the institution also depends on apprentices, spouses, adopted kin and long-serving workers. A house's name on an object promises a standard the individual maker is expected to uphold.\n\nThis arrangement can protect a young craftsperson by giving their work a trusted market. It can also conceal individual achievement behind a powerful collective name. Fastenbard's most respected masters record the makers responsible for exceptional work, while less generous ones treat all success as evidence of the house's wisdom.\n\nThe houses differ in specialization and public identity. Blackanvil's metallurgy, Stoneforge's construction and Silverbind's artistic craft give them distinct interests even when they agree on the city's wider prosperity. A debate over public expenditure can therefore be a debate over which kind of work will be recognized and paid.\n\nFastenbard: Learning the mountain\nChildren are taught the practical habits of living in Fastenbard alongside family history and religion. They learn signals, safe movement through working areas and the importance of leaving passages clear. Basic defense training is part of civic life, but so is knowing when not to interfere with someone performing a dangerous task.\n\nApprenticeship traditionally begins through a household connection. Public instruction and cross-house placements have widened access, especially for skills needed throughout the city. Masters still disagree over how much knowledge should be shared outside a house. The argument concerns livelihood and identity as well as pride.\n\nFastenbard: Thardrum in daily practice\nWorship of Thardrum is woven into the rhythms of making. The Grand Forge's ceremonies give public form to beliefs also practiced in smaller workshops: attention to materials, responsibility for work and gratitude for the skill of those who taught it.\n\nReligious observance does not make every smith devout or every commercial decision honorable. It provides a language in which craftsmanship can be judged as more than profitable output. A deliberately concealed defect is condemned not only because it cheats a purchaser but because it misuses the trust placed in a maker.\n\nAncestor's Rest preserves the dead through names, stories and household observance. Memorials include miners, carriers and domestic workers alongside celebrated masters. Some households maintain this breadth conscientiously; others give their most prestigious ancestors far more space.\n\nFastenbard: Government and public duty\nThe Council of Elders and Highshield Bearer Boren Steelgrasp stand above a city whose major houses possess substantial independent influence. Public decisions require cooperation among people who command resources the government cannot simply replace.\n\nThe Hammers, under High Sentinel Elara Stonefist, embody another form of civic authority: defense organized for the city rather than for one house alone. Their mountain training and knowledge of conditions are respected even by citizens who dispute particular policies.\n\nNo household can provide every service it needs. Shared defenses, passages, water management and emergency preparations make Fastenbard a common undertaking, despite the strong identities of its constituent houses.\n\nFastenbard: Relations beyond the gates\nTrade carries Fastenbard's work across Dorn and brings outside goods, ideas and grievances back through its gates. The dispute with Hythiran authorities complicates relationships that many merchants and craftspeople would prefer to keep practical. A customer can admire dwarven work while repeating Elrohan Valara's suspicions, leaving the person selling it to decide whether the bargain is worth the insult.\n\nThe River Survey has given officials a more precise basis for limiting confrontation without ending the territorial disagreement. For ordinary households, its value is measured in fewer interrupted journeys and less uncertainty about whether work can continue.\n\nThe diaspora: Rooms before a neighborhood\nIn @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], @[the Anvil Rooms|gap-anvil-rooms] preserve a dwarven neighborhood’s history of migration and changing trades.\n\nThe Anvil Rooms began as rented accommodation for workers and visitors drawn to Georgetown's Sanctum of the Anvil. Some came from Fastenbard with introductions through Blackanvil connections; others arrived independently. Extended stays turned temporary lodging into households, and nearby shops adapted to a permanent clientele.\n\nThe name describes a network of courts and buildings rather than a new official district. It overlaps the city's ordinary streets and institutions. Residents remain part of Georgetown, not citizens of a separate dwarven enclave.\n\nThe diaspora: More than one trade\nMetalworkers are prominent, but the community also contains cooks, bookkeepers, teachers, carriers and people employed in businesses with no direct connection to the Sanctum. Household economies often combine several kinds of work. A celebrated artisan may rely on income earned by a relative whose occupation attracts less admiration.\n\nThe rooms' repair associations maintain shared stairs, drains and cooking spaces. These mundane arrangements have become important points of contact with neighboring households of other peoples. A roof leak does not respect the distinction between a culturally distinctive court and the building beside it.\n\nThe diaspora: Faith and family memory\nThe Sanctum's established worship of Thardrum provides a shared place for observance and public celebration. Some residents attend regularly; others participate chiefly through family occasions. The Blackanvil legacy is honored without making every dwarf a member of that clan.\n\nHouseholds preserve objects brought from earlier homes: tools, vessels, documents and modest keepsakes whose significance is not apparent to a visitor. During the Night of Repaired Things, families display an object that has been mended and tell the history of its use. The gathering began locally and is not a universal dwarven holy day.\n\nThe diaspora: The new generation\nResidents born in Georgetown sometimes know distant ancestral places chiefly through stories. Their accents, friendships and ambitions are shaped by the city around them. Older relatives can mistake that familiarity for a loss of identity, while younger people resent being asked to perform a homeland they have never seen.\n\nThe community's teachers now include local history beside family chronicles. The Account of the Broken Stairs, a completed neighborhood dispute, is taught alongside older achievements because it concerns the houses children actually inhabit. Belonging is maintained through work and relationship as well as remembrance.\n\nCapitals and their distinct traditions\nDorn’s dwarven capitals share traditions of skilled work, household obligation and public reputation, but organize them in different ways. @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653] joins forge houses and devotion to Thardrum with close family ties to @[Strombard|strombard], whose precious-metal trades and civic law honor Durhan. @[Meerbard|meerbard] connects mountain workings to a mixed-population harbor, while @[Ivanbard|ivanbard] is known for precision workshops and the public testing of their work in Creslin.\n\nIn Abbrond, @[Jargenbard|dwarven-capital-abbrond] combines an open-sky ring city, reflected-light farms and celebrated whiskey. @[Embercask|clan-embercask], @[Mirrorfield|clan-mirrorfield] and @[Stonewick|clan-stonewick] compete through their craft and commercial success. Each family also vies to supply the finest fighters and gear to @[the Stillbreakers|org-stillbreakers]. The @[Night of Broken Barrels|hist-night-of-broken-barrels] remains a warning about how far that rivalry once escaped restraint.","category":"Cultures","id":"f8a68bf2-3210-4bf6-85ac-db9f68c7bbbd","links":["bd8d33dd-f336-4f27-906e-ec835d298653","d55b4ecd-c049-438e-a3f8-06a8742ac080","gap-anvil-rooms","strombard","meerbard","ivanbard","dwarven-capital-abbrond","clan-embercask","clan-mirrorfield","clan-stonewick","org-stillbreakers","hist-night-of-broken-barrels"],"raceCardIllustration":{"alt":"Communal reverence through dwarven craft","caption":"Dwarves","height":1024,"src":"assets/worldbook/dwarves-faith-care-metal.avif","visibility":"player","width":1536},"raceKey":"dwarves","raceRelated":[],"sections":[{"body":"Strombard is identified as the dwarven capital, combining surface buildings with extensive underground architecture. Precious-metal mining supports its wealth, and devotion to the All Father is central to its religious life.\n\nMeerbard is a coastal trading center governed and defended by dwarves. Its mixed population and maritime connections make it important to commerce between continents.\n\nFastenbard stands in the Far'Thak Mountains. It is particularly associated with the working of mithril and adamantium and with the religious traditions surrounding the forge.","heading":"Cities and Specialties","visibility":"player"},{"body":"Durhan and Thardrum receive particular attention in dwarven worship. Temples serve as gathering places as well as sacred buildings, and clerics play important communal roles. Acts of making, offerings at the forge and the care of worked metal can carry religious meaning.\n\nDurhan is also honored through mining, gems and underground exploration, with a crossed hammer and pickaxe over a gemstone as his emblem. Thardrum is associated with dwarves, creation and smithing, represented by a flaming anvil.\n\nDwarven tradition honors Durhan as the All Father and depicts him as an ancient dwarf whose beard combines roots and metals. He is credited with carving mountains and valleys and emphasizes the bonds of kin and law. Thardrum appears as an armored smith with a fiery hammer, protector of miners, militia and metalworkers, especially honored in Fastenbard. His followers believe that his blessing strengthens their forged metals and makes their militia invincible; forging itself can be an act of worship.","heading":"Faith and Craft","illustration":{"alt":"Communal reverence through dwarven craft","caption":"Communal reverence through dwarven craft","height":1024,"layout":"landscape","src":"assets/worldbook/dwarves-faith-care-metal.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Dwarven devotion extends beyond individual shrines. Monumental temples, particularly those honoring Durhan in Strombard, serve as communal gathering places. Clerics and other spiritual leaders guide worship and intercede with the gods.\n\nIn Fastenbard, families and communal halls anchor social life. Feasts, ancestral songs and memorial rites maintain ties between generations. The Council of Elders represents the forge houses under the Highshield Bearer, joining the city’s civic responsibilities to its craft traditions.","heading":"Kinship and communal memory","illustration":{"alt":"Ancestral songs and shared memory in a Fastenbard hall","caption":"Ancestral songs and shared memory in a Fastenbard hall","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/dwarven-kinship-hall-song-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653], among the Far'Thak mountains, is one of the great centers of dwarven craft and civic life.\n\nFastenbard's wealth begins in the Far'Thak Mountains but does not end at the mine mouth. Ore must be extracted, moved, refined and worked. Tools, food, clothing, transport and care support the people doing that labor. The city's celebrated artifacts are the visible outcome of a much wider social economy.\n\nThe founding tale of Harald's mithril discovery remains important, especially in public teaching, but the city's growth depended on generations who turned a promising outpost into a place where households could remain. Surface structures and underground districts developed together, with work and residence distributed according to access, safety and the demands of particular trades.","heading":"Fastenbard: A city larger than its mines","visibility":"player"},{"body":"A forge house combines lineage, property, training and commercial reputation. Its members may share ancestry, but the institution also depends on apprentices, spouses, adopted kin and long-serving workers. A house's name on an object promises a standard the individual maker is expected to uphold.\n\nThis arrangement can protect a young craftsperson by giving their work a trusted market. It can also conceal individual achievement behind a powerful collective name. Fastenbard's most respected masters record the makers responsible for exceptional work, while less generous ones treat all success as evidence of the house's wisdom.\n\nThe houses differ in specialization and public identity. Blackanvil's metallurgy, Stoneforge's construction and Silverbind's artistic craft give them distinct interests even when they agree on the city's wider prosperity. A debate over public expenditure can therefore be a debate over which kind of work will be recognized and paid.","heading":"Fastenbard: The forge house","visibility":"player"},{"body":"Children are taught the practical habits of living in Fastenbard alongside family history and religion. They learn signals, safe movement through working areas and the importance of leaving passages clear. Basic defense training is part of civic life, but so is knowing when not to interfere with someone performing a dangerous task.\n\nApprenticeship traditionally begins through a household connection. Public instruction and cross-house placements have widened access, especially for skills needed throughout the city. Masters still disagree over how much knowledge should be shared outside a house. The argument concerns livelihood and identity as well as pride.","heading":"Fastenbard: Learning the mountain","visibility":"player"},{"body":"Worship of Thardrum is woven into the rhythms of making. The Grand Forge's ceremonies give public form to beliefs also practiced in smaller workshops: attention to materials, responsibility for work and gratitude for the skill of those who taught it.\n\nReligious observance does not make every smith devout or every commercial decision honorable. It provides a language in which craftsmanship can be judged as more than profitable output. A deliberately concealed defect is condemned not only because it cheats a purchaser but because it misuses the trust placed in a maker.\n\nAncestor's Rest preserves the dead through names, stories and household observance. Memorials include miners, carriers and domestic workers alongside celebrated masters. Some households maintain this breadth conscientiously; others give their most prestigious ancestors far more space.","heading":"Fastenbard: Thardrum in daily practice","visibility":"player"},{"body":"The Council of Elders and Highshield Bearer Boren Steelgrasp stand above a city whose major houses possess substantial independent influence. Public decisions require cooperation among people who command resources the government cannot simply replace.\n\nThe Hammers, under High Sentinel Elara Stonefist, embody another form of civic authority: defense organized for the city rather than for one house alone. Their mountain training and knowledge of conditions are respected even by citizens who dispute particular policies.\n\nNo household can provide every service it needs. Shared defenses, passages, water management and emergency preparations make Fastenbard a common undertaking, despite the strong identities of its constituent houses.","heading":"Fastenbard: Government and public duty","visibility":"player"},{"body":"Trade carries Fastenbard's work across Dorn and brings outside goods, ideas and grievances back through its gates. The dispute with Hythiran authorities complicates relationships that many merchants and craftspeople would prefer to keep practical. A customer can admire dwarven work while repeating Elrohan Valara's suspicions, leaving the person selling it to decide whether the bargain is worth the insult.\n\nThe River Survey has given officials a more precise basis for limiting confrontation without ending the territorial disagreement. For ordinary households, its value is measured in fewer interrupted journeys and less uncertainty about whether work can continue.","heading":"Fastenbard: Relations beyond the gates","visibility":"player"},{"body":"In @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], @[the Anvil Rooms|gap-anvil-rooms] preserve a dwarven neighborhood’s history of migration and changing trades.\n\nThe Anvil Rooms began as rented accommodation for workers and visitors drawn to Georgetown's Sanctum of the Anvil. Some came from Fastenbard with introductions through Blackanvil connections; others arrived independently. Extended stays turned temporary lodging into households, and nearby shops adapted to a permanent clientele.\n\nThe name describes a network of courts and buildings rather than a new official district. It overlaps the city's ordinary streets and institutions. Residents remain part of Georgetown, not citizens of a separate dwarven enclave.","heading":"The diaspora: Rooms before a neighborhood","visibility":"player"},{"body":"Metalworkers are prominent, but the community also contains cooks, bookkeepers, teachers, carriers and people employed in businesses with no direct connection to the Sanctum. Household economies often combine several kinds of work. A celebrated artisan may rely on income earned by a relative whose occupation attracts less admiration.\n\nThe rooms' repair associations maintain shared stairs, drains and cooking spaces. These mundane arrangements have become important points of contact with neighboring households of other peoples. A roof leak does not respect the distinction between a culturally distinctive court and the building beside it.","heading":"The diaspora: More than one trade","visibility":"player"},{"body":"The Sanctum's established worship of Thardrum provides a shared place for observance and public celebration. Some residents attend regularly; others participate chiefly through family occasions. The Blackanvil legacy is honored without making every dwarf a member of that clan.\n\nHouseholds preserve objects brought from earlier homes: tools, vessels, documents and modest keepsakes whose significance is not apparent to a visitor. During the Night of Repaired Things, families display an object that has been mended and tell the history of its use. The gathering began locally and is not a universal dwarven holy day.","heading":"The diaspora: Faith and family memory","visibility":"player"},{"body":"Residents born in Georgetown sometimes know distant ancestral places chiefly through stories. Their accents, friendships and ambitions are shaped by the city around them. Older relatives can mistake that familiarity for a loss of identity, while younger people resent being asked to perform a homeland they have never seen.\n\nThe community's teachers now include local history beside family chronicles. The Account of the Broken Stairs, a completed neighborhood dispute, is taught alongside older achievements because it concerns the houses children actually inhabit. Belonging is maintained through work and relationship as well as remembrance.","heading":"The diaspora: The new generation","visibility":"player"},{"heading":"Capitals and their distinct traditions","body":"Dorn’s dwarven capitals share traditions of skilled work, household obligation and public reputation, but organize them in different ways. @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653] joins forge houses and devotion to Thardrum with close family ties to @[Strombard|strombard], whose precious-metal trades and civic law honor Durhan. @[Meerbard|meerbard] connects mountain workings to a mixed-population harbor, while @[Ivanbard|ivanbard] is known for precision workshops and the public testing of their work in Creslin.\n\nIn Abbrond, @[Jargenbard|dwarven-capital-abbrond] combines an open-sky ring city, reflected-light farms and celebrated whiskey. @[Embercask|clan-embercask], @[Mirrorfield|clan-mirrorfield] and @[Stonewick|clan-stonewick] compete through their craft and commercial success. Each family also vies to supply the finest fighters and gear to @[the Stillbreakers|org-stillbreakers]. The @[Night of Broken Barrels|hist-night-of-broken-barrels] remains a warning about how far that rivalry once escaped restraint.","visibility":"player"}],"summary":"Dorn’s dwarven communities are renowned for mining, metalwork and monumental construction. On Kirth, Strombard, Meerbard and Fastenbard are principal dwarven cities.","title":"The Dwarves of Dorn","type":"Race","visibility":"player"},{"body":"Forge and storefront\nThe business divides into an indoor showroom and an open-air work area. Gruden and his apprentice shape hot metal outside amid projects in various stages of completion. Inside, customers browse equipment ranging from daggers and breastplates to unusual pieces such as spiked gauntlets and dragon scale mail.\n\nCustom commissions are an important part of the shop’s reputation. Gruden adapts pieces to a client’s needs and takes particular pride in durability and finish.\n\nDealing with Gruden\n@[Gruden Kegjaw|76f973cd-3a74-4dd9-ad2e-c3c365458def] is often surly and soot-covered, but sincere interest in smithing can draw him into detailed conversation. On rare occasions, an especially interested customer may be invited into the shop for tea and a longer discussion of his work.\n\nA craft carried from Strombard\nGruden learned smithing from his father in Strombard before bringing his craft to Hope. That teaching tradition continues through his careful treatment of apprentices: behind his surly manner, he is patient and willing to share knowledge with sincere students. His facial scar remains a private subject, and stories assigning it to a dragon or a forge explosion are unconfirmed.","category":"Places","id":"32fb44b8-38e9-4d95-8578-d9222f220d0d","illustration":{"alt":"The Iron Gauntlet landscape","caption":"The Iron Gauntlet landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/iron-gauntlet-open-forge-hero.avif","visibility":"player","width":1536},"links":["76f973cd-3a74-4dd9-ad2e-c3c365458def"],"raceRelated":[],"sections":[{"body":"The business divides into an indoor showroom and an open-air work area. Gruden and his apprentice shape hot metal outside amid projects in various stages of completion. Inside, customers browse equipment ranging from daggers and breastplates to unusual pieces such as spiked gauntlets and dragon scale mail.\n\nCustom commissions are an important part of the shop’s reputation. Gruden adapts pieces to a client’s needs and takes particular pride in durability and finish.","heading":"Forge and storefront","illustration":{"alt":"The Iron Gauntlet, Gruden’s open-air forge and showroom","caption":"The Iron Gauntlet, Gruden’s open-air forge and showroom","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-gauntlet-forge.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Gruden Kegjaw|76f973cd-3a74-4dd9-ad2e-c3c365458def] is often surly and soot-covered, but sincere interest in smithing can draw him into detailed conversation. On rare occasions, an especially interested customer may be invited into the shop for tea and a longer discussion of his work.","heading":"Dealing with Gruden","visibility":"player"},{"body":"Gruden learned smithing from his father in Strombard before bringing his craft to Hope. That teaching tradition continues through his careful treatment of apprentices: behind his surly manner, he is patient and willing to share knowledge with sincere students. His facial scar remains a private subject, and stories assigning it to a dragon or a forge explosion are unconfirmed.","heading":"A craft carried from Strombard","visibility":"player"}],"summary":"The Iron Gauntlet is Gruden Kegjaw’s blacksmith shop in Hope, known for repairs, custom work, and carefully made weapons and armor. Its open forge lets visitors watch the craft behind the finished stock.","title":"The Iron Gauntlet","type":"Landmark","visibility":"player"},{"body":"From war to confederation\nThe Confederacy’s political identity rests on a transition from divided, warring clans to cooperation. Grunuk Broken Tusk helped conclude the Treaty of Blood with Haven at the site where Hope would later stand. On the main road from the Ash, a garden-ringed monument commemorates him and carries the treaty’s words.\n\nThe country honors that settlement as the foundation of peace without erasing its violent origins. The Orc Wars lasted one hundred years.\n\nThe High Chieftess and council\nGrishara Bloodhammer, styled Grishara the Enlightened and Beacon of the Orcish Renaissance, directs the Confederacy and presides over the Council of the Iron Tusk. The council represents its three founding peoples, with members expected to serve the whole nation rather than only their own faction.\n\nBorguk Ironfist, Chief of the Orc Clans, brings martial, strategic, and cultural concerns to policy. Slink Sharpwit, the goblin Master of Trade and Craft, oversees economic development, commercial networks, and technological advancement. General Karguk Steelbinder, the hobgoblin Commander of the Legion, concentrates on defense, discipline, military readiness, and internal order.\n\nTogether they address external threats and domestic development under Grishara’s leadership. Their roles preserve the value placed on strength while expanding government’s attention to learning, prosperity, and civic cooperation.\n\nCountry and economy\nThe Confederacy extends across the grasslands north of the Ash and into the Shiltar Range. Boâl is its capital and principal administrative center. Agriculture and mining remain economic foundations, with responsible use of land and minerals central to civic ideals.\n\nIts market economy also supports early factories and coal-burning trains. Industry is expanding alongside agriculture and older craft traditions. The country’s resources and settlement network are important to its ability to supply itself.\n\nThe Orcish Renaissance\nThe Orcish Renaissance promotes art, education, and scientific inquiry. It challenges outside assumptions about the Confederacy’s peoples by placing intellectual and cultural achievement beside military accomplishment. Grishara’s rule has brought prosperity and cooperation to the Confederacy.\n\nThe justice system pursues fairness, dignity and shared law. Karguk’s formidable military emphasizes discipline and restraint, with peace and stability among its declared purposes.\n\nThe Confederacy After the War\nThe transformation from wartime alliance to a country of families, trades and competing local loyalties.\n\nThe returning households\nThe end of the Orc Wars left the peoples of the Iron Tusk Confederacy with obligations that victory or defeat alone could not settle. Fighters returned to households that had lost workers, animals and years of cultivation. Some had no household left. The devastation of the Ash made returning to certain places impossible, while the Treaty of Blood made movement and exchange across former enemy lines possible again.\n\nThe first durable settlements of the peace were often extensions of older camps, markets and defended places. Boâl's authority drew people toward its protection and stores. Elsewhere, groups settled near usable water and land rather than attempting to recover every ancestral claim. Kinship remained important, but a household might now live beside former auxiliaries, unrelated survivors and craftspeople who had followed the work.\n\nThe resulting communities did not all agree on what had been lost. Clan histories emphasized particular sacrifices. Military accounts praised decisions that some families remembered as abandonment. The peace endured partly because these disagreements no longer had to be settled by assembling an army.\n\nHousehold registers\nLocal authorities began keeping household registers to distinguish residents entitled to land use and relief from travelers needing temporary assistance. The earliest registers were uneven: some named only household heads, others listed every mouth to be fed. Widows, unattached laborers and people separated from their clans were poorly served wherever recognition depended entirely on a male warrior's name or a powerful relative's testimony.\n\nBraxus's communal houses became important witnesses in such disputes. A person who had lived, worked and eaten among neighbors could be vouched for even when an ancestral claim was impossible to prove. This practice gradually widened the meaning of belonging. It did not abolish the clans; it gave people another way to be recognized alongside them.\n\nThe phrase hearth-standing came to describe that local recognition. It established a person's place in a community without pretending that every settlement followed the same inheritance law. Gralthor's later public food traditions drew from this practical habit of counting residents as members of a shared obligation.\n\nPeace with a foreign face\nTrade brought former enemies into relationships too repetitive to remain entirely symbolic. A Haven buyer who returned each season became a person whose habits were known. An orc craftsperson who settled south of the Wall became a neighbor, employer or in-law. Prejudice survived these connections, but it had to contend with particular lives rather than distant stories alone.\n\nConfederate leaders sent representatives to negotiate prices, safe conduct and the return of disputed property. These early emissaries were often merchants or veterans with useful languages. Their mixed responsibilities laid the groundwork for the more specialized diplomatic service later cultivated by Grishara Bloodhammer.\n\nThe cost of a common country\nShared government required contributions from settlements that distrusted distant demands. Mining communities wanted roads and protection; farmers wanted secure markets; communities along the Ash needed help with dangers they had not individually created. Each could argue that its work benefited the whole Confederacy while its costs remained local.\n\nCouncil authority grew through the gradual acceptance that some burdens were common. This was not a clean transfer from clan life to civic life. Households continued to seek help from relatives, temples, trade associates and officials in different combinations. An individual could be loyal to a clan, proud of a town and committed to the Confederacy without treating those loyalties as identical.\n\nThe country inherited by the present generation\nThe Confederacy's current prosperity rests on this long accumulation of settlements, negotiated duties and ordinary cross-border relationships. Its factories, academies and railway did not create cooperation from nothing. They enlarged an existing social world and made some of its inequalities more visible.\n\nBorguk Ironfist's defense of orc traditions speaks to people who fear that refinement in the capital can become embarrassment about their ancestors. Slink Sharpwit's commercial priorities appeal to those whose families gained standing through craft and trade. General Karguk Steelbinder gives institutional form to the belief that peace requires disciplined readiness. Grishara's leadership depends on holding these interests within a shared future rather than declaring any one of them obsolete.\n\nElectrical infrastructure in Boâl\nThe Confederacy’s capital uses power from a @[hydroelectric dam|boal-hydroelectric-dam] associated with @[Draz’Gul Gri’Sha|drazgul-grisha]. Copper lines reinforced with @[Dieritium Arcanum|notebook-3] distribute electricity, while substations store energy in the same arcane material. Government buildings, the arena and high-end shops are among the places served. This selective electrical network forms part of Boâl’s investment in engineering and public life.","category":"Factions","factionGroup":"Ruling powers & governments","id":"44cac6e7-6974-44fd-b1e7-1ea199fbe2bd","links":["boal-hydroelectric-dam","drazgul-grisha","notebook-3"],"raceRelated":[],"sections":[{"body":"The Confederacy’s political identity rests on a transition from divided, warring clans to cooperation. Grunuk Broken Tusk helped conclude the Treaty of Blood with Haven at the site where Hope would later stand. On the main road from the Ash, a garden-ringed monument commemorates him and carries the treaty’s words.\n\nThe country honors that settlement as the foundation of peace without erasing its violent origins. The Orc Wars lasted one hundred years.","heading":"From war to confederation","illustration":{"alt":"Grunuk Broken Tusk monument on the road from the Ash","caption":"Grunuk Broken Tusk monument on the road from the Ash","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-treaty-monument.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Grishara Bloodhammer, styled Grishara the Enlightened and Beacon of the Orcish Renaissance, directs the Confederacy and presides over the Council of the Iron Tusk. The council represents its three founding peoples, with members expected to serve the whole nation rather than only their own faction.\n\nBorguk Ironfist, Chief of the Orc Clans, brings martial, strategic, and cultural concerns to policy. Slink Sharpwit, the goblin Master of Trade and Craft, oversees economic development, commercial networks, and technological advancement. General Karguk Steelbinder, the hobgoblin Commander of the Legion, concentrates on defense, discipline, military readiness, and internal order.\n\nTogether they address external threats and domestic development under Grishara’s leadership. Their roles preserve the value placed on strength while expanding government’s attention to learning, prosperity, and civic cooperation.","heading":"The High Chieftess and council","illustration":{"alt":"Grishara presiding over the Council of the Iron Tusk","caption":"Grishara presiding over the Council of the Iron Tusk","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-chieftess-council.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Confederacy extends across the grasslands north of the Ash and into the Shiltar Range. Boâl is its capital and principal administrative center. Agriculture and mining remain economic foundations, with responsible use of land and minerals central to civic ideals.\n\nIts market economy also supports early factories and coal-burning trains. Industry is expanding alongside agriculture and older craft traditions. The country’s resources and settlement network are important to its ability to supply itself.","heading":"Country and economy","illustration":{"alt":"Agriculture, mining and early industry in the Iron Tusk Confederacy","caption":"Agriculture, mining and early industry in the Iron Tusk Confederacy","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-country-economy.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Orcish Renaissance promotes art, education, and scientific inquiry. It challenges outside assumptions about the Confederacy’s peoples by placing intellectual and cultural achievement beside military accomplishment. Grishara’s rule has brought prosperity and cooperation to the Confederacy.\n\nThe justice system pursues fairness, dignity and shared law. Karguk’s formidable military emphasizes discipline and restraint, with peace and stability among its declared purposes.","heading":"The Orcish Renaissance","illustration":{"alt":"Art and scientific learning in the Orcish Renaissance","caption":"Art and scientific learning in the Orcish Renaissance","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-orcish-renaissance.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The transformation from wartime alliance to a country of families, trades and competing local loyalties.","heading":"The Confederacy After the War","visibility":"player"},{"body":"The end of the Orc Wars left the peoples of the Iron Tusk Confederacy with obligations that victory or defeat alone could not settle. Fighters returned to households that had lost workers, animals and years of cultivation. Some had no household left. The devastation of the Ash made returning to certain places impossible, while the Treaty of Blood made movement and exchange across former enemy lines possible again.\n\nThe first durable settlements of the peace were often extensions of older camps, markets and defended places. Boâl's authority drew people toward its protection and stores. Elsewhere, groups settled near usable water and land rather than attempting to recover every ancestral claim. Kinship remained important, but a household might now live beside former auxiliaries, unrelated survivors and craftspeople who had followed the work.\n\nThe resulting communities did not all agree on what had been lost. Clan histories emphasized particular sacrifices. Military accounts praised decisions that some families remembered as abandonment. The peace endured partly because these disagreements no longer had to be settled by assembling an army.","heading":"The returning households","illustration":{"alt":"Households returning after the Orc Wars","caption":"Households returning after the Orc Wars","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-returning-households.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Local authorities began keeping household registers to distinguish residents entitled to land use and relief from travelers needing temporary assistance. The earliest registers were uneven: some named only household heads, others listed every mouth to be fed. Widows, unattached laborers and people separated from their clans were poorly served wherever recognition depended entirely on a male warrior's name or a powerful relative's testimony.\n\nBraxus's communal houses became important witnesses in such disputes. A person who had lived, worked and eaten among neighbors could be vouched for even when an ancestral claim was impossible to prove. This practice gradually widened the meaning of belonging. It did not abolish the clans; it gave people another way to be recognized alongside them.\n\nThe phrase hearth-standing came to describe that local recognition. It established a person's place in a community without pretending that every settlement followed the same inheritance law. Gralthor's later public food traditions drew from this practical habit of counting residents as members of a shared obligation.","heading":"Household registers","illustration":{"alt":"Neighbors witness a household claim","caption":"Neighbors witness a household claim","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-household-roll-witnesses.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Trade brought former enemies into relationships too repetitive to remain entirely symbolic. A Haven buyer who returned each season became a person whose habits were known. An orc craftsperson who settled south of the Wall became a neighbor, employer or in-law. Prejudice survived these connections, but it had to contend with particular lives rather than distant stories alone.\n\nConfederate leaders sent representatives to negotiate prices, safe conduct and the return of disputed property. These early emissaries were often merchants or veterans with useful languages. Their mixed responsibilities laid the groundwork for the more specialized diplomatic service later cultivated by Grishara Bloodhammer.","heading":"Peace with a foreign face","illustration":{"alt":"A familiar buyer returns to the workshop","caption":"A familiar buyer returns to the workshop","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-seasonal-haven-buyer.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Shared government required contributions from settlements that distrusted distant demands. Mining communities wanted roads and protection; farmers wanted secure markets; communities along the Ash needed help with dangers they had not individually created. Each could argue that its work benefited the whole Confederacy while its costs remained local.\n\nCouncil authority grew through the gradual acceptance that some burdens were common. This was not a clean transfer from clan life to civic life. Households continued to seek help from relatives, temples, trade associates and officials in different combinations. An individual could be loyal to a clan, proud of a town and committed to the Confederacy without treating those loyalties as identical.","heading":"The cost of a common country","illustration":{"alt":"Neighbors negotiate shared work","caption":"Neighbors negotiate shared work","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-shared-local-burdens.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Confederacy's current prosperity rests on this long accumulation of settlements, negotiated duties and ordinary cross-border relationships. Its factories, academies and railway did not create cooperation from nothing. They enlarged an existing social world and made some of its inequalities more visible.\n\nBorguk Ironfist's defense of orc traditions speaks to people who fear that refinement in the capital can become embarrassment about their ancestors. Slink Sharpwit's commercial priorities appeal to those whose families gained standing through craft and trade. General Karguk Steelbinder gives institutional form to the belief that peace requires disciplined readiness. Grishara's leadership depends on holding these interests within a shared future rather than declaring any one of them obsolete.","heading":"The country inherited by the present generation","illustration":{"alt":"The shared country in everyday life","caption":"The shared country in everyday life","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-inherited-civic-world.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Confederacy’s capital uses power from a @[hydroelectric dam|boal-hydroelectric-dam] associated with @[Draz’Gul Gri’Sha|drazgul-grisha]. Copper lines reinforced with @[Dieritium Arcanum|notebook-3] distribute electricity, while substations store energy in the same arcane material. Government buildings, the arena and high-end shops are among the places served. This selective electrical network forms part of Boâl’s investment in engineering and public life.","heading":"Electrical infrastructure in Boâl","visibility":"player"}],"summary":"The Iron Tusk Confederacy, also called Gromkull Bal’Zun Keth, unites orcs, goblins, and hobgoblins in central Kirth. Under High Chieftess Grishara Bloodhammer, its government combines martial traditions with trade, industrial development, and the Orcish Renaissance.","title":"The Iron Tusk Confederacy: Government and Society","type":"Organization","visibility":"player"},{"body":"Rites and discipline\nInitiations and major ceremonies take place beneath the full moon. Sacred Hunts coincide with lunar eclipses, when members believe their power is strongest. Meditation and ritual help them balance reasoned judgment against bestial instinct.\n\nRanks and bonds\nLunar Elders preserve the order’s knowledge of hemocraft and lycanthropy. Moonlit Sentinels form its principal fighting force, while Cub Aspirants train under experienced mentors. During the Bloodmoon Pact, members offer a portion of their blood to a silver chalice bathed in moonlight, affirming their bond with the order and its deity.\n\nSenior members take responsibility for a particular Cub, guiding the initiate in mastering transformations and using the order’s powers wisely.","category":"Factions","factionGroup":"Guards & fighting companies","id":"7e3ad701-07ff-4f4d-bd33-3c49f69a2e0c","illustration":{"alt":"The Moonlit Hunt, Bloodmoon Pact chalice","caption":"The Moonlit Hunt, Bloodmoon Pact chalice","height":1086,"layout":"landscape","src":"assets/worldbook/moonlit-pact-chalice.avif","visibility":"player","width":1448},"links":[],"raceRelated":[],"sections":[{"body":"Initiations and major ceremonies take place beneath the full moon. Sacred Hunts coincide with lunar eclipses, when members believe their power is strongest. Meditation and ritual help them balance reasoned judgment against bestial instinct.","heading":"Rites and discipline","illustration":{"alt":"Moonlit Hunt meditation beneath the full moon","caption":"Moonlit Hunt meditation beneath the full moon","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/moonlit-hunt-discipline.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Lunar Elders preserve the order’s knowledge of hemocraft and lycanthropy. Moonlit Sentinels form its principal fighting force, while Cub Aspirants train under experienced mentors. During the Bloodmoon Pact, members offer a portion of their blood to a silver chalice bathed in moonlight, affirming their bond with the order and its deity.\n\nSenior members take responsibility for a particular Cub, guiding the initiate in mastering transformations and using the order’s powers wisely.","heading":"Ranks and bonds","visibility":"player"}],"summary":"The Order of the Moonlit Hunt is a secretive fellowship of Blood Hunters who regard lycanthropy as a blessing from a moon deity. They use their transformations to pursue greater supernatural evils and protect people who fear the night.","title":"The Moonlit Hunt","type":"Organization","visibility":"player"},{"body":"Karra and her wares\nKarra is a tall, muscular half-orc woman with amber eyes and a friendly manner. Her practical clothes include a leather apron stocked with tools and small magical objects. Glowing orbs, intricate amulets, potions and enchanted weapons are labeled for inspection, and she is ready to explain their histories. She invites visitors to browse freely and ask questions, taking pride in the range and quality of her stock.\n\nArcane Alley in Boâl\nThe shop belongs to @[Boâl’s|92710cbd-bdbe-478d-bcac-7ed22499690e] Arcane Alley, the capital’s district of magical study and trade. The Alchemist’s Nook, Enchanter’s Corner, Arcane Library and Boâl Academy of Magic share the district, placing Karra’s shop among working scholars, enchanters and suppliers.","category":"Places","id":"a587f8d5-e0b0-4d3b-9ae3-62792c9cb85b","illustration":{"alt":"The Mystic Lantern landscape","caption":"The Mystic Lantern landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/mystic-lantern-lamplit-shop-hero.avif","visibility":"player","width":1536},"links":["92710cbd-bdbe-478d-bcac-7ed22499690e"],"raceRelated":[],"sections":[{"body":"Karra is a tall, muscular half-orc woman with amber eyes and a friendly manner. Her practical clothes include a leather apron stocked with tools and small magical objects. Glowing orbs, intricate amulets, potions and enchanted weapons are labeled for inspection, and she is ready to explain their histories. She invites visitors to browse freely and ask questions, taking pride in the range and quality of her stock.","heading":"Karra and her wares","illustration":{"alt":"The Mystic Lantern, Karra showing her enchanted stock","caption":"The Mystic Lantern, Karra showing her enchanted stock","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/mystic-lantern-wares.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The shop belongs to @[Boâl’s|92710cbd-bdbe-478d-bcac-7ed22499690e] Arcane Alley, the capital’s district of magical study and trade. The Alchemist’s Nook, Enchanter’s Corner, Arcane Library and Boâl Academy of Magic share the district, placing Karra’s shop among working scholars, enchanters and suppliers.","heading":"Arcane Alley in Boâl","visibility":"player"}],"structured":{"facts":[],"groups":[{"entries":[{"description":"2,700 gp. Enhances fire spells with additional damage and grants fire resistance.","name":"Band of the Flame Warden","visibility":"player"},{"description":"6,200 gp. Provides superior protection, resistance to magical effects, and a protective aura.","name":"Bulwark of Brilliance","visibility":"player"},{"description":"500 gp. Grants invisibility for a short duration.","name":"Potion of Invisibility","visibility":"player"},{"description":"300 gp. Grants resistance to lightning damage for an hour.","name":"Potion of Lightning Resistance","visibility":"player"},{"description":"200 gp. Allows the casting of the Lightning Bolt spell.","name":"Scroll of Lightning Bolt","visibility":"player"},{"description":"1,500 gp. Enchanted scale mail that provides an additional bonus to AC.","name":"+1 Scale Mail","visibility":"player"},{"description":"750 gp. Grants a bonus to AC and saving throws.","name":"Cloak of Protection","visibility":"player"},{"description":"1,500 gp. A magical torch that provides light for a total of 8 hours.","name":"Arcane Torch","visibility":"player"}],"title":"Magical items","visibility":"player"},{"entries":[{"description":"100 gp. Produces a reliable result in times of uncertainty once per day.","name":"Clockwork Amulet","visibility":"player"},{"description":"50 gp. Always points north, useful for navigation.","name":"Orb of Direction","visibility":"player"},{"description":"50 gp. Has a 5% chance of unlocking any lock before crumbling to dust.","name":"Mystery Key","visibility":"player"},{"description":"50 gp. Makes any creature it points at smile for a minute.","name":"Wand of Smiles","visibility":"player"},{"description":"50 gp. Charms those who smell it, making them more friendly.","name":"Perfume of Bewitching","visibility":"player"}],"title":"Common magical items","visibility":"player"},{"entries":[{"description":"62 gp 5 sp. Restores a small amount of health.","name":"Basic Healing Potion","visibility":"player"},{"description":"625 gp. Restores a significant amount of health.","name":"Superior Healing Potion","visibility":"player"}],"title":"Healing potions","visibility":"player"}],"kind":"shop"},"summary":"The Mystic Lantern is Karra Varson’s magical-goods shop in Arcane Alley. Enchanted lamps cast a warm light over carefully organized shelves, wooden furnishings and the lingering scent of herbs and incense.","title":"The Mystic Lantern","type":"Landmark","visibility":"player"},{"body":"War and the Wall\nThe war lasted one hundred years, and the Wall was built during it. The Free Peoples of Haven fought the northern orc and goblin forces in a conflict that devastated the region. The Haven Wall became a defining defense against the northern armies. Great losses on both sides and the destructive use of magic left damage that endured beyond the fighting.\n\nGrunuk’s truce\nA new orc chieftain, Grunuk Broken Tusk, helped secure a truce. The Treaty of Blood established peace between Haven and the Iron Tusk Confederacy, opening a path toward trade, diplomatic contact and mutual responsibility for the damaged lands. Its later amendment recognized the Ash as a permanent wasteland and committed both peoples to protecting a passage through it.\n\nLife after the wars\nOrcs and goblinkin settled in and around Haven as skilled craftspeople, religious leaders and political figures. Trade extended beyond Haven to nearby nations. Clan skirmishes continued, but travel through the northern territories became generally safer. The peace changed everyday relationships without eliminating every old grievance or danger.","category":"History","id":"91c1c653-a03e-451e-bdca-5d71074daba0","links":[],"raceRelated":[],"sections":[{"body":"The war lasted one hundred years, and the Wall was built during it. The Free Peoples of Haven fought the northern orc and goblin forces in a conflict that devastated the region. The Haven Wall became a defining defense against the northern armies. Great losses on both sides and the destructive use of magic left damage that endured beyond the fighting.","heading":"War and the Wall","visibility":"player"},{"body":"A new orc chieftain, Grunuk Broken Tusk, helped secure a truce. The Treaty of Blood established peace between Haven and the Iron Tusk Confederacy, opening a path toward trade, diplomatic contact and mutual responsibility for the damaged lands. Its later amendment recognized the Ash as a permanent wasteland and committed both peoples to protecting a passage through it.","heading":"Grunuk’s truce","visibility":"player"},{"body":"Orcs and goblinkin settled in and around Haven as skilled craftspeople, religious leaders and political figures. Trade extended beyond Haven to nearby nations. Clan skirmishes continued, but travel through the northern territories became generally safer. The peace changed everyday relationships without eliminating every old grievance or danger.","heading":"Life after the wars","illustration":{"alt":"Trade and rebuilding around Haven's Wall after the Orc Wars","caption":"Trade and rebuilding around Haven's Wall after the Orc Wars","height":1024,"layout":"landscape","src":"assets/worldbook/orc-wars-peace-wall.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"The Orc Wars lasted one hundred years. Haven’s free peoples built the Wall during the conflict with northern orc and goblin forces, before Grunuk Broken Tusk helped secure peace.","title":"The Orc Wars","type":"Conflict","visibility":"player","illustration":{"src":"assets/worldbook/orc-wars-before-the-ash-v1.avif","alt":"Human, elven and dwarven forces face an orc army across a vast living landscape before the Ash.","caption":"The Orc Wars, before the Ash.","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":642,"layout":"landscape","displayScale":"wide"}},{"body":"From refuge to refuge\nThe @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc] marks the southern entrance, offering shelter, provisions and a guard force under @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd]. At the northern end, @[Ragzul Urzok|b7175ef2-dfef-4c9f-981a-9129cad4a087] stands at the edge of the Iron Tusk Confederacy. Its name means “Enduring Watch” in Orcish, and it mirrors the southern post across the desolation.\n\nThe @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] commits Haven and the Confederacy to supporting the safe passage, supplying resources for its protection and directing travelers to stay on the established paths. A bilateral commission is charged with monitoring conditions and coordinating responses to new threats.\n\nDirelamps and their keepers\n@[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5] created and maintains the special lanterns that line the road. Direlamps emit soft, pale-green light that turns or destroys nearby undead. Seraphine’s blessings reinforce their magic.\n\nAelric’s wider charge includes monitoring the Ash and exerting as much control as possible over its undead. His wards protect a route through the devastation, not a restored landscape fit for ordinary habitation or farming.\n\nWhen the protection fails\nA damaged stretch of road exposed a northbound party to five Defilers on the second day of its journey from the southern outpost. These strong, fast undead afflicted Raven and Bane with Necrosis Vomit, and Raven fell unconscious during the battle.\n\n@[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306], a ranger of the Ash Bounders who reports to Seraphine, assisted the travelers and healed both afflicted companions afterward. Raven chose his offer of a guide back to the outpost.","category":"Places","id":"eba02322-f5a9-4b54-a2d2-00a888c614f0","illustration":{"alt":"The Road of Lost Souls landscape","caption":"The Road of Lost Souls landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/road-lost-souls-lantern-keeper-hero.avif","visibility":"player","width":1536},"links":["274cf988-d703-4e79-b530-6cdbfb7834fc","672f3c22-80fc-4fa8-a439-64902fa020cd","6e0f985c-587a-4faf-bb6d-12507ae271fe","a98200e5-e6e1-4843-8109-402bae0c8306","b47f0a84-c380-499c-baf4-4efef0fc7c9e","b7175ef2-dfef-4c9f-981a-9129cad4a087","dac8c468-98b8-483e-9d28-901dc58410a5"],"raceRelated":[],"sections":[{"body":"The @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc] marks the southern entrance, offering shelter, provisions and a guard force under @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd]. At the northern end, @[Ragzul Urzok|b7175ef2-dfef-4c9f-981a-9129cad4a087] stands at the edge of the Iron Tusk Confederacy. Its name means “Enduring Watch” in Orcish, and it mirrors the southern post across the desolation.\n\nThe @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] commits Haven and the Confederacy to supporting the safe passage, supplying resources for its protection and directing travelers to stay on the established paths. A bilateral commission is charged with monitoring conditions and coordinating responses to new threats.","heading":"From refuge to refuge","illustration":{"alt":"Preparing for the protected crossing","caption":"Preparing for the protected crossing","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lost-souls-endpoint-departure-preparation.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5] created and maintains the special lanterns that line the road. Direlamps emit soft, pale-green light that turns or destroys nearby undead. Seraphine’s blessings reinforce their magic.\n\nAelric’s wider charge includes monitoring the Ash and exerting as much control as possible over its undead. His wards protect a route through the devastation, not a restored landscape fit for ordinary habitation or farming.","heading":"Direlamps and their keepers","illustration":{"alt":"Night attention along the Direlamp route","caption":"Night attention along the Direlamp route","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lost-souls-lamp-line-night-attention.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A damaged stretch of road exposed a northbound party to five Defilers on the second day of its journey from the southern outpost. These strong, fast undead afflicted Raven and Bane with Necrosis Vomit, and Raven fell unconscious during the battle.\n\n@[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306], a ranger of the Ash Bounders who reports to Seraphine, assisted the travelers and healed both afflicted companions afterward. Raven chose his offer of a guide back to the outpost.","heading":"When the protection fails","illustration":{"alt":"Bastion's aid and Raven's decision to return to the outpost","caption":"Bastion's aid and Raven's decision to return to the outpost","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-bastion-heals-raven-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The Road of Lost Souls is the protected hundred-mile crossing through @[the Ash|b47f0a84-c380-499c-baf4-4efef0fc7c9e], running north from the Ashen Guard Outpost to Ragzul Urzok. Pale-green Direlamps ward the route against the undead that roam the surrounding wasteland.","title":"The Road of Lost Souls","type":"Location","visibility":"player"},{"body":"Stone, Bronze and Gemlight\nDark stone distinguishes the Sanctum from surrounding Georgetown buildings. Its dwarven Gothic design incorporates local styles, while bronze statues of Blackanvil legends and figures sacred to Thardrum flank the entrance.\n\nThardrum’s Arc, a gemstone-inlaid archway, depicts the forging of the first anvil. After dark its soft light marks the temple’s approach. Inside, tall marble pillars streaked with silver and gold support a cathedral-like space. Blue braziers illuminate polished slate floors and mosaics commemorating dwarven achievements.\n\nA monumental anvil stands on a raised dais at the center. The faithful believe it echoes Thardrum’s original anvil, and worshippers maintain a continuous presence around it. Sandalwood, mountain pine, quiet prayer and distant metallic sounds give the building a character distinct from the busy streets outside.\n\nGuardians and Religious Life\nProtective runes reinforce the thick stone walls. A dedicated guard, drawn mainly from the Blackanvil clan, watches over the complex. Tordek Blackanvil owns the Sanctum.\n\nTwo ceremonies receive particular attention. During the annual Anvil’s Blessing, the central anvil is ritually cleansed and blessed. The Day of Thardrum commemorates the legendary creation of the first anvil. Both occasions bring decoration, ceremony and a more festive atmosphere than the temple’s usual quiet.\n\nVisitors and Cultural Traditions\nThe Sanctum welcomes visitors interested in dwarven history and art as well as worshippers. Monks or dedicated guides explain the clan’s history, the entrance statues, mosaic scenes and the traditions surrounding Thardrum’s anvil. On selected days, songs, dances and stories of dwarven heroes are performed.\n\nA shop near the exit sells Blackanvil-made jewelry, crafts, miniature bronze anvils and replicas of Thardrum’s Arc. Nearby inns advertise rooms overlooking the illuminated temple.\n\nVisitors are asked to dress modestly and seek permission before touching an anvil. Tours may need advance booking during busy periods. These courtesies recognize that the Sanctum remains an active place of worship rather than simply an architectural attraction.","category":"Places","id":"e8542cc6-e57a-4dc5-ac0a-afab97942c25","illustration":{"alt":"The Sanctum of the Anvil landscape","caption":"The Sanctum of the Anvil landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/sanctum-anvil-gothic-temple-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Dark stone distinguishes the Sanctum from surrounding Georgetown buildings. Its dwarven Gothic design incorporates local styles, while bronze statues of Blackanvil legends and figures sacred to Thardrum flank the entrance.\n\nThardrum’s Arc, a gemstone-inlaid archway, depicts the forging of the first anvil. After dark its soft light marks the temple’s approach. Inside, tall marble pillars streaked with silver and gold support a cathedral-like space. Blue braziers illuminate polished slate floors and mosaics commemorating dwarven achievements.\n\nA monumental anvil stands on a raised dais at the center. The faithful believe it echoes Thardrum’s original anvil, and worshippers maintain a continuous presence around it. Sandalwood, mountain pine, quiet prayer and distant metallic sounds give the building a character distinct from the busy streets outside.","heading":"Stone, Bronze and Gemlight","illustration":{"alt":"Thardrum’s Arc and the Sanctum entrance","caption":"Thardrum’s Arc and the Sanctum entrance","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/sanctum-thardrum-arc.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Protective runes reinforce the thick stone walls. A dedicated guard, drawn mainly from the Blackanvil clan, watches over the complex. Tordek Blackanvil owns the Sanctum.\n\nTwo ceremonies receive particular attention. During the annual Anvil’s Blessing, the central anvil is ritually cleansed and blessed. The Day of Thardrum commemorates the legendary creation of the first anvil. Both occasions bring decoration, ceremony and a more festive atmosphere than the temple’s usual quiet.","heading":"Guardians and Religious Life","illustration":{"alt":"The annual Anvil’s Blessing","caption":"The annual Anvil’s Blessing","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/sanctum-anvil-blessing.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Sanctum welcomes visitors interested in dwarven history and art as well as worshippers. Monks or dedicated guides explain the clan’s history, the entrance statues, mosaic scenes and the traditions surrounding Thardrum’s anvil. On selected days, songs, dances and stories of dwarven heroes are performed.\n\nA shop near the exit sells Blackanvil-made jewelry, crafts, miniature bronze anvils and replicas of Thardrum’s Arc. Nearby inns advertise rooms overlooking the illuminated temple.\n\nVisitors are asked to dress modestly and seek permission before touching an anvil. Tours may need advance booking during busy periods. These courtesies recognize that the Sanctum remains an active place of worship rather than simply an architectural attraction.","heading":"Visitors and Cultural Traditions","illustration":{"alt":"A guided visit through dwarven history","caption":"A guided visit through dwarven history","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/sanctum-history-guide.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The Sanctum of the Anvil is Georgetown’s great dwarven temple and a showcase of Blackanvil craftsmanship. It honors Thardrum through architecture, ritual and an enduring connection between faith and the forge.","title":"The Sanctum of the Anvil","type":"Landmark","visibility":"player"},{"body":"Brotherhood and purpose\n@[Tavian Valaki|c4141c5b-5690-4efd-b47f-3970201e1cb5] leads the Cabal’s resistance to Baron von Standovich. The hidden brotherhood works continually to frustrate the Baron’s plans.","category":"Factions","id":"77649ed9-60ab-4aae-ac33-b4a66ecb8a57","illustration":{"alt":"The Shadow Moon Cabal","caption":"The Shadow Moon Cabal","height":1024,"layout":"landscape","src":"assets/worldbook/shadow-moon-brotherhood.avif","visibility":"player","width":1536},"links":["c4141c5b-5690-4efd-b47f-3970201e1cb5"],"raceRelated":[],"sections":[{"body":"@[Tavian Valaki|c4141c5b-5690-4efd-b47f-3970201e1cb5] leads the Cabal’s resistance to Baron von Standovich. The hidden brotherhood works continually to frustrate the Baron’s plans.","heading":"Brotherhood and purpose","visibility":"player"}],"summary":"The Shadow Moon Cabal is a small, secret brotherhood of werewolves led by Tavian Valaki. Its members have learned to control their transformations and oppose Baron von Standovich's plans.","title":"The Shadow Moon Cabal","type":"Organization","visibility":"player"},{"body":"Ship Blackscale\nZyra Blackscale is a cunning, ruthless female tiefling whose influence rests on strategy. She captains Ship Blackscale, an underworld guild associated with smuggling rare and dangerous goods. Smaller factions handle different parts of its business.\n\nShip Silvermane\nGalen Silvermane is a charismatic male half-elf skilled in diplomacy and manipulation. His guild works from a lavish mansion in Ivoryreach and trades in luxury goods, fine wines and exotic spices. Smaller factions manage the different parts of the Silvermane trading empire.\n\nShip Ironsail\nThorne Ironsail is a tough, grizzled male dwarf with an iron will and a blunt manner. His guild occupies a massive two-story warehouse in the Docks. It trades in metals, weapons and armor, with operations that extend into black-market goods and mercenary contracts. Smaller groups oversee procurement, distribution and the other parts of the business.\n\nShip Seastrider\nLira Seastrider is a shrewd, resourceful human woman experienced in Georgetown’s underworld. Her guild operates from a discreet building in the Docks near the busy port. It trades in exotic animals, rare herbs and unusual goods that command high prices in distant markets. Smaller crews specialize in the different parts of its trade network.\n\nShip Stormhide\n@[Dravak Stormhide|f2cc2dee-4793-493a-b0f7-c0dc048fbcfa] is a formidable male minotaur known for brutal strength and strategic intelligence. His guild occupies a heavily guarded compound in the Lows, Georgetown’s crowded working-class district. It pursues piracy, extortion and high-stakes smuggling. Smaller factions manage its illicit businesses and help keep Ship Stormhide a dominant force in the city.\n\nPlace in Georgetown\nThe Ships’ trading organizations span @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s districts: luxury trade in Ivoryreach, metals and unusual goods at the Docks, and Stormhide’s compound in the Lows. Each captain directs smaller groups specializing in parts of the guild’s activity.\n\nThe loss of the courtesan houses\nThe Ships once owned and ran Georgetown’s brothels. Roughly seventy-five years ago the women rebelled, with @[Harbor Roses|org-harbor-roses] at the forefront. They resisted the controllers sent against them until the conflict forced a city-wide truce. The settlement left the courtesans autonomous, controlling their rules, bodyguards and wealth. Some call this conflict the War of Sword and Sheath.\n\nThe Harbor Roses, @[Twilight Guild|org-twilight-guild] and @[Ivory Court|org-ivory-court] remain independent of the Ships. Some older captains regard the lost control and income as a grievance; younger captains are more inclined to treat the settlement as final and prefer cooperation or non-interference.","category":"Factions","factionGroup":"The Ships of Georgetown","id":"1beb63f6-e297-4b71-b81c-ca231f2847f8","links":["d55b4ecd-c049-438e-a3f8-06a8742ac080","f2cc2dee-4793-493a-b0f7-c0dc048fbcfa","org-harbor-roses","org-ivory-court","org-twilight-guild"],"raceRelated":[],"sections":[{"body":"Zyra Blackscale is a cunning, ruthless female tiefling whose influence rests on strategy. She captains Ship Blackscale, an underworld guild associated with smuggling rare and dangerous goods. Smaller factions handle different parts of its business.","heading":"Ship Blackscale","visibility":"player"},{"body":"Galen Silvermane is a charismatic male half-elf skilled in diplomacy and manipulation. His guild works from a lavish mansion in Ivoryreach and trades in luxury goods, fine wines and exotic spices. Smaller factions manage the different parts of the Silvermane trading empire.","heading":"Ship Silvermane","illustration":{"alt":"Ship Silvermane luxury trade in Ivoryreach","caption":"Ship Silvermane luxury trade in Ivoryreach","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/georgetown-silvermane-luxury.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Thorne Ironsail is a tough, grizzled male dwarf with an iron will and a blunt manner. His guild occupies a massive two-story warehouse in the Docks. It trades in metals, weapons and armor, with operations that extend into black-market goods and mercenary contracts. Smaller groups oversee procurement, distribution and the other parts of the business.","heading":"Ship Ironsail","illustration":{"alt":"Ship Ironsail metals and weapons warehouse","caption":"Ship Ironsail metals and weapons warehouse","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/georgetown-ironsail-warehouse.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Lira Seastrider is a shrewd, resourceful human woman experienced in Georgetown’s underworld. Her guild operates from a discreet building in the Docks near the busy port. It trades in exotic animals, rare herbs and unusual goods that command high prices in distant markets. Smaller crews specialize in the different parts of its trade network.","heading":"Ship Seastrider","illustration":{"alt":"Ship Seastrider’s rare herbs and animal trade","caption":"Ship Seastrider’s rare herbs and animal trade","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/georgetown-seastrider-goods.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Dravak Stormhide|f2cc2dee-4793-493a-b0f7-c0dc048fbcfa] is a formidable male minotaur known for brutal strength and strategic intelligence. His guild occupies a heavily guarded compound in the Lows, Georgetown’s crowded working-class district. It pursues piracy, extortion and high-stakes smuggling. Smaller factions manage its illicit businesses and help keep Ship Stormhide a dominant force in the city.","heading":"Ship Stormhide","illustration":{"alt":"Ship Stormhide’s guarded compound in the Lows","caption":"Ship Stormhide’s guarded compound in the Lows","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/georgetown-stormhide-compound.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Ships’ trading organizations span @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s districts: luxury trade in Ivoryreach, metals and unusual goods at the Docks, and Stormhide’s compound in the Lows. Each captain directs smaller groups specializing in parts of the guild’s activity.","heading":"Place in Georgetown","visibility":"player"},{"body":"The Ships once owned and ran Georgetown’s brothels. Roughly seventy-five years ago the women rebelled, with @[Harbor Roses|org-harbor-roses] at the forefront. They resisted the controllers sent against them until the conflict forced a city-wide truce. The settlement left the courtesans autonomous, controlling their rules, bodyguards and wealth. Some call this conflict the War of Sword and Sheath.\n\nThe Harbor Roses, @[Twilight Guild|org-twilight-guild] and @[Ivory Court|org-ivory-court] remain independent of the Ships. Some older captains regard the lost control and income as a grievance; younger captains are more inclined to treat the settlement as final and prefer cooperation or non-interference.","heading":"The loss of the courtesan houses","visibility":"player"}],"summary":"The Ships of Georgetown are five criminal and trading guilds, each led by a captain. Their businesses range from luxury trade and rare goods to piracy, extortion and black-market arms.","title":"The Ships of Georgetown","type":"Organization","visibility":"player"},{"body":"A defended boundary\nThe Wall was built during the hundred-year Orc Wars. The Free Folk of Haven and dwarven allies undertook the Wall’s construction. Hope sits beside its central gate, where a garrison of twenty soldiers helps maintain the fortification and village, conducts drills, and supervises prisoners.\n\nHope beside the gate\nThe village’s mixed human and orc founding connects the former barrier to later reconciliation. The treaty site became a travelers’ refuge rather than merely a military boundary.\n\nA place of peace and continuing duty\nThe @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] was signed before the Wall, at the site that became @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. The former enemies pledged permanent cessation of hostilities, mutual sovereignty and peaceful resolution of disputes. The fortification thus stands beside the place where military opposition gave way to a lasting agreement.\n\nPeace also created obligations beyond the boundary. The treaty’s Ash amendment commits Haven and the Iron Tusk Confederacy to supporting Aelric’s protected crossing routes through the war’s permanent wasteland. At the gate itself, Hope’s soldiers continue the ordinary work of maintaining the Wall and keeping local order. The monument of wartime defense remains part of a lived landscape of travel, upkeep and negotiated coexistence.","category":"Places","id":"b4418798-c8fb-47cc-ab0f-6a7ba05eea5c","illustration":{"alt":"The Wall across Haven’s inland hills","caption":"The Wall across Haven’s inland hills","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/haven-wall-parapet-boundary-hero.avif","visibility":"player","width":1536},"links":["6e0f985c-587a-4faf-bb6d-12507ae271fe","2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6"],"raceRelated":[],"sections":[{"body":"The Wall was built during the hundred-year Orc Wars. The Free Folk of Haven and dwarven allies undertook the Wall’s construction. Hope sits beside its central gate, where a garrison of twenty soldiers helps maintain the fortification and village, conducts drills, and supervises prisoners.","heading":"A defended boundary","visibility":"player"},{"body":"The village’s mixed human and orc founding connects the former barrier to later reconciliation. The treaty site became a travelers’ refuge rather than merely a military boundary.","heading":"Hope beside the gate","visibility":"player"},{"id":"enrichment5-b4418798-c8fb-47cc-ab0f-6a7ba05eea5c-a-place-of-peace-and-continuing-duty","heading":"A place of peace and continuing duty","body":"The @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] was signed before the Wall, at the site that became @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. The former enemies pledged permanent cessation of hostilities, mutual sovereignty and peaceful resolution of disputes. The fortification thus stands beside the place where military opposition gave way to a lasting agreement.\n\nPeace also created obligations beyond the boundary. The treaty’s Ash amendment commits Haven and the Iron Tusk Confederacy to supporting Aelric’s protected crossing routes through the war’s permanent wasteland. At the gate itself, Hope’s soldiers continue the ordinary work of maintaining the Wall and keeping local order. The monument of wartime defense remains part of a lived landscape of travel, upkeep and negotiated coexistence.","visibility":"player"}],"summary":"The Wall is Haven’s northern fortification, built with aid from Fastenbard during the hundred-year Orc Wars.","title":"The Wall","type":"Landmark","visibility":"player"},{"body":"Loremaster of Thardrum\nBorn in @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653] and connected to @[Blackanvil Forge|be8eb5f6-0672-4e4d-b0f7-fb54c0230932], Tordek serves Thardrum at @[The Sanctum of the Anvil in Georgetown|e8542cc6-e57a-4dc5-ac0a-afab97942c25]. He is reserved, lawful good, and largely keeps to the company of the Sanctum's scholars.\n\nTordek has ruddy skin, nearly black narrowed eyes, and hair that has changed from black to white. At 5 feet 4 inches and 210 pounds, he remains muscular in old age. He is 372 years old.\n\nAnvil’s Codex\nTordek gave @[Anvil’s Codex|46f2efc0-3333-4cc8-8ea5-3cc177a34e10] to @[Kaldras Losthammer|kaldras] in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], placing the lorekeeper’s path toward Fastenbard’s Lost Forge in his hands.","category":"People","id":"07966a74-5302-4466-825f-0f642a4b9b62","identityIllustration":{"alt":"Tordek Blackanvil","caption":"Tordek Blackanvil","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/tordek-blackanvil-ref.avif","visibility":"player","width":900},"links":["bd8d33dd-f336-4f27-906e-ec835d298653","be8eb5f6-0672-4e4d-b0f7-fb54c0230932","e8542cc6-e57a-4dc5-ac0a-afab97942c25","46f2efc0-3333-4cc8-8ea5-3cc177a34e10","kaldras","d55b4ecd-c049-438e-a3f8-06a8742ac080"],"raceRelated":[],"sections":[{"body":"Born in @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653] and connected to @[Blackanvil Forge|be8eb5f6-0672-4e4d-b0f7-fb54c0230932], Tordek serves Thardrum at @[The Sanctum of the Anvil in Georgetown|e8542cc6-e57a-4dc5-ac0a-afab97942c25]. He is reserved, lawful good, and largely keeps to the company of the Sanctum's scholars.\n\nTordek has ruddy skin, nearly black narrowed eyes, and hair that has changed from black to white. At 5 feet 4 inches and 210 pounds, he remains muscular in old age. He is 372 years old.","heading":"Loremaster of Thardrum","visibility":"player"},{"heading":"Anvil’s Codex","body":"Tordek gave @[Anvil’s Codex|46f2efc0-3333-4cc8-8ea5-3cc177a34e10] to @[Kaldras Losthammer|kaldras] in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], placing the lorekeeper’s path toward Fastenbard’s Lost Forge in his hands.","visibility":"player"}],"summary":"Tordek Blackanvil, called the Hammer, is the dwarven High Loremaster of Georgetown's Sanctum of the Anvil. Once a friend and ally of Maximus, he now spends much of his time in quiet exchange with fellow loremasters.","title":"Tordek Blackanvil","type":"Person","visibility":"player"},{"body":"Peace and mutual sovereignty\nSigned before Haven’s Wall at the place that would become Hope, the treaty responds to the devastation of the conflict it calls the Hundred-Year War. Its first article permanently ends aggression and requires forces to withdraw far enough to reduce accidental confrontation.\n\nThe second article recognizes each party’s sovereignty, territorial integrity, and political independence. Neither may act to destabilize the other. The agreement seeks durable coexistence rather than merely a temporary military pause.\n\nRecovery, disarmament, and disputes\nArticle III commits both peoples to economic cooperation and reconstruction, especially in areas damaged by magical warfare. It establishes a joint fund for ruined regions and displaced communities.\n\nArticle IV limits devastating magic and comparable destructive powers, assigning compliance to a bilateral commission. Article V requires disputes over the treaty to be settled peacefully and creates a peace commission for dialogue. Threats, force, and coercion are excluded as means of resolving those disagreements.\n\nUnder Article VI, the agreement takes effect upon ratification by both governments and remains binding indefinitely. Later amendments require mutual consent.\n\nThe Ash amendment\nArticle VII revises the practical treatment of the Ash. Both governments now acknowledge that the region cannot be restored to habitation or agriculture. The amendment identifies Aelric the Eternal as both a veteran responsible for some of the destructive magic and an undead custodian who has dedicated himself to monitoring its consequences.\n\nAelric undertakes to maintain safe passage between Haven and the Confederacy with special protective devices, and to exert as much control and protection as possible over the Ash’s undead. This is a commitment to effort, not a guarantee that every threat can be contained.\n\nThe signatories agree to supply resources and cooperation, inform travelers of protected routes, and encourage them to remain on those paths. A bilateral commission monitors conditions and the effectiveness of the crossing, coordinates with Aelric, and responds to new dangers. The amendment replaces the original reconstruction hopes for the Ash with a managed passage through lasting devastation.\n\nGrunuk’s treaty monument\nGrunuk Broken Tusk was the orc leader who helped bring the former enemies to terms and signed the Treaty of Blood. His monument on the road from the Ash preserves the treaty’s words as a public reminder of the settlement.","category":"Lore","id":"6e0f985c-587a-4faf-bb6d-12507ae271fe","illustration":{"alt":"Treaty of Blood, end of hostilities","caption":"Treaty of Blood, end of hostilities","height":1086,"layout":"landscape","src":"assets/worldbook/treaty-of-blood.avif","visibility":"player","width":1448},"links":[],"raceRelated":[],"sections":[{"body":"Signed before Haven’s Wall at the place that would become Hope, the treaty responds to the devastation of the conflict it calls the Hundred-Year War. Its first article permanently ends aggression and requires forces to withdraw far enough to reduce accidental confrontation.\n\nThe second article recognizes each party’s sovereignty, territorial integrity, and political independence. Neither may act to destabilize the other. The agreement seeks durable coexistence rather than merely a temporary military pause.","heading":"Peace and mutual sovereignty","illustration":{"alt":"Peace before Haven’s Wall","caption":"Peace before Haven’s Wall","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/treaty-peace-withdrawal.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Article III commits both peoples to economic cooperation and reconstruction, especially in areas damaged by magical warfare. It establishes a joint fund for ruined regions and displaced communities.\n\nArticle IV limits devastating magic and comparable destructive powers, assigning compliance to a bilateral commission. Article V requires disputes over the treaty to be settled peacefully and creates a peace commission for dialogue. Threats, force, and coercion are excluded as means of resolving those disagreements.\n\nUnder Article VI, the agreement takes effect upon ratification by both governments and remains binding indefinitely. Later amendments require mutual consent.","heading":"Recovery, disarmament, and disputes","illustration":{"alt":"Treaty reconstruction and peace commission","caption":"Treaty reconstruction and peace commission","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/treaty-reconstruction-commission.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Article VII revises the practical treatment of the Ash. Both governments now acknowledge that the region cannot be restored to habitation or agriculture. The amendment identifies Aelric the Eternal as both a veteran responsible for some of the destructive magic and an undead custodian who has dedicated himself to monitoring its consequences.\n\nAelric undertakes to maintain safe passage between Haven and the Confederacy with special protective devices, and to exert as much control and protection as possible over the Ash’s undead. This is a commitment to effort, not a guarantee that every threat can be contained.\n\nThe signatories agree to supply resources and cooperation, inform travelers of protected routes, and encourage them to remain on those paths. A bilateral commission monitors conditions and the effectiveness of the crossing, coordinates with Aelric, and responds to new dangers. The amendment replaces the original reconstruction hopes for the Ash with a managed passage through lasting devastation.","heading":"The Ash amendment","illustration":{"alt":"Aelric’s protected crossing through the Ash","caption":"Aelric’s protected crossing through the Ash","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/treaty-ash-protected-route.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Grunuk Broken Tusk was the orc leader who helped bring the former enemies to terms and signed the Treaty of Blood. His monument on the road from the Ash preserves the treaty’s words as a public reminder of the settlement.","heading":"Grunuk’s treaty monument","visibility":"player"}],"summary":"The Treaty of Blood ended hostilities between the Iron Tusk Confederacy and the Free Peoples of Haven. Its later amendment recognizes the Ash as a permanent wasteland and formalizes support for Aelric the Eternal’s protected crossing routes.","title":"The Treaty of Blood","type":"Treaty","visibility":"player"},{"body":"Shrines and offerings\nTyphee sometimes appears as a cloaked woman whose face is hidden above the mouth. Bards, wizards, and some rogues are common followers; clerics and paladins are rarer. Rather than conventional temples, she has shrines in homes, guilds, inns, taverns, theaters, playhouses, and gambling houses.\n\nA customary request for good fortune leaves three copper coins. Her emblem arranges three face-up coins like a three-leaf clover. Followers sum up their outlook through humor, acceptance that chaos can do good, and the belief that luck also depends on one’s own actions.\n\n“Do it for the laughs” is the followers’ shared refrain. They know of no written holy book or code and observe no formal holidays.\n\nTolana\nTyphee opposes the schemes of her twin sister Tolana, an evil goddess of trickery and misfortune. Some worshipers believe offending Typhee or refusing her luck invites Tolana’s influence.","category":"Divine","id":"25629217-3c41-4572-a2f0-ec35e06da025","identityIllustration":{"alt":"Typhee","caption":"Typhee","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-typhee-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Typhee, Lady Luck","caption":"Typhee, Lady Luck","height":1024,"layout":"landscape","src":"assets/worldbook/typhee-three-copper-coins.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Typhee sometimes appears as a cloaked woman whose face is hidden above the mouth. Bards, wizards, and some rogues are common followers; clerics and paladins are rarer. Rather than conventional temples, she has shrines in homes, guilds, inns, taverns, theaters, playhouses, and gambling houses.\n\nA customary request for good fortune leaves three copper coins. Her emblem arranges three face-up coins like a three-leaf clover. Followers sum up their outlook through humor, acceptance that chaos can do good, and the belief that luck also depends on one’s own actions.\n\n“Do it for the laughs” is the followers’ shared refrain. They know of no written holy book or code and observe no formal holidays.","heading":"Shrines and offerings","visibility":"player"},{"body":"Typhee opposes the schemes of her twin sister Tolana, an evil goddess of trickery and misfortune. Some worshipers believe offending Typhee or refusing her luck invites Tolana’s influence.","heading":"Tolana","visibility":"player"}],"structured":{"facts":[{"label":"Divine order","value":"Divine Host","visibility":"player"},{"label":"Domains","value":"Luck, Good Fortune, Prosperity","visibility":"player"},{"label":"Emblem","value":"A four-leaf clover with a coin at its center","visibility":"player"}],"groups":[],"kind":"person"},"summary":"Typhee is the chaotic-good goddess of luck, good fortune and prosperity, known as Lady Luck and the Trickster. She delights in pranks against mortals and gods and favors those who find joy and possibility in a little disorder.","title":"Typhee, Lady Luck","type":"Deity","visibility":"player"},{"body":"Appearance\nValxan stands 6 feet 2 inches tall, with dark-gray skin, red eyes, and short white hair. Scars mark the side of his head. He carries a greatsword and presents the controlled confidence expected of the @[Bladebreakers|9ab7fbef-3200-4d16-9544-033bcd0506ec]' leader.","category":"People","id":"80d75bba-2ad6-4a8a-b31e-96d641024b25","illustration":{"alt":"Valxan Drathir","caption":"Valxan Drathir","height":1448,"layout":"portrait","src":"assets/worldbook/valxan-drathir-ref.avif","visibility":"player","width":1086},"links":["9ab7fbef-3200-4d16-9544-033bcd0506ec"],"raceRelated":[],"sections":[{"body":"Valxan stands 6 feet 2 inches tall, with dark-gray skin, red eyes, and short white hair. Scars mark the side of his head. He carries a greatsword and presents the controlled confidence expected of the @[Bladebreakers|9ab7fbef-3200-4d16-9544-033bcd0506ec]' leader.","heading":"Appearance","visibility":"player"}],"summary":"Valxan Drathir is the drow fighter who leads the Bladebreakers. A lean, scarred swordsman with an assured bearing, he favors black leather armor worked with silver patterns.","title":"Valxan Drathir","type":"Person","visibility":"player"},{"body":"Death\nThe adventuring party fought and killed Vikas Malar.","category":"People","id":"603ca3b6-ffdd-4b8e-b02a-8901d94b3b9e","links":[],"raceRelated":[],"sections":[{"id":"enrichment7-vikas-death","heading":"Death","body":"The adventuring party fought and killed Vikas Malar.","visibility":"player"}],"summary":"Vikas Malar holds the title Priest and is also known as the Fist.","title":"Vikas Malar","type":"Person","visibility":"player","identityIllustration":{"src":"assets/worldbook/vikas-malar-portrait.avif","alt":"Vikas Malar","caption":"Vikas Malar","layout":"portrait","width":1086,"height":1448,"visibility":"player","captionVisibility":"player","altVisibility":"player","displayScale":"paired"}},{"body":"A Settlement Founded in Reconciliation\nAn orc and a human founded Hope as a refuge for travelers after setting aside their former divisions. Its position beside the wall ties its identity to the Orc Wars and the peace that followed.\n\nMost residents are hospitable and look out for their neighbors, despite the occasional dangerous traveler. Its residents are called Havens.\n\nLocal Government and Guard\nAlderman Garrin Festus oversees day-to-day affairs and hears minor civil and criminal cases. More serious accusations are sent to @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] for trial.\n\nLieutenant Jackson Merryweather, a human in his forties, commands twenty Haven soldiers at the guard barracks. They spend much of their time drilling, maintaining the village and wall, and supervising local prisoners. Their duties combine defense with ordinary community work.\n\nShops and Services\n@[Barren’s Goods|2fd927b5-34d5-4b01-88bb-72f1ce8d1423] supplies everyday necessities and travelers’ equipment. Its half-elf owner Aldo Barren is willing to haggle within reason, but responds poorly to insults.\n\nRewyn’s Emporium, run by the elf Rewyn Seval, sells basic apothecary goods and occasional unusual items. At the Iron Gauntlet, the surly dwarf Gruden Kegjaw works at his forge, usually covered in soot. A severe burn scar marks the left side of his face.\n\nThe @[Livery of Hope|eee86ebe-c697-4ece-b3ce-8bfbfbb6de65] is operated by the elderly human Chadry Stonefield. It sells and stables horses and arranges one-way rides to connected stables. Every seven days, farmers and craftspeople bring their wares to Hope Market Square.\n\nFood, Lodging and Worship\n@[Hope’s Delight|ccdc3c08-41d3-4c61-a73a-e3934c1f750a], owned by Ferrin and Cyran Luric, serves lunch and dinner, refined spirits and music. The Broken Tusk combines tavern service with lodging under the quiet orc Azok the Silent. Two common rooms occupy its upper floor, while individual rooms are in the large basement.\n\nHope’s Chapel of Releous is served by Nolden Tully, a retired human adventuring cleric whose gruff manner coexists with a charitable outlook.\n\nConnections to Georgetown\n@[Lieutenant Jackson Merryweather|32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b] was born and raised in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], where his father served in the militia. Jackson rose through the same force and spent several years as a captain before taking command at Hope’s main gate in the Wall.\n\n@[Chadry Stonefield|703402b6-dd6c-4ca5-9231-f1fedbb7a15c], proprietor of the Livery of Hope, also brought experience serving Georgetown: his former Bune stables supplied horses to its militia before the contract passed to a Draton rival.\n\nThe place where peace was signed\nThe @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] was signed at the site that later became Hope. Grunuk Broken Tusk helped bring the war’s opponents to agreement there, giving the village’s later orc-human foundation a direct connection to the peace. Greenhaven lies a little under a day’s ride north of Hope.\n\nNeighbors who build and shelter\nAldo Barren’s carpentry has helped build and repair village structures, alongside his shopkeeping. Nolden Tully’s charitable work includes taking in orphaned children, providing a home and education, and protecting people harmed by bandits and other criminals.","category":"Places","id":"2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","illustration":{"alt":"Village of Hope landscape","caption":"Village of Hope landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/hope-wall-gate-village-hero.avif","visibility":"player","width":1536},"links":["2fd927b5-34d5-4b01-88bb-72f1ce8d1423","32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b","6e0f985c-587a-4faf-bb6d-12507ae271fe","703402b6-dd6c-4ca5-9231-f1fedbb7a15c","ccdc3c08-41d3-4c61-a73a-e3934c1f750a","d55b4ecd-c049-438e-a3f8-06a8742ac080","eee86ebe-c697-4ece-b3ce-8bfbfbb6de65"],"raceRelated":[],"sections":[{"body":"An orc and a human founded Hope as a refuge for travelers after setting aside their former divisions. Its position beside the wall ties its identity to the Orc Wars and the peace that followed.\n\nMost residents are hospitable and look out for their neighbors, despite the occasional dangerous traveler. Its residents are called Havens.","heading":"A Settlement Founded in Reconciliation","visibility":"player"},{"body":"Alderman Garrin Festus oversees day-to-day affairs and hears minor civil and criminal cases. More serious accusations are sent to @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] for trial.\n\nLieutenant Jackson Merryweather, a human in his forties, commands twenty Haven soldiers at the guard barracks. They spend much of their time drilling, maintaining the village and wall, and supervising local prisoners. Their duties combine defense with ordinary community work.","heading":"Local Government and Guard","illustration":{"alt":"Hope’s soldiers maintaining the wall","caption":"Hope’s soldiers maintaining the wall","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hope-wall-maintenance.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Barren’s Goods|2fd927b5-34d5-4b01-88bb-72f1ce8d1423] supplies everyday necessities and travelers’ equipment. Its half-elf owner Aldo Barren is willing to haggle within reason, but responds poorly to insults.\n\nRewyn’s Emporium, run by the elf Rewyn Seval, sells basic apothecary goods and occasional unusual items. At the Iron Gauntlet, the surly dwarf Gruden Kegjaw works at his forge, usually covered in soot. A severe burn scar marks the left side of his face.\n\nThe @[Livery of Hope|eee86ebe-c697-4ece-b3ce-8bfbfbb6de65] is operated by the elderly human Chadry Stonefield. It sells and stables horses and arranges one-way rides to connected stables. Every seven days, farmers and craftspeople bring their wares to Hope Market Square.","heading":"Shops and Services","illustration":{"alt":"Village of Hope — Shops and Services","caption":"Village of Hope — Shops and Services","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hope-cottage-shop-lane.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Hope’s Delight|ccdc3c08-41d3-4c61-a73a-e3934c1f750a], owned by Ferrin and Cyran Luric, serves lunch and dinner, refined spirits and music. The Broken Tusk combines tavern service with lodging under the quiet orc Azok the Silent. Two common rooms occupy its upper floor, while individual rooms are in the large basement.\n\nHope’s Chapel of Releous is served by Nolden Tully, a retired human adventuring cleric whose gruff manner coexists with a charitable outlook.","heading":"Food, Lodging and Worship","visibility":"player"},{"body":"@[Lieutenant Jackson Merryweather|32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b] was born and raised in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], where his father served in the militia. Jackson rose through the same force and spent several years as a captain before taking command at Hope’s main gate in the Wall.\n\n@[Chadry Stonefield|703402b6-dd6c-4ca5-9231-f1fedbb7a15c], proprietor of the Livery of Hope, also brought experience serving Georgetown: his former Bune stables supplied horses to its militia before the contract passed to a Draton rival.","heading":"Connections to Georgetown","visibility":"player"},{"body":"The @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] was signed at the site that later became Hope. Grunuk Broken Tusk helped bring the war’s opponents to agreement there, giving the village’s later orc-human foundation a direct connection to the peace. Greenhaven lies a little under a day’s ride north of Hope.","heading":"The place where peace was signed","visibility":"player"},{"body":"Aldo Barren’s carpentry has helped build and repair village structures, alongside his shopkeeping. Nolden Tully’s charitable work includes taking in orphaned children, providing a home and education, and protecting people harmed by bandits and other criminals.","heading":"Neighbors who build and shelter","visibility":"player"}],"summary":"Hope is a small, welcoming settlement beside the central gate of the Haven Wall. Its roughly 150 residents, chiefly humans and orcs, support travelers with shops, inns, a forge and a chapel.","title":"Village of Hope","type":"Settlement","visibility":"player"},{"body":"The divine artisan\nPronounced Vool-kran-dur, Vulkrandur is depicted as a powerful goliath smith whose body bears soot and the dust of his work. Divine fire burns in his beard, while his eyes suggest the steady warmth of a tended hearth. A flaming anvil adorns his chest.\n\nHe represents creation as an act of both ingenuity and care. His example connects the making of useful things with defending family and community, giving craftsmanship an important place in goliath spiritual life.\n\nForge and storm\nHe shares @[Fjorgast|9a9eeb4f-d181-4e81-938c-bac6ad25a1ef], the Forge of Storms, with his consort Bragastir. Their realm lies between the elemental planes of Fire and Air. At its heart stands the ever-burning Anvil of Eternity, where goliath lore says Vulkrandur shaped mountains, divided seas, and created wind.\n\nThe Sky Forge, Aediforj, is associated with the summit of Hjor’Gandur. There Skjaldur, Bragastir’s half-mortal son, makes extraordinary weapons using the celestial fire and earth supplied by Vulkrandur.\n\nWorship and festivals\nFestivals honor the safety, comfort, and creative potential the Flame Artisan provides. Great bonfires accompany quieter reflection and communal work. Participants craft small tools or charms and sometimes forge a single shared object to embody collective strength.\n\nHis worship informs ordinary making and defense throughout goliath culture. The anvil represents purposeful creation; its flame evokes both his elemental power and the protection offered by what his followers build.\n\nThe shared shrine in Quan’Ma\nQuan’Ma’s largest shrine is shared by Vulkrandur and @[Bragastir|73fde81d-b813-47b4-9a7c-2708d25d4aba] near the Moot Hall. Its stone altar and ancient pines bring the gods’ paired worship into the capital’s civic center; Hildr Thunderfoot seeks their guidance there.\n\nCrafting traditions and places of fire\nVulkrandur’s teachings pass through forgemarks, crafting songs and the sacred handling of molten materials. Shamans and Forgeseers read divine signs in dreams, omens and the work of the forge. Skilled making can therefore preserve instruction and memory as well as produce a useful object.\n\nThe coniferous forests are revered as his lungs, slow-burning and enduring; ritual hunts and forging pilgrimages often begin there. Blacksmith clans and Firebound pilgrims settle in the volcanic country near basalt pillars and Embermaws. The Embermaw Caldera is believed to be a wound left by his first forging hammer, and its lava flows are used in sacred crafting. These traditions join the household hearth and workshop to the greater fire-bearing landscape of Rahm’mafal.","category":"Divine","id":"dfbc69fe-77a5-4835-b824-b7336da31b07","identityIllustration":{"alt":"Vulkrandur, the Flame Artisan","caption":"Vulkrandur, the Flame Artisan","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/vulkrandur-flame-artisan.avif","visibility":"player","width":900},"illustration":{"alt":"Vulkrandur’s shared forge","caption":"Vulkrandur’s shared forge","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/vulkrandur-communal-making.avif","visibility":"player","width":1536},"links":["73fde81d-b813-47b4-9a7c-2708d25d4aba","9a9eeb4f-d181-4e81-938c-bac6ad25a1ef"],"raceRelated":[],"sections":[{"body":"Pronounced Vool-kran-dur, Vulkrandur is depicted as a powerful goliath smith whose body bears soot and the dust of his work. Divine fire burns in his beard, while his eyes suggest the steady warmth of a tended hearth. A flaming anvil adorns his chest.\n\nHe represents creation as an act of both ingenuity and care. His example connects the making of useful things with defending family and community, giving craftsmanship an important place in goliath spiritual life.","heading":"The divine artisan","visibility":"player"},{"body":"He shares @[Fjorgast|9a9eeb4f-d181-4e81-938c-bac6ad25a1ef], the Forge of Storms, with his consort Bragastir. Their realm lies between the elemental planes of Fire and Air. At its heart stands the ever-burning Anvil of Eternity, where goliath lore says Vulkrandur shaped mountains, divided seas, and created wind.\n\nThe Sky Forge, Aediforj, is associated with the summit of Hjor’Gandur. There Skjaldur, Bragastir’s half-mortal son, makes extraordinary weapons using the celestial fire and earth supplied by Vulkrandur.","heading":"Forge and storm","illustration":{"alt":"The Anvil of Eternity","caption":"The Anvil of Eternity","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/vulkrandur-anvil-of-eternity.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Festivals honor the safety, comfort, and creative potential the Flame Artisan provides. Great bonfires accompany quieter reflection and communal work. Participants craft small tools or charms and sometimes forge a single shared object to embody collective strength.\n\nHis worship informs ordinary making and defense throughout goliath culture. The anvil represents purposeful creation; its flame evokes both his elemental power and the protection offered by what his followers build.","heading":"Worship and festivals","illustration":{"alt":"A shared object at the bonfire","caption":"A shared object at the bonfire","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/vulkrandur-community-shared-forging.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Quan’Ma’s largest shrine is shared by Vulkrandur and @[Bragastir|73fde81d-b813-47b4-9a7c-2708d25d4aba] near the Moot Hall. Its stone altar and ancient pines bring the gods’ paired worship into the capital’s civic center; Hildr Thunderfoot seeks their guidance there.","heading":"The shared shrine in Quan’Ma","visibility":"player"},{"id":"enrichment5-dfbc69fe-77a5-4835-b824-b7336da31b07-crafting-traditions-and-places-of-fire","heading":"Crafting traditions and places of fire","body":"Vulkrandur’s teachings pass through forgemarks, crafting songs and the sacred handling of molten materials. Shamans and Forgeseers read divine signs in dreams, omens and the work of the forge. Skilled making can therefore preserve instruction and memory as well as produce a useful object.\n\nThe coniferous forests are revered as his lungs, slow-burning and enduring; ritual hunts and forging pilgrimages often begin there. Blacksmith clans and Firebound pilgrims settle in the volcanic country near basalt pillars and Embermaws. The Embermaw Caldera is believed to be a wound left by his first forging hammer, and its lava flows are used in sacred crafting. These traditions join the household hearth and workshop to the greater fire-bearing landscape of Rahm’mafal.","visibility":"player"}],"structured":{"facts":[{"label":"Divine order","value":"Divine Host","visibility":"player"},{"label":"Domains","value":"Creation, Fire, Protection","visibility":"player"},{"label":"Worship","value":"Especially honored by goliaths","visibility":"player"},{"label":"Emblem","value":"A forge with a rising flame","visibility":"player"}],"groups":[],"kind":"person"},"summary":"Vulkrandur is the goliath god of creation, fire, and protection. His flaming-anvil symbol joins skilled work with the warmth and security of the clan.","title":"Vulkrandur, the Flame Artisan","type":"Deity","visibility":"player"},{"body":"The village’s unofficial broker\nHope knows Whisper as a woman who can find what other people cannot. Medicine, blankets, difficult-to-obtain goods, a useful introduction, or a piece of information: her connections reach well beyond the village. Travelers bring her news from the roads, and she is rarely uninterested in the latest gossip. An apparently casual conversation at @[the Broken Tusk|15a0e118-ec20-40cc-9e3c-c604c87f5f77] can be as useful to her as a carefully arranged business meeting.\n\nShe holds no formal office. Hope has its own civic authorities, yet many villagers treat her word with the force of law. That influence rests on her reputation, her connections, and the practical help she gives to people around her. She is willing to obtain necessities for those who cannot afford them, and her willingness to bend the rules on their behalf has earned her the standing of a local folk hero.\n\nGoods, secrets, and obligations\nWhisper's dealings do not always respect Haven's taxes and restrictions. She is an accomplished smuggler, often bringing in ordinary supplies rather than sinister contraband. Medicine and blankets can matter more to the people who need them than the laws that make them difficult to obtain. Her methods are questionable in the eyes of authority, but their value is plain to many of Hope's residents.\n\nInformation belongs to the same world of favors, contacts, and careful exchanges. Whisper can be found socializing at the Broken Tusk, listening to travelers and conducting business among the inn's regulars. She is generous with help when she chooses to give it, but she is also shrewd. Her cheerful manner should never be mistaken for carelessness.\n\nLoyalty and a dangerous temper\nWhisper is fiercely loyal to those she considers friends. Her humor and eccentricity make her approachable, while her resourcefulness makes her a valuable ally. Betrayal brings out a different side of her: a sharp tongue, quick daggers, and very little inclination to be treated as harmless.\n\nThat combination explains much of her position in Hope. She can be welcoming without surrendering authority and charitable without becoming easy prey. Villagers may laugh with her over a drink, but they know when she expects to be taken seriously.\n\nThe dragon beneath the disguise\nWhisper's halfling appearance is a mortal guise. She is one of the dragons who survived the end of the Draconic Era and concealed their true nature as dragonkind was hunted toward extinction. The disappearance of dragons from Dorn's skies did not mean that every dragon had died. Some remained among the peoples who believed them gone, hiding in humanoid forms rather than risking recognition.\n\nWhisper's life in Hope belongs to that long history of concealment. To the party, her bronze-dragon nature is now known. Her everyday presence in the village nevertheless remains the familiar one: the small, sharp-witted rogue at the Broken Tusk, able to secure supplies, gather news, and command attention without a crown or public office.\n\nThe Gleaming Tempest\nWhisper belongs to @[the Gleaming Tempest|gleaming-tempest], a flight of five metallic dragons. She is its bronze dragon, part of a company whose survival links the vanished Draconic Era to the lives of the people of Dorn today.\n\nFor the party, that history has a familiar face. Whisper is someone they have spoken with and relied upon, a presence in the daily life of Hope as well as a dragon from a world most people had long believed had disappeared.\n\nAppearance\nIn her halfling guise, Whisper stands three feet four inches tall. She has copper eyes and long, dark chestnut-brown hair. Her true nature is that of a bronze dragon.","category":"People","id":"aeaeb051-3107-49ee-94e5-1f097bc6fcdc","identityIllustration":{"alt":"Whisper","caption":"Whisper","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/whisper-ref.avif","visibility":"player","width":900},"links":["15a0e118-ec20-40cc-9e3c-c604c87f5f77","gleaming-tempest"],"raceRelated":[],"sections":[{"body":"Hope knows Whisper as a woman who can find what other people cannot. Medicine, blankets, difficult-to-obtain goods, a useful introduction, or a piece of information: her connections reach well beyond the village. Travelers bring her news from the roads, and she is rarely uninterested in the latest gossip. An apparently casual conversation at @[the Broken Tusk|15a0e118-ec20-40cc-9e3c-c604c87f5f77] can be as useful to her as a carefully arranged business meeting.\n\nShe holds no formal office. Hope has its own civic authorities, yet many villagers treat her word with the force of law. That influence rests on her reputation, her connections, and the practical help she gives to people around her. She is willing to obtain necessities for those who cannot afford them, and her willingness to bend the rules on their behalf has earned her the standing of a local folk hero.","heading":"The village’s unofficial broker","visibility":"player"},{"body":"Whisper's dealings do not always respect Haven's taxes and restrictions. She is an accomplished smuggler, often bringing in ordinary supplies rather than sinister contraband. Medicine and blankets can matter more to the people who need them than the laws that make them difficult to obtain. Her methods are questionable in the eyes of authority, but their value is plain to many of Hope's residents.\n\nInformation belongs to the same world of favors, contacts, and careful exchanges. Whisper can be found socializing at the Broken Tusk, listening to travelers and conducting business among the inn's regulars. She is generous with help when she chooses to give it, but she is also shrewd. Her cheerful manner should never be mistaken for carelessness.","heading":"Goods, secrets, and obligations","visibility":"player"},{"body":"Whisper is fiercely loyal to those she considers friends. Her humor and eccentricity make her approachable, while her resourcefulness makes her a valuable ally. Betrayal brings out a different side of her: a sharp tongue, quick daggers, and very little inclination to be treated as harmless.\n\nThat combination explains much of her position in Hope. She can be welcoming without surrendering authority and charitable without becoming easy prey. Villagers may laugh with her over a drink, but they know when she expects to be taken seriously.","heading":"Loyalty and a dangerous temper","visibility":"player"},{"body":"Whisper's halfling appearance is a mortal guise. She is one of the dragons who survived the end of the Draconic Era and concealed their true nature as dragonkind was hunted toward extinction. The disappearance of dragons from Dorn's skies did not mean that every dragon had died. Some remained among the peoples who believed them gone, hiding in humanoid forms rather than risking recognition.\n\nWhisper's life in Hope belongs to that long history of concealment. To the party, her bronze-dragon nature is now known. Her everyday presence in the village nevertheless remains the familiar one: the small, sharp-witted rogue at the Broken Tusk, able to secure supplies, gather news, and command attention without a crown or public office.","heading":"The dragon beneath the disguise","illustration":{"alt":"Whisper in her bronze dragon form.","caption":"Whisper in her bronze dragon form.","displayScale":"paired","height":1140,"layout":"portrait","src":"assets/worldbook/whisper-bronze-form.avif","visibility":"player","width":855},"visibility":"player"},{"body":"Whisper belongs to @[the Gleaming Tempest|gleaming-tempest], a flight of five metallic dragons. She is its bronze dragon, part of a company whose survival links the vanished Draconic Era to the lives of the people of Dorn today.\n\nFor the party, that history has a familiar face. Whisper is someone they have spoken with and relied upon, a presence in the daily life of Hope as well as a dragon from a world most people had long believed had disappeared.","heading":"The Gleaming Tempest","visibility":"player"},{"body":"In her halfling guise, Whisper stands three feet four inches tall. She has copper eyes and long, dark chestnut-brown hair. Her true nature is that of a bronze dragon.","heading":"Appearance","visibility":"player"}],"summary":"Whisper is a bronze dragon of the Gleaming Tempest who lives among the people of Hope in the guise of a halfling rogue. In that familiar form she stands three feet four inches tall, with long, dark chestnut-brown hair and copper eyes. Her quick humor and irreverent manner have made her a favorite in the village, though affection for Whisper is usually accompanied by a healthy respect for the consequences of crossing her.","title":"Whisper","type":"Person","visibility":"player"},{"body":"Light and remembrance\nOn the opening night, the Lanterns of Remembrance see families release lanterns into the sky in memory of the year’s experiences and in hope for what follows. The torchlit Gleaming Parades continue through Wanehold, with costumes recalling legends and notable events. Choirs perform Wintersongs, mixing older traditions with contemporary music about love, hardship, and aspiration.\n\nDuring the Dance of the Frost Fairies, children dressed as frost fairies perform in town squares. As the nights grow colder, households gather beside fires for the Night of Tales, listening to elders’ memories and accounts of recent events. These customs preserve a connection between generations as well as providing entertainment.\n\nFeasts and gifts\nThe Feast of Beginnings opens the festivities on a public scale and can last for days. Street markets fill with regional food, roasting meat, bread, music, and shared tables. Families combine their hospitality, making the feast a community occasion.\n\nHandmade presents are exchanged nightly before the Candlelit Vigil, expressing affection, thanks, and hopes for the recipient. The festival’s concluding meal, the Feast of Whispers, moves indoors. Families share warm drinks and quiet conversation, reflecting on the year and its uncertainties.\n\nThe turn of the year\nOn Wanehold’s final night, candles are placed on windowsills for the Candlelit Vigil. Their light represents endurance and guidance into the coming year. At Frostfall’s first dawn, the community gathers to watch the sunrise in shared silence.\n\nThe Frostfall Reflection brings a quieter pace, especially during its last five days, known as the Days of Contemplation. People withdraw from public bustle for meditation, solitude, and reconsideration of neglected dreams. Tradition discourages major decisions during this period, reserving it for reflection before action resumes.","category":"Cultures","id":"cdbf90e5-3151-4bd4-9919-810d6bed4b60","illustration":{"alt":"Wintersgleam light and remembrance","caption":"Wintersgleam light and remembrance","height":1024,"layout":"landscape","src":"assets/worldbook/wintersgleam-lanterns.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"On the opening night, the Lanterns of Remembrance see families release lanterns into the sky in memory of the year’s experiences and in hope for what follows. The torchlit Gleaming Parades continue through Wanehold, with costumes recalling legends and notable events. Choirs perform Wintersongs, mixing older traditions with contemporary music about love, hardship, and aspiration.\n\nDuring the Dance of the Frost Fairies, children dressed as frost fairies perform in town squares. As the nights grow colder, households gather beside fires for the Night of Tales, listening to elders’ memories and accounts of recent events. These customs preserve a connection between generations as well as providing entertainment.","heading":"Light and remembrance","illustration":{"alt":"Wintersgleam lantern release and Wintersongs","caption":"Wintersgleam lantern release and Wintersongs","height":1024,"layout":"landscape","src":"assets/worldbook/wintersgleam-lantern-night.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The Feast of Beginnings opens the festivities on a public scale and can last for days. Street markets fill with regional food, roasting meat, bread, music, and shared tables. Families combine their hospitality, making the feast a community occasion.\n\nHandmade presents are exchanged nightly before the Candlelit Vigil, expressing affection, thanks, and hopes for the recipient. The festival’s concluding meal, the Feast of Whispers, moves indoors. Families share warm drinks and quiet conversation, reflecting on the year and its uncertainties.","heading":"Feasts and gifts","illustration":{"alt":"Handmade gifts and the intimate Feast of Whispers","caption":"Handmade gifts and the intimate Feast of Whispers","height":1024,"layout":"landscape","src":"assets/worldbook/wintersgleam-gifts-feast.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"On Wanehold’s final night, candles are placed on windowsills for the Candlelit Vigil. Their light represents endurance and guidance into the coming year. At Frostfall’s first dawn, the community gathers to watch the sunrise in shared silence.\n\nThe Frostfall Reflection brings a quieter pace, especially during its last five days, known as the Days of Contemplation. People withdraw from public bustle for meditation, solitude, and reconsideration of neglected dreams. Tradition discourages major decisions during this period, reserving it for reflection before action resumes.","heading":"The turn of the year","illustration":{"alt":"Silent first dawn of Frostfall","caption":"Silent first dawn of Frostfall","height":1024,"layout":"landscape","src":"assets/worldbook/wintersgleam-first-dawn.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"Wintersgleam spans the end of Wanehold and the beginning of Frostfall, joining year-end celebration with a quieter season of remembrance and reflection. Lanterns, communal meals, gifts, and stories carry households toward the new year.","title":"Wintersgleam Festival in Kirth","type":"Festival","visibility":"player"},{"body":"The primordial creator\nBefore mortal understandings of time and space, the One Above All existed within the primordial Void, apart from the silent Old Ones. One legend holds that the creator had once been an Old One, but chose creation over stillness.\n\nThe Prime Gods and the world\nThe One Above All brought forth three Prime Gods: Asmodeus received structure and ambition, Lilith creation and potential, and Releous light and life. Together they formed the wider pantheon, whose gods embodied particular aspects of existence. Their specialization did not make them inherently lesser.\n\nThrough their cooperation, the mortal world took shape. The gods shared Aetheria, a unified divine plane, and walked openly among mortals during the Era of Communion.\n\nSacrifice and the Sundering\nLilith’s corruption by the Shard of Nihility led to the War of Unmaking. After the gods imprisoned her, Asmodeus and Releous divided over their duties: Asmodeus wanted the divine family to withdraw and recover, while Releous insisted on protecting mortal life. Their conflict became the Godfall War.\n\nTo prevent further destruction, the One Above All shattered their own essence. Aetheria divided into Eympira, where Releous and the Divine remained guardians of mortals, and the Umbra Nexus, home to Asmodeus and the Exiled. The Ethereal Void lay between them, containing non-divine planes of dreams, elements, time, death and other possibilities.\n\nThe creator vanished in preserving this balance. This Sundering of Divinity concerns the divine plane.","category":"Divine","id":"440553d2-0b1e-4a57-9392-5b2ff4ec902c","identityIllustration":{"alt":"The One Above All","caption":"The One Above All","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-one-above-all-presence.avif","visibility":"player","width":900},"illustration":{"alt":"The One Above All","caption":"The One Above All","height":1024,"layout":"landscape","src":"assets/worldbook/one-above-all-sundering.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Before mortal understandings of time and space, the One Above All existed within the primordial Void, apart from the silent Old Ones. One legend holds that the creator had once been an Old One, but chose creation over stillness.","heading":"The primordial creator","visibility":"player"},{"body":"The One Above All brought forth three Prime Gods: Asmodeus received structure and ambition, Lilith creation and potential, and Releous light and life. Together they formed the wider pantheon, whose gods embodied particular aspects of existence. Their specialization did not make them inherently lesser.\n\nThrough their cooperation, the mortal world took shape. The gods shared Aetheria, a unified divine plane, and walked openly among mortals during the Era of Communion.","heading":"The Prime Gods and the world","illustration":{"alt":"The Prime Gods and the world","caption":"The Prime Gods and the world","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/one-above-all-three-prime-affinities.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Lilith’s corruption by the Shard of Nihility led to the War of Unmaking. After the gods imprisoned her, Asmodeus and Releous divided over their duties: Asmodeus wanted the divine family to withdraw and recover, while Releous insisted on protecting mortal life. Their conflict became the Godfall War.\n\nTo prevent further destruction, the One Above All shattered their own essence. Aetheria divided into Eympira, where Releous and the Divine remained guardians of mortals, and the Umbra Nexus, home to Asmodeus and the Exiled. The Ethereal Void lay between them, containing non-divine planes of dreams, elements, time, death and other possibilities.\n\nThe creator vanished in preserving this balance. This Sundering of Divinity concerns the divine plane.","heading":"Sacrifice and the Sundering","illustration":{"alt":"The creator’s sacrifice","caption":"The creator’s sacrifice","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/one-above-all-formless-sacrifice.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"The One Above All is the primordial creator who brought forth the Prime Gods. To end the Godfall War, the creator shattered their own essence, divided Aetheria and vanished while preserving the balance between divine realms.","title":"The One Above All","type":"Deity","visibility":"player"},{"body":"Eman and Holden\n@[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] is a lakeside capital where seven archmages rule through @[the Ascendancy|org-ascendancy] and powerful noble houses shape civic life. @[Holden|41699cf8-bacc-417c-80c9-3b24cab46d72] is a port governed under that authority, with strict magical licensing and @[the Enforcers|org-holden-enforcers] maintaining order. The two cities reveal a sharp division between magical privilege and the lives of ordinary residents.\n\nEman stands at the foot of a mountain range, with a river connection from its lake toward the ocean. Shipping, metalworking, construction and finance sustain its commercial importance. The High Families command substantial interests in these industries, while artisans, merchants and laborers keep the city working. Arcane authority and inherited wealth meet in a rigid society in which the Lowborn often live under indenture.\n\nOn the western coast, Holden opens onto the Notika Ocean. Ships come and go through its docks, but practicing magic requires an official license from the Arcanist’s Tower. That contrast gives the port its character: trade brings people and goods into town while expensive, bureaucratic licensing closely governs who may wield magic within it.\n\nThe wider land\nThe world map shows extensive mountains, forests, river systems, and a cold northern region named Whitehold Woods.\n\nThe Kovard homeland\n\nThe mountains of northern Creslin are the homeland of the @[Kovard|race-kovard]. Their capital, @[Orveth|place-orveth], lies below the @[Peaks of Solemnity|place-peaks-of-solemnity], whose great observatory and High Library bring celestial faith, astronomy and magical scholarship together.","category":"Places","id":"ea45b794-91b0-4c36-a647-ad00c6bc8632","illustration":{"alt":"Creslin landscape","caption":"Creslin landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/creslin-forest-river-cold-uplands-hero.avif","visibility":"player","width":1536},"links":["63904922-f75a-418e-9b27-b0a6e545fb27","org-ascendancy","41699cf8-bacc-417c-80c9-3b24cab46d72","org-holden-enforcers","race-kovard","place-orveth","place-peaks-of-solemnity"],"raceRelated":[],"sections":[{"body":"@[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] is a lakeside capital where seven archmages rule through @[the Ascendancy|org-ascendancy] and powerful noble houses shape civic life. @[Holden|41699cf8-bacc-417c-80c9-3b24cab46d72] is a port governed under that authority, with strict magical licensing and @[the Enforcers|org-holden-enforcers] maintaining order. The two cities reveal a sharp division between magical privilege and the lives of ordinary residents.\n\nEman stands at the foot of a mountain range, with a river connection from its lake toward the ocean. Shipping, metalworking, construction and finance sustain its commercial importance. The High Families command substantial interests in these industries, while artisans, merchants and laborers keep the city working. Arcane authority and inherited wealth meet in a rigid society in which the Lowborn often live under indenture.\n\nOn the western coast, Holden opens onto the Notika Ocean. Ships come and go through its docks, but practicing magic requires an official license from the Arcanist’s Tower. That contrast gives the port its character: trade brings people and goods into town while expensive, bureaucratic licensing closely governs who may wield magic within it.","heading":"Eman and Holden","visibility":"player"},{"body":"The world map shows extensive mountains, forests, river systems, and a cold northern region named Whitehold Woods.","heading":"The wider land","visibility":"player"},{"heading":"The Kovard homeland","visibility":"player","body":"The mountains of northern Creslin are the homeland of the @[Kovard|race-kovard]. Their capital, @[Orveth|place-orveth], lies below the @[Peaks of Solemnity|place-peaks-of-solemnity], whose great observatory and High Library bring celestial faith, astronomy and magical scholarship together."}],"summary":"Creslin is the continent associated with the Ascendancy’s capital Eman and the coastal city of Holden.","title":"Creslin","type":"Location","visibility":"player","relationshipVisibility":{"race-kovard":"player","place-orveth":"player","place-peaks-of-solemnity":"player"}},{"body":"Age and appearance\nDar’Ren Dar is 37 and has yellow eyes.","category":"People","id":"3fa8b965-444c-49c1-86b9-56fda3f4d0f4","identityIllustration":{"alt":"Dar'Ren Dar","caption":"Dar'Ren Dar","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/darren-dar-ref.avif","visibility":"player","width":900},"links":["201d1aa8-b9e3-4bac-9a6f-0816fde68762"],"raceRelated":[],"sections":[{"body":"Dar’Ren Dar is 37 and has yellow eyes.","heading":"Age and appearance","visibility":"player"}],"summary":"Dar’Ren Dar is a cautious, sly tabaxi rogue based in @[Halar|201d1aa8-b9e3-4bac-9a6f-0816fde68762]. He offers paid guidance through the Lebren Desert.","title":"Dar'Ren Dar","type":"Person","visibility":"player"},{"body":"Leadership and recruitment\nEach cell has its own territory, specialty and experienced leader. All ultimately answer to @[Kharizan the Clever|c3494b01-b94a-4ba6-a164-3b1e6abc1465] and his inner circle. Applicants must prove both competence and loyalty through demanding tasks. Informants and spies help the guild anticipate its rivals.\n\nRanks\nThe hierarchy descends from Shadowlord, held by Kharizan, through Advisor, Cell Leader, Master Thief, Senior Thief, Thief, Apprentice Thief and Recruit. Advancement below the cell leadership depends on skill and experience.\n\nInfluence in Ezin\nThe Desert Shadows are based in Ezin, where they are the largest thieves’ guild. Kharizan’s position as counselor and de facto civic leader extends their influence into the city’s peacekeeping and political life.","category":"Factions","factionGroup":"Criminal networks","id":"1e11f527-3106-4b0a-91ef-6aa5bc5d4696","links":["c3494b01-b94a-4ba6-a164-3b1e6abc1465"],"raceRelated":[],"sections":[{"body":"Each cell has its own territory, specialty and experienced leader. All ultimately answer to @[Kharizan the Clever|c3494b01-b94a-4ba6-a164-3b1e6abc1465] and his inner circle. Applicants must prove both competence and loyalty through demanding tasks. Informants and spies help the guild anticipate its rivals.","heading":"Leadership and recruitment","illustration":{"alt":"Desert Shadows recruitment trial","caption":"Desert Shadows recruitment trial","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/desert-shadows-cell-trial.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The hierarchy descends from Shadowlord, held by Kharizan, through Advisor, Cell Leader, Master Thief, Senior Thief, Thief, Apprentice Thief and Recruit. Advancement below the cell leadership depends on skill and experience.","heading":"Ranks","illustration":{"alt":"Desert Shadows mentors and apprentices","caption":"Desert Shadows mentors and apprentices","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/desert-shadows-rank-mentors.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Desert Shadows are based in Ezin, where they are the largest thieves’ guild. Kharizan’s position as counselor and de facto civic leader extends their influence into the city’s peacekeeping and political life.","heading":"Influence in Ezin","visibility":"player"}],"summary":"The Desert Shadows are a selective criminal guild organized into largely independent cells. Their code restricts their targets to those they judge able to bear the loss, although their activities include theft, extortion and assassination.","title":"Desert Shadows","type":"Organization","visibility":"player"},{"body":"Appearance and manner\nDimitri is in his fifties but appears substantially older. He is hunched and in poor health, with gout, rickets, hives, shingles and other ailments. His rude manner and apparent indifference are defining features of his role at @[The Black Rose Inn|40b990ca-4b07-466b-8dd0-df5591a08aff].","category":"People","id":"215e06e3-dbfe-4dfe-bebd-95aec86951ee","illustration":{"alt":"Dimitri Poska","caption":"Dimitri Poska","height":1448,"layout":"portrait","src":"assets/worldbook/dimitri-poska-portrait.avif","visibility":"player","width":1086},"links":["40b990ca-4b07-466b-8dd0-df5591a08aff"],"raceRelated":[],"sections":[{"body":"Dimitri is in his fifties but appears substantially older. He is hunched and in poor health, with gout, rickets, hives, shingles and other ailments. His rude manner and apparent indifference are defining features of his role at @[The Black Rose Inn|40b990ca-4b07-466b-8dd0-df5591a08aff].","heading":"Appearance and manner","visibility":"player"}],"summary":"Dimitri Poska, also called Tri, is the ill-tempered innkeeper of the Black Rose Inn. He gives little attention to guests' comfort and is more likely to repel a visitor than put one at ease.","title":"Dimitri Poska","type":"Person","visibility":"player"},{"body":"Post-Draconic years\nPDE stands for Post-Draconic Era. It is used to place the wars, political settlements, births and discoveries of Dorn’s later history within a shared sequence of numbered years.\n\nBlood Reckoning\nBlood Reckoning is used in Haven and the Iron Tusk Confederacy and follows the same calendar format as Dornish Reckoning. It numbers years around the Treaty of Blood and the end of the Great War. Negative BE dates refer to years before its epoch.\n\nHistorical eras and the present\nDorn’s mortal history is described through the Creation Era, Titan Era, Era of Harmony, Era of Dominion, Draconic Era and the Era of Silence that followed the fall of dragon rule. The Era of Alliance is current, beginning with the dragon revelations.\n\nThe Post-Draconic reckoning (PDE) spans the history after the fall of dragon rule, including the Era of Silence and the present Era of Alliance.","category":"Lore","id":"23458b6a-ab04-4709-9a54-a0f6853dcdcf","illustration":{"alt":"The eras of Dorn","caption":"The eras of Dorn","height":1024,"layout":"landscape","src":"assets/worldbook/dornish-reckoning-chronicler.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"PDE stands for Post-Draconic Era. It is used to place the wars, political settlements, births and discoveries of Dorn’s later history within a shared sequence of numbered years.","heading":"Post-Draconic years","visibility":"player"},{"body":"Blood Reckoning is used in Haven and the Iron Tusk Confederacy and follows the same calendar format as Dornish Reckoning. It numbers years around the Treaty of Blood and the end of the Great War. Negative BE dates refer to years before its epoch.","heading":"Blood Reckoning","visibility":"player"},{"body":"Dorn’s mortal history is described through the Creation Era, Titan Era, Era of Harmony, Era of Dominion, Draconic Era and the Era of Silence that followed the fall of dragon rule. The Era of Alliance is current, beginning with the dragon revelations.\n\nThe Post-Draconic reckoning (PDE) spans the history after the fall of dragon rule, including the Era of Silence and the present Era of Alliance.","heading":"Historical eras and the present","visibility":"player"}],"summary":"Dornish Reckoning numbers years in the Post-Draconic Era, abbreviated PDE. Haven and the Iron Tusk Confederacy also use Blood Reckoning, abbreviated BE.","title":"Dornish Reckoning","type":"Calendar","visibility":"player"},{"body":"Civic and private use\n@[Gerald Drake|1f4e9591-5da7-4be8-ace3-10a03a2f8bcd] owns the hall and normally presides over the trials held there. The building therefore brings domestic authority and public justice under one roof in @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305].\n\nDraton’s production of raw and worked lumber connects the settlement to the surrounding region. Its barracks can house soldiers who defend both the town and nearby country. The hall belongs to this working settlement as the place where public business and litigation meet the ruler’s domestic life.","category":"Places","id":"46466255-a2f7-4f48-a25f-1bc1b2cbc0ba","illustration":{"alt":"Drake Hall landscape","caption":"Drake Hall landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/drake-hall-civic-manor-hero.avif","visibility":"player","width":1536},"links":["1f4e9591-5da7-4be8-ace3-10a03a2f8bcd","f6a490ea-f458-414a-9f29-8abffa3b1305"],"raceRelated":[],"sections":[{"body":"@[Gerald Drake|1f4e9591-5da7-4be8-ace3-10a03a2f8bcd] owns the hall and normally presides over the trials held there. The building therefore brings domestic authority and public justice under one roof in @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305].\n\nDraton’s production of raw and worked lumber connects the settlement to the surrounding region. Its barracks can house soldiers who defend both the town and nearby country. The hall belongs to this working settlement as the place where public business and litigation meet the ruler’s domestic life.","heading":"Civic and private use","visibility":"player"}],"summary":"Drake Hall, also called Drake Manor, is Draton's town hall and the private residence of its ruler. It combines administrative space with a chamber for public litigation and trials.","title":"Drake Hall","type":"Landmark","visibility":"player"},{"body":"Town and trade\nRaw and worked lumber are the town's principal products. Its garrison protects Draton and the surrounding area, while @[Drake Hall|46466255-a2f7-4f48-a25f-1bc1b2cbc0ba] serves both as civic headquarters and the ruler's residence. Residents are called Dratonians.\n\nThe Weave and the Clergy both operate in Draton.\n\nThe town’s landmarks\nDrake Hall stands above the waterfront settlement. The barracks, Trader’s Square, the Angry Goat, and the lumber mill are its principal named landmarks. Farms and watchtowers spread through the surrounding wooded slopes.\n\nDraton and the House of Drake\nA lumber town’s civic life developed around the family that coordinated its trade, and now depends on keeping that influence accountable.\n\nThe town of worked wood\nDraton's importance comes from the production of raw and worked lumber for Haven. Timber is not merely cut and sent away. It is sorted, seasoned and shaped according to its intended use, supporting workers whose skills differ substantially from those of the crews who bring it out of the forest.\n\nThe settlement grew as these stages became concentrated in one place. Repairers, carriers, food sellers and lodgings followed. Its present population of roughly seven hundred and fifty, excluding the barracks, reflects a town substantial enough to support specialized work but still closely tied to the surrounding country.\n\nThe Drake household's rise\nThe Drake family gained influence by coordinating contracts between producers and buyers who could not personally supervise every stage of the trade. Early members supplied credit, arranged carriage and guaranteed orders. Their prosperity rested on being trusted by both sides, although the terms of that trust were not always equally favorable to workers and merchants.\n\nDrake Hall became the place where commercial decisions and civic business increasingly met. The family's role in providing storage, settling disputes and supporting defenses gradually acquired the character of local rule. Its authority was strengthened by usefulness before it was protected by ceremony.\n\nGerald's inheritance\nGerald Drake was raised to understand the business in practical detail. As a young adult he worked through the yards and accompanied carriers before taking responsibility for contracts. He is a human man of deliberate manner who prefers a conversation with a clear purpose and is uncomfortable when a public occasion requires him to appear more inspiring than he feels.\n\nHis mother, Sella Drake, taught him the importance of reliable payment and the danger of becoming the only source of credit in a small town. His father treated concentrated influence as the natural reward of competence. Gerald inherited both views and has spent much of his adult life moving uneasily between them.\n\nHe took over the household's principal responsibilities after his father's illness, before becoming its uncontested public head. The transition forced him to settle obligations that had been obscured by personal familiarity. He paid several disputed debts to preserve the family's standing and refused others he believed had never been honestly incurred. The decisions earned respect and left grievances that remain alive in certain households.\n\nRule and defense\nDraton's barracks can house a force far larger than the town ordinarily needs for street order. Its presence reflects responsibility for the surrounding area as well as the settlement itself. Soldiers and timber workers depend on some of the same suppliers, making military spending an important part of the local economy.\n\nGerald works through foremen, civic officers and the people responsible for defense rather than attempting to direct every task himself. He is most effective when a dispute can be reduced to a clear obligation. He is less comfortable with conflicts in which every party has met the letter of an agreement and someone has still been treated badly.\n\nA town with outside interests\nThe Weave and the Clergy both operate heavily in Draton. Their presence reflects the value of its trade, connections and useful people. Gerald's formal rule does not mean he controls every relationship through which power moves.\n\nLegitimate businesses, personal loyalties and covert influence overlap without being identical. Some residents know more than others about the organizations around them. The town's ordinary life continues through this pressure: wages paid, apprentices trained, meals prepared and timber delivered to households that have no reason to think of hidden factions when they repair a roof.\n\nPresent Draton\nThe Reedwater Company's growing role has given some producers alternatives to older arrangements centered on Drake Hall. Gerald has accepted the company as a useful partner while watching its influence carefully. He wants Draton to prosper without making his family's leadership irrelevant, a concern he does not always separate from the town's interests.\n\nThe settlement's current character is practical, crowded with work and more politically complicated than its size suggests. Its future is being shaped by who can obtain credit, who can reach buyers and how much local government remains tied to one household's name.\n\nA connection to Georgetown’s militia\nA stable in Draton took over the horse-supply business previously held by @[Chadry Stonefield|703402b6-dd6c-4ca5-9231-f1fedbb7a15c]’s Bune farm for @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s militia. The change ended Chadry’s Bune operation and preceded his move to Hope.","category":"Places","id":"f6a490ea-f458-414a-9f29-8abffa3b1305","illustration":{"alt":"Draton landscape","caption":"Draton landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/draton-wooded-waterfront-town-hero.avif","visibility":"player","width":1536},"links":["46466255-a2f7-4f48-a25f-1bc1b2cbc0ba","703402b6-dd6c-4ca5-9231-f1fedbb7a15c","d55b4ecd-c049-438e-a3f8-06a8742ac080"],"raceRelated":[],"sections":[{"body":"Raw and worked lumber are the town's principal products. Its garrison protects Draton and the surrounding area, while @[Drake Hall|46466255-a2f7-4f48-a25f-1bc1b2cbc0ba] serves both as civic headquarters and the ruler's residence. Residents are called Dratonians.\n\nThe Weave and the Clergy both operate in Draton.","heading":"Town and trade","visibility":"player"},{"body":"Drake Hall stands above the waterfront settlement. The barracks, Trader’s Square, the Angry Goat, and the lumber mill are its principal named landmarks. Farms and watchtowers spread through the surrounding wooded slopes.","heading":"The town’s landmarks","visibility":"player"},{"body":"A lumber town’s civic life developed around the family that coordinated its trade, and now depends on keeping that influence accountable.","heading":"Draton and the House of Drake","visibility":"player"},{"body":"Draton's importance comes from the production of raw and worked lumber for Haven. Timber is not merely cut and sent away. It is sorted, seasoned and shaped according to its intended use, supporting workers whose skills differ substantially from those of the crews who bring it out of the forest.\n\nThe settlement grew as these stages became concentrated in one place. Repairers, carriers, food sellers and lodgings followed. Its present population of roughly seven hundred and fifty, excluding the barracks, reflects a town substantial enough to support specialized work but still closely tied to the surrounding country.","heading":"The town of worked wood","illustration":{"alt":"Sorting seasoned timber in Draton","caption":"Sorting seasoned timber in Draton","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/draton-seasoned-timber-grading-yard.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Drake family gained influence by coordinating contracts between producers and buyers who could not personally supervise every stage of the trade. Early members supplied credit, arranged carriage and guaranteed orders. Their prosperity rested on being trusted by both sides, although the terms of that trust were not always equally favorable to workers and merchants.\n\nDrake Hall became the place where commercial decisions and civic business increasingly met. The family's role in providing storage, settling disputes and supporting defenses gradually acquired the character of local rule. Its authority was strengthened by usefulness before it was protected by ceremony.","heading":"The Drake household's rise","illustration":{"alt":"Commercial and civic work at Drake Hall","caption":"Commercial and civic work at Drake Hall","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/draton-hall-commercial-civic-agreements.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Gerald Drake was raised to understand the business in practical detail. As a young adult he worked through the yards and accompanied carriers before taking responsibility for contracts. He is a human man of deliberate manner who prefers a conversation with a clear purpose and is uncomfortable when a public occasion requires him to appear more inspiring than he feels.\n\nHis mother, Sella Drake, taught him the importance of reliable payment and the danger of becoming the only source of credit in a small town. His father treated concentrated influence as the natural reward of competence. Gerald inherited both views and has spent much of his adult life moving uneasily between them.\n\nHe took over the household's principal responsibilities after his father's illness, before becoming its uncontested public head. The transition forced him to settle obligations that had been obscured by personal familiarity. He paid several disputed debts to preserve the family's standing and refused others he believed had never been honestly incurred. The decisions earned respect and left grievances that remain alive in certain households.","heading":"Gerald's inheritance","visibility":"player"},{"body":"Draton's barracks can house a force far larger than the town ordinarily needs for street order. Its presence reflects responsibility for the surrounding area as well as the settlement itself. Soldiers and timber workers depend on some of the same suppliers, making military spending an important part of the local economy.\n\nGerald works through foremen, civic officers and the people responsible for defense rather than attempting to direct every task himself. He is most effective when a dispute can be reduced to a clear obligation. He is less comfortable with conflicts in which every party has met the letter of an agreement and someone has still been treated badly.","heading":"Rule and defense","illustration":{"alt":"Suppliers and officers at the Draton barracks","caption":"Suppliers and officers at the Draton barracks","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/draton-barracks-suppliers-inspection.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Weave and the Clergy both operate heavily in Draton. Their presence reflects the value of its trade, connections and useful people. Gerald's formal rule does not mean he controls every relationship through which power moves.\n\nLegitimate businesses, personal loyalties and covert influence overlap without being identical. Some residents know more than others about the organizations around them. The town's ordinary life continues through this pressure: wages paid, apprentices trained, meals prepared and timber delivered to households that have no reason to think of hidden factions when they repair a roof.","heading":"A town with outside interests","visibility":"player"},{"body":"The Reedwater Company's growing role has given some producers alternatives to older arrangements centered on Drake Hall. Gerald has accepted the company as a useful partner while watching its influence carefully. He wants Draton to prosper without making his family's leadership irrelevant, a concern he does not always separate from the town's interests.\n\nThe settlement's current character is practical, crowded with work and more politically complicated than its size suggests. Its future is being shaped by who can obtain credit, who can reach buyers and how much local government remains tied to one household's name.","heading":"Present Draton","illustration":{"alt":"Producers arranging another timber shipment","caption":"Producers arranging another timber shipment","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/draton-reedwater-producer-cargo-options.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A stable in Draton took over the horse-supply business previously held by @[Chadry Stonefield|703402b6-dd6c-4ca5-9231-f1fedbb7a15c]’s Bune farm for @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s militia. The change ended Chadry’s Bune operation and preceded his move to Hope.","heading":"A connection to Georgetown’s militia","visibility":"player"}],"summary":"Draton is a lumber-producing town in Haven ruled by Gerald Drake. It has approximately 750 civilian residents, with separate barracks capable of housing another 150 soldiers.","title":"Draton","type":"Settlement","visibility":"player"},{"body":"Captain of Ship Stormhide\nDravak combines formidable physical strength with a strategic mind. His guild is based in a heavily guarded compound in the Lows, a crowded district of working-class Georgetown.\n\nShip Stormhide profits from piracy, extortion and high-stakes smuggling. Smaller factions manage its various illicit activities, maintaining the guild’s influence throughout the city. See @[The Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8] for the other captains and their operations.","category":"People","id":"f2cc2dee-4793-493a-b0f7-c0dc048fbcfa","illustration":{"alt":"Dravak Stormhide","caption":"Dravak Stormhide","height":1448,"layout":"portrait","src":"assets/worldbook/dravak-stormhide-portrait.avif","visibility":"player","width":1086},"links":["1beb63f6-e297-4b71-b81c-ca231f2847f8"],"raceRelated":[],"sections":[{"body":"Dravak combines formidable physical strength with a strategic mind. His guild is based in a heavily guarded compound in the Lows, a crowded district of working-class Georgetown.\n\nShip Stormhide profits from piracy, extortion and high-stakes smuggling. Smaller factions manage its various illicit activities, maintaining the guild’s influence throughout the city. See @[The Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8] for the other captains and their operations.","heading":"Captain of Ship Stormhide","visibility":"player"}],"summary":"Dravak Stormhide is the male minotaur captain of Ship Stormhide, one of Georgetown’s powerful underworld guilds.","title":"Dravak Stormhide","type":"Person","visibility":"player"},{"body":"Shared traits\nEclians have long, agile bodies, shimmering scales, adapted claws, and featherlike vestiges that suggest a possible flying ancestry. Specialized glands store energy, although the form of that energy differs between subspecies. Their intelligence makes training and close bonds with handlers possible.\n\nMost documented populations occur in the Iron Tusk Confederacy, with desert forms established in Ezin. Their anatomy and energy abilities attract researchers interested in both magical and technological applications. An airborne ancestor remains a hypothesis rather than a confirmed origin.\n\nSprintscale Eclians\nSprintscales run the Confederacy’s broad prairies. Bronze, brown, and green scales provide common grassland camouflage, although other colors occur. Strong claws grip the earth for rapid acceleration. Running generates static electricity, which accumulates in mouth glands; a fully charged animal’s eyes flicker with energy before it releases a powerful discharge.\n\nThese are the best-known Eclians and the Confederacy’s most common personal transport. Breeders raise them extensively for travel, commerce, messengers, and warriors. @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7] is particularly renowned for its breeding grounds and markets. Master breeder Groknak Swiftrider describes them as inseparable from the Confederacy’s daily life and identity.\n\nLakeglider Eclians\nLakegliders inhabit large mountain lakes. Their streamlined bodies, flipperlike limbs, and fin-shaped feather remnants support precise swimming. Deep blue, turquoise, and silver scales blend with the water. Gills allow underwater breathing, while limited air breathing permits short periods out of water.\n\nRather than electricity, they store thermal energy and release it to form warmer or colder currents. Most remain wild. A few lakeside communities have domesticated small numbers for fishing, water management, and exploration, developing practices distinct from land-based Eclian husbandry.\n\nSandstrider Eclians\nEzin’s Sandstriders have sandy-gold, russet, or pale-yellow scales and broad padded feet that resist sinking. More pronounced featherlike structures disperse heat, while specialized nasal passages filter sand and conserve moisture. Stored solar energy powers bursts of speed even under intense heat.\n\nWidely bred in Ezin, they provide the chief form of personal transport across its deserts. Their endurance and terrain handling help determine viable trade and exploration routes. Breeders are also working toward greater resilience as some areas become more arid.\n\nBreeding and wild populations\nSprintscale and Sandstrider breeding is a sophisticated industry, selecting desirable working traits while attempting to preserve the animals’ natural strengths. No immediate threat endangers the species as a whole. Nevertheless, conservation efforts monitor wild populations, particularly Lakegliders, and seek to protect genetic diversity.\n\nThe central tension is between adaptation for the needs of people and their communities and retaining the qualities that allow each form to thrive in its own environment. Breeders pursue new working traits as their environments change.\n\nPlainstalker Eclians\n\nThe @[Plainstalkers|creature-plainstalker-eclian] of eastern Lyasa are a very wild and dangerous regional Eclian form. Similar to Sprintscales but more upright and raptorlike, they run exclusively on their hindlegs and have smaller forearms. They inhabit the plains and plateau country traveled by the Teranok.","category":"Creatures","id":"48ca9102-3f8d-461e-bbe4-1151bc61465f","illustration":{"alt":"Sprintscale Eclian, mount of the Confederacy","caption":"Sprintscale Eclian, mount of the Confederacy","height":1086,"layout":"landscape","src":"assets/worldbook/sprintscale-eclian.avif","visibility":"player","width":1448},"links":["fbc3ea9b-8391-4db1-9146-725f2cfe7ba7","creature-plainstalker-eclian"],"raceRelated":[],"sections":[{"body":"Eclians have long, agile bodies, shimmering scales, adapted claws, and featherlike vestiges that suggest a possible flying ancestry. Specialized glands store energy, although the form of that energy differs between subspecies. Their intelligence makes training and close bonds with handlers possible.\n\nMost documented populations occur in the Iron Tusk Confederacy, with desert forms established in Ezin. Their anatomy and energy abilities attract researchers interested in both magical and technological applications. An airborne ancestor remains a hypothesis rather than a confirmed origin.","heading":"Shared traits","illustration":{"alt":"Eclian and handler","caption":"Eclian and handler","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/eclian-shared-traits.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Sprintscales run the Confederacy’s broad prairies. Bronze, brown, and green scales provide common grassland camouflage, although other colors occur. Strong claws grip the earth for rapid acceleration. Running generates static electricity, which accumulates in mouth glands; a fully charged animal’s eyes flicker with energy before it releases a powerful discharge.\n\nThese are the best-known Eclians and the Confederacy’s most common personal transport. Breeders raise them extensively for travel, commerce, messengers, and warriors. @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7] is particularly renowned for its breeding grounds and markets. Master breeder Groknak Swiftrider describes them as inseparable from the Confederacy’s daily life and identity.","heading":"Sprintscale Eclians","illustration":{"alt":"Sprintscale messenger on the prairie","caption":"Sprintscale messenger on the prairie","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/eclian-sprintscale-prairie.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Lakegliders inhabit large mountain lakes. Their streamlined bodies, flipperlike limbs, and fin-shaped feather remnants support precise swimming. Deep blue, turquoise, and silver scales blend with the water. Gills allow underwater breathing, while limited air breathing permits short periods out of water.\n\nRather than electricity, they store thermal energy and release it to form warmer or colder currents. Most remain wild. A few lakeside communities have domesticated small numbers for fishing, water management, and exploration, developing practices distinct from land-based Eclian husbandry.","heading":"Lakeglider Eclians","illustration":{"alt":"Lakeglider in a mountain lake","caption":"Lakeglider in a mountain lake","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/eclian-lakeglider-currents.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Ezin’s Sandstriders have sandy-gold, russet, or pale-yellow scales and broad padded feet that resist sinking. More pronounced featherlike structures disperse heat, while specialized nasal passages filter sand and conserve moisture. Stored solar energy powers bursts of speed even under intense heat.\n\nWidely bred in Ezin, they provide the chief form of personal transport across its deserts. Their endurance and terrain handling help determine viable trade and exploration routes. Breeders are also working toward greater resilience as some areas become more arid.","heading":"Sandstrider Eclians","illustration":{"alt":"Sandstrider on Ezin's desert routes","caption":"Sandstrider on Ezin's desert routes","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/eclian-sandstrider-ezin.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Sprintscale and Sandstrider breeding is a sophisticated industry, selecting desirable working traits while attempting to preserve the animals’ natural strengths. No immediate threat endangers the species as a whole. Nevertheless, conservation efforts monitor wild populations, particularly Lakegliders, and seek to protect genetic diversity.\n\nThe central tension is between adaptation for the needs of people and their communities and retaining the qualities that allow each form to thrive in its own environment. Breeders pursue new working traits as their environments change.","heading":"Breeding and wild populations","illustration":{"alt":"Watching wild Lakegliders","caption":"Watching wild Lakegliders","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/eclian-wild-populations.avif","visibility":"player","width":1140},"visibility":"player"},{"heading":"Plainstalker Eclians","body":"The @[Plainstalkers|creature-plainstalker-eclian] of eastern Lyasa are a very wild and dangerous regional Eclian form. Similar to Sprintscales but more upright and raptorlike, they run exclusively on their hindlegs and have smaller forearms. They inhabit the plains and plateau country traveled by the Teranok.","visibility":"player"}],"summary":"Eclians are intelligent, swift-bodied scaled creatures whose different forms inhabit the grasslands, mountain lakes and deserts of Kirth and the plains of eastern Lyasa. Their ability to store and release energy makes them valuable mounts, working animals, and subjects of arcane study.","title":"Eclians","type":"Species","visibility":"player","relationshipVisibility":{"creature-plainstalker-eclian":"player"}},{"body":"Authority and Temperament\nElrohan combines a strong sense of regional duty with an abrasive, impatient manner. He can act decisively and plan effectively, but quick judgments and personal distrust undermine negotiations. His council is particularly important in repairing relations and maintaining stability after disputes.\n\nHis economic priorities favor regional trade and the use of local natural resources. He is more guarded toward outside influence, especially where he believes Aerilon’s wealth or security may be at risk.\n\nThe Fastenbard Dispute\nAn early betrayal by a dwarven ally left Elrohan deeply suspicious of dwarves. Relations with Fastenbard have consequently suffered, with several contained skirmishes and repeated obstacles to peace.\n\nA valuable mithril mine near the southern border and the Far'Thak Mountains is a central point of contention. Changes in a river’s course have shifted the apparent boundary over time, producing rival ownership claims. Elrohan regards the area as essential to Hythiran wealth and security and resists dwarven attempts to establish a revised, stable border. The dispute remains unresolved.\n\nThe Valara Family\nHis three adult daughters contribute to public life. Arianne is a diplomat and often mediates for her father. Lysandra commands in the city guard. Thalia, a scholar and mage, assists with arcane defenses.\n\nTheir younger brother, Elarion, is about a year old. His sisters dote on him, and he is regarded as a hope for the family’s future. Elrohan is distantly related to the founders of Valaria in Haven, although that branch no longer rules the capital.\n\nAppearance\nElrohan is 63, stands 6 feet 4 inches tall, and has dark skin, deep-green eyes and long white dreadlocks worn pulled back. He resides in Aerilon and is associated with rule over Hythiran Province.\n\nThe Valara Household in Aerilon\nElrohan Valara’s family is bound to provincial government through diplomacy, military service and scholarship, without possessing an automatic right to succeed him.\n\nElrohan's authority\nHigh Regent Elrohan Valara is an elected leader with powers that often resemble those of a king. He is strategically capable, protective of Hythiran resources and personally difficult. His temper can turn a negotiable disagreement into a public test of authority, leaving his council to recover space for diplomacy afterward.\n\nA betrayal by a dwarven ally in his youth hardened into a broader distrust of dwarves. Elrohan treats this prejudice as experience, which makes it particularly resistant to correction. The practical consequences are visible in strained relations with Fastenbard and in his stance toward the contested mithril mine near the Far'Thak border.\n\nHis distant relation to the founders of Valaria gives the family an additional source of prestige, but it is not a title to govern Haven or a legal claim to the Hythiran office. The household's present influence comes chiefly from Elrohan's position and the work of his adult daughters.\n\nArianne Valara\nArianne, the eldest daughter, learned diplomacy first within her own family. As a young woman she accompanied her father's formal audiences and became skilled at recognizing the moment when a disagreement ceased to concern its stated subject and became a matter of pride.\n\nHer early public work involved receiving provincial delegations and ensuring that their concerns survived the translation into official language. She developed a reputation for remembering details that more powerful participants considered minor: the cost of a delayed journey, the representative unable to remain another week, the difference between a temporary concession and a permanent loss.\n\nArianne's relationship with Elrohan is affectionate and exacting. She respects his competence and sense of duty but rejects his habit of turning an individual betrayal into a judgment of a people. Their most difficult arguments occur privately, where she can challenge him without forcing an immediate public display of authority.\n\nShe now serves as one of the household's principal diplomatic representatives. Her influence depends on trust earned through repeated negotiation, not on a formal promise that she will inherit her father's office.\n\nLysandra Valara\nLysandra chose military service partly because it offered standards she believed could be demonstrated rather than explained. She trained alongside people who were initially uncertain whether a Regent's daughter would accept ordinary discipline. Her willingness to remain with difficult assignments gradually established a professional reputation independent of the household's name.\n\nAs a commander in Aerilon's guard, she values clear orders and the welfare of the people required to carry them out. She is less patient than Arianne with diplomatic ambiguity, but she has become more sensitive to the danger of a force being used to settle a leader's wounded pride.\n\nLysandra's loyalty to her father is strongest when she believes he is defending the province and most strained when his personal distrust threatens to become someone else's battle. She does not advertise these doubts, because soldiers should not have to infer policy from a family disagreement.\n\nThalia Valara\nThalia, the youngest adult daughter, built her standing through scholarship and arcane work associated with the city's defenses. Her education placed her among people for whom the household's political importance mattered less than whether she could understand and solve a difficult problem.\n\nShe is more comfortable with technical uncertainty than her sisters. A ward can be useful without being perfect; a theory can be promising without being proved. This makes her an effective interpreter between specialists and officials who want a definite answer before committing resources.\n\nThalia maintains relationships with scholars beyond the province, including people her father would instinctively distrust. She regards the exchange of knowledge as necessary to Aerilon's security. Elrohan accepts the results more easily than the independence that produces them.\n\nElarion and the household's future\nThe much younger Elarion occupies a different place in the family. His sisters are protective of him, and the language of lineage surrounding his childhood reveals expectations they have each had to negotiate in their own way. Arianne is attentive to the danger of teaching him that affection and public entitlement are the same thing.\n\nThe household remains influential, but its future is not settled by birth order. Hythiran government contains councils, local interests and an elected office. The daughters' careers have already made the family more than an extension of their father's personality, and each has relationships that will endure or fail on their own merits.","category":"People","id":"f16c166f-3f6d-4559-bfc0-1591db59b549","identityIllustration":{"alt":"Elrohan Valara","caption":"Elrohan Valara","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/elrohan-valara-ref.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Elrohan combines a strong sense of regional duty with an abrasive, impatient manner. He can act decisively and plan effectively, but quick judgments and personal distrust undermine negotiations. His council is particularly important in repairing relations and maintaining stability after disputes.\n\nHis economic priorities favor regional trade and the use of local natural resources. He is more guarded toward outside influence, especially where he believes Aerilon’s wealth or security may be at risk.","heading":"Authority and Temperament","visibility":"player"},{"body":"An early betrayal by a dwarven ally left Elrohan deeply suspicious of dwarves. Relations with Fastenbard have consequently suffered, with several contained skirmishes and repeated obstacles to peace.\n\nA valuable mithril mine near the southern border and the Far'Thak Mountains is a central point of contention. Changes in a river’s course have shifted the apparent boundary over time, producing rival ownership claims. Elrohan regards the area as essential to Hythiran wealth and security and resists dwarven attempts to establish a revised, stable border. The dispute remains unresolved.","heading":"The Fastenbard Dispute","illustration":{"alt":"Elrohan refuses a simple resolution of the shifting river border","caption":"Elrohan refuses a simple resolution of the shifting river border","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/elrohan-fastenbard-border-negotiation-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"His three adult daughters contribute to public life. Arianne is a diplomat and often mediates for her father. Lysandra commands in the city guard. Thalia, a scholar and mage, assists with arcane defenses.\n\nTheir younger brother, Elarion, is about a year old. His sisters dote on him, and he is regarded as a hope for the family’s future. Elrohan is distantly related to the founders of Valaria in Haven, although that branch no longer rules the capital.","heading":"The Valara Family","visibility":"player"},{"body":"Elrohan is 63, stands 6 feet 4 inches tall, and has dark skin, deep-green eyes and long white dreadlocks worn pulled back. He resides in Aerilon and is associated with rule over Hythiran Province.","heading":"Appearance","visibility":"player"},{"body":"Elrohan Valara’s family is bound to provincial government through diplomacy, military service and scholarship, without possessing an automatic right to succeed him.","heading":"The Valara Household in Aerilon","visibility":"player"},{"body":"High Regent Elrohan Valara is an elected leader with powers that often resemble those of a king. He is strategically capable, protective of Hythiran resources and personally difficult. His temper can turn a negotiable disagreement into a public test of authority, leaving his council to recover space for diplomacy afterward.\n\nA betrayal by a dwarven ally in his youth hardened into a broader distrust of dwarves. Elrohan treats this prejudice as experience, which makes it particularly resistant to correction. The practical consequences are visible in strained relations with Fastenbard and in his stance toward the contested mithril mine near the Far'Thak border.\n\nHis distant relation to the founders of Valaria gives the family an additional source of prestige, but it is not a title to govern Haven or a legal claim to the Hythiran office. The household's present influence comes chiefly from Elrohan's position and the work of his adult daughters.","heading":"Elrohan's authority","visibility":"player"},{"body":"Arianne, the eldest daughter, learned diplomacy first within her own family. As a young woman she accompanied her father's formal audiences and became skilled at recognizing the moment when a disagreement ceased to concern its stated subject and became a matter of pride.\n\nHer early public work involved receiving provincial delegations and ensuring that their concerns survived the translation into official language. She developed a reputation for remembering details that more powerful participants considered minor: the cost of a delayed journey, the representative unable to remain another week, the difference between a temporary concession and a permanent loss.\n\nArianne's relationship with Elrohan is affectionate and exacting. She respects his competence and sense of duty but rejects his habit of turning an individual betrayal into a judgment of a people. Their most difficult arguments occur privately, where she can challenge him without forcing an immediate public display of authority.\n\nShe now serves as one of the household's principal diplomatic representatives. Her influence depends on trust earned through repeated negotiation, not on a formal promise that she will inherit her father's office.","heading":"Arianne Valara","illustration":{"alt":"Arianne challenges Elrohan privately without turning it into a public test","caption":"Arianne challenges Elrohan privately without turning it into a public test","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/arianne-elrohan-private-disagreement-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Lysandra chose military service partly because it offered standards she believed could be demonstrated rather than explained. She trained alongside people who were initially uncertain whether a Regent's daughter would accept ordinary discipline. Her willingness to remain with difficult assignments gradually established a professional reputation independent of the household's name.\n\nAs a commander in Aerilon's guard, she values clear orders and the welfare of the people required to carry them out. She is less patient than Arianne with diplomatic ambiguity, but she has become more sensitive to the danger of a force being used to settle a leader's wounded pride.\n\nLysandra's loyalty to her father is strongest when she believes he is defending the province and most strained when his personal distrust threatens to become someone else's battle. She does not advertise these doubts, because soldiers should not have to infer policy from a family disagreement.","heading":"Lysandra Valara","illustration":{"alt":"Lysandra earns professional trust through common discipline","caption":"Lysandra earns professional trust through common discipline","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lysandra-aerilon-common-discipline-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Thalia, the youngest adult daughter, built her standing through scholarship and arcane work associated with the city's defenses. Her education placed her among people for whom the household's political importance mattered less than whether she could understand and solve a difficult problem.\n\nShe is more comfortable with technical uncertainty than her sisters. A ward can be useful without being perfect; a theory can be promising without being proved. This makes her an effective interpreter between specialists and officials who want a definite answer before committing resources.\n\nThalia maintains relationships with scholars beyond the province, including people her father would instinctively distrust. She regards the exchange of knowledge as necessary to Aerilon's security. Elrohan accepts the results more easily than the independence that produces them.","heading":"Thalia Valara","illustration":{"alt":"Thalia connects scholarly uncertainty with the city's defenses","caption":"Thalia connects scholarly uncertainty with the city's defenses","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/thalia-aerilon-ward-uncertainty-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The much younger Elarion occupies a different place in the family. His sisters are protective of him, and the language of lineage surrounding his childhood reveals expectations they have each had to negotiate in their own way. Arianne is attentive to the danger of teaching him that affection and public entitlement are the same thing.\n\nThe household remains influential, but its future is not settled by birth order. Hythiran government contains councils, local interests and an elected office. The daughters' careers have already made the family more than an extension of their father's personality, and each has relationships that will endure or fail on their own merits.","heading":"Elarion and the household's future","illustration":{"alt":"Family affection does not settle Hythiran succession","caption":"Family affection does not settle Hythiran succession","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/elarion-valara-family-future-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"High Regent Elrohan Valara is the elected leader of Aerilon and a major authority in Hythiran Province. A capable strategist with extensive executive power, he relies on his council to manage the diplomatic damage caused by his temper and distrust of dwarves.","title":"Elrohan Valara","type":"Person","visibility":"player"},{"body":"Eman is a powerful lakeside city in Creslin ruled by seven archmages and supported by six wealthy High Families. Its trade, industry, and magical research prosper within a rigid hierarchy that imposes severe costs on the Lowborn.\n\nSetting and the Ascendancy\n\nEman stands beneath a major mountain range beside a vast lake, with access to a river leading to the ocean. This combination makes it a center for shipping, manufacturing, and arcane research.\n\n@[The Ascendancy|org-ascendancy] governs with an emphasis on stability, control, and the accumulation of power. Its politics range from neutral to lawful evil, favoring order and the city’s interests. Its seven seats are held by specialist archmages:\n- “Seeker” @[Eldoria Valen|person-eldoria-valen], a tiefling, directs research and discovery.\n- “Shield” @[Thalor Ironspine|person-thalor-ironspine], a dragonborn, specializes in wards and defense.\n- “Stormcaller” @[Lyra Windrider|person-lyra-windrider], an air genasi, commands elemental magic.\n- “Dreamweaver” @[Voren Shadowveil|person-voren-shadowveil], a half-orc, practices illusion and enchantment.\n- “Artificer” @[Kelandra Stoneforge|person-kelandra-stoneforge], a human, studies magical engineering and constructs.\n- “Deathbringer” @[Darius Nightbane|person-darius-nightbane], a drow, specializes in necromancy and undead control.\n- “Relic” @[Tiberius Stoneheart|person-tiberius-stoneheart], a dwarf, studies antiquities and ancient artifacts.\n\nThe High Families\n\nThe noble houses hold major industries and negotiate a sometimes strained relationship with the Ascendancy.\n\n@[House Blackstone|org-house-blackstone], a human family led by Lord Hector Blackstone, controls indentured labor operations and iron and coal mining. Its crest is a black tower on crimson. Elven @[House Silvermere|org-house-silvermere], under Lady Elara Silvermere, profits from fleets, trade routes, and luxury goods; its crest shows a silver crescent over a calm lake.\n\nDwarven @[House Ironclad|org-house-ironclad], led by Lord Thaddeus Ironclad, controls metalworking, engineering, and construction, marked by a crossed hammer and anvil on dark green. @[House Varkas|org-house-varkas], identified as Kovard and led by Lord Nivlan Varkas, concentrates on maritime and overseas shipping; its emblem is a lightning-bearing cloud on dark blue.\n\nHuman @[House Shahlo|org-house-shahlo], under Lord Vincent Shahlo, combines banking and finance with espionage, using a silver wolf's head on black. Half-orc @[House Stonehaven|org-house-stonehaven], headed by Lady Morgana Stonehaven, controls construction, quarrying, and mercenary companies; a stone fortress on red marks the house.\n\nClass, law, and religion\n\nThe High Families sit above a working middle class of merchants, craftspeople, and laborers, variously nicknamed Coggers, Bronzes, Treaders, or Handers. The Lowborn, disparagingly called Grubs, often live under indenture. Debt, destitution, and criminal activity lead people into the system; forced acquisition through nefarious means is an acknowledged but rarely discussed practice.\n\nMundane and magical enforcement preserve order while restricting dissent and personal freedom, particularly among the poor. Efficiency and wealth carry more public prestige than faith. Worship is legal, but rulers and nobles commonly dismiss it as backward. Lowborn believers and some workers practice discreetly to avoid harassment, although sustained overt persecution is uncommon.\n\nThe Iron Hells\n\nThe Stonegrasp Mines, usually called the Iron Hells, form Eman's principal penal colony. Multiple mountain mines extract chiefly iron, tin, and copper, with smaller quantities of other metals. Iron Wardens oversee the forced labor, supported by specialized Iron Sentinel constructs.\n\nPrisoners lose their previous status on entry. Most are Lowborn; noble imprisonment is exceptionally rare. The mines' brutal conditions serve both punishment and the city's demand for raw materials.\n\nThe High Families: What a House Owns\n\nEman’s six established High Families pass power through enterprises and obligations as well as blood.\n\nThe household and the enterprise\n\nEman's High Families are not simply large households with wealthy names. Each combines relatives, managers, dependents and commercial operations that can outlive several generations of individual owners. A person may work for a house without ever meeting its head, while a relative may possess a prestigious name and little authority over its profitable concerns.\n\nThe present arrangement developed through consolidation. Workshops, ships, mines and debts accumulated under family protection until withdrawing from a house's network became harder than entering it. Marriages and inheritance mattered, but so did contracts renewed because a smaller owner could no longer afford independence.\n\nBlackstone and Stonehaven\n\nLord Hector Blackstone's established power in iron, coal and indentured labor connects extraction with control over the people performing it. The house offices maintain separate accounts for equipment, output and labor obligations. That separation makes coercion appear administratively ordinary: a worker's future can be transferred on paper alongside the cost of a tool.\n\nLady Morgana Stonehaven's quarries, construction interests and mercenary companies produce a different dependence. Building requires material, transport and security at the same time. A purchaser accepting the whole arrangement may find that changing one supplier threatens the entire project. The two houses cooperate where useful without becoming a single institution.\n\nIronclad and Shahlo\n\nLord Thaddeus Ironclad's metalworking and engineering concerns maintain specialist knowledge through workshops, supervised designs and long apprenticeships. Workers can acquire substantial skill while remaining dependent on facilities and commissions the house controls. Magical engineering increases that dependence when an expensive apparatus cannot be reproduced by an independent maker.\n\nLord Vincent Shahlo's banking and financial influence reaches across the other houses. His established involvement in espionage gives the family reasons to value information beyond the immediate worth of a loan. The credit offices preserve the history of failed applications as carefully as successful ones; a person refused money may still reveal what they hoped to accomplish.\n\nSilvermere and Varkas\n\nLady Elara Silvermere's fleets, trade routes and luxury business depend on reputation as well as movement. Buyers pay for confidence that a costly object has the origin and quality claimed for it. The house therefore maintains trusted appraisers and factors whose judgment can shape the fortunes of distant makers.\n\nLord Nivlan Varkas's maritime and overseas shipping interests place greater emphasis on carrying capacity, scheduling and reliable representation in different ports. These are overlapping emphases, not absolute monopolies. Both houses can compete for the same profitable cargo, and neither controls every vessel using Eman's lake and ocean connection.\n\nContinuity beneath rivalry\n\nThe houses dispute contracts, appointments and access to the Ascendancy while sharing an interest in preserving the hierarchy that sustains them. Their charitable gifts, public works and patronage can provide real benefits without undoing that interest. A repaired street does not cancel an exploitative labor account.\n\nYounger relatives inherit obligations as well as privilege. Some become capable managers; others spend their standing on display or seek work outside the family. Those choices matter personally, but the institutions are designed to survive individual virtue, incompetence and death. Eman's politics are shaped by that durability.","category":"Places","id":"63904922-f75a-418e-9b27-b0a6e545fb27","illustration":{"alt":"Eman, arcane industry by the lake","caption":"Eman, arcane industry by the lake","height":1086,"layout":"landscape","src":"assets/worldbook/eman-lakeside-industry.avif","visibility":"player","width":1448},"links":["org-ascendancy","org-house-blackstone","org-house-ironclad","org-house-shahlo","org-house-silvermere","org-house-stonehaven","org-house-varkas","person-eldoria-valen","person-thalor-ironspine","person-lyra-windrider","person-voren-shadowveil","person-kelandra-stoneforge","person-darius-nightbane","person-tiberius-stoneheart"],"raceRelated":[],"sections":[{"body":"Eman stands beneath a major mountain range beside a vast lake, with access to a river leading to the ocean. This combination makes it a center for shipping, manufacturing, and arcane research.\n\n@[The Ascendancy|org-ascendancy] governs with an emphasis on stability, control, and the accumulation of power. Its politics range from neutral to lawful evil, favoring order and the city’s interests. Its seven seats are held by specialist archmages:\n- “Seeker” @[Eldoria Valen|person-eldoria-valen], a tiefling, directs research and discovery.\n- “Shield” @[Thalor Ironspine|person-thalor-ironspine], a dragonborn, specializes in wards and defense.\n- “Stormcaller” @[Lyra Windrider|person-lyra-windrider], an air genasi, commands elemental magic.\n- “Dreamweaver” @[Voren Shadowveil|person-voren-shadowveil], a half-orc, practices illusion and enchantment.\n- “Artificer” @[Kelandra Stoneforge|person-kelandra-stoneforge], a human, studies magical engineering and constructs.\n- “Deathbringer” @[Darius Nightbane|person-darius-nightbane], a drow, specializes in necromancy and undead control.\n- “Relic” @[Tiberius Stoneheart|person-tiberius-stoneheart], a dwarf, studies antiquities and ancient artifacts.","heading":"Setting and the Ascendancy","illustration":{"alt":"Eman’s lake-and-river working landing","caption":"Eman’s lake-and-river working landing","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/eman-lake-river-working-transfer.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The noble houses hold major industries and negotiate a sometimes strained relationship with the Ascendancy.\n\n@[House Blackstone|org-house-blackstone], a human family led by Lord Hector Blackstone, controls indentured labor operations and iron and coal mining. Its crest is a black tower on crimson. Elven @[House Silvermere|org-house-silvermere], under Lady Elara Silvermere, profits from fleets, trade routes, and luxury goods; its crest shows a silver crescent over a calm lake.\n\nDwarven @[House Ironclad|org-house-ironclad], led by Lord Thaddeus Ironclad, controls metalworking, engineering, and construction, marked by a crossed hammer and anvil on dark green. @[House Varkas|org-house-varkas], identified as Kovard and led by Lord Nivlan Varkas, concentrates on maritime and overseas shipping; its emblem is a lightning-bearing cloud on dark blue.\n\nHuman @[House Shahlo|org-house-shahlo], under Lord Vincent Shahlo, combines banking and finance with espionage, using a silver wolf's head on black. Half-orc @[House Stonehaven|org-house-stonehaven], headed by Lady Morgana Stonehaven, controls construction, quarrying, and mercenary companies; a stone fortress on red marks the house.","heading":"The High Families","visibility":"player"},{"body":"The High Families sit above a working middle class of merchants, craftspeople, and laborers, variously nicknamed Coggers, Bronzes, Treaders, or Handers. The Lowborn, disparagingly called Grubs, often live under indenture. Debt, destitution, and criminal activity lead people into the system; forced acquisition through nefarious means is an acknowledged but rarely discussed practice.\n\nMundane and magical enforcement preserve order while restricting dissent and personal freedom, particularly among the poor. Efficiency and wealth carry more public prestige than faith. Worship is legal, but rulers and nobles commonly dismiss it as backward. Lowborn believers and some workers practice discreetly to avoid harassment, although sustained overt persecution is uncommon.","heading":"Class, law, and religion","illustration":{"alt":"Discreet faith in an Eman worker household","caption":"Discreet faith in an Eman worker household","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/eman-lowborn-discreet-household-faith.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Stonegrasp Mines, usually called the Iron Hells, form Eman's principal penal colony. Multiple mountain mines extract chiefly iron, tin, and copper, with smaller quantities of other metals. Iron Wardens oversee the forced labor, supported by specialized Iron Sentinel constructs.\n\nPrisoners lose their previous status on entry. Most are Lowborn; noble imprisonment is exceptionally rare. The mines' brutal conditions serve both punishment and the city's demand for raw materials.","heading":"The Iron Hells","illustration":{"alt":"Forced labor in the Iron Hells","caption":"Forced labor in the Iron Hells","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/eman-iron-hells-penal-workings.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Eman’s six established High Families pass power through enterprises and obligations as well as blood.","heading":"The High Families: What a House Owns","visibility":"player"},{"body":"Eman's High Families are not simply large households with wealthy names. Each combines relatives, managers, dependents and commercial operations that can outlive several generations of individual owners. A person may work for a house without ever meeting its head, while a relative may possess a prestigious name and little authority over its profitable concerns.\n\nThe present arrangement developed through consolidation. Workshops, ships, mines and debts accumulated under family protection until withdrawing from a house's network became harder than entering it. Marriages and inheritance mattered, but so did contracts renewed because a smaller owner could no longer afford independence.","heading":"The household and the enterprise","visibility":"player"},{"body":"Lord Hector Blackstone's established power in iron, coal and indentured labor connects extraction with control over the people performing it. The house offices maintain separate accounts for equipment, output and labor obligations. That separation makes coercion appear administratively ordinary: a worker's future can be transferred on paper alongside the cost of a tool.\n\nLady Morgana Stonehaven's quarries, construction interests and mercenary companies produce a different dependence. Building requires material, transport and security at the same time. A purchaser accepting the whole arrangement may find that changing one supplier threatens the entire project. The two houses cooperate where useful without becoming a single institution.","heading":"Blackstone and Stonehaven","visibility":"player"},{"body":"Lord Thaddeus Ironclad's metalworking and engineering concerns maintain specialist knowledge through workshops, supervised designs and long apprenticeships. Workers can acquire substantial skill while remaining dependent on facilities and commissions the house controls. Magical engineering increases that dependence when an expensive apparatus cannot be reproduced by an independent maker.\n\nLord Vincent Shahlo's banking and financial influence reaches across the other houses. His established involvement in espionage gives the family reasons to value information beyond the immediate worth of a loan. The credit offices preserve the history of failed applications as carefully as successful ones; a person refused money may still reveal what they hoped to accomplish.","heading":"Ironclad and Shahlo","illustration":{"alt":"Metalwork and credit in Eman","caption":"Metalwork and credit in Eman","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/eman-metalwork-credit-daily-dependence.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Lady Elara Silvermere's fleets, trade routes and luxury business depend on reputation as well as movement. Buyers pay for confidence that a costly object has the origin and quality claimed for it. The house therefore maintains trusted appraisers and factors whose judgment can shape the fortunes of distant makers.\n\nLord Nivlan Varkas's maritime and overseas shipping interests place greater emphasis on carrying capacity, scheduling and reliable representation in different ports. These are overlapping emphases, not absolute monopolies. Both houses can compete for the same profitable cargo, and neither controls every vessel using Eman's lake and ocean connection.","heading":"Silvermere and Varkas","illustration":{"alt":"Appraising cargo and arranging lake shipping","caption":"Appraising cargo and arranging lake shipping","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/eman-cargo-appraisers-shipping-factors.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The houses dispute contracts, appointments and access to the Ascendancy while sharing an interest in preserving the hierarchy that sustains them. Their charitable gifts, public works and patronage can provide real benefits without undoing that interest. A repaired street does not cancel an exploitative labor account.\n\nYounger relatives inherit obligations as well as privilege. Some become capable managers; others spend their standing on display or seek work outside the family. Those choices matter personally, but the institutions are designed to survive individual virtue, incompetence and death. Eman's politics are shaped by that durability.","heading":"Continuity beneath rivalry","visibility":"player"}],"summary":"Eman is a powerful lakeside city in Creslin ruled by seven archmages and supported by six wealthy High Families. Its trade, industry, and magical research prosper within a rigid hierarchy that imposes severe costs on the Lowborn.","title":"Eman","type":"Settlement","visibility":"player","relationshipVisibility":{"person-eldoria-valen":"player","person-thalor-ironspine":"player","person-lyra-windrider":"player","person-voren-shadowveil":"player","person-kelandra-stoneforge":"player","person-darius-nightbane":"player","person-tiberius-stoneheart":"player"}},{"body":"A city around the Emberheart\nFaella blessed the settlement’s founding in 1573 AH. At its center, a gem six feet tall and three feet wide rested within the Emberheart Tree, a colossal structure of interwoven branches and rootlike vines.\n\nDruidic homes took several forms: plant-covered stone buildings, treehouses, and dwellings shaped from earth, grass, and mud. Smooth stones and living roots formed pathways between them. The Emberheart Circle welcomed several traditions, including the Moon, Land, Stars, Dreams, Spores, and Shepherd circles.\n\nThe dragon and Lo’rilandia\nIn 989 DE, Zalathax’valanrith, called the Abyssal Devastation, attacked the city to seize the Emberheart’s natural power. His corrosive breath and poisonous presence devastated the city and changed the surrounding forest into the Embershade Marshes.\n\nBefore he could consume the gem’s full power, the elf druid Lo’rilandia absorbed roughly one third herself. Her act prevented the dragon from claiming all of it and infused her descendants with the energy she had preserved. The Wildfire Spirit Druids trace their lineage to that intervention.\n\nRuins and recovered history\nThe banyanlike Emberheart Tree still rises above the marsh, but its hollow center marks the absence of the gem. Overgrown ruins, luminous fungi, drifting mist, and reported echoes of druidic chants give the former settlement an unsettling character.\n\nFirbolg adventurer, historian, and treasure hunter Burgan Trovask investigated the site over three months with the gnome wizard Tivilan Heffney. Their discoveries became The Flaming Emberheart: The History of Growth, Destruction, and Renewal. The book and recovered artifacts are held at the Solarium Inspirato in Valaria.","category":"Places","id":"08818a53-cd19-4899-90ed-ad25dfb68857","illustration":{"alt":"Emberheart Hallow, hollow banyanlike tree above the marsh","caption":"Emberheart Hallow, hollow banyanlike tree above the marsh","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/emberheart-hallow-ruins.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Faella blessed the settlement’s founding in 1573 AH. At its center, a gem six feet tall and three feet wide rested within the Emberheart Tree, a colossal structure of interwoven branches and rootlike vines.\n\nDruidic homes took several forms: plant-covered stone buildings, treehouses, and dwellings shaped from earth, grass, and mud. Smooth stones and living roots formed pathways between them. The Emberheart Circle welcomed several traditions, including the Moon, Land, Stars, Dreams, Spores, and Shepherd circles.","heading":"A city around the Emberheart","illustration":{"alt":"HISTORICAL BEFORE DESTRUCTION view of Emberheart Hallow, a flourishing forest druidic city. Existing","caption":"HISTORICAL BEFORE DESTRUCTION view of Emberheart Hallow, a flourishing forest druidic city. Existing","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/emberheart-living-city-gem.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"In 989 DE, Zalathax’valanrith, called the Abyssal Devastation, attacked the city to seize the Emberheart’s natural power. His corrosive breath and poisonous presence devastated the city and changed the surrounding forest into the Embershade Marshes.\n\nBefore he could consume the gem’s full power, the elf druid Lo’rilandia absorbed roughly one third herself. Her act prevented the dragon from claiming all of it and infused her descendants with the energy she had preserved. The Wildfire Spirit Druids trace their lineage to that intervention.","heading":"The dragon and Lo’rilandia","illustration":{"alt":"Lo’rilandia preserves the Emberheart’s power","caption":"Lo’rilandia preserves the Emberheart’s power","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/emberheart-lorilandia-preserved-third-power.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The banyanlike Emberheart Tree still rises above the marsh, but its hollow center marks the absence of the gem. Overgrown ruins, luminous fungi, drifting mist, and reported echoes of druidic chants give the former settlement an unsettling character.\n\nFirbolg adventurer, historian, and treasure hunter Burgan Trovask investigated the site over three months with the gnome wizard Tivilan Heffney. Their discoveries became The Flaming Emberheart: The History of Growth, Destruction, and Renewal. The book and recovered artifacts are held at the Solarium Inspirato in Valaria.","heading":"Ruins and recovered history","illustration":{"alt":"The empty Emberheart Tree among the ruins","caption":"The empty Emberheart Tree among the ruins","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/emberheart-hollow-tree-present-survey.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Emberheart Hallow was a druidic city built around a great fiery gem in the Embershade Forest. The black dragon Zalathax’valanrith destroyed the settlement and transformed its forest into marsh, but Lo’rilandia preserved part of the Emberheart’s power within her bloodline.","title":"Emberheart Hallow","type":"Settlement","visibility":"player"},{"body":"Landscape and living things\nThe marshes extend roughly 250 miles along the coast and 75 miles inland, forming a shallow crescent between the sea and the basin's interior. Stagnant water, mud, bogs, and quicksand surround twisted trees hung with moss. Mist limits visibility, while luminous fungi and algae brighten the darkness.\n\nGiant insects and amphibians thrive here, alongside carnivorous plants and predators both ordinary and magical. Local people domesticate the goat-like @[Mirehart|mirehart] for transport. Its slightly longer, thicker legs and gripping hooves split into three narrow sections are adapted to ground beneath the muck. Lizardfolk, Anurians, bullywugs, and Darkscale Kobolds live within the region, along with humans and other peoples adapted to swamp conditions.\n\nDestruction and surviving places\nThe former forest supported the druidic settlement of @[Emberheart Hallow|08818a53-cd19-4899-90ed-ad25dfb68857]. Zalathax’valanrith destroyed Emberheart Hallow in 989 DE. The transformation left lingering magic as well as ruined buildings and altered ecology.\n\nThe hollow remains of the Emberheart Tree once housed a powerful gem. The dragon's huge skeleton is now occupied by Darkscale Kobolds. Elsewhere, sunken ruins preserve traces of the druidic community. The Honeywash River is an important route through the wetlands.\n\n@[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8] stands on the eastern edge. Rikkets lies near the southeastern coast; Downwater is a southern-central trapping village, while scholars gather at Braydon around a submerged tower.\n\nTravel and resources\nGuides and @[Mireharts|mirehart] make swamp travel more manageable, but unstable ground, hostile creatures, and confusing waterways remain serious hazards. The Long Road follows the eastern edge and offers a safer alternative to crossing the marsh directly.\n\nRare herbs, alchemical ingredients, swamp timber, skins, venom, and recovered artifacts support local trade. Burgan Trovask's history emphasizes that renewal and old druidic magic persist alongside the region's destruction.","category":"Places","id":"927cb3b1-f52f-43e6-903c-445261da670a","illustration":{"alt":"Embershade Marshes","caption":"Embershade Marshes","height":1024,"src":"assets/embershade-art.webp","visibility":"player","width":1536},"links":["08818a53-cd19-4899-90ed-ad25dfb68857","46b369a0-dd37-4325-b48a-523193d9b3d8","mirehart"],"raceRelated":[],"sections":[{"body":"The marshes extend roughly 250 miles along the coast and 75 miles inland, forming a shallow crescent between the sea and the basin's interior. Stagnant water, mud, bogs, and quicksand surround twisted trees hung with moss. Mist limits visibility, while luminous fungi and algae brighten the darkness.\n\nGiant insects and amphibians thrive here, alongside carnivorous plants and predators both ordinary and magical. Local people domesticate the goat-like @[Mirehart|mirehart] for transport. Its slightly longer, thicker legs and gripping hooves split into three narrow sections are adapted to ground beneath the muck. Lizardfolk, Anurians, bullywugs, and Darkscale Kobolds live within the region, along with humans and other peoples adapted to swamp conditions.","heading":"Landscape and living things","illustration":{"alt":"Moss, luminous growth and swamp life","caption":"Moss, luminous growth and swamp life","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/embershade-moss-fungi-living-darkness.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The former forest supported the druidic settlement of @[Emberheart Hallow|08818a53-cd19-4899-90ed-ad25dfb68857]. Zalathax’valanrith destroyed Emberheart Hallow in 989 DE. The transformation left lingering magic as well as ruined buildings and altered ecology.\n\nThe hollow remains of the Emberheart Tree once housed a powerful gem. The dragon's huge skeleton is now occupied by Darkscale Kobolds. Elsewhere, sunken ruins preserve traces of the druidic community. The Honeywash River is an important route through the wetlands.\n\n@[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8] stands on the eastern edge. Rikkets lies near the southeastern coast; Downwater is a southern-central trapping village, while scholars gather at Braydon around a submerged tower.","heading":"Destruction and surviving places","illustration":{"alt":"Ordinary work within the dragon’s remains","caption":"Ordinary work within the dragon’s remains","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/embershade-dragon-rib-household-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Guides and @[Mireharts|mirehart] make swamp travel more manageable, but unstable ground, hostile creatures, and confusing waterways remain serious hazards. The Long Road follows the eastern edge and offers a safer alternative to crossing the marsh directly.\n\nRare herbs, alchemical ingredients, swamp timber, skins, venom, and recovered artifacts support local trade. Burgan Trovask's history emphasizes that renewal and old druidic magic persist alongside the region's destruction.","heading":"Travel and resources","illustration":{"alt":"Guided gathering along an uncertain swamp route","caption":"Guided gathering along an uncertain swamp route","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/embershade-guided-resource-gathering-mirehart.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The Embershade Marshes occupy a broad stretch of the Embervale Basin's southern coast, where a black dragon's destruction turned forest into wetland. Settlements, dangerous wildlife, and the drowned remains of Emberheart Hallow now share the swamp.","title":"Embershade Marshes","type":"Location","visibility":"player"},{"body":"Mountains and Watersheds\nThe basin is roughly triangular, with a southern coastline about 500 miles long and a northern apex extending approximately 600–700 miles inland. The Kirthhian Divide forms its western boundary. To the east, Karthikan Ridge is a 200–300-mile spur of the Shiltar Range.\n\nLake Emberholm receives the Silverrun from the western mountains and the Thornbrook from Karthikan Ridge. The Honeywash flows south from the lake, through the swamp and toward the coast. The Grimflow enters from the east, crossing the Ash before reaching the wetlands.\n\nMarsh, Wasteland and Greenway\nThe Embershade Marshes occupy much of the southern basin in a wide, shallow coastal crescent. They extend roughly 250 miles along the coast and 75 miles inland, forming a difficult natural barrier between the sea and the basin’s interior.\n\nEast of the marshes lies the Ash, a magically devastated region largely associated with the Iron Tusk Confederacy. A portion reaches into the basin below the southern end of Karthikan Ridge.\n\nBetween the marsh and wasteland, the Greenway offers patchy forests and grassland. Its comparatively ordinary environment supports safer passage and forms a transition between the two more extreme landscapes.\n\nThe Long Road\nThe Long Road follows the Greenway between the swamp and the Ash. It leads south toward Haven and northwest through a pass in the Kirthhian Divide, with a branch north to Pultin. The mountain crossing is demanding but manageable, keeping the basin connected to lands beyond the western range.\n\nTrade along this route serves settlements with very different livelihoods, from farming and fishing to scholarship and swamp-resource gathering. The wetlands support both lawful commerce and illicit activity.\n\nSettlements Around the Basin\nPultin, the largest city, stands on Lake Emberholm’s northwestern shore. Honeywood lies south of the lake beside the Honeywash. Esau is a fishing village where that river enters the swamp.\n\n@[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8] is a stilt village on the swamp’s eastern edge along the Long Road. Rikkets occupies the eastern marsh coast, while Downwater is a trapping community farther into the southern wetlands.\n\nHester’s herbalists live along the northern swamp edge, northeast of Honeywood. Manlon farms the western side of the wetlands near the Kirthhian Divide’s foothills. Braydon’s scholarly settlement surrounds a sunken tower in the western swamp. Gantry is a traders’ town southwest of the marshes on the Long Road.\n\nThe wider region preserves traces of ancient druidic settlement and draconic influence. Its unusual plants, animals and varied levels of settlement remain defining features of travel through the basin.","category":"Places","id":"0a280549-4ec6-4302-aa8b-458280842be0","illustration":{"alt":"Embervale Basin landscape","caption":"Embervale Basin landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/embervale-greenway-basin-hero.avif","visibility":"player","width":1536},"links":["46b369a0-dd37-4325-b48a-523193d9b3d8"],"raceRelated":[],"sections":[{"body":"The basin is roughly triangular, with a southern coastline about 500 miles long and a northern apex extending approximately 600–700 miles inland. The Kirthhian Divide forms its western boundary. To the east, Karthikan Ridge is a 200–300-mile spur of the Shiltar Range.\n\nLake Emberholm receives the Silverrun from the western mountains and the Thornbrook from Karthikan Ridge. The Honeywash flows south from the lake, through the swamp and toward the coast. The Grimflow enters from the east, crossing the Ash before reaching the wetlands.","heading":"Mountains and Watersheds","illustration":{"alt":"The western river entering Lake Emberholm","caption":"The western river entering Lake Emberholm","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/embervale-lake-incoming-western-river.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Embershade Marshes occupy much of the southern basin in a wide, shallow coastal crescent. They extend roughly 250 miles along the coast and 75 miles inland, forming a difficult natural barrier between the sea and the basin’s interior.\n\nEast of the marshes lies the Ash, a magically devastated region largely associated with the Iron Tusk Confederacy. A portion reaches into the basin below the southern end of Karthikan Ridge.\n\nBetween the marsh and wasteland, the Greenway offers patchy forests and grassland. Its comparatively ordinary environment supports safer passage and forms a transition between the two more extreme landscapes.","heading":"Marsh, Wasteland and Greenway","illustration":{"alt":"Travel through the Greenway’s patchy woodland","caption":"Travel through the Greenway’s patchy woodland","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/embervale-greenway-patchwork-travel.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Long Road follows the Greenway between the swamp and the Ash. It leads south toward Haven and northwest through a pass in the Kirthhian Divide, with a branch north to Pultin. The mountain crossing is demanding but manageable, keeping the basin connected to lands beyond the western range.\n\nTrade along this route serves settlements with very different livelihoods, from farming and fishing to scholarship and swamp-resource gathering. The wetlands support both lawful commerce and illicit activity.","heading":"The Long Road","illustration":{"alt":"The Long Road crossing the western mountains","caption":"The Long Road crossing the western mountains","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/embervale-long-road-western-pass.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Pultin, the largest city, stands on Lake Emberholm’s northwestern shore. Honeywood lies south of the lake beside the Honeywash. Esau is a fishing village where that river enters the swamp.\n\n@[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8] is a stilt village on the swamp’s eastern edge along the Long Road. Rikkets occupies the eastern marsh coast, while Downwater is a trapping community farther into the southern wetlands.\n\nHester’s herbalists live along the northern swamp edge, northeast of Honeywood. Manlon farms the western side of the wetlands near the Kirthhian Divide’s foothills. Braydon’s scholarly settlement surrounds a sunken tower in the western swamp. Gantry is a traders’ town southwest of the marshes on the Long Road.\n\nThe wider region preserves traces of ancient druidic settlement and draconic influence. Its unusual plants, animals and varied levels of settlement remain defining features of travel through the basin.","heading":"Settlements Around the Basin","visibility":"player"}],"summary":"Embervale Basin lies between the Kirthhian Divide and Karthikan Ridge, enclosing Lake Emberholm and a broad southern coast. Its roads connect ordinary farms and woodlands with the dangerous Embershade Marshes and the magically scarred Ash.","title":"Embervale Basin","type":"Location","visibility":"player"},{"body":"Family and court\nHaziz is the son of Faruk Shabann el Bashir. His wife, Empress Leila, is a twenty-six-year-old human described as intelligent and graceful. They have a ten-year-old son, Prince Farid, and six-year-old twin daughters, Princesses Soraya and Samira.\n\nGrand Vizier Amarro, an elderly elf, leads among a council of specialist advisers on finance, politics, education, and civic affairs.\n\nLaw, defense, and diplomacy\nAlthough Haziz retains ultimate power, the courts handle ordinary legal business. Indentured servitude and gladiatorial combat at Baz’Katar remain embedded in Halar’s judicial and cultural systems.\n\nHe takes an active interest in defending the strategically important port, contributes to planning, and occasionally joins training exercises. Criticism from Haven over Halar’s justice system has led him to reduce trade with that region and seek alternative partners, asserting Halar’s independence while diversifying its economy.\n\nPublic life\nThe Emperor supports local artists, pursues scholarly interests, and enjoys strategy games. He frequently attends public festivals with his family. His favorable public image emphasizes a ruler balancing inherited customs with change, though that reputation does not erase the contested practices of his legal system.","category":"People","id":"d6a63444-58aa-4446-a126-c57dabfab221","identityIllustration":{"alt":"Emperor Al’ Haziz","caption":"Emperor Al’ Haziz","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/emperor-haziz-ref.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Haziz is the son of Faruk Shabann el Bashir. His wife, Empress Leila, is a twenty-six-year-old human described as intelligent and graceful. They have a ten-year-old son, Prince Farid, and six-year-old twin daughters, Princesses Soraya and Samira.\n\nGrand Vizier Amarro, an elderly elf, leads among a council of specialist advisers on finance, politics, education, and civic affairs.","heading":"Family and court","visibility":"player"},{"body":"Although Haziz retains ultimate power, the courts handle ordinary legal business. Indentured servitude and gladiatorial combat at Baz’Katar remain embedded in Halar’s judicial and cultural systems.\n\nHe takes an active interest in defending the strategically important port, contributes to planning, and occasionally joins training exercises. Criticism from Haven over Halar’s justice system has led him to reduce trade with that region and seek alternative partners, asserting Halar’s independence while diversifying its economy.","heading":"Law, defense, and diplomacy","visibility":"player"},{"body":"The Emperor supports local artists, pursues scholarly interests, and enjoys strategy games. He frequently attends public festivals with his family. His favorable public image emphasizes a ruler balancing inherited customs with change, though that reputation does not erase the contested practices of his legal system.","heading":"Public life","visibility":"player"}],"summary":"Emperor Al’ Haziz, commonly called Haziz, rules Halar with absolute authority tempered by advisers and a structured judiciary. A Fire Genasi in his late twenties, he seeks to preserve the port’s traditions while directing its defense, trade, and cultural life.","title":"Emperor Al’ Haziz Abboud Muhandi Iban Faruk Shabann el Bashir","type":"Person","visibility":"player"},{"body":"Mountain and forge\nFastenbard rises among the range’s southern snow-covered peaks. Mithril and adamantium feed its forges and trade. Harsh winters, avalanches, and creatures in the deep mountain passages make travel dangerous.\n\nWater and borders\nThe range borders Hythiran Province on the west. Ravenwood’s Aprian Run is described as flowing down from Far'Thak. Fastenbard’s political relationship with neighboring Hythiran communities includes unresolved territorial and resource disputes.\n\nThe disputed river border\nA valuable mithril mine near the southern border has become a point of contention after a river changed course. @[Elrohan Valara|f16c166f-3f6d-4559-bfc0-1591db59b549] resists efforts to establish an updated boundary, regarding the mine as essential to Hythiran’s wealth and security. Minor skirmishes with @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653] have remained contained but have strained relations.","category":"Places","id":"71302836-f777-469c-b91e-e106a87f7e1f","illustration":{"alt":"Far'Thak’s snow peaks and mountain trade","caption":"Far'Thak’s snow peaks and mountain trade","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/farthak-snow-forge-range-hero.avif","visibility":"player","width":1536},"links":["bd8d33dd-f336-4f27-906e-ec835d298653","f16c166f-3f6d-4559-bfc0-1591db59b549"],"raceRelated":[],"sections":[{"body":"Fastenbard rises among the range’s southern snow-covered peaks. Mithril and adamantium feed its forges and trade. Harsh winters, avalanches, and creatures in the deep mountain passages make travel dangerous.","heading":"Mountain and forge","visibility":"player"},{"body":"The range borders Hythiran Province on the west. Ravenwood’s Aprian Run is described as flowing down from Far'Thak. Fastenbard’s political relationship with neighboring Hythiran communities includes unresolved territorial and resource disputes.","heading":"Water and borders","visibility":"player"},{"body":"A valuable mithril mine near the southern border has become a point of contention after a river changed course. @[Elrohan Valara|f16c166f-3f6d-4559-bfc0-1591db59b549] resists efforts to establish an updated boundary, regarding the mine as essential to Hythiran’s wealth and security. Minor skirmishes with @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653] have remained contained but have strained relations.","heading":"The disputed river border","visibility":"player"}],"summary":"Far'Thak is a mineral-rich mountain range of Kirth, home to Fastenbard and a boundary of Hythiran Province.","title":"Far'Thak","type":"Location","visibility":"player"},{"body":"Mountains, mines, and founding\nFastenbard spans stone buildings above ground and extensive tunnels within the mountains of the Ironhold Marches. Rich mithril and adamantium deposits supply its forges. Finished weapons, artifacts, and metalwork command high prices across Dorn, sustaining trade despite the city's isolation.\n\nA founding legend credits a young dwarf named Harald with discovering a vein of pure mithril gleaming in moonlight. The find drew miners and helped turn a small outpost into a fortress city. Harsh winters, avalanches, and creatures beneath the mountains remain persistent dangers.\n\nCouncil, faith, and households\nThe Council of Elders represents the forge houses, making and enforcing local law under the oversight of Highshield Bearer @[Boren Steelgrasp|fec9e17b-5b68-4ae3-bf0b-b54d2f8a974a]. Families and communal halls remain central to social life. Feasts, ancestral songs, and memorial rites reinforce obligations between generations.\n\nThardrum, guardian of the Divine Forge, is the city's principal deity. Hammer strokes, crafting chants, and furnace ceremonies carry religious meaning as well as practical purpose. The Grand Forge is both a productive workshop and a sacred place.\n\nForge houses\nLosthammer preserves early history, guarded lore, and stories of the Lost Forge. Blackanvil develops unusual dark alloys by combining inherited techniques with experimentation. Stoneforge builds the gates, walls, and other major structures. Ironbeard is valued for dependable ironwork. Silverbind produces intricately worked silver pieces, Bronzehelm specializes in armor and shields, and Goldentouch creates gilded jewelry and ceremonial work.\n\nDarksteel operates the large brewery and distillery associated with Forge Fire Whiskey and Stonebrew Ale. Fastenbard’s brewing traditions also name Stonebrew, known for Mountain Ale and Far'Thak Fire Whiskey.\n\n@[Kaldras Losthammer|kaldras] comes from the Losthammer lorekeeping family and was expected to follow its vocation.\n\nDistricts and landmarks\nMithrilcore is the civic center, containing the Council Chambers, Monument of Founders, and Ancestral Library. Forge's Embrace houses the Grand Forge, Blackanvil Alloys, and Bronzehelm Armory. Miner's Reach extends into the mountain roots, with Deepvein Mithril Mine, Adamantium Cavern, Miner's Rest Tavern, and the Darksteel brewing complex.\n\nTrade's Respite brings together the Silverbind Jewel Market, Trade Council, and Far'Thak Goods Emporium. Guardian's Watch contains Sentinel's Peak Barracks, the High Sentinel's Tower, and Shieldbearer's Hall. Ancestor's Rest preserves the Hall of the Fallen, Pillars of Memory, and Thardrum's Sacred Altar.\n\nStonehome Residences links homes, halls, and plazas. Losthammer Hall, the Blackanvil residences, and Stoneforge Square lie here. Sentinel's Peak provides a major lookout over the surrounding country.\n\nGates and defenses\nThe enchanted Glorious Hearthgate admits trade and official visitors through the main entrance. Reinforced Guardian Walls, battlements, watchtowers, and stake-filled or concealed trenches protect the surface. Warning bells and signal fires coordinate mobilization. Ancient rituals can animate enormous Stone Sentinels at key positions.\n\nThe Hammers, Fastenbard's militia, train under High Sentinel Commander Elara Stonefist. They specialize in mountain warfare and survival. All dwarves receive basic defensive instruction; elite response squads use concealed passages to counter breaches. Trained cave bears and other mountain beasts support the defenders when necessary.\n\nGeomancers and engineers can trigger controlled avalanches to close approaches. Other defenses include collapsing passages, swinging blades, pit traps, flammable oils, and noxious gases. Thardrum's clerics supply barriers, healing, and blessings. Diplomats and spies seek warning of dangers before armies reach the mountain.\n\nFastenbard: House, Craft and Civic Life\nThe forge city is sustained by overlapping loyalties to households, trades, ancestors and the public institutions of the mountain.\n\nA city larger than its mines\nFastenbard's wealth begins in the Far'Thak Mountains but does not end at the mine mouth. Ore must be extracted, moved, refined and worked. Tools, food, clothing, transport and care support the people doing that labor. The city's celebrated artifacts are the visible outcome of a much wider social economy.\n\nThe founding tale of Harald's mithril discovery remains important, especially in public teaching, but the city's growth depended on generations who turned a promising outpost into a place where households could remain. Surface structures and underground districts developed together, with work and residence distributed according to access, safety and the demands of particular trades.\n\nThe forge house\nA forge house combines lineage, property, training and commercial reputation. Its members may share ancestry, but the institution also depends on apprentices, spouses, adopted kin and long-serving workers. A house's name on an object promises a standard the individual maker is expected to uphold.\n\nThis arrangement can protect a young craftsperson by giving their work a trusted market. It can also conceal individual achievement behind a powerful collective name. Fastenbard's most respected masters record the makers responsible for exceptional work, while less generous ones treat all success as evidence of the house's wisdom.\n\nThe houses differ in specialization and public identity. Blackanvil's metallurgy, Stoneforge's construction and Silverbind's artistic craft give them distinct interests even when they agree on the city's wider prosperity. A debate over public expenditure can therefore be a debate over which kind of work will be recognized and paid.\n\nLearning the mountain\nChildren are taught the practical habits of living in Fastenbard alongside family history and religion. They learn signals, safe movement through working areas and the importance of leaving passages clear. Basic defense training is part of civic life, but so is knowing when not to interfere with someone performing a dangerous task.\n\nApprenticeship traditionally begins through a household connection. Public instruction and cross-house placements have widened access, especially for skills needed throughout the city. Masters still disagree over how much knowledge should be shared outside a house. The argument concerns livelihood and identity as well as pride.\n\nThardrum in daily practice\nWorship of Thardrum is woven into the rhythms of making. The Grand Forge's ceremonies give public form to beliefs also practiced in smaller workshops: attention to materials, responsibility for work and gratitude for the skill of those who taught it.\n\nReligious observance does not make every smith devout or every commercial decision honorable. It provides a language in which craftsmanship can be judged as more than profitable output. A deliberately concealed defect is condemned not only because it cheats a purchaser but because it misuses the trust placed in a maker.\n\nAncestor's Rest preserves the dead through names, stories and household observance. Memorials include miners, carriers and domestic workers alongside celebrated masters. Some households maintain this breadth conscientiously; others give their most prestigious ancestors far more space.\n\nGovernment and public duty\nThe Council of Elders and Highshield Bearer Boren Steelgrasp stand above a city whose major houses possess substantial independent influence. Public decisions require cooperation among people who command resources the government cannot simply replace.\n\nThe Hammers, under High Sentinel Elara Stonefist, embody another form of civic authority: defense organized for the city rather than for one house alone. Their mountain training and knowledge of conditions are respected even by citizens who dispute particular policies.\n\nNo household can provide every service it needs. Shared defenses, passages, water management and emergency preparations make Fastenbard a common undertaking, despite the strong identities of its constituent houses.\n\nRelations beyond the gates\nTrade carries Fastenbard's work across Dorn and brings outside goods, ideas and grievances back through its gates. The dispute with Hythiran authorities complicates relationships that many merchants and craftspeople would prefer to keep practical. A customer can admire dwarven work while repeating Elrohan Valara's suspicions, leaving the person selling it to decide whether the bargain is worth the insult.\n\nThe River Survey has given officials a more precise basis for limiting confrontation without ending the territorial disagreement. For ordinary households, its value is measured in fewer interrupted journeys and less uncertainty about whether work can continue.\n\nBorders, roads and work abroad\nRelations with Elrohan Valara’s Hythiran government have included contained skirmishes and disputes over a valuable mithril mine near the southern Far'Thak border. A river’s changing course shifted the boundary and complicated ownership; efforts to establish a stable border met resistance. The later River Survey addresses this dispute without erasing its earlier causes.\n\nThe road toward Haven passes through Blackwater. Fastenbard’s Blackanvil Forge founded Georgetown’s Sanctum of the Anvil, carrying the city’s craft and religious traditions into the port. High Loremaster Tordek Blackanvil, born in Fastenbard, belongs to that family and later settled at the Sanctum.\n\nThe Thunder Kings\nThe Fastenbard Thunder Kings represent dwarven agility and stubborn defense in @[Ironball|e7b617a4-e217-4089-b544-77aba394fcef]. Striker Thordrin Ironbeard is a celebrated scorer, using a low center of gravity and explosive speed to outmaneuver larger players. His flamboyant celebrations have made him a favorite with supporters.\n\nA northern kingdom with southern relatives\nFastenbard's closeness to Strombard is visible first in household arrangements. Spare rooms in established houses are often kept for relatives arriving from the south; a visiting aunt may have more authority over an apprentice's behavior than the formal host who signed the placement. Marriage, fostering, adoption and long apprenticeships have produced families whose members speak of two homes without claiming that the two states are one.\n\nKinship travels through actual people, not merely agreements between the most prestigious houses. A carrier can find lodging through a mother's cousin; a widow may receive support from both cities; an elderly craftsperson may retire where their grown children live. Families maintain copies of important household records in both places because inheritance, guardianship and the care of the dead can cross a political border.\n\nThe institutional expression is reciprocal recognition of household sponsorship. A recognized sponsor can support an apprentice or dependent arriving from the other kingdom without requiring the newcomer to prove their entire family history again. This is not unrestricted citizenship or automatic guild admission. A house must still provide training, and civic officers can still refuse unsafe work. The ease of movement gives well-connected families a considerable advantage, which unrelated newcomers rightly notice.\n\nThe cost of being a forge city\nThe surrounding Hythiran country influences Fastenbard even during political distrust. The forge city needs food, timber, fodder and transport. Its public arguments therefore include the price of bread and the repair of approach roads, not only access to exceptional metals. During difficult border periods, households shorten apprentices' hours rather than feed the furnaces at the expense of their stores; wealthy houses can absorb the interruption more easily than small workshops.\n\nSupply workers give formal testimony in decisions affecting gates and freight. The Trade Council hears carriers, storekeepers and food sellers alongside prestigious exporters. Blackanvil and Silverbind may agree about protecting trade while disagreeing sharply over which contracts should receive scarce transport.\n\nFaith in the finished object\nFastenbard honors Thardrum through an annual public exhibition of objects still working after decades of use. A repaired gate hinge, cooking vessel or prosthetic aid can be honored beside a masterwork blade. Owners explain how an object served a household; makers explain what failed and what was changed. The exhibition is a Fastenbard observance, distinct from the Night of Repaired Things celebrated in Georgetown's Anvil Rooms.\n\nIts social edge is deliberate. Masters who praise honest craft must hear the users of their work, and domestic labor gains a place in a city inclined to celebrate the forge. Some houses would prefer a competition of expensive masterpieces. Others argue that the clearest proof of Thardrum's blessing is something ordinary that continues to serve.\n\nPresent condition\nFastenbard is prosperous and capable, but its prestige does not remove dependence on neighbors. The River Survey offers a practical model for cooperation that hawkish elders regard as humiliating. Strombard relatives provide sympathy, credit and influential introductions, but cannot simply settle the Hythiran dispute from afar. The relationship is strongest when it supports ordinary households and weakest when a wealthy cousin assumes affection entitles them to a public contract.","category":"Places","id":"bd8d33dd-f336-4f27-906e-ec835d298653","illustration":{"alt":"Fastenbard, work at the Grand Forge","caption":"Fastenbard, work at the Grand Forge","height":1086,"layout":"landscape","src":"assets/worldbook/fastenbard-grand-forge.avif","visibility":"player","width":1448},"links":["e7b617a4-e217-4089-b544-77aba394fcef","fec9e17b-5b68-4ae3-bf0b-b54d2f8a974a","kaldras"],"raceRelated":[],"sections":[{"body":"Fastenbard spans stone buildings above ground and extensive tunnels within the mountains of the Ironhold Marches. Rich mithril and adamantium deposits supply its forges. Finished weapons, artifacts, and metalwork command high prices across Dorn, sustaining trade despite the city's isolation.\n\nA founding legend credits a young dwarf named Harald with discovering a vein of pure mithril gleaming in moonlight. The find drew miners and helped turn a small outpost into a fortress city. Harsh winters, avalanches, and creatures beneath the mountains remain persistent dangers.","heading":"Mountains, mines, and founding","illustration":{"alt":"Mithril workings beneath Fastenbard","caption":"Mithril workings beneath Fastenbard","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/fastenbard-mithril-mine.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Council of Elders represents the forge houses, making and enforcing local law under the oversight of Highshield Bearer @[Boren Steelgrasp|fec9e17b-5b68-4ae3-bf0b-b54d2f8a974a]. Families and communal halls remain central to social life. Feasts, ancestral songs, and memorial rites reinforce obligations between generations.\n\nThardrum, guardian of the Divine Forge, is the city's principal deity. Hammer strokes, crafting chants, and furnace ceremonies carry religious meaning as well as practical purpose. The Grand Forge is both a productive workshop and a sacred place.","heading":"Council, faith, and households","illustration":{"alt":"Fastenbard’s forge-house elders in council","caption":"Fastenbard’s forge-house elders in council","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/fastenbard-council-elders.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Losthammer preserves early history, guarded lore, and stories of the Lost Forge. Blackanvil develops unusual dark alloys by combining inherited techniques with experimentation. Stoneforge builds the gates, walls, and other major structures. Ironbeard is valued for dependable ironwork. Silverbind produces intricately worked silver pieces, Bronzehelm specializes in armor and shields, and Goldentouch creates gilded jewelry and ceremonial work.\n\nDarksteel operates the large brewery and distillery associated with Forge Fire Whiskey and Stonebrew Ale. Fastenbard’s brewing traditions also name Stonebrew, known for Mountain Ale and Far'Thak Fire Whiskey.\n\n@[Kaldras Losthammer|kaldras] comes from the Losthammer lorekeeping family and was expected to follow its vocation.","heading":"Forge houses","illustration":{"alt":"Silverbind’s intricate metalwork","caption":"Silverbind’s intricate metalwork","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/fastenbard-forge-house-silverbind.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Mithrilcore is the civic center, containing the Council Chambers, Monument of Founders, and Ancestral Library. Forge's Embrace houses the Grand Forge, Blackanvil Alloys, and Bronzehelm Armory. Miner's Reach extends into the mountain roots, with Deepvein Mithril Mine, Adamantium Cavern, Miner's Rest Tavern, and the Darksteel brewing complex.\n\nTrade's Respite brings together the Silverbind Jewel Market, Trade Council, and Far'Thak Goods Emporium. Guardian's Watch contains Sentinel's Peak Barracks, the High Sentinel's Tower, and Shieldbearer's Hall. Ancestor's Rest preserves the Hall of the Fallen, Pillars of Memory, and Thardrum's Sacred Altar.\n\nStonehome Residences links homes, halls, and plazas. Losthammer Hall, the Blackanvil residences, and Stoneforge Square lie here. Sentinel's Peak provides a major lookout over the surrounding country.","heading":"Districts and landmarks","visibility":"player"},{"body":"The enchanted Glorious Hearthgate admits trade and official visitors through the main entrance. Reinforced Guardian Walls, battlements, watchtowers, and stake-filled or concealed trenches protect the surface. Warning bells and signal fires coordinate mobilization. Ancient rituals can animate enormous Stone Sentinels at key positions.\n\nThe Hammers, Fastenbard's militia, train under High Sentinel Commander Elara Stonefist. They specialize in mountain warfare and survival. All dwarves receive basic defensive instruction; elite response squads use concealed passages to counter breaches. Trained cave bears and other mountain beasts support the defenders when necessary.\n\nGeomancers and engineers can trigger controlled avalanches to close approaches. Other defenses include collapsing passages, swinging blades, pit traps, flammable oils, and noxious gases. Thardrum's clerics supply barriers, healing, and blessings. Diplomats and spies seek warning of dangers before armies reach the mountain.","heading":"Gates and defenses","illustration":{"alt":"The Glorious Hearthgate and Stone Sentinels","caption":"The Glorious Hearthgate and Stone Sentinels","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/fastenbard-hearthgate-sentinels.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The forge city is sustained by overlapping loyalties to households, trades, ancestors and the public institutions of the mountain.","heading":"Fastenbard: House, Craft and Civic Life","visibility":"player"},{"body":"Fastenbard's wealth begins in the Far'Thak Mountains but does not end at the mine mouth. Ore must be extracted, moved, refined and worked. Tools, food, clothing, transport and care support the people doing that labor. The city's celebrated artifacts are the visible outcome of a much wider social economy.\n\nThe founding tale of Harald's mithril discovery remains important, especially in public teaching, but the city's growth depended on generations who turned a promising outpost into a place where households could remain. Surface structures and underground districts developed together, with work and residence distributed according to access, safety and the demands of particular trades.","heading":"A city larger than its mines","visibility":"player"},{"body":"A forge house combines lineage, property, training and commercial reputation. Its members may share ancestry, but the institution also depends on apprentices, spouses, adopted kin and long-serving workers. A house's name on an object promises a standard the individual maker is expected to uphold.\n\nThis arrangement can protect a young craftsperson by giving their work a trusted market. It can also conceal individual achievement behind a powerful collective name. Fastenbard's most respected masters record the makers responsible for exceptional work, while less generous ones treat all success as evidence of the house's wisdom.\n\nThe houses differ in specialization and public identity. Blackanvil's metallurgy, Stoneforge's construction and Silverbind's artistic craft give them distinct interests even when they agree on the city's wider prosperity. A debate over public expenditure can therefore be a debate over which kind of work will be recognized and paid.","heading":"The forge house","illustration":{"alt":"Recognizing a maker’s work within a forge house","caption":"Recognizing a maker’s work within a forge house","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/fastenbard-forge-house-maker-recognition.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Children are taught the practical habits of living in Fastenbard alongside family history and religion. They learn signals, safe movement through working areas and the importance of leaving passages clear. Basic defense training is part of civic life, but so is knowing when not to interfere with someone performing a dangerous task.\n\nApprenticeship traditionally begins through a household connection. Public instruction and cross-house placements have widened access, especially for skills needed throughout the city. Masters still disagree over how much knowledge should be shared outside a house. The argument concerns livelihood and identity as well as pride.","heading":"Learning the mountain","illustration":{"alt":"Public apprenticeship and safe passage instruction","caption":"Public apprenticeship and safe passage instruction","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/fastenbard-public-passage-work-instruction.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Worship of Thardrum is woven into the rhythms of making. The Grand Forge's ceremonies give public form to beliefs also practiced in smaller workshops: attention to materials, responsibility for work and gratitude for the skill of those who taught it.\n\nReligious observance does not make every smith devout or every commercial decision honorable. It provides a language in which craftsmanship can be judged as more than profitable output. A deliberately concealed defect is condemned not only because it cheats a purchaser but because it misuses the trust placed in a maker.\n\nAncestor's Rest preserves the dead through names, stories and household observance. Memorials include miners, carriers and domestic workers alongside celebrated masters. Some households maintain this breadth conscientiously; others give their most prestigious ancestors far more space.","heading":"Thardrum in daily practice","visibility":"player"},{"body":"The Council of Elders and Highshield Bearer Boren Steelgrasp stand above a city whose major houses possess substantial independent influence. Public decisions require cooperation among people who command resources the government cannot simply replace.\n\nThe Hammers, under High Sentinel Elara Stonefist, embody another form of civic authority: defense organized for the city rather than for one house alone. Their mountain training and knowledge of conditions are respected even by citizens who dispute particular policies.\n\nNo household can provide every service it needs. Shared defenses, passages, water management and emergency preparations make Fastenbard a common undertaking, despite the strong identities of its constituent houses.","heading":"Government and public duty","visibility":"player"},{"body":"Trade carries Fastenbard's work across Dorn and brings outside goods, ideas and grievances back through its gates. The dispute with Hythiran authorities complicates relationships that many merchants and craftspeople would prefer to keep practical. A customer can admire dwarven work while repeating Elrohan Valara's suspicions, leaving the person selling it to decide whether the bargain is worth the insult.\n\nThe River Survey has given officials a more precise basis for limiting confrontation without ending the territorial disagreement. For ordinary households, its value is measured in fewer interrupted journeys and less uncertainty about whether work can continue.","heading":"Relations beyond the gates","visibility":"player"},{"body":"Relations with Elrohan Valara’s Hythiran government have included contained skirmishes and disputes over a valuable mithril mine near the southern Far'Thak border. A river’s changing course shifted the boundary and complicated ownership; efforts to establish a stable border met resistance. The later River Survey addresses this dispute without erasing its earlier causes.\n\nThe road toward Haven passes through Blackwater. Fastenbard’s Blackanvil Forge founded Georgetown’s Sanctum of the Anvil, carrying the city’s craft and religious traditions into the port. High Loremaster Tordek Blackanvil, born in Fastenbard, belongs to that family and later settled at the Sanctum.","heading":"Borders, roads and work abroad","visibility":"player"},{"body":"The Fastenbard Thunder Kings represent dwarven agility and stubborn defense in @[Ironball|e7b617a4-e217-4089-b544-77aba394fcef]. Striker Thordrin Ironbeard is a celebrated scorer, using a low center of gravity and explosive speed to outmaneuver larger players. His flamboyant celebrations have made him a favorite with supporters.","heading":"The Thunder Kings","visibility":"player"},{"heading":"A northern kingdom with southern relatives","body":"Fastenbard's closeness to Strombard is visible first in household arrangements. Spare rooms in established houses are often kept for relatives arriving from the south; a visiting aunt may have more authority over an apprentice's behavior than the formal host who signed the placement. Marriage, fostering, adoption and long apprenticeships have produced families whose members speak of two homes without claiming that the two states are one.\n\nKinship travels through actual people, not merely agreements between the most prestigious houses. A carrier can find lodging through a mother's cousin; a widow may receive support from both cities; an elderly craftsperson may retire where their grown children live. Families maintain copies of important household records in both places because inheritance, guardianship and the care of the dead can cross a political border.\n\nThe institutional expression is reciprocal recognition of household sponsorship. A recognized sponsor can support an apprentice or dependent arriving from the other kingdom without requiring the newcomer to prove their entire family history again. This is not unrestricted citizenship or automatic guild admission. A house must still provide training, and civic officers can still refuse unsafe work. The ease of movement gives well-connected families a considerable advantage, which unrelated newcomers rightly notice.","visibility":"player"},{"heading":"The cost of being a forge city","body":"The surrounding Hythiran country influences Fastenbard even during political distrust. The forge city needs food, timber, fodder and transport. Its public arguments therefore include the price of bread and the repair of approach roads, not only access to exceptional metals. During difficult border periods, households shorten apprentices' hours rather than feed the furnaces at the expense of their stores; wealthy houses can absorb the interruption more easily than small workshops.\n\nSupply workers give formal testimony in decisions affecting gates and freight. The Trade Council hears carriers, storekeepers and food sellers alongside prestigious exporters. Blackanvil and Silverbind may agree about protecting trade while disagreeing sharply over which contracts should receive scarce transport.","visibility":"player"},{"heading":"Faith in the finished object","body":"Fastenbard honors Thardrum through an annual public exhibition of objects still working after decades of use. A repaired gate hinge, cooking vessel or prosthetic aid can be honored beside a masterwork blade. Owners explain how an object served a household; makers explain what failed and what was changed. The exhibition is a Fastenbard observance, distinct from the Night of Repaired Things celebrated in Georgetown's Anvil Rooms.\n\nIts social edge is deliberate. Masters who praise honest craft must hear the users of their work, and domestic labor gains a place in a city inclined to celebrate the forge. Some houses would prefer a competition of expensive masterpieces. Others argue that the clearest proof of Thardrum's blessing is something ordinary that continues to serve.","visibility":"player"},{"heading":"Present condition","body":"Fastenbard is prosperous and capable, but its prestige does not remove dependence on neighbors. The River Survey offers a practical model for cooperation that hawkish elders regard as humiliating. Strombard relatives provide sympathy, credit and influential introductions, but cannot simply settle the Hythiran dispute from afar. The relationship is strongest when it supports ordinary households and weakest when a wealthy cousin assumes affection entitles them to a public contract.","visibility":"player"}],"summary":"Fastenbard is a dwarven mining and forge city built into the southern Far'Thak Mountains. Its surface fortifications, deep workings, and powerful craft houses support a community organized around skilled labor, ancestral memory, and devotion to Thardrum.","title":"Fastenbard","type":"Settlement","visibility":"player"},{"body":"The Charitable Director\nKren serves as Director of Operations for the @[Order of the Redeemers|order-of-redeemers], supervises relief work, speaks with residents and attracts support for the charity. He presents himself as a thoughtful adviser, listening patiently and offering reassurance. His speaking ability and understanding of people help sustain the Order’s reputation.\n\nHis public guise is a frail, slender elder who appears to be in his late sixties. He stands about 5 feet 6 inches tall, with a balding head, liver-spotted skin and a kindly expression. Plain brown robes and a wooden walking stick complete that unthreatening appearance.","category":"People","id":"5707e053-12a5-4c87-812d-82b8c38a7a66","identityIllustration":{"alt":"Father Kren","caption":"Father Kren","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/father-kren-ref.avif","visibility":"player","width":900},"links":["order-of-redeemers"],"raceRelated":[],"sections":[{"body":"Kren serves as Director of Operations for the @[Order of the Redeemers|order-of-redeemers], supervises relief work, speaks with residents and attracts support for the charity. He presents himself as a thoughtful adviser, listening patiently and offering reassurance. His speaking ability and understanding of people help sustain the Order’s reputation.\n\nHis public guise is a frail, slender elder who appears to be in his late sixties. He stands about 5 feet 6 inches tall, with a balding head, liver-spotted skin and a kindly expression. Plain brown robes and a wooden walking stick complete that unthreatening appearance.","heading":"The Charitable Director","visibility":"player"}],"summary":"Father Kren is publicly known as Director of Operations for the Order of the Redeemers. His patient manner, relief work and reputation for thoughtful advice sustain the charity’s public standing.","title":"Father Kren","type":"Person","visibility":"player"},{"body":"Ferrin\nFerrin is a male elf with a stocky build and a thick, well-kept beard. Practical and exacting, he handles ordering, business arrangements and daytime operations. He takes particular care over ingredients and recipes, making food quality central to his work.\n\nCyran\nCyran is a male air genasi. He runs late-night service, serves refined spirits and hosts the tavern’s open singing. His enthusiasm for music and sociable manner encourage both performers and listeners to feel welcome.\n\nA Shared Home and Business\nThe two fell in love over a meal at Hope’s Delight about twenty years ago and later bought it together. They remain partners in life and business, combining Ferrin’s orderly approach with Cyran’s spontaneity. Their aim is a hospitable place where locals and travelers can eat, drink and enjoy one another’s company.","category":"People","id":"94f9a62c-7d86-4f98-84a0-468174c6b10d","illustration":{"alt":"Ferrin and Cyran Luric","caption":"Ferrin and Cyran Luric","height":1402,"layout":"portrait","src":"assets/worldbook/ferrin-cyran-luric-portrait.avif","visibility":"player","width":1122},"links":[],"raceRelated":[],"sections":[{"body":"Ferrin is a male elf with a stocky build and a thick, well-kept beard. Practical and exacting, he handles ordering, business arrangements and daytime operations. He takes particular care over ingredients and recipes, making food quality central to his work.","heading":"Ferrin","visibility":"player"},{"body":"Cyran is a male air genasi. He runs late-night service, serves refined spirits and hosts the tavern’s open singing. His enthusiasm for music and sociable manner encourage both performers and listeners to feel welcome.","heading":"Cyran","visibility":"player"},{"body":"The two fell in love over a meal at Hope’s Delight about twenty years ago and later bought it together. They remain partners in life and business, combining Ferrin’s orderly approach with Cyran’s spontaneity. Their aim is a hospitable place where locals and travelers can eat, drink and enjoy one another’s company.","heading":"A Shared Home and Business","visibility":"player"}],"summary":"Ferrin and Cyran Luric own Hope’s Delight in the Village of Hope. Their long personal partnership also shapes the division between the tavern’s carefully managed daytime service and lively musical evenings.","title":"Ferrin and Cyran Luric","type":"Person","visibility":"player"},{"body":"Local leadership\nJonas leads Greenhaven, while Roland mediates disputes and represents Blackwater in outside dealings.\n\nThe title takes its character from the community in which it is held. In @[Greenhaven|bda50d53-a2c4-4f74-8a04-806fcf4c6247], @[Jonas Windham|4f7f7da5-8dbd-4d82-a2c1-079a27ddc6f2] is a farmer and craftsman whose standing rests on practical judgment and loyalty to his neighbors. Animal husbandry and woodworking give him firsthand knowledge of the work sustaining its farmsteads.\n\n@[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8] has no formal council or hereditary ruler. Its First Citizen mediates disputes, makes communal decisions and represents the village outside its borders, remaining dependent on residents’ continuing trust. @[Roland Oakley|ad47d9d6-9acf-4e1c-8d22-c4c17289afb1] works alongside those villagers and places their welfare first.","category":"Lore","id":"5ec18420-fa8d-4a84-8a26-37c83045fbad","illustration":{"alt":"First Citizen’s local mediation","caption":"First Citizen’s local mediation","displayScale":"thumbnail","height":440,"layout":"landscape","src":"assets/worldbook/first-citizen-blackwater-mediation.avif","visibility":"player","width":660},"links":["bda50d53-a2c4-4f74-8a04-806fcf4c6247","4f7f7da5-8dbd-4d82-a2c1-079a27ddc6f2","46b369a0-dd37-4325-b48a-523193d9b3d8","ad47d9d6-9acf-4e1c-8d22-c4c17289afb1"],"raceRelated":[],"sections":[{"body":"Jonas leads Greenhaven, while Roland mediates disputes and represents Blackwater in outside dealings.\n\nThe title takes its character from the community in which it is held. In @[Greenhaven|bda50d53-a2c4-4f74-8a04-806fcf4c6247], @[Jonas Windham|4f7f7da5-8dbd-4d82-a2c1-079a27ddc6f2] is a farmer and craftsman whose standing rests on practical judgment and loyalty to his neighbors. Animal husbandry and woodworking give him firsthand knowledge of the work sustaining its farmsteads.\n\n@[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8] has no formal council or hereditary ruler. Its First Citizen mediates disputes, makes communal decisions and represents the village outside its borders, remaining dependent on residents’ continuing trust. @[Roland Oakley|ad47d9d6-9acf-4e1c-8d22-c4c17289afb1] works alongside those villagers and places their welfare first.","heading":"Local leadership","visibility":"player"}],"summary":"First Citizen is a civic leadership title held by Jonas Windham in Greenhaven and Roland Oakley in Blackwater.","title":"First Citizen","type":"Rank","visibility":"player"},{"body":"The Anvil of Eternity\nPronounced Fyoor-gahst, Fjorgast contains the colossal Anvil of Eternity beside the Plane of Fire. Molten stone and metal surround the ever-burning forge, beneath a sky lit with celestial flame. Goliath tradition credits Vulkrandur with shaping the world there.\n\nStorm islands and the connecting path\nNear the Plane of Air, Bragastir governs an expanse of unending storms. Solid islands float through it by her will, housing goliath spirits who serve the two deities after death.\n\nThe Path of Elements joins the contrasting regions through clouds and flame. It expresses their union: the forge’s continued creation and the storm’s restless force belong to one realm rather than rival domains.\n\nThresholds in Rahm’mafal\nGoliath tradition holds that @[Rahm’mafal|1bb5b1e0-0bf8-4f7f-9d9d-f3658ad52a97] is an anchor of Fjorgast in the mortal world. At sacred sites, ritual can bring the two realms close enough for the Trials of Storm-Wrought Worth to touch both.\n\nThe Forge of Hjor’Gandur, associated with Skjaldur’s divine craftsmanship, is said to exist at once on the mountain and within Aediforj, Fjorgast’s divine forge. The Edge of Sky is likewise regarded as a threshold where Bragastir’s thunder can answer the worthy. These connections give the earthly trials their religious significance.","category":"Places","id":"9a9eeb4f-d181-4e81-938c-bac6ad25a1ef","illustration":{"alt":"Fjorgast, the Forge of Storms landscape","caption":"Fjorgast, the Forge of Storms landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/fjorgast-anvil-storm-islands-hero.avif","visibility":"player","width":1536},"links":["1bb5b1e0-0bf8-4f7f-9d9d-f3658ad52a97"],"raceRelated":[],"sections":[{"body":"Pronounced Fyoor-gahst, Fjorgast contains the colossal Anvil of Eternity beside the Plane of Fire. Molten stone and metal surround the ever-burning forge, beneath a sky lit with celestial flame. Goliath tradition credits Vulkrandur with shaping the world there.","heading":"The Anvil of Eternity","visibility":"player"},{"body":"Near the Plane of Air, Bragastir governs an expanse of unending storms. Solid islands float through it by her will, housing goliath spirits who serve the two deities after death.\n\nThe Path of Elements joins the contrasting regions through clouds and flame. It expresses their union: the forge’s continued creation and the storm’s restless force belong to one realm rather than rival domains.","heading":"Storm islands and the connecting path","visibility":"player"},{"body":"Goliath tradition holds that @[Rahm’mafal|1bb5b1e0-0bf8-4f7f-9d9d-f3658ad52a97] is an anchor of Fjorgast in the mortal world. At sacred sites, ritual can bring the two realms close enough for the Trials of Storm-Wrought Worth to touch both.\n\nThe Forge of Hjor’Gandur, associated with Skjaldur’s divine craftsmanship, is said to exist at once on the mountain and within Aediforj, Fjorgast’s divine forge. The Edge of Sky is likewise regarded as a threshold where Bragastir’s thunder can answer the worthy. These connections give the earthly trials their religious significance.","heading":"Thresholds in Rahm’mafal","visibility":"player"}],"summary":"Fjorgast is the divine realm shared by Bragastir and Vulkrandur. Its forge-centered heart and stormbound outer reaches lie between the elemental planes of Fire and Air.","title":"Fjorgast, the Forge of Storms","type":"Location","visibility":"player"},{"body":"The town and its decline\nWest of Ravenwood, at the base of the Kirthian Mountains and downstream from Mistveil Lake, Galion once supported small farms, livestock, and trades dependent on the Blackthorne estate. The family acted as de facto local rulers and provided much of the settlement's economic support. Seasonal traditions, community schooling, and a modest town square gave structure to village life. Wealthier families sent their children to larger towns for further study.\n\nThe Blackthorne daughter disappeared approximately ten years ago. Further deaths and disappearances followed, unraveling the community. Galion has stood empty for about a year. The manor is deserted, fields have grown wild, and the square is surrounded by decaying homes and shops.","category":"Places","id":"6dd1a6e4-fb26-40ee-bdf5-49576cb670d1","illustration":{"alt":"Galion landscape","caption":"Galion landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/galion-abandoned-aprian-manor-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"West of Ravenwood, at the base of the Kirthian Mountains and downstream from Mistveil Lake, Galion once supported small farms, livestock, and trades dependent on the Blackthorne estate. The family acted as de facto local rulers and provided much of the settlement's economic support. Seasonal traditions, community schooling, and a modest town square gave structure to village life. Wealthier families sent their children to larger towns for further study.\n\nThe Blackthorne daughter disappeared approximately ten years ago. Further deaths and disappearances followed, unraveling the community. Galion has stood empty for about a year. The manor is deserted, fields have grown wild, and the square is surrounded by decaying homes and shops.","heading":"The town and its decline","illustration":{"alt":"Galion, a deserted village shop","caption":"Galion, a deserted village shop","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/galion-deserted-small-trade-shop.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Galion is an abandoned settlement on the Aprian Run, built around the Blackthorne family's manor. A daughter's disappearance began a series of unexplained losses that eventually drove away the remaining residents.","title":"Galion","type":"Settlement","visibility":"player"},{"body":"","category":"People","id":"5ae7131f-eda8-4523-9613-ad5bccb68644","identityIllustration":{"alt":"Garin Hawthorne","caption":"Garin Hawthorne","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/garin-hawthorne-author-ref.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[],"summary":"Garin Hawthorne is religious and stubborn.","title":"Garin Hawthorne","type":"Person","visibility":"player"},{"body":"The village’s daily business\nAs @[Alderman|22108ee0-8f8c-47cb-a371-84ad7ccc0d2e], Garrin oversees Hope’s ordinary administration and hears minor civil and criminal cases. Suspects accused of major crimes are sent to @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] for trial. His authority operates at the scale of village affairs within Haven’s wider civic system.\n\nThe local garrison is commanded by @[Jackson Merryweather|32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b]. Soldiers maintain the village and Wall as well as protecting residents and supervising prisoners. Administration, local justice and the garrison’s daily work together sustain the community at the central gate.","category":"People","id":"00a3411f-a2fd-46e9-b2d6-6c07593e413f","illustration":{"alt":"Garrin Festus","caption":"Garrin Festus","height":1448,"layout":"portrait","src":"assets/worldbook/garrin-festus-portrait.avif","visibility":"player","width":1086},"links":["2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","22108ee0-8f8c-47cb-a371-84ad7ccc0d2e","d55b4ecd-c049-438e-a3f8-06a8742ac080","32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b"],"raceRelated":[],"sections":[{"id":"enrichment3-00a3411f-a2fd-46e9-b2d6-6c07593e413f","heading":"The village’s daily business","body":"As @[Alderman|22108ee0-8f8c-47cb-a371-84ad7ccc0d2e], Garrin oversees Hope’s ordinary administration and hears minor civil and criminal cases. Suspects accused of major crimes are sent to @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] for trial. His authority operates at the scale of village affairs within Haven’s wider civic system.\n\nThe local garrison is commanded by @[Jackson Merryweather|32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b]. Soldiers maintain the village and Wall as well as protecting residents and supervising prisoners. Administration, local justice and the garrison’s daily work together sustain the community at the central gate.","visibility":"player"}],"summary":"Alderman Garrin Festus governs @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6] and hears minor civil and criminal cases.","title":"Garrin Festus","type":"Person","visibility":"player"},{"body":"The Harbor and City Walls\nThe Yilt River divides Georgetown before opening into a busy delta harbor. Piers, warehouses and workshops line the waterfront, while a lighthouse at the end of the breakwater guides arriving ships.\n\nTwenty-foot walls run inland from the shore, crossing the river to enclose the city. Four principal gates serve the approaches: north, south and two western gates, one on either bank. The main gates close at night, but travelers with an appropriate writ and a valid purpose may use nearby smaller entrances.\n\nThe city’s residents are called Georgeans. Population estimates put humans at about 40 percent, half-elves at 20, dwarves at 15, halflings at 10, gnomes at 8 and elves at 7. Smaller communities include Nystharin, Kovard, tortles, orcs, goblins, bugbears and Teranok. Georgetown is known for lively evenings and an established dueling code.\n\nThe Senate and Sovereign Protector\nAn elected Senate governs alongside the Sovereign Protector, Aurelia. Senatorial elections take place every five years.\n\nConsul Paxis, a tiefling Merchants’ Delegate, advances the interests of trade and the Merchants’ Guild. He respects Aurelia but sometimes regards her ethical limits as an obstacle to pragmatic decisions.\n\nLaela Windwhisper, the elven Clergy’s Voice, represents religious organizations. She is cautious about Paxis’s political skill and values Aurelia’s spiritual concerns and devotion to the city.\n\nBrom Ironfist, a dwarven Artisan Councilor, speaks for builders and craftspeople. He supports Paxis’s development agenda and respects Aurelia’s military judgment. Selira Nightshade, the half-orc Outlander’s Envoy, represents non-native residents and diplomatic contacts. She distrusts Paxis’s treatment of marginalized people and admires Aurelia’s commitment to justice.\n\nCassian Vorenus, the gnome Lictor Guard Captain, represents the guards and military forces and coordinates security. He cooperates with Paxis without entering broader political disputes and works closely with Aurelia on defense.\n\nGeorgetown sends an annually selected delegate to Haven’s High Council in Valaria.\n\nDistricts\nIvoryreach occupies the northern city and houses nobles, wealthy merchants, lawmakers and senior religious figures. The Docks District surrounds the river mouth and concentrates maritime trade. South of the river, the Lows provides homes for working people and lower-income households.\n\nThe Waterways district uses canals on the northern bank to move and store goods. Market Square, near a southern gate, gathers shops, inns, taverns and other businesses around a large public market.\n\nThe Sanctum, Georgetown’s religious district, contains temples, shrines and clerical residences. Imperator’s Watch houses the Imperator Guard, training grounds, senior officers’ homes and courthouses.\n\nFaith and Civic Memory\nThe Grand Cathedral is dedicated to Releous, associated here with justice, law and war. Its stained glass, carvings and great pipe organ make it a prominent civic monument. Outside stands a statue of @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f], the demigod son of Releous and a celebrated local hero.\n\nThe @[Sanctum of the Anvil|e8542cc6-e57a-4dc5-ac0a-afab97942c25], founded through Fastenbard’s Blackanvil Forge, supports Georgetown’s dwarven community and travelers from across Kirth. Its scale and religious importance are rivaled chiefly by temples in the dwarven cities themselves.\n\nBridges, Markets and the Sky\nIronspan Bridge is a great suspension bridge spanning the river’s widest urban reach. The older Stonegate Bridge uses stone arches and is said to date to Georgetown’s foundation. Both connect the city’s northern and southern halves.\n\nThe Central Market gathers hundreds of stalls and shops, selling goods from everyday produce to rare magic. In the air above the streets, Fulminis Spire combines platforms for the occasional airship with the Aerie, headquarters and sanctuary of the @[Boltwing Sentinels|506dd2fd-ec1e-473f-a4e0-3dfedf909a63]. The Sentinels train there alongside their griffin companions.\n\nKeeps and river landmarks\nGuard’s Keep and Honor Keep stand along the northern defenses. Trader’s Square lies west of the Yilt River, and the Temple of Releous stands east of it. Keeper’s Grove occupies a water-bordered enclave in the southeast, while the Reliquary of Law lies to the southwest. The Beacon of Hope rises at the harbor entrance. Roads lead outward toward Valaria and the Wall.\n\nThe Ships and their captains\n@[The Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8] are five underworld and trading guilds led by captains. Their influence reaches from luxury commerce in Ivoryreach to the working waterfront and the crowded Lows. Each Ship contains smaller factions, groups or crews responsible for parts of its business.\n\nShip Blackscale is led by Zyra Blackscale, a female tiefling known for strategic cunning and ruthlessness. The guild is associated with the smuggling of rare and dangerous goods. Ship Silvermane is led by Galen Silvermane, a male half-elf whose strengths are diplomacy and manipulation. Its grand mansion stands in Ivoryreach, and its trade includes luxury goods, fine wines and exotic spices.\n\nThorne Ironsail, a grizzled male dwarf of iron will and blunt manner, captains Ship Ironsail. Its large, two-story warehouse in the Docks anchors a business in metals, weapons and armor, with a reputation extending to black-market goods and mercenary contracts. Lira Seastrider, a shrewd and resourceful human woman, leads Ship Seastrider from the Docks. Its specialist crews trade exotic animals, rare herbs and unusual goods sought in distant markets.\n\n@[Dravak Stormhide|f2cc2dee-4793-493a-b0f7-c0dc048fbcfa], a male minotaur, captains Ship Stormhide. His strength is matched by strategic intelligence. The Ship’s heavily guarded compound stands in the Lows, and its reputation rests on piracy, extortion and high-stakes smuggling. Smaller factions manage the businesses that sustain its considerable influence.\n\nThese guilds form a distinct part of Georgetown’s commercial and criminal life. Their captains’ power is exercised through trading organizations, subordinate crews and illicit business, alongside the city’s formal civic institutions.\n\nPublic service and the city’s defenders\n@[Aurelia Silverdawn|ecf797a5-1547-4ac3-a3fa-07641642dc68] came to the Sovereign Protector’s office through Georgetown’s city guard and the temple guard of @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d]. The daughter of a blacksmith and a healer, she became known for defending the city and mediating among guards, clergy and civic factions. When the office fell vacant, the Senate chose her by an overwhelming vote.\n\nAbove the streets, @[the Boltwing Sentinels|506dd2fd-ec1e-473f-a4e0-3dfedf909a63] patrol on griffinback under Primus Legatus Alatus Marcus Fulguris. Flight commanders lead their riders, while Sky Priests supply healing, blessings and divine magic. Bolt Towers throughout Georgetown serve as watch posts and resting places. The Sentinels also make ceremonial flyovers during festivals; Marcus’s griffin Aquilifer, with a golden leonine body and silver eagle feathers, is a familiar symbol of their bond with their mounts.\n\nGeorgetown’s civic reach extends beyond its walls. Serious accusations from @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6] are sent here for trial. Hope’s guard commander, @[Lieutenant Jackson Merryweather|32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b], previously served for several years as a captain in Georgetown’s militia.\n\nThe Sanctum and the city’s living traditions\n@[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62], called the Hammer, is High Loremaster of @[the Sanctum of the Anvil|e8542cc6-e57a-4dc5-ac0a-afab97942c25]. A dwarf born in Fastenbard and connected to Blackanvil Forge, he was once a friend and ally of Maximus. His quieter later life centers on the Sanctum and its fellow loremasters.\n\nThe Sanctum brings pilgrimage and ordinary commerce together. Monks and guides explain the Blackanvil statues, mosaics and traditions of Thardrum; nearby lodgings advertise views of the temple. Visitors can attend performances of dwarven songs, dances and heroic tales or buy locally crafted souvenirs. The yearly Anvil’s Blessing ritually cleanses and blesses the central anvil, while the Day of Thardrum commemorates the forging of the first anvil.\n\nRemembrance, an observance of Releous honoring Maximus’s death, holds particular importance in Georgetown and Haven. Its place in the city’s religious life complements the great statue outside the cathedral.\n\nHorses and the inland settlements\nGeorgetown’s militia has drawn on specialist suppliers elsewhere in Haven. @[Chadry Stonefield|703402b6-dd6c-4ca5-9231-f1fedbb7a15c] once bred and trained its horses at his family farm and stables in @[Bune|4e42a2b9-fa7d-473d-a5c2-b22f17365305]. When that supply business passed to a rival stable in @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305], Chadry closed his Bune operation and later established the Livery of Hope. His career connects the city’s military needs with the smaller settlements that serve travelers and keepers of horses.\n\nThe courtesans’ independence\nRoughly seventy-five years ago, Georgetown’s courtesans rebelled against @[The Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8], the guilds whose captains had owned and managed the brothels. The @[Harbor Roses|org-harbor-roses] spearheaded resistance, and the women killed the controllers sent to enforce the captains’ rule. After the conflict became a city-wide problem, a truce established the women’s autonomy. They now set their own rules and protections, hire bodyguards and manage their wealth. Some call this conflict the War of Sword and Sheath.\n\nThree independent factions share the city’s trade. The Harbor Roses, led by @[“Crimson” Maven Shadowheart|person-maven-shadowheart], serve the Southern Docks’ sailors, dock workers, travelers and foreign traders. @[Twilight Guild|org-twilight-guild], led by @[Madame Helena Blackwood|person-helena-blackwood], serves the Lows and the market edge, drawing craftspeople, working people and less affluent merchants. @[Ivory Court|org-ivory-court], under @[Lady Arianthe Moonweaver|person-arianthe-moonweaver], serves nobles, wealthy merchants and distinguished visitors in the Market District and Ivory Reaches.\n\nThe factions maintain distinct territories and clienteles, with Twilight and Ivory activity overlapping around the Market District. They share healthcare, education, security protocols and warning systems and present a united front against external threats.\n\nHouses, salons and neighborhood life\nThe Southern Docks’ Harbor Roses favor sturdy buildings, red lanterns, crimson accents and maritime decoration. Maven’s base is @[The Red Lantern|place-red-lantern], a converted warehouse; @[The Siren’s Rest|place-sirens-rest] combines a sailors’ tavern and upstairs rooms, while @[The Crimson Pearl|place-crimson-pearl] serves seafood to merchants and dock supervisors.\n\nIn the Lows, the Twilight Guild’s Houses offer a more comfortable, discreet setting marked by purple and silver. Helena’s office is at @[The Velvet Veil|place-velvet-veil], a townhouse with gardens and a courtyard. @[The Twilight House|place-twilight-house] near the Market District is known for its kitchen and private dining; @[The Purple Rose|place-purple-rose] brings wine and live music to the market border.\n\nThe Ivory Court presents itself through arts and elite companionship. @[The Golden Lotus|place-golden-lotus], a three-story mansion in the Ivory Reaches, hosts galleries, music, poetry readings and concerts as its sole public drop-in salon. Other courtesans maintain individually furnished townhouses and a few long-term contracts. White jade jewelry marks the Court’s status, alongside gold accents, fine art and landscaped interiors.\n\nAn alliance with sharp edges\nMaven and Arianthe clash over class, manners and criminal ties. Monthly leadership meetings often require Helena’s intervention; her healthcare and education programs support all three factions and give practical weight to her mediation. At ground level their workers cooperate well.\n\nIn a crisis Maven takes tactical leadership, Helena handles logistics and worker safety, and Arianthe works through politics and social connections. Their autonomy remains contentious among some older Ships captains, while younger captains are more inclined to accept the settlement and avoid provoking the factions.\n\nThe two banks and the Ships\nBoth banks of Georgetown’s river have active harbors. The affluent north bank includes the Ivory Reaches, merchant warehouses and legitimate trade, with canals extending toward the higher-end neighborhoods. The Southern Docks handle passenger traffic and independent trading vessels amid dock workers, sailors and pirates.\n\nIn the city’s underworld, a Ship is a guild or gang and its captain is its leader. The guilds can own actual vessels, but their names denote organizations rather than individual boats. Their former ownership of the brothels ended with the courtesans’ rebellion.\n\nAn unfinished F.A.S.T. connection\n@[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s receiving station for @[F.A.S.T.|fast-arcane-spatial-transit] is still under construction and is not functional. No passenger service runs to @[Valaria|notebook-17] yet. The planned destination is @[Vaelros Grand Terminal|vaelros-grand-terminal], the working hub of @[Valaria|notebook-17]’s local teleportation routes.","category":"Places","id":"d55b4ecd-c049-438e-a3f8-06a8742ac080","illustration":{"alt":"Georgetown landscape","caption":"Georgetown landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/georgetown-yilt-delta-city-hero.avif","visibility":"player","width":1536},"links":["07966a74-5302-4466-825f-0f642a4b9b62","1beb63f6-e297-4b71-b81c-ca231f2847f8","2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b","4e42a2b9-fa7d-473d-a5c2-b22f17365305","506dd2fd-ec1e-473f-a4e0-3dfedf909a63","703402b6-dd6c-4ca5-9231-f1fedbb7a15c","d55b4ecd-c049-438e-a3f8-06a8742ac080","e8542cc6-e57a-4dc5-ac0a-afab97942c25","ecf797a5-1547-4ac3-a3fa-07641642dc68","efecd1c2-4f09-4bdc-9cdd-0506d275c44d","eff94f48-341d-4702-b6b2-a6a0aa9f9f5f","f2cc2dee-4793-493a-b0f7-c0dc048fbcfa","f6a490ea-f458-414a-9f29-8abffa3b1305","fast-arcane-spatial-transit","notebook-17","org-harbor-roses","org-ivory-court","org-twilight-guild","person-arianthe-moonweaver","person-helena-blackwood","person-maven-shadowheart","place-crimson-pearl","place-golden-lotus","place-purple-rose","place-red-lantern","place-sirens-rest","place-twilight-house","place-velvet-veil","vaelros-grand-terminal"],"raceRelated":[],"sections":[{"body":"The Yilt River divides Georgetown before opening into a busy delta harbor. Piers, warehouses and workshops line the waterfront, while a lighthouse at the end of the breakwater guides arriving ships.\n\nTwenty-foot walls run inland from the shore, crossing the river to enclose the city. Four principal gates serve the approaches: north, south and two western gates, one on either bank. The main gates close at night, but travelers with an appropriate writ and a valid purpose may use nearby smaller entrances.\n\nThe city’s residents are called Georgeans. Population estimates put humans at about 40 percent, half-elves at 20, dwarves at 15, halflings at 10, gnomes at 8 and elves at 7. Smaller communities include Nystharin, Kovard, tortles, orcs, goblins, bugbears and Teranok. Georgetown is known for lively evenings and an established dueling code.","heading":"The Harbor and City Walls","illustration":{"alt":"Georgetown’s harbor and breakwater lighthouse","caption":"Georgetown’s harbor and breakwater lighthouse","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/georgetown-delta-harbor.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"An elected Senate governs alongside the Sovereign Protector, Aurelia. Senatorial elections take place every five years.\n\nConsul Paxis, a tiefling Merchants’ Delegate, advances the interests of trade and the Merchants’ Guild. He respects Aurelia but sometimes regards her ethical limits as an obstacle to pragmatic decisions.\n\nLaela Windwhisper, the elven Clergy’s Voice, represents religious organizations. She is cautious about Paxis’s political skill and values Aurelia’s spiritual concerns and devotion to the city.\n\nBrom Ironfist, a dwarven Artisan Councilor, speaks for builders and craftspeople. He supports Paxis’s development agenda and respects Aurelia’s military judgment. Selira Nightshade, the half-orc Outlander’s Envoy, represents non-native residents and diplomatic contacts. She distrusts Paxis’s treatment of marginalized people and admires Aurelia’s commitment to justice.\n\nCassian Vorenus, the gnome Lictor Guard Captain, represents the guards and military forces and coordinates security. He cooperates with Paxis without entering broader political disputes and works closely with Aurelia on defense.\n\nGeorgetown sends an annually selected delegate to Haven’s High Council in Valaria.","heading":"The Senate and Sovereign Protector","illustration":{"alt":"Representatives in Georgetown’s Senate","caption":"Representatives in Georgetown’s Senate","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/georgetown-senate-debate.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Ivoryreach occupies the northern city and houses nobles, wealthy merchants, lawmakers and senior religious figures. The Docks District surrounds the river mouth and concentrates maritime trade. South of the river, the Lows provides homes for working people and lower-income households.\n\nThe Waterways district uses canals on the northern bank to move and store goods. Market Square, near a southern gate, gathers shops, inns, taverns and other businesses around a large public market.\n\nThe Sanctum, Georgetown’s religious district, contains temples, shrines and clerical residences. Imperator’s Watch houses the Imperator Guard, training grounds, senior officers’ homes and courthouses.","heading":"Districts","visibility":"player"},{"body":"The Grand Cathedral is dedicated to Releous, associated here with justice, law and war. Its stained glass, carvings and great pipe organ make it a prominent civic monument. Outside stands a statue of @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f], the demigod son of Releous and a celebrated local hero.\n\nThe @[Sanctum of the Anvil|e8542cc6-e57a-4dc5-ac0a-afab97942c25], founded through Fastenbard’s Blackanvil Forge, supports Georgetown’s dwarven community and travelers from across Kirth. Its scale and religious importance are rivaled chiefly by temples in the dwarven cities themselves.","heading":"Faith and Civic Memory","illustration":{"alt":"The Grand Cathedral of Releous","caption":"The Grand Cathedral of Releous","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/georgetown-grand-cathedral.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Ironspan Bridge is a great suspension bridge spanning the river’s widest urban reach. The older Stonegate Bridge uses stone arches and is said to date to Georgetown’s foundation. Both connect the city’s northern and southern halves.\n\nThe Central Market gathers hundreds of stalls and shops, selling goods from everyday produce to rare magic. In the air above the streets, Fulminis Spire combines platforms for the occasional airship with the Aerie, headquarters and sanctuary of the @[Boltwing Sentinels|506dd2fd-ec1e-473f-a4e0-3dfedf909a63]. The Sentinels train there alongside their griffin companions.","heading":"Bridges, Markets and the Sky","illustration":{"alt":"Georgetown’s Ironspan and Stonegate bridges","caption":"Georgetown’s Ironspan and Stonegate bridges","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/georgetown-two-bridges.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Guard’s Keep and Honor Keep stand along the northern defenses. Trader’s Square lies west of the Yilt River, and the Temple of Releous stands east of it. Keeper’s Grove occupies a water-bordered enclave in the southeast, while the Reliquary of Law lies to the southwest. The Beacon of Hope rises at the harbor entrance. Roads lead outward toward Valaria and the Wall.","heading":"Keeps and river landmarks","visibility":"player"},{"body":"@[The Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8] are five underworld and trading guilds led by captains. Their influence reaches from luxury commerce in Ivoryreach to the working waterfront and the crowded Lows. Each Ship contains smaller factions, groups or crews responsible for parts of its business.\n\nShip Blackscale is led by Zyra Blackscale, a female tiefling known for strategic cunning and ruthlessness. The guild is associated with the smuggling of rare and dangerous goods. Ship Silvermane is led by Galen Silvermane, a male half-elf whose strengths are diplomacy and manipulation. Its grand mansion stands in Ivoryreach, and its trade includes luxury goods, fine wines and exotic spices.\n\nThorne Ironsail, a grizzled male dwarf of iron will and blunt manner, captains Ship Ironsail. Its large, two-story warehouse in the Docks anchors a business in metals, weapons and armor, with a reputation extending to black-market goods and mercenary contracts. Lira Seastrider, a shrewd and resourceful human woman, leads Ship Seastrider from the Docks. Its specialist crews trade exotic animals, rare herbs and unusual goods sought in distant markets.\n\n@[Dravak Stormhide|f2cc2dee-4793-493a-b0f7-c0dc048fbcfa], a male minotaur, captains Ship Stormhide. His strength is matched by strategic intelligence. The Ship’s heavily guarded compound stands in the Lows, and its reputation rests on piracy, extortion and high-stakes smuggling. Smaller factions manage the businesses that sustain its considerable influence.\n\nThese guilds form a distinct part of Georgetown’s commercial and criminal life. Their captains’ power is exercised through trading organizations, subordinate crews and illicit business, alongside the city’s formal civic institutions.","heading":"The Ships and their captains","visibility":"player"},{"body":"@[Aurelia Silverdawn|ecf797a5-1547-4ac3-a3fa-07641642dc68] came to the Sovereign Protector’s office through Georgetown’s city guard and the temple guard of @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d]. The daughter of a blacksmith and a healer, she became known for defending the city and mediating among guards, clergy and civic factions. When the office fell vacant, the Senate chose her by an overwhelming vote.\n\nAbove the streets, @[the Boltwing Sentinels|506dd2fd-ec1e-473f-a4e0-3dfedf909a63] patrol on griffinback under Primus Legatus Alatus Marcus Fulguris. Flight commanders lead their riders, while Sky Priests supply healing, blessings and divine magic. Bolt Towers throughout Georgetown serve as watch posts and resting places. The Sentinels also make ceremonial flyovers during festivals; Marcus’s griffin Aquilifer, with a golden leonine body and silver eagle feathers, is a familiar symbol of their bond with their mounts.\n\nGeorgetown’s civic reach extends beyond its walls. Serious accusations from @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6] are sent here for trial. Hope’s guard commander, @[Lieutenant Jackson Merryweather|32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b], previously served for several years as a captain in Georgetown’s militia.","heading":"Public service and the city’s defenders","visibility":"player"},{"body":"@[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62], called the Hammer, is High Loremaster of @[the Sanctum of the Anvil|e8542cc6-e57a-4dc5-ac0a-afab97942c25]. A dwarf born in Fastenbard and connected to Blackanvil Forge, he was once a friend and ally of Maximus. His quieter later life centers on the Sanctum and its fellow loremasters.\n\nThe Sanctum brings pilgrimage and ordinary commerce together. Monks and guides explain the Blackanvil statues, mosaics and traditions of Thardrum; nearby lodgings advertise views of the temple. Visitors can attend performances of dwarven songs, dances and heroic tales or buy locally crafted souvenirs. The yearly Anvil’s Blessing ritually cleanses and blesses the central anvil, while the Day of Thardrum commemorates the forging of the first anvil.\n\nRemembrance, an observance of Releous honoring Maximus’s death, holds particular importance in Georgetown and Haven. Its place in the city’s religious life complements the great statue outside the cathedral.","heading":"The Sanctum and the city’s living traditions","visibility":"player"},{"body":"Georgetown’s militia has drawn on specialist suppliers elsewhere in Haven. @[Chadry Stonefield|703402b6-dd6c-4ca5-9231-f1fedbb7a15c] once bred and trained its horses at his family farm and stables in @[Bune|4e42a2b9-fa7d-473d-a5c2-b22f17365305]. When that supply business passed to a rival stable in @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305], Chadry closed his Bune operation and later established the Livery of Hope. His career connects the city’s military needs with the smaller settlements that serve travelers and keepers of horses.","heading":"Horses and the inland settlements","visibility":"player"},{"body":"Roughly seventy-five years ago, Georgetown’s courtesans rebelled against @[The Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8], the guilds whose captains had owned and managed the brothels. The @[Harbor Roses|org-harbor-roses] spearheaded resistance, and the women killed the controllers sent to enforce the captains’ rule. After the conflict became a city-wide problem, a truce established the women’s autonomy. They now set their own rules and protections, hire bodyguards and manage their wealth. Some call this conflict the War of Sword and Sheath.\n\nThree independent factions share the city’s trade. The Harbor Roses, led by @[“Crimson” Maven Shadowheart|person-maven-shadowheart], serve the Southern Docks’ sailors, dock workers, travelers and foreign traders. @[Twilight Guild|org-twilight-guild], led by @[Madame Helena Blackwood|person-helena-blackwood], serves the Lows and the market edge, drawing craftspeople, working people and less affluent merchants. @[Ivory Court|org-ivory-court], under @[Lady Arianthe Moonweaver|person-arianthe-moonweaver], serves nobles, wealthy merchants and distinguished visitors in the Market District and Ivory Reaches.\n\nThe factions maintain distinct territories and clienteles, with Twilight and Ivory activity overlapping around the Market District. They share healthcare, education, security protocols and warning systems and present a united front against external threats.","heading":"The courtesans’ independence","visibility":"player"},{"body":"The Southern Docks’ Harbor Roses favor sturdy buildings, red lanterns, crimson accents and maritime decoration. Maven’s base is @[The Red Lantern|place-red-lantern], a converted warehouse; @[The Siren’s Rest|place-sirens-rest] combines a sailors’ tavern and upstairs rooms, while @[The Crimson Pearl|place-crimson-pearl] serves seafood to merchants and dock supervisors.\n\nIn the Lows, the Twilight Guild’s Houses offer a more comfortable, discreet setting marked by purple and silver. Helena’s office is at @[The Velvet Veil|place-velvet-veil], a townhouse with gardens and a courtyard. @[The Twilight House|place-twilight-house] near the Market District is known for its kitchen and private dining; @[The Purple Rose|place-purple-rose] brings wine and live music to the market border.\n\nThe Ivory Court presents itself through arts and elite companionship. @[The Golden Lotus|place-golden-lotus], a three-story mansion in the Ivory Reaches, hosts galleries, music, poetry readings and concerts as its sole public drop-in salon. Other courtesans maintain individually furnished townhouses and a few long-term contracts. White jade jewelry marks the Court’s status, alongside gold accents, fine art and landscaped interiors.","heading":"Houses, salons and neighborhood life","visibility":"player"},{"body":"Maven and Arianthe clash over class, manners and criminal ties. Monthly leadership meetings often require Helena’s intervention; her healthcare and education programs support all three factions and give practical weight to her mediation. At ground level their workers cooperate well.\n\nIn a crisis Maven takes tactical leadership, Helena handles logistics and worker safety, and Arianthe works through politics and social connections. Their autonomy remains contentious among some older Ships captains, while younger captains are more inclined to accept the settlement and avoid provoking the factions.","heading":"An alliance with sharp edges","visibility":"player"},{"body":"Both banks of Georgetown’s river have active harbors. The affluent north bank includes the Ivory Reaches, merchant warehouses and legitimate trade, with canals extending toward the higher-end neighborhoods. The Southern Docks handle passenger traffic and independent trading vessels amid dock workers, sailors and pirates.\n\nIn the city’s underworld, a Ship is a guild or gang and its captain is its leader. The guilds can own actual vessels, but their names denote organizations rather than individual boats. Their former ownership of the brothels ended with the courtesans’ rebellion.","heading":"The two banks and the Ships","visibility":"player"},{"heading":"An unfinished F.A.S.T. connection","body":"@[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s receiving station for @[F.A.S.T.|fast-arcane-spatial-transit] is still under construction and is not functional. No passenger service runs to @[Valaria|notebook-17] yet. The planned destination is @[Vaelros Grand Terminal|vaelros-grand-terminal], the working hub of @[Valaria|notebook-17]’s local teleportation routes.","visibility":"player"}],"summary":"Georgetown is a major port on Haven’s eastern coast, built around the Yilt River’s mouth. Its roughly 80,000 residents live in a city shaped by maritime trade, civic politics and devotion to Releous.","title":"Georgetown","type":"Settlement","visibility":"player","relationshipVisibility":{}},{"body":"Townmaster of Draton\nAlice first met Gerald while delivering a gift from her own townmaster. During the visit, the bartender of the Angry Goat was murdered. Alice suspected Gerald’s son Thurl and his bodyguard Kovard, but those suspicions were not proven. After her release from custody, she asked Kovard to pass her concern about Thurl to Gerald.\n\nResidence and judgment\nGerald lives and governs at Drake Hall, also called Drake Manor. Its chamber accommodates public litigation and trials, which he usually oversees himself.","category":"People","id":"1f4e9591-5da7-4be8-ace3-10a03a2f8bcd","identityIllustration":{"alt":"Gerald Drake","caption":"Gerald Drake","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/gerald-drake-townmaster-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Alice first met Gerald while delivering a gift from her own townmaster. During the visit, the bartender of the Angry Goat was murdered. Alice suspected Gerald’s son Thurl and his bodyguard Kovard, but those suspicions were not proven. After her release from custody, she asked Kovard to pass her concern about Thurl to Gerald.","heading":"Townmaster of Draton","visibility":"player"},{"body":"Gerald lives and governs at Drake Hall, also called Drake Manor. Its chamber accommodates public litigation and trials, which he usually oversees himself.","heading":"Residence and judgment","visibility":"player"}],"summary":"Gerald Drake is Draton’s townmaster, a central figure in Alice’s struggle over Haven’s relations with Yiltir.","title":"Gerald Drake","type":"Person","visibility":"player"},{"body":"From Sanctuary to Repository\nBefore becoming a library, the site was known as Kurzak’thul, the Sanctum of the Bound Flame. Towers and large chambers were carved into the mountain itself. The current institution continues the Confederacy’s investment in preserving and studying its past, while the building’s founding date remains unknown.\n\nKeepers of the Collection\nHigh Archivist Tharnok Grimbane oversees preservation and research. Master Scholar Yelena Shadowweave, a non-orc specialist in ancient languages and magic, studies the difficult scripts below the library.\n\nGuardian Krogar Ironhide is responsible for the security of scholars and artifacts. Curator Slinka Quicktongue, a goblin historian, arranges exhibitions and makes the collections accessible to visitors and researchers.","category":"Places","id":"a659611f-3d8f-43a5-9d73-ab6aa935eded","illustration":{"alt":"Gol’Kosh Varkul, researchers and artifact collection","caption":"Gol’Kosh Varkul, researchers and artifact collection","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/golkosh-artifact-library.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Before becoming a library, the site was known as Kurzak’thul, the Sanctum of the Bound Flame. Towers and large chambers were carved into the mountain itself. The current institution continues the Confederacy’s investment in preserving and studying its past, while the building’s founding date remains unknown.","heading":"From Sanctuary to Repository","illustration":{"alt":"Gol’Kosh Varkul, the mountain-carved repository","caption":"Gol’Kosh Varkul, the mountain-carved repository","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/golkosh-mountain-carved-repository-approach.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"High Archivist Tharnok Grimbane oversees preservation and research. Master Scholar Yelena Shadowweave, a non-orc specialist in ancient languages and magic, studies the difficult scripts below the library.\n\nGuardian Krogar Ironhide is responsible for the security of scholars and artifacts. Curator Slinka Quicktongue, a goblin historian, arranges exhibitions and makes the collections accessible to visitors and researchers.","heading":"Keepers of the Collection","visibility":"player"}],"summary":"Gol’Kosh Varkul, the Hallowed Halls of Wisdom, is an Iron Tusk Confederacy repository built within a former temple. Its mountain-carved halls preserve ancient texts and artifacts above older chambers whose inscriptions remain only partly understood.","title":"Gol’Kosh Varkul","type":"Landmark","visibility":"player"},{"body":"Appearance\nBalding on top, he wears his long reddish hair, streaked with white, in a single braid behind his head. His beard is mostly white with red streaks; it is divided over both shoulders and braided into his hair.","category":"People","id":"07b0df3a-c8b6-4a91-a306-4566b225439a","identityIllustration":{"alt":"Gorsed","caption":"Gorsed","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/gorsed-ref.avif","visibility":"player","width":900},"links":["4e42a2b9-fa7d-473d-a5c2-b22f17365305"],"raceRelated":[],"sections":[{"body":"Balding on top, he wears his long reddish hair, streaked with white, in a single braid behind his head. His beard is mostly white with red streaks; it is divided over both shoulders and braided into his hair.","heading":"Appearance","visibility":"player"}],"summary":"Gorsed is found at Gorsed’s Goods in @[Bune|4e42a2b9-fa7d-473d-a5c2-b22f17365305]. His red-and-white braids are distinctive.","title":"Gorsed","type":"Person","visibility":"player"},{"body":"People and leadership\nOrcs and goblins form the largest communities, joined by humans, halflings, and half-orcs. High Steward Thaddeus Grimshaw, a respected human in his late fifties, administers the town. His wife Urka is an orc, and their several half-orc children assist with different aspects of civic affairs.\n\nRiver, rail, and workshops\nThe central market, station, shops, inns, and guild halls stand near the major river crossed by the rail line. Riverside contains docks, warehouses, livestock and agricultural markets, and the homes of many wealthier residents. Two parks and numerous dining establishments contribute to that district’s appeal. The nearby Trade Quarter groups businesses around the market and docks.\n\nLarge silos and stores fill the Granary District, dominated by the Great Granary. River-powered mills process crops along Mill Row. In Craftsmen’s Alley, smiths and carpenters supply tools and other goods essential to farm work.\n\nRanchlands and public spaces\nOrc and goblin ranchers occupy extensive surrounding pastures. The Sprintscale breeding and training grounds lie outside the town proper, while the Livestock Arena hosts auctions, shows, and competitions. The Farmers’ Guild Hall serves both cultivators and ranchers.\n\nThe Greenway provides communal gardens, recreation, festivals, and gathering space. Residential neighborhoods ring the town, with smaller convenience markets. In the lower-income Krags, crime is more common than in other districts. Near the center and Riverside, the Temple of Braxus honors the good-aligned orc deity.\n\nMarkets and grain allotments\nMarket days fall on the third and sixth days of the local week, drawing surrounding traders and supporting outdoor food sales and communal events. Every eighth day, residents receive a free grain allotment at the Great Granary. The distribution is intended to ensure that nobody in Gralthor goes hungry.\n\nTravelers on the Steamrail\nAn adventuring party arrived in Gralthor by Steamrail and bought Ironball merchandise and @[Sprintscale Eclian mounts|48ca9102-3f8d-461e-bbe4-1151bc61465f].\n\nGralthor: From Farm Market to Regional Center\nAgriculture, river commerce and the railway made Gralthor a town whose prosperity depends on keeping several kinds of work in balance.\n\nBefore the railway\nGralthor grew from a meeting place for growers, drovers and river carriers. Its position allowed produce to be gathered, milled and redistributed rather than sold only where it was grown. Families who first came for periodic markets built stores and lodgings; craftspeople followed the demand for carts, tools, harness and containers.\n\nThe distinction between town and countryside remained porous. A household might keep rooms near the market while relatives managed land outside it. Orc and goblin ranchers supplied livestock and mounts, while human, halfling and half-orc families entered the town through farming, craft and trade. The town's mixed population developed through repeated practical relationships as much as through any formal invitation.\n\nWater, grain and settlement\nMill Row turned an agricultural market into a place where crops gained value before traveling onward. Mill households became influential because processing could determine whether a grower was paid promptly or forced to wait. Riverside warehousing followed, bringing merchants whose wealth depended less on owning land than on controlling the interval between harvest and sale.\n\nThe Granary District expanded as reserves and commercial stores became too large to fit around the original market. Its broad working spaces changed the shape of the town. Porters and seasonal laborers settled nearby, and the lower-cost streets that became the Krags grew alongside services intended for more prosperous residents.\n\nThe town's public grain allotment developed from communal provision into a visible civic promise. It survived changes in leadership because residents regarded it as something Gralthor owed itself, not as a personal gift from a ruler.\n\nThe mount trade\nSprintscale breeding gave the surrounding ranchlands a reputation beyond their agricultural output. Breeders kept records of temperament, endurance and ancestry, while trainers developed skills that could not be judged from an animal's appearance alone. A reliable mount connected a household to markets, messages and help.\n\nGroknak Swiftrider became an important public voice for this trade. His insistence that buyers observe handling and recovery as well as speed helped distinguish Gralthor's breeding culture from showy salesmanship. Breeding families remained rivals, but they had a shared interest in preventing the town's name from becoming associated with exhausted or unsuitable animals.\n\nThe railway town\nRail service enlarged Gralthor's market and made its failures more consequential. A delayed harvest could affect Boâl; a disruption in distant demand could leave the town with unsold goods and debts incurred in expectation of transport. The First Freight Winter forced these interdependencies into public view.\n\nNew occupations followed: freight clerks, mechanics, loaders and people who coordinated transfers between river, rail and road. Their households did not always share the interests of the older farming families. They nevertheless depended on the same food system and public services, which made Gralthor's idea of community broader and more contested.\n\nThaddeus and Urka\nHigh Steward Thaddeus Grimshaw governs through familiarity as much as office. His marriage to Urka and their children's work in civic affairs make the household a visible example of the town's mixed social life. Their reputation is strongest among people who have seen them return to a difficult matter after the public meeting ended.\n\nUrka's authority is rooted in knowledge of local families and agricultural work. She is able to recognize when an apparently modest concession will cost a household more than officials understand. Thaddeus is better at preserving a decision's legitimacy among people who did not get what they wanted. Their partnership does not eliminate disagreement, but it gives the administration two different ways of seeing the same problem.\n\nPresent Gralthor\nThe town's roughly five-and-a-half to six thousand inhabitants live in a place large enough to contain distinct classes and small enough that reputations remain personal. Riverside wealth, the work of Mill Row, ranching interests and the labor of the Krags all contribute to its prosperity.\n\nMarket days and the public allotment keep people moving through shared spaces. The Temple of Braxus remains a spiritual center, while the Greenway and communal gardens provide places where public life is less explicitly commercial. Gralthor's political strength comes from making these shared obligations visible. Its weakness is the temptation to mistake their visibility for proof that everyone benefits equally.","category":"Places","id":"fbc3ea9b-8391-4db1-9146-725f2cfe7ba7","illustration":{"alt":"Gralthor landscape","caption":"Gralthor landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/gralthor-river-granary-steamrail-hero.avif","visibility":"player","width":1536},"links":["48ca9102-3f8d-461e-bbe4-1151bc61465f"],"raceRelated":[],"sections":[{"body":"Orcs and goblins form the largest communities, joined by humans, halflings, and half-orcs. High Steward Thaddeus Grimshaw, a respected human in his late fifties, administers the town. His wife Urka is an orc, and their several half-orc children assist with different aspects of civic affairs.","heading":"People and leadership","visibility":"player"},{"body":"The central market, station, shops, inns, and guild halls stand near the major river crossed by the rail line. Riverside contains docks, warehouses, livestock and agricultural markets, and the homes of many wealthier residents. Two parks and numerous dining establishments contribute to that district’s appeal. The nearby Trade Quarter groups businesses around the market and docks.\n\nLarge silos and stores fill the Granary District, dominated by the Great Granary. River-powered mills process crops along Mill Row. In Craftsmen’s Alley, smiths and carpenters supply tools and other goods essential to farm work.","heading":"River, rail, and workshops","illustration":{"alt":"Gralthor — River, rail, and workshops","caption":"Gralthor — River, rail, and workshops","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/gralthor-craftsmen-alley-tools.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Orc and goblin ranchers occupy extensive surrounding pastures. The Sprintscale breeding and training grounds lie outside the town proper, while the Livestock Arena hosts auctions, shows, and competitions. The Farmers’ Guild Hall serves both cultivators and ranchers.\n\nThe Greenway provides communal gardens, recreation, festivals, and gathering space. Residential neighborhoods ring the town, with smaller convenience markets. In the lower-income Krags, crime is more common than in other districts. Near the center and Riverside, the Temple of Braxus honors the good-aligned orc deity.","heading":"Ranchlands and public spaces","illustration":{"alt":"Gralthor — Ranchlands and public spaces","caption":"Gralthor — Ranchlands and public spaces","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/gralthor-greenway-communal-gardens.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Market days fall on the third and sixth days of the local week, drawing surrounding traders and supporting outdoor food sales and communal events. Every eighth day, residents receive a free grain allotment at the Great Granary. The distribution is intended to ensure that nobody in Gralthor goes hungry.","heading":"Markets and grain allotments","illustration":{"alt":"Gralthor, free grain distribution at the Great Granary","caption":"Gralthor, free grain distribution at the Great Granary","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/gralthor-grain-allotments.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"An adventuring party arrived in Gralthor by Steamrail and bought Ironball merchandise and @[Sprintscale Eclian mounts|48ca9102-3f8d-461e-bbe4-1151bc61465f].","heading":"Travelers on the Steamrail","visibility":"player"},{"body":"Agriculture, river commerce and the railway made Gralthor a town whose prosperity depends on keeping several kinds of work in balance.","heading":"Gralthor: From Farm Market to Regional Center","visibility":"player"},{"body":"Gralthor grew from a meeting place for growers, drovers and river carriers. Its position allowed produce to be gathered, milled and redistributed rather than sold only where it was grown. Families who first came for periodic markets built stores and lodgings; craftspeople followed the demand for carts, tools, harness and containers.\n\nThe distinction between town and countryside remained porous. A household might keep rooms near the market while relatives managed land outside it. Orc and goblin ranchers supplied livestock and mounts, while human, halfling and half-orc families entered the town through farming, craft and trade. The town's mixed population developed through repeated practical relationships as much as through any formal invitation.","heading":"Before the railway","visibility":"player"},{"body":"Mill Row turned an agricultural market into a place where crops gained value before traveling onward. Mill households became influential because processing could determine whether a grower was paid promptly or forced to wait. Riverside warehousing followed, bringing merchants whose wealth depended less on owning land than on controlling the interval between harvest and sale.\n\nThe Granary District expanded as reserves and commercial stores became too large to fit around the original market. Its broad working spaces changed the shape of the town. Porters and seasonal laborers settled nearby, and the lower-cost streets that became the Krags grew alongside services intended for more prosperous residents.\n\nThe town's public grain allotment developed from communal provision into a visible civic promise. It survived changes in leadership because residents regarded it as something Gralthor owed itself, not as a personal gift from a ruler.","heading":"Water, grain and settlement","illustration":{"alt":"The public grain allotment at Gralthor","caption":"The public grain allotment at Gralthor","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/gralthor-public-grain-allotment-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Sprintscale breeding gave the surrounding ranchlands a reputation beyond their agricultural output. Breeders kept records of temperament, endurance and ancestry, while trainers developed skills that could not be judged from an animal's appearance alone. A reliable mount connected a household to markets, messages and help.\n\nGroknak Swiftrider became an important public voice for this trade. His insistence that buyers observe handling and recovery as well as speed helped distinguish Gralthor's breeding culture from showy salesmanship. Breeding families remained rivals, but they had a shared interest in preventing the town's name from becoming associated with exhausted or unsuitable animals.","heading":"The mount trade","illustration":{"alt":"Handling and recovery in Gralthor’s Sprintscale trade","caption":"Handling and recovery in Gralthor’s Sprintscale trade","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/gralthor-sprintscale-handling-recovery.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Rail service enlarged Gralthor's market and made its failures more consequential. A delayed harvest could affect Boâl; a disruption in distant demand could leave the town with unsold goods and debts incurred in expectation of transport. The First Freight Winter forced these interdependencies into public view.\n\nNew occupations followed: freight clerks, mechanics, loaders and people who coordinated transfers between river, rail and road. Their households did not always share the interests of the older farming families. They nevertheless depended on the same food system and public services, which made Gralthor's idea of community broader and more contested.","heading":"The railway town","illustration":{"alt":"Transferring goods between river, rail and road","caption":"Transferring goods between river, rail and road","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/gralthor-river-rail-road-freight-transfer.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"High Steward Thaddeus Grimshaw governs through familiarity as much as office. His marriage to Urka and their children's work in civic affairs make the household a visible example of the town's mixed social life. Their reputation is strongest among people who have seen them return to a difficult matter after the public meeting ended.\n\nUrka's authority is rooted in knowledge of local families and agricultural work. She is able to recognize when an apparently modest concession will cost a household more than officials understand. Thaddeus is better at preserving a decision's legitimacy among people who did not get what they wanted. Their partnership does not eliminate disagreement, but it gives the administration two different ways of seeing the same problem.","heading":"Thaddeus and Urka","visibility":"player"},{"body":"The town's roughly five-and-a-half to six thousand inhabitants live in a place large enough to contain distinct classes and small enough that reputations remain personal. Riverside wealth, the work of Mill Row, ranching interests and the labor of the Krags all contribute to its prosperity.\n\nMarket days and the public allotment keep people moving through shared spaces. The Temple of Braxus remains a spiritual center, while the Greenway and communal gardens provide places where public life is less explicitly commercial. Gralthor's political strength comes from making these shared obligations visible. Its weakness is the temptation to mistake their visibility for proof that everyone benefits equally.","heading":"Present Gralthor","visibility":"player"}],"summary":"Gralthor is an agricultural and livestock center of roughly 5,500–6,000 residents on the steam-rail route between Boâl and Ragzul Urzok Outpost. Fertile farms and renowned Sprintscale Eclian breeding grounds make it an important meeting place for rural production and regional trade.","title":"Gralthor","type":"Settlement","visibility":"player"},{"body":"All Metal Works\nGrav works at All Metal Works.","category":"People","id":"343a8926-8552-4b83-8a1f-8535372c8ce1","illustration":{"alt":"Grav","caption":"Grav","height":1448,"layout":"portrait","src":"assets/worldbook/grav-portrait.avif","visibility":"player","width":1086},"links":[],"raceRelated":[],"sections":[{"body":"Grav works at All Metal Works.","heading":"All Metal Works","visibility":"player"}],"summary":"Grav is a tall, broad figure with short black hair, dark skin, nearly black eyes, and remarkably smooth skin. Grav is found at All Metal Works in Bune.","title":"Grav","type":"Person","visibility":"player"},{"body":"On the Ash Way\nGreenhaven stands on the Ash Way just north of @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. The Ash Way is the northern highway leading to the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc], traveled by people moving between the @[Iron Tusk Confederacy|44cac6e7-6974-44fd-b1e7-1ea199fbe2bd] and @[Haven|9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72].\n\nFields and Community\nTimber-and-stone homes stand among fields and pastures, with farming traditions passed between generations. Planting and harvest bring neighbors together, and farmers cooperate on improvements as well as weather-related or wildlife threats.\n\nThe Greenfield, a communal space at the center, hosts seasonal festivals and other gatherings. Farming tools and local memorabilia decorate the village’s principal inn, reflecting the same agricultural identity indoors.\n\nFirst Citizen Jonas Windham\n@[Jonas Windham|4f7f7da5-8dbd-4d82-a2c1-079a27ddc6f2] serves as Greenhaven’s @[First Citizen|5ec18420-fa8d-4a84-8a26-37c83045fbad]. A farmer and craftsman skilled in animal husbandry and woodworking, he leads through practical judgment, loyalty to his neighbors and firsthand knowledge of farming life.\n\nThe Harvest Moon and Livery\nMara Thistlewood runs the Harvest Moon Inn and Tavern, serving substantial meals and her latest brews beside a warm hearth. Evenings draw villagers sharing local news and travelers carrying stories from farther away.\n\nNext door, Ebron Blackhoof tends the Greenhaven Livery. A former adventurer with a gruff manner and practical knowledge of horses, he provides stabling and care for working animals and travelers’ mounts. His past remains mysterious.","category":"Places","id":"bda50d53-a2c4-4f74-8a04-806fcf4c6247","illustration":{"alt":"Greenhaven landscape","caption":"Greenhaven landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/greenhaven-ashway-farming-town-hero.avif","visibility":"player","width":1536},"links":["274cf988-d703-4e79-b530-6cdbfb7834fc","2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","44cac6e7-6974-44fd-b1e7-1ea199fbe2bd","4f7f7da5-8dbd-4d82-a2c1-079a27ddc6f2","5ec18420-fa8d-4a84-8a26-37c83045fbad","9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72"],"raceRelated":[],"sections":[{"body":"Greenhaven stands on the Ash Way just north of @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. The Ash Way is the northern highway leading to the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc], traveled by people moving between the @[Iron Tusk Confederacy|44cac6e7-6974-44fd-b1e7-1ea199fbe2bd] and @[Haven|9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72].","heading":"On the Ash Way","visibility":"player"},{"body":"Timber-and-stone homes stand among fields and pastures, with farming traditions passed between generations. Planting and harvest bring neighbors together, and farmers cooperate on improvements as well as weather-related or wildlife threats.\n\nThe Greenfield, a communal space at the center, hosts seasonal festivals and other gatherings. Farming tools and local memorabilia decorate the village’s principal inn, reflecting the same agricultural identity indoors.","heading":"Fields and Community","illustration":{"alt":"Greenhaven — Fields and Community","caption":"Greenhaven — Fields and Community","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/greenhaven-neighbor-field-repair.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Jonas Windham|4f7f7da5-8dbd-4d82-a2c1-079a27ddc6f2] serves as Greenhaven’s @[First Citizen|5ec18420-fa8d-4a84-8a26-37c83045fbad]. A farmer and craftsman skilled in animal husbandry and woodworking, he leads through practical judgment, loyalty to his neighbors and firsthand knowledge of farming life.","heading":"First Citizen Jonas Windham","visibility":"player"},{"body":"Mara Thistlewood runs the Harvest Moon Inn and Tavern, serving substantial meals and her latest brews beside a warm hearth. Evenings draw villagers sharing local news and travelers carrying stories from farther away.\n\nNext door, Ebron Blackhoof tends the Greenhaven Livery. A former adventurer with a gruff manner and practical knowledge of horses, he provides stabling and care for working animals and travelers’ mounts. His past remains mysterious.","heading":"The Harvest Moon and Livery","illustration":{"alt":"Greenhaven — The Harvest Moon and Livery","caption":"Greenhaven — The Harvest Moon and Livery","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/greenhaven-harvest-moon-travelers.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Greenhaven is a farming town a little under a day’s ride north of the @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6], led by First Citizen @[Jonas Windham|4f7f7da5-8dbd-4d82-a2c1-079a27ddc6f2]. Its clustered farmsteads share seasonal work, while the Harvest Moon Inn and neighboring livery welcome travelers.","title":"Greenhaven","type":"Settlement","visibility":"player"},{"body":"The Enlightened Chieftess\nGrishara comes from the Bloodhammer clan, known for its warriors and shamans. Born in the uneasy peace after the Orc Wars, she treats the Treaty of Blood as the foundation for a broader partnership with Kirth’s Free Peoples. Her stated aims include prosperity, security and a stronger international standing for the Confederacy.\n\nShe favors direct communication within her council and sustained dialogue with other peoples. Empathy and respect inform her diplomacy, but she is willing to make difficult decisions when she believes the Confederacy’s long-term interests require them. Fair judgment, honor and reconciliation are central to her political identity.\n\nCulture and Diplomacy\nGrishara’s patronage has supported academies, artists and inventors, alongside festivals, libraries and museums celebrating orcish and goblin heritage. These efforts are intended both to strengthen cultural confidence at home and to demonstrate the Confederacy’s contributions to the wider world.\n\nShe also established a diplomatic corps to maintain relations abroad. Her goals build on the Treaty of Blood and the Comprehensive Peace Accord.\n\nCharacter and appearance\nGrishara resides in the Grand Palace at Boâl. She is 35, stands 7 feet 4 inches tall and weighs 342 pounds. She has ice-blue eyes, long raven-black hair and green to brownish-green skin. She is a bisexual woman, presents femininely and uses she/they pronouns. Her alignment is lawful neutral.\n\nHer name is pronounced approximately “Grih-SHAH-rah.” The honorary title Enlightened reflects the cultural and intellectual ambitions of her rule, not a separate political office.\n\nGrishara Bloodhammer and the Orcish Renaissance\nThe High Chieftess’s program changed what the Confederacy funded, taught and chose to celebrate about itself.\n\nA Bloodhammer education\nGrishara grew up within a clan whose standing rested on warriors and shamans. Her early education included genealogy, the obligations of leadership and accounts of agreements that had failed as well as battles that had been won. The adults around her treated memory as preparation for responsibility. She learned to ask whose account was missing when a victory sounded too complete.\n\nHer first sustained work outside the clan was with delegations carrying petitions and trade proposals between settlements. These journeys exposed her to a Confederacy larger than its formal ceremonies: goblin workshops prospering without prestigious ancestry, veterans struggling to find useful work, and families whose children could read figures but not the laws affecting their livelihoods.\n\nShe returned convinced that the country's reputation abroad and its opportunities at home were connected. Foreign courts could continue treating its people as useful labor or dangerous soldiers so long as its own institutions offered too few visible alternatives.\n\nPatronage made public\nAs High Chieftess, Grishara directed patronage toward academies, libraries, exhibitions and technical training. Her program rewarded useful instruction alongside celebrated scholarship. A master who could teach sound construction or accurate surveying had a place within the same movement as a poet or an arcane researcher.\n\nThe most consequential change was the public apprenticeship grant. Workshops receiving these grants took students whose families could not otherwise support a long training period. The grant paid part of the student's maintenance rather than purchasing the master's products. It tied the prestige of public patronage to teaching another generation.\n\nThe arrangement was imperfect. Well-connected masters learned to write persuasive applications, and small rural workshops struggled to spare time for the process. Grishara's response was to fund traveling assessors, including experienced artisans, rather than allowing the academies alone to decide what counted as knowledge. This brought practical skills into the Renaissance while creating a new profession of people paid to judge other people's work.\n\nCulture without apology\nGrishara's festivals made room for clan songs, goblin comic performance, martial demonstrations and new forms of urban art. Older traditions were not presented only as relics from a less enlightened age. At the same time, inherited status did not exempt a practice from criticism.\n\nShe opposed the idea that respectability required imitating foreign courts. Confederate artists adopted useful techniques freely, but commissions increasingly favored local subjects: quarry crews, communal meals, river crossings, athletes and families in ordinary clothing. The change was visible in public buildings, where scenes of work began appearing beside scenes of battle.\n\nGrishara herself remained an imposing ceremonial presence. Her physical stature, dark hair and ice-blue gaze suited grand portraiture, but she repeatedly commissioned group works in which she occupied only part of the scene. The political meaning was deliberate: the Renaissance belonged to the country, even when her office paid for it.\n\nThe council relationship\nBorguk Ironfist supports the strengthening of orc communities but resists any suggestion that martial discipline is merely a habit to be outgrown. Grishara values his ability to command trust among people who find academic language remote from their lives. Their disagreements are often over emphasis and pace rather than over whether the Confederacy should prosper.\n\nSlink Sharpwit favors training that produces skilled workers and new markets. Grishara shares his interest in commerce while defending instruction whose value cannot be measured in the next shipment. General Karguk Steelbinder supports broad technical education because an army depends on engineers, healers and disciplined supply as much as on fighters.\n\nThese relationships have made the program durable. None of the council's major interests can claim the Renaissance entirely, and none can easily dismiss it as someone else's project.\n\nHer present legacy\nThe result is a country in which a talented child may imagine becoming a diplomat, instrument-maker, historian or athlete without that ambition being treated as a rejection of their people. Access remains unequal, particularly outside the capital. Grishara's admirers credit her with changing the range of imaginable lives; her critics point to the distance between that promise and the cost of reaching an academy.\n\nShe continues to govern from Boâl, defending the peace and the Confederacy's standing abroad. Her most persistent concern is succession in the broad sense: whether the schools, diplomatic habits and public expectations she has cultivated will remain useful after they are no longer associated with her personal authority.","category":"People","id":"acd16180-2df6-4ae7-be19-c83345d41e8c","identityIllustration":{"alt":"Grishara Bloodhammer","caption":"Grishara Bloodhammer","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/grishara-bloodhammer-ref.avif","visibility":"player","width":900},"illustration":{"alt":"Grishara Bloodhammer, High Chieftess","caption":"Grishara Bloodhammer, High Chieftess","height":1448,"layout":"portrait","src":"assets/worldbook/grishara-bloodhammer.avif","visibility":"player","width":1086},"links":[],"raceRelated":[],"sections":[{"body":"Grishara comes from the Bloodhammer clan, known for its warriors and shamans. Born in the uneasy peace after the Orc Wars, she treats the Treaty of Blood as the foundation for a broader partnership with Kirth’s Free Peoples. Her stated aims include prosperity, security and a stronger international standing for the Confederacy.\n\nShe favors direct communication within her council and sustained dialogue with other peoples. Empathy and respect inform her diplomacy, but she is willing to make difficult decisions when she believes the Confederacy’s long-term interests require them. Fair judgment, honor and reconciliation are central to her political identity.","heading":"The Enlightened Chieftess","visibility":"player"},{"body":"Grishara’s patronage has supported academies, artists and inventors, alongside festivals, libraries and museums celebrating orcish and goblin heritage. These efforts are intended both to strengthen cultural confidence at home and to demonstrate the Confederacy’s contributions to the wider world.\n\nShe also established a diplomatic corps to maintain relations abroad. Her goals build on the Treaty of Blood and the Comprehensive Peace Accord.","heading":"Culture and Diplomacy","visibility":"player"},{"body":"Grishara resides in the Grand Palace at Boâl. She is 35, stands 7 feet 4 inches tall and weighs 342 pounds. She has ice-blue eyes, long raven-black hair and green to brownish-green skin. She is a bisexual woman, presents femininely and uses she/they pronouns. Her alignment is lawful neutral.\n\nHer name is pronounced approximately “Grih-SHAH-rah.” The honorary title Enlightened reflects the cultural and intellectual ambitions of her rule, not a separate political office.","heading":"Character and appearance","visibility":"player"},{"body":"The High Chieftess’s program changed what the Confederacy funded, taught and chose to celebrate about itself.","heading":"Grishara Bloodhammer and the Orcish Renaissance","visibility":"player"},{"body":"Grishara grew up within a clan whose standing rested on warriors and shamans. Her early education included genealogy, the obligations of leadership and accounts of agreements that had failed as well as battles that had been won. The adults around her treated memory as preparation for responsibility. She learned to ask whose account was missing when a victory sounded too complete.\n\nHer first sustained work outside the clan was with delegations carrying petitions and trade proposals between settlements. These journeys exposed her to a Confederacy larger than its formal ceremonies: goblin workshops prospering without prestigious ancestry, veterans struggling to find useful work, and families whose children could read figures but not the laws affecting their livelihoods.\n\nShe returned convinced that the country's reputation abroad and its opportunities at home were connected. Foreign courts could continue treating its people as useful labor or dangerous soldiers so long as its own institutions offered too few visible alternatives.","heading":"A Bloodhammer education","illustration":{"alt":"Grishara's early delegation work reveals a wider Confederacy","caption":"Grishara's early delegation work reveals a wider Confederacy","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/grishara-young-delegation-workshops-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"As High Chieftess, Grishara directed patronage toward academies, libraries, exhibitions and technical training. Her program rewarded useful instruction alongside celebrated scholarship. A master who could teach sound construction or accurate surveying had a place within the same movement as a poet or an arcane researcher.\n\nThe most consequential change was the public apprenticeship grant. Workshops receiving these grants took students whose families could not otherwise support a long training period. The grant paid part of the student's maintenance rather than purchasing the master's products. It tied the prestige of public patronage to teaching another generation.\n\nThe arrangement was imperfect. Well-connected masters learned to write persuasive applications, and small rural workshops struggled to spare time for the process. Grishara's response was to fund traveling assessors, including experienced artisans, rather than allowing the academies alone to decide what counted as knowledge. This brought practical skills into the Renaissance while creating a new profession of people paid to judge other people's work.","heading":"Patronage made public","illustration":{"alt":"Apprenticeship grants make useful teaching publicly valuable","caption":"Apprenticeship grants make useful teaching publicly valuable","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/grishara-apprenticeship-grant-work-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Grishara's festivals made room for clan songs, goblin comic performance, martial demonstrations and new forms of urban art. Older traditions were not presented only as relics from a less enlightened age. At the same time, inherited status did not exempt a practice from criticism.\n\nShe opposed the idea that respectability required imitating foreign courts. Confederate artists adopted useful techniques freely, but commissions increasingly favored local subjects: quarry crews, communal meals, river crossings, athletes and families in ordinary clothing. The change was visible in public buildings, where scenes of work began appearing beside scenes of battle.\n\nGrishara herself remained an imposing ceremonial presence. Her physical stature, dark hair and ice-blue gaze suited grand portraiture, but she repeatedly commissioned group works in which she occupied only part of the scene. The political meaning was deliberate: the Renaissance belonged to the country, even when her office paid for it.","heading":"Culture without apology","illustration":{"alt":"A commissioned group work makes ordinary Confederate lives visible","caption":"A commissioned group work makes ordinary Confederate lives visible","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/grishara-group-commission-ordinary-work-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Borguk Ironfist supports the strengthening of orc communities but resists any suggestion that martial discipline is merely a habit to be outgrown. Grishara values his ability to command trust among people who find academic language remote from their lives. Their disagreements are often over emphasis and pace rather than over whether the Confederacy should prosper.\n\nSlink Sharpwit favors training that produces skilled workers and new markets. Grishara shares his interest in commerce while defending instruction whose value cannot be measured in the next shipment. General Karguk Steelbinder supports broad technical education because an army depends on engineers, healers and disciplined supply as much as on fighters.\n\nThese relationships have made the program durable. None of the council's major interests can claim the Renaissance entirely, and none can easily dismiss it as someone else's project.","heading":"The council relationship","illustration":{"alt":"Grishara and Borguk differ over the pace and emphasis of the Renaissance","caption":"Grishara and Borguk differ over the pace and emphasis of the Renaissance","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/grishara-borguk-council-emphasis-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The result is a country in which a talented child may imagine becoming a diplomat, instrument-maker, historian or athlete without that ambition being treated as a rejection of their people. Access remains unequal, particularly outside the capital. Grishara's admirers credit her with changing the range of imaginable lives; her critics point to the distance between that promise and the cost of reaching an academy.\n\nShe continues to govern from Boâl, defending the peace and the Confederacy's standing abroad. Her most persistent concern is succession in the broad sense: whether the schools, diplomatic habits and public expectations she has cultivated will remain useful after they are no longer associated with her personal authority.","heading":"Her present legacy","visibility":"player"}],"summary":"Grishara Bloodhammer, called the Enlightened, is High Chieftess of the Iron Tusk Confederacy. Her leadership seeks to strengthen the peace after the Orc Wars through diplomacy, trade and a revival of orcish and goblin cultural life.","title":"Grishara Bloodhammer","type":"Person","visibility":"player"},{"body":"Training and workmanship\nGruden grew up in the dwarven kingdom of Strombard and learned smithing from his father, himself a master craftsman. His weapons and armor are sought by adventurers, nobles, and royalty. Attention to detail and a refusal to accept poor work define both his finished pieces and his instruction.\n\nAt @[the Iron Gauntlet|32fb44b8-38e9-4d95-8578-d9222f220d0d], he readily shares expertise with those who show genuine interest. In rare quiet moments, he prefers tea and conversation about smithing to discussion of his private life.\n\nThe scar he will not explain\nGruden is 163 years old and four feet six inches tall, with ruddy-brown skin. His right eye is black, his left cloudy grey, and his black hair grows patchily on the burned side of his head. A severe scar covers the left side of his face.\n\nThe accident occurred in his youth, but he refuses to explain its circumstances. Stories suggest either a dragon encounter or an exploding forge. Gruden does not discuss it, and neither rumor is confirmed.","category":"People","id":"76f973cd-3a74-4dd9-ad2e-c3c365458def","illustration":{"alt":"Gruden Kegjaw","caption":"Gruden Kegjaw","height":1448,"layout":"portrait","src":"assets/worldbook/gruden-kegjaw-portrait.avif","visibility":"player","width":1086},"links":["32fb44b8-38e9-4d95-8578-d9222f220d0d"],"raceRelated":[],"sections":[{"body":"Gruden grew up in the dwarven kingdom of Strombard and learned smithing from his father, himself a master craftsman. His weapons and armor are sought by adventurers, nobles, and royalty. Attention to detail and a refusal to accept poor work define both his finished pieces and his instruction.\n\nAt @[the Iron Gauntlet|32fb44b8-38e9-4d95-8578-d9222f220d0d], he readily shares expertise with those who show genuine interest. In rare quiet moments, he prefers tea and conversation about smithing to discussion of his private life.","heading":"Training and workmanship","visibility":"player"},{"body":"Gruden is 163 years old and four feet six inches tall, with ruddy-brown skin. His right eye is black, his left cloudy grey, and his black hair grows patchily on the burned side of his head. A severe scar covers the left side of his face.\n\nThe accident occurred in his youth, but he refuses to explain its circumstances. Stories suggest either a dragon encounter or an exploding forge. Gruden does not discuss it, and neither rumor is confirmed.","heading":"The scar he will not explain","visibility":"player"}],"summary":"Gruden Kegjaw is the master smith of the Iron Gauntlet in Hope. Gruff, private, and exacting about his work, he is also a loyal friend and patient teacher to apprentices who share his commitment to the craft.","title":"Gruden Kegjaw","type":"Person","visibility":"player"},{"body":"Coast, population, and rule\nThe Divide separates Halar's desert hinterland from the island's greener eastern half. Sea breezes moderate the coastal climate even when inland conditions are severe. Humans, halflings, half-orcs, gnomes, and air and fire genasi form prominent communities.\n\nEmperor Al’ Haziz Abboud Muhandi Iban Faruk Shabann el Bashir holds absolute authority. Advisers oversee finance, political relations, education, and city affairs. Grand Vizier Amarro, an elderly elf, is especially influential. He values outside trade but doubts that visitors understand the desert well enough to thrive there, and consistently favors the protection of Halari traditions and residents. Travelers from Haven are welcome to do business, though watched closely.\n\nCourts and the Scorching Sentinels\nImperially appointed judges hear civil, criminal, and commercial cases. Major or unusually difficult disputes can draw the Emperor's intervention, informed by his advisers. The Scorching Sentinels investigate crimes and enforce judgments. Their off-white desert garments carry gold and crimson accents.\n\nCommander Jaleel Al-Zahra, a human veteran, leads the Sentinels. His reputation rests on disciplined tactics, fairness, and an approachable manner. He encourages contact between guards and residents, presenting the force as part of the community as well as an instrument of imperial law.\n\nPunishment and Darb Al-Harb\nHalar's law relies heavily on deterrence and compelled repayment. Minor theft can lead to indentured service to the victim; major theft may be punished by the loss of a hand. Simple assault commonly brings service proportionate to the harm, while aggravated assault can lead to imprisonment, longer service, and fines.\n\nManslaughter may bring long imprisonment or indenture. Premeditated murder can result in life imprisonment or death. Minor fraud draws fines and short service, while major fraud can lead to prolonged imprisonment or indenture. Treason and espionage are punished by life imprisonment, death, or dangerous and menial service to the state.\n\nSome offenders can seek a shorter term through Darb Al-Harb, the Path of War: gladiatorial combat at the Baz'Katar. Arena success may reduce a sentence, but the opportunity carries substantial physical danger.\n\nPorts and the Grand Souk\nSapphire Wharf is the center of maritime arrivals, cargo handling, and international commerce. Samawat Tower serves as the skyport and can berth two airships. The Grand Souk is a maze of market alleys selling spices, textiles, artifacts, and other imported goods.\n\nNaima, a female genasi, makes custom potions at Mirage Potions & Elixirs. Farid, a male halfling, sells fine fabrics and clothing at Desert Rose Textiles. Khaled, a male half-orc, supplies scimitars, daggers, and desert armor at the Gilded Scimitar. Laila, a human woman, trades Firniren antiquities at Sands of Time Antiquities.\n\nSoraya, an air genasi woman, stocks airship parts and navigation equipment at Rih's Aerial Oddities. Tamir, a gnome man, sells instruments and gives lessons at the Wandering Minstrel. Aziza, a drow woman, runs Zephyr's Rest, an inn and tavern with a rooftop view of the bay.\n\nYasmine, a half-elf woman, offers remedies and advice at Oasis Herbs and Remedies. Idris, a human man, exhibits art and sells materials at the Enchanted Canvas. Mira, a gnome woman, trades gadgets and enchanted curios at Twilight Trinkets. Jabari, an orc man, runs the Spice Caravan. Anwar, a fire genasi man, stocks journals, histories, and magical works at Shifting Sands Book Emporium. Samira, a halfling woman, uses desert botanicals in the skincare goods of Desert Bloom Apothecary.\n\nFestivals\nThe Festival of Sun's Gaze honors Kee'osis with golden lanterns and temple ceremonies. Halari worship honors her through light and order, using an eye within a blazing sun as her emblem.\n\nThe Sands Awakening marks the return of desert heat through music, dance, and spicy food. The seasonal Bazaar of Wonders fills the Souk with visiting traders, performers, and uncommon wares. During the Night of Whispers, elders tell stories of spirits and jinn while mystics perform appeasing rites.\n\nThe Regatta of the Sorrowful Sea combines races, fishing contests, and feasts with remembrance of those lost at sea; floating lanterns light the bay after dark. The summer-solstice Day of the Blazing Sun brings parades, fire dancers, sun-themed crafts, music, and a closing fireworks display.\n\nTemples and monuments\nHalar’s palace overlooks the inland streets beyond the harbor. The Temple of Kee’Osis stands near the northern waterfront; the Obelisk of Time and Shrine of Thok’Nijad are landmarks farther south.\n\nThe imperial household and foreign trade\nEmperor Al’ Haziz is a fire genasi and son of Faruk Shabann el Bashir. He and the human Empress Leila have a son, Farid, and twin daughters, Soraya and Samira. Their appearances at festivals help connect the imperial household with public life. The Emperor supports local artists and takes an active interest in defensive planning and training.\n\nHaven’s criticism of Halar’s judicial system prompted him to reduce trade with Haven and diversify the city’s economic partnerships. This tension sits alongside the continuing admission of Haven merchants under close scrutiny.\n\nA guide to the Firniren Desert\n@[Dar'Ren Dar|3fa8b965-444c-49c1-86b9-56fda3f4d0f4] is a cautious tabaxi rogue based in Halar who offers paid guidance through Lebren’s desert. Travelers can seek him when they need a route beyond the coast.","category":"Places","id":"201d1aa8-b9e3-4bac-9a6f-0816fde68762","illustration":{"alt":"Halar, the Grand Souk of the desert port","caption":"Halar, the Grand Souk of the desert port","height":1086,"layout":"landscape","src":"assets/worldbook/halar-grand-souk.avif","visibility":"player","width":1448},"links":["3fa8b965-444c-49c1-86b9-56fda3f4d0f4"],"raceRelated":[],"sections":[{"body":"The Divide separates Halar's desert hinterland from the island's greener eastern half. Sea breezes moderate the coastal climate even when inland conditions are severe. Humans, halflings, half-orcs, gnomes, and air and fire genasi form prominent communities.\n\nEmperor Al’ Haziz Abboud Muhandi Iban Faruk Shabann el Bashir holds absolute authority. Advisers oversee finance, political relations, education, and city affairs. Grand Vizier Amarro, an elderly elf, is especially influential. He values outside trade but doubts that visitors understand the desert well enough to thrive there, and consistently favors the protection of Halari traditions and residents. Travelers from Haven are welcome to do business, though watched closely.","heading":"Coast, population, and rule","illustration":{"alt":"The Emperor and advisers at Halar’s court","caption":"The Emperor and advisers at Halar’s court","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/halar-imperial-court.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Imperially appointed judges hear civil, criminal, and commercial cases. Major or unusually difficult disputes can draw the Emperor's intervention, informed by his advisers. The Scorching Sentinels investigate crimes and enforce judgments. Their off-white desert garments carry gold and crimson accents.\n\nCommander Jaleel Al-Zahra, a human veteran, leads the Sentinels. His reputation rests on disciplined tactics, fairness, and an approachable manner. He encourages contact between guards and residents, presenting the force as part of the community as well as an instrument of imperial law.","heading":"Courts and the Scorching Sentinels","illustration":{"alt":"A hearing guarded by the Scorching Sentinels","caption":"A hearing guarded by the Scorching Sentinels","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/halar-sentinels-court.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Halar's law relies heavily on deterrence and compelled repayment. Minor theft can lead to indentured service to the victim; major theft may be punished by the loss of a hand. Simple assault commonly brings service proportionate to the harm, while aggravated assault can lead to imprisonment, longer service, and fines.\n\nManslaughter may bring long imprisonment or indenture. Premeditated murder can result in life imprisonment or death. Minor fraud draws fines and short service, while major fraud can lead to prolonged imprisonment or indenture. Treason and espionage are punished by life imprisonment, death, or dangerous and menial service to the state.\n\nSome offenders can seek a shorter term through Darb Al-Harb, the Path of War: gladiatorial combat at the Baz'Katar. Arena success may reduce a sentence, but the opportunity carries substantial physical danger.","heading":"Punishment and Darb Al-Harb","illustration":{"alt":"Darb Al-Harb at the Baz’Katar arena","caption":"Darb Al-Harb at the Baz’Katar arena","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/halar-bazkatar-arena.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Sapphire Wharf is the center of maritime arrivals, cargo handling, and international commerce. Samawat Tower serves as the skyport and can berth two airships. The Grand Souk is a maze of market alleys selling spices, textiles, artifacts, and other imported goods.\n\nNaima, a female genasi, makes custom potions at Mirage Potions & Elixirs. Farid, a male halfling, sells fine fabrics and clothing at Desert Rose Textiles. Khaled, a male half-orc, supplies scimitars, daggers, and desert armor at the Gilded Scimitar. Laila, a human woman, trades Firniren antiquities at Sands of Time Antiquities.\n\nSoraya, an air genasi woman, stocks airship parts and navigation equipment at Rih's Aerial Oddities. Tamir, a gnome man, sells instruments and gives lessons at the Wandering Minstrel. Aziza, a drow woman, runs Zephyr's Rest, an inn and tavern with a rooftop view of the bay.\n\nYasmine, a half-elf woman, offers remedies and advice at Oasis Herbs and Remedies. Idris, a human man, exhibits art and sells materials at the Enchanted Canvas. Mira, a gnome woman, trades gadgets and enchanted curios at Twilight Trinkets. Jabari, an orc man, runs the Spice Caravan. Anwar, a fire genasi man, stocks journals, histories, and magical works at Shifting Sands Book Emporium. Samira, a halfling woman, uses desert botanicals in the skincare goods of Desert Bloom Apothecary.","heading":"Ports and the Grand Souk","visibility":"player"},{"body":"The Festival of Sun's Gaze honors Kee'osis with golden lanterns and temple ceremonies. Halari worship honors her through light and order, using an eye within a blazing sun as her emblem.\n\nThe Sands Awakening marks the return of desert heat through music, dance, and spicy food. The seasonal Bazaar of Wonders fills the Souk with visiting traders, performers, and uncommon wares. During the Night of Whispers, elders tell stories of spirits and jinn while mystics perform appeasing rites.\n\nThe Regatta of the Sorrowful Sea combines races, fishing contests, and feasts with remembrance of those lost at sea; floating lanterns light the bay after dark. The summer-solstice Day of the Blazing Sun brings parades, fire dancers, sun-themed crafts, music, and a closing fireworks display.","heading":"Festivals","illustration":{"alt":"Halar’s Regatta of the Sorrowful Sea remembrance","caption":"Halar’s Regatta of the Sorrowful Sea remembrance","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/halar-sorrowful-sea-regatta.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Halar’s palace overlooks the inland streets beyond the harbor. The Temple of Kee’Osis stands near the northern waterfront; the Obelisk of Time and Shrine of Thok’Nijad are landmarks farther south.","heading":"Temples and monuments","visibility":"player"},{"body":"Emperor Al’ Haziz is a fire genasi and son of Faruk Shabann el Bashir. He and the human Empress Leila have a son, Farid, and twin daughters, Soraya and Samira. Their appearances at festivals help connect the imperial household with public life. The Emperor supports local artists and takes an active interest in defensive planning and training.\n\nHaven’s criticism of Halar’s judicial system prompted him to reduce trade with Haven and diversify the city’s economic partnerships. This tension sits alongside the continuing admission of Haven merchants under close scrutiny.","heading":"The imperial household and foreign trade","visibility":"player"},{"body":"@[Dar'Ren Dar|3fa8b965-444c-49c1-86b9-56fda3f4d0f4] is a cautious tabaxi rogue based in Halar who offers paid guidance through Lebren’s desert. Travelers can seek him when they need a route beyond the coast.","heading":"A guide to the Firniren Desert","visibility":"player"}],"summary":"Halar is a desert port in western Lebren, where the Firniren Desert meets the Bay of Sorrows. Sea trade, a two-berth skyport, imperial rule, and a strict penal system shape the lives of its Halari inhabitants.","title":"Halar - The Desert Port City","type":"Settlement","visibility":"player"},{"body":"A shared harvest\nProcessions display produce, livestock, and performances, while temporary markets offer seasonal food and special wares. Households prepare the Feast of Unity and welcome neighbors, strangers, and travelers to their tables. Gratitude and provision for the cold season give the celebration its common purpose.\n\nDwarven and elven traditions\nDwarves brew Harvest Honey Mead in oak barrels made from druid-blessed trees; good fortune is attributed to the drink. In the Mughold Competition, contestants hold a full mug at arm’s length until all but one have spilled or lowered it. The winner receives a year’s supply of mead. The synchronized Stonefoot Dance recalls tilling and harvest work.\n\nElves surround their Bonfires of Gratitude with flowers and sing thanks to the earth. In the Earth’s Offering Ritual, gifts of fruit, nuts and grain are placed beneath ancient trees. The moonlit Lunar Waltz expresses the turning seasons.\n\nGoliath and mixed celebrations\nGoliaths carve mountain squashes with stone tools into strange, comic, or frightening faces intended to ward off winter spirits. Squash Toss contestants send their carvings down slopes, seeking the longest intact roll. Toasts of strong berry-fermented Peakbrew wish companions health and strength.\n\nIn mixed communities, especially human lands, Harvest Mask Balls borrow dwarven beards, elven moons, and goliath mountain imagery. Story Circles bring together different peoples’ elders and bards. Harmony Meals combine dishes such as dwarven meat pies, elven berry tarts, and goliath mountain stew.","category":"Cultures","id":"634b1af3-8037-422c-9d5a-59857b4858b8","links":[],"raceRelated":[],"sections":[{"body":"Processions display produce, livestock, and performances, while temporary markets offer seasonal food and special wares. Households prepare the Feast of Unity and welcome neighbors, strangers, and travelers to their tables. Gratitude and provision for the cold season give the celebration its common purpose.","heading":"A shared harvest","visibility":"player"},{"body":"Dwarves brew Harvest Honey Mead in oak barrels made from druid-blessed trees; good fortune is attributed to the drink. In the Mughold Competition, contestants hold a full mug at arm’s length until all but one have spilled or lowered it. The winner receives a year’s supply of mead. The synchronized Stonefoot Dance recalls tilling and harvest work.\n\nElves surround their Bonfires of Gratitude with flowers and sing thanks to the earth. In the Earth’s Offering Ritual, gifts of fruit, nuts and grain are placed beneath ancient trees. The moonlit Lunar Waltz expresses the turning seasons.","heading":"Dwarven and elven traditions","illustration":{"alt":"Dwarven Mughold competition at Harvestfest","caption":"Dwarven Mughold competition at Harvestfest","height":1024,"layout":"landscape","src":"assets/worldbook/harvestfest-mead-mughold.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Goliaths carve mountain squashes with stone tools into strange, comic, or frightening faces intended to ward off winter spirits. Squash Toss contestants send their carvings down slopes, seeking the longest intact roll. Toasts of strong berry-fermented Peakbrew wish companions health and strength.\n\nIn mixed communities, especially human lands, Harvest Mask Balls borrow dwarven beards, elven moons, and goliath mountain imagery. Story Circles bring together different peoples’ elders and bards. Harmony Meals combine dishes such as dwarven meat pies, elven berry tarts, and goliath mountain stew.","heading":"Goliath and mixed celebrations","illustration":{"alt":"Goliath mountain-squash carving and rolling","caption":"Goliath mountain-squash carving and rolling","height":1024,"layout":"landscape","src":"assets/worldbook/harvestfest-goliath-squash.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"Harvestfest falls on the first full moon of Mead and marks Kirth’s last great feast before winter. Communities share the year’s bounty through parades, markets, hospitality, and traditions shaped by their different cultures.","title":"Harvestfest in Kirth","type":"Festival","visibility":"player"},{"body":"The peninsula and its government\nThe Wall was built during the hundred-year Orc Wars. Haven’s inhabitants consolidated their territory behind a great Wall stretching from the western to the eastern coast. The founders drove out creatures and peoples they considered monstrous or non-humanoid, then established a hierarchy of councils to govern the country.\n\nDraton, Georgetown and Valaria are major settlements of Haven.\n\nMountains, woods, and routes\nThe Rise of the Ancients separates Yiltir and the Yilt Forest from the lake towns to the east. Kilan, Bune, and Draton lie along the lake-and-river route leading to Georgetown. The Ironvale Forest spreads northeast of them, while Draken Forest occupies the central country and the Holy Hills rise farther southeast.\n\nTo the west, Dern stands beside Truswald Forest. Valaria lies near the southern Brakenridge range, with a water route toward Gelt on the coast. Restfall Wood covers the southwestern country, Valenfir Forest lies east of the southern mountains, and the broken islands called the Jaws of the Sea mark the southern shoreline. The Quarry lies north of Yiltir.\n\nHaven After the Wall\nThe Free Zone became a country through settlement, exclusion, trade and the slow growth of civic government.\n\nA defended country\nHaven's identity formed around the effort to secure a peninsula and make a common life within it. The Wall became the most visible expression of that effort. It separated danger from safety in public imagination more cleanly than it did in practice, but it gave households a boundary around which to organize expectations of government and defense.\n\nThe campaigns that drove monsters and other non-humanoid populations from the region were later retold as the clearing of a wilderness. The settlements that followed inherited a more complicated landscape: abandoned places, old routes, contested ruins and land whose previous inhabitants had not all vanished without resistance.\n\nFor many Haven families, the Free Zone means release from fear and the chance to build a home. The name also carries the assumptions of those who decided whose presence was compatible with that freedom. These different histories remain visible in local stories even when official commemorations emphasize only unity.\n\nThe country of councils\nHaven's governing councils developed because the work of defense did not answer every question of ordinary life. Settlements needed rules for markets, roads, disputes and contributions to common obligations. Local leaders gained influence through their ability to secure cooperation, while larger towns became centers where smaller communities sought judgment or assistance.\n\nThe system allowed substantial local variation. Hope's Alderman and small garrison serve a village whose importance exceeds its population. Georgetown's government reflects the interests of a major port. Valaria's institutions operate at the scale of a capital and a center of learning. Being part of Haven does not make these places politically interchangeable.\n\nFamilies across the former enemy line\nThe peace opened relationships that the Wall had never been intended to encourage. Orc and goblinkin craftspeople, traders and families established lives in and around Haven. Some arrived with valuable skills or commercial connections. Others took poorly paid work and had to prove their belonging repeatedly.\n\nMixed households made the old division less sustainable as a description of ordinary life. A family could have relatives on both sides, trade through Hope and worship alongside neighbors whose ancestors had fought theirs. These ties did not erase prejudice. They made it possible to challenge it through obligations people already recognized.\n\nHope's identity as a place founded through an orc-human partnership became especially important in this changing country. Its small scale allowed visitors to encounter cooperation as a working community rather than only a line in a treaty.\n\nThe unequal reach of prosperity\nRoads, markets and river commerce drew settlements into wider exchange. Towns that controlled a useful crossing or specialized trade grew faster than those whose products were easily replaced. The rise of Valaria's magical industry added another distinction: some communities became associated with innovation and wealth, while others supplied food, timber, labor and raw materials without sharing equally in the prestige.\n\nThe movement of young people followed these opportunities. Families in small towns supported children seeking training in Georgetown or Valaria, then depended on letters, remittances and occasional returns. A successful departure could enrich a household and weaken a local trade at the same time.\n\nPublic memory now\nHaven's ceremonies celebrate defense, peace and famous figures, but domestic remembrance is more varied. Some households preserve a soldier's equipment. Others keep a tool carried during migration, a first trade agreement or the bowl from which a new household ate when it owned little else.\n\nThe country remains bound together by practical institutions as much as by a single story of origin. Its gates, courts, markets and schools repeatedly decide what membership means. The Wall still matters, but the life of Haven increasingly depends on what happens when people pass through it and remain.\n\nThe First Warden and High Council\n@[Jacquelyn Commonbrook|de1a8b19-340d-4f36-abff-f8c3587b0793] holds the title of First Warden of Haven as well as Speaker of Valaria’s Conclave. Georgetown sends an annually selected representative to the High Council in Valaria, connecting local government with the capital. The capital’s university and Dieritium industries make it a center of education, manufacturing and national influence.\n\nThe Treaty of Blood and the northern road\nThe @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] bound Haven and the Iron Tusk Confederacy to peace, mutual sovereignty, reconstruction and limits on devastating magic. It established joint oversight and peaceful dispute resolution. Its later amendment recognized that the Ash could not be restored for settlement or farming and committed both parties to supporting safe passage through it.\n\nBlackwater sits on a heavily traveled route between Haven and Fastenbard. Farther north, the Long Road links Haven to the Embervale Basin through the Greenway, with connections toward the Kirthhian Divide and Pultin. Lebren lies offshore, divided between a forested east and a desert west.\n\nRegulated Dieritium and relations with Halar\nMost known Dieritium Arcanum deposits lie in Haven, with a smaller number in northern Kirth. Haven regulates mining, refinement and transport; unauthorized mining and smuggling can bring substantial fines and imprisonment. Only licensed practitioners may use it in spells and enchantments.\n\nHaven’s criticism of Halar’s judicial punishments led Emperor Al’ Haziz to reduce trade with Haven and seek other economic partners. Halari authorities still admit Haven travelers for trade while watching them closely.\n\nRemembrance and a cultural envoy\nRemembrance honors @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f] on the anniversary of his death, with observances across Haven and especially Georgetown.\n\nNyx of House Virellin, a tiefling diplomat and tutor from Haven, serves as a cultural bridge to Rahm’mafal. Nyx is trusted by the Storm Matriarch’s court and holds the rare honor of being a non-goliath trusted with sacred rites.","category":"Places","id":"9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72","illustration":{"alt":"Haven landscape","caption":"Haven landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/haven-southern-jaws-coast-hero.avif","visibility":"player","width":1536},"links":["6e0f985c-587a-4faf-bb6d-12507ae271fe","de1a8b19-340d-4f36-abff-f8c3587b0793","eff94f48-341d-4702-b6b2-a6a0aa9f9f5f"],"raceRelated":[],"sections":[{"body":"The Wall was built during the hundred-year Orc Wars. Haven’s inhabitants consolidated their territory behind a great Wall stretching from the western to the eastern coast. The founders drove out creatures and peoples they considered monstrous or non-humanoid, then established a hierarchy of councils to govern the country.\n\nDraton, Georgetown and Valaria are major settlements of Haven.","heading":"The peninsula and its government","visibility":"player"},{"body":"The Rise of the Ancients separates Yiltir and the Yilt Forest from the lake towns to the east. Kilan, Bune, and Draton lie along the lake-and-river route leading to Georgetown. The Ironvale Forest spreads northeast of them, while Draken Forest occupies the central country and the Holy Hills rise farther southeast.\n\nTo the west, Dern stands beside Truswald Forest. Valaria lies near the southern Brakenridge range, with a water route toward Gelt on the coast. Restfall Wood covers the southwestern country, Valenfir Forest lies east of the southern mountains, and the broken islands called the Jaws of the Sea mark the southern shoreline. The Quarry lies north of Yiltir.","heading":"Mountains, woods, and routes","illustration":{"alt":"Cargo along Haven’s wooded lake route","caption":"Cargo along Haven’s wooded lake route","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/haven-woodland-lake-route-cargo.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Free Zone became a country through settlement, exclusion, trade and the slow growth of civic government.","heading":"Haven After the Wall","visibility":"player"},{"body":"Haven's identity formed around the effort to secure a peninsula and make a common life within it. The Wall became the most visible expression of that effort. It separated danger from safety in public imagination more cleanly than it did in practice, but it gave households a boundary around which to organize expectations of government and defense.\n\nThe campaigns that drove monsters and other non-humanoid populations from the region were later retold as the clearing of a wilderness. The settlements that followed inherited a more complicated landscape: abandoned places, old routes, contested ruins and land whose previous inhabitants had not all vanished without resistance.\n\nFor many Haven families, the Free Zone means release from fear and the chance to build a home. The name also carries the assumptions of those who decided whose presence was compatible with that freedom. These different histories remain visible in local stories even when official commemorations emphasize only unity.","heading":"A defended country","visibility":"player"},{"body":"Haven's governing councils developed because the work of defense did not answer every question of ordinary life. Settlements needed rules for markets, roads, disputes and contributions to common obligations. Local leaders gained influence through their ability to secure cooperation, while larger towns became centers where smaller communities sought judgment or assistance.\n\nThe system allowed substantial local variation. Hope's Alderman and small garrison serve a village whose importance exceeds its population. Georgetown's government reflects the interests of a major port. Valaria's institutions operate at the scale of a capital and a center of learning. Being part of Haven does not make these places politically interchangeable.","heading":"The country of councils","illustration":{"alt":"A local council considering shared work","caption":"A local council considering shared work","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/haven-local-council-common-obligations.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The peace opened relationships that the Wall had never been intended to encourage. Orc and goblinkin craftspeople, traders and families established lives in and around Haven. Some arrived with valuable skills or commercial connections. Others took poorly paid work and had to prove their belonging repeatedly.\n\nMixed households made the old division less sustainable as a description of ordinary life. A family could have relatives on both sides, trade through Hope and worship alongside neighbors whose ancestors had fought theirs. These ties did not erase prejudice. They made it possible to challenge it through obligations people already recognized.\n\nHope's identity as a place founded through an orc-human partnership became especially important in this changing country. Its small scale allowed visitors to encounter cooperation as a working community rather than only a line in a treaty.","heading":"Families across the former enemy line","illustration":{"alt":"A mixed household working together in Haven","caption":"A mixed household working together in Haven","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/haven-orc-human-goblinkin-household-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Roads, markets and river commerce drew settlements into wider exchange. Towns that controlled a useful crossing or specialized trade grew faster than those whose products were easily replaced. The rise of Valaria's magical industry added another distinction: some communities became associated with innovation and wealth, while others supplied food, timber, labor and raw materials without sharing equally in the prestige.\n\nThe movement of young people followed these opportunities. Families in small towns supported children seeking training in Georgetown or Valaria, then depended on letters, remittances and occasional returns. A successful departure could enrich a household and weaken a local trade at the same time.","heading":"The unequal reach of prosperity","visibility":"player"},{"body":"Haven's ceremonies celebrate defense, peace and famous figures, but domestic remembrance is more varied. Some households preserve a soldier's equipment. Others keep a tool carried during migration, a first trade agreement or the bowl from which a new household ate when it owned little else.\n\nThe country remains bound together by practical institutions as much as by a single story of origin. Its gates, courts, markets and schools repeatedly decide what membership means. The Wall still matters, but the life of Haven increasingly depends on what happens when people pass through it and remain.","heading":"Public memory now","illustration":{"alt":"Domestic remembrance in a Haven household","caption":"Domestic remembrance in a Haven household","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/haven-domestic-memory-bowl-and-tool.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Jacquelyn Commonbrook|de1a8b19-340d-4f36-abff-f8c3587b0793] holds the title of First Warden of Haven as well as Speaker of Valaria’s Conclave. Georgetown sends an annually selected representative to the High Council in Valaria, connecting local government with the capital. The capital’s university and Dieritium industries make it a center of education, manufacturing and national influence.","heading":"The First Warden and High Council","visibility":"player"},{"body":"The @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] bound Haven and the Iron Tusk Confederacy to peace, mutual sovereignty, reconstruction and limits on devastating magic. It established joint oversight and peaceful dispute resolution. Its later amendment recognized that the Ash could not be restored for settlement or farming and committed both parties to supporting safe passage through it.\n\nBlackwater sits on a heavily traveled route between Haven and Fastenbard. Farther north, the Long Road links Haven to the Embervale Basin through the Greenway, with connections toward the Kirthhian Divide and Pultin. Lebren lies offshore, divided between a forested east and a desert west.","heading":"The Treaty of Blood and the northern road","visibility":"player"},{"body":"Most known Dieritium Arcanum deposits lie in Haven, with a smaller number in northern Kirth. Haven regulates mining, refinement and transport; unauthorized mining and smuggling can bring substantial fines and imprisonment. Only licensed practitioners may use it in spells and enchantments.\n\nHaven’s criticism of Halar’s judicial punishments led Emperor Al’ Haziz to reduce trade with Haven and seek other economic partners. Halari authorities still admit Haven travelers for trade while watching them closely.","heading":"Regulated Dieritium and relations with Halar","visibility":"player"},{"body":"Remembrance honors @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f] on the anniversary of his death, with observances across Haven and especially Georgetown.\n\nNyx of House Virellin, a tiefling diplomat and tutor from Haven, serves as a cultural bridge to Rahm’mafal. Nyx is trusted by the Storm Matriarch’s court and holds the rare honor of being a non-goliath trusted with sacred rites.","heading":"Remembrance and a cultural envoy","visibility":"player"}],"summary":"Haven, also called the Free Zone, occupies a large peninsula in eastern Kirth. Its national origin is associated with the Orc Wars, a coast-to-coast Wall, and the establishment of a council-based government.","title":"Haven","type":"Location","visibility":"player"},{"body":"Headmaster and scholar\nAurelia expects discipline and strong work from both faculty and students. She will correct failure directly, but also invests time and support in promising learners. She regards herself as the steward of an institution that should continue advancing knowledge after her own tenure.\n\nHer research and oversight have contributed to magical experimentation and the development of new devices at @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3]. She is also one of its most formidable defenders.\n\nHer guiding maxim is, “Knowledge is power, but wisdom is its master.”\n\nAppearance and manner\nAurelia is 6 feet 1 inch tall, slender, and sharp-featured, with long dark hair, green eyes, and silver earrings. Flowing robes and an assured bearing give her a formal presence. She remains alert and graceful despite her age, favoring wisdom and judgment over the pursuit of power for its own sake.","category":"People","id":"cadacd8a-fc33-4dd3-a60e-36b0d1e578db","illustration":{"alt":"Headmaster Aurelia Nightshade","caption":"Headmaster Aurelia Nightshade","height":1448,"layout":"portrait","src":"assets/worldbook/aurelia-nightshade-text.avif","visibility":"player","width":1086},"links":["af7892b9-fb6d-48f4-a661-c652cad841c3"],"raceRelated":[],"sections":[{"body":"Aurelia expects discipline and strong work from both faculty and students. She will correct failure directly, but also invests time and support in promising learners. She regards herself as the steward of an institution that should continue advancing knowledge after her own tenure.\n\nHer research and oversight have contributed to magical experimentation and the development of new devices at @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3]. She is also one of its most formidable defenders.\n\nHer guiding maxim is, “Knowledge is power, but wisdom is its master.”","heading":"Headmaster and scholar","visibility":"player"},{"body":"Aurelia is 6 feet 1 inch tall, slender, and sharp-featured, with long dark hair, green eyes, and silver earrings. Flowing robes and an assured bearing give her a formal presence. She remains alert and graceful despite her age, favoring wisdom and judgment over the pursuit of power for its own sake.","heading":"Appearance and manner","visibility":"player"}],"summary":"Aurelia Nightshade is the elven wizard who has led the Solarium Inspirato for more than two centuries. Her demanding standards are matched by close attention to students' welfare and a sustained interest in the meeting of magic and technology.","title":"Headmaster Aurelia Nightshade","type":"Person","visibility":"player"},{"body":"Rise from Skjolgard\nHildr grew up in Skjolgard's northern tundra, where harsh conditions encouraged resourcefulness as well as strength. Tradition attributes her name to a counterattack against a raiding clan: the ground seemed to thunder beneath her charge, which her people understood as Bragastir's favor.\n\nChosen as Thane while still young, she improved defense, hunting, fishing, and the teaching of goliath history. During a divided Moot over encroaching ice trolls, she proposed a combination of force and negotiation. The threat was resolved without goliath deaths, and the Thanes unanimously selected her as High Thane.\n\nLeadership and appearance\nHer leadership has brought peace and prosperity, balancing inherited customs with improvements to daily life. She regularly seeks guidance from Bragastir and Vulkrandur at the Quan'Ma shrine.\n\nHildr is 37 years old and stands 7 feet 2 inches tall. Her light-gray, dark-marbled skin bears tribal tattoos and old battle scars. She has ice-blue eyes and black hair streaked with silver, usually braided with clan beads and tokens. Furs, leather, and a pendant honoring both gods form her ordinary dress; a bear-fur mantle marks her ceremonial station. A deep voice, measured movement, and hearty laugh reinforce her mixture of authority and communal warmth.\n\nAt @[Quan’Ma|1727c233-267b-4794-ad8d-92ebda106302]’s shared shrine, @[Bragastir|73fde81d-b813-47b4-9a7c-2708d25d4aba] and @[Vulkrandur|dfbc69fe-77a5-4835-b824-b7336da31b07] bring storm, strength, creation and protection into the same sacred setting. Hildr’s pendant honors both gods. Her devotion belongs to a leadership concerned with defending the clans and improving their lives while maintaining their cultural inheritance.","category":"People","id":"5fde01f6-0dd7-41d3-b751-fb016ceb7394","illustration":{"alt":"Hildr Thunderfoot, High Thane","caption":"Hildr Thunderfoot, High Thane","height":1448,"layout":"portrait","src":"assets/worldbook/hildr-thunderfoot.avif","visibility":"player","width":1086},"links":["1727c233-267b-4794-ad8d-92ebda106302","73fde81d-b813-47b4-9a7c-2708d25d4aba","dfbc69fe-77a5-4835-b824-b7336da31b07"],"raceRelated":[],"sections":[{"body":"Hildr grew up in Skjolgard's northern tundra, where harsh conditions encouraged resourcefulness as well as strength. Tradition attributes her name to a counterattack against a raiding clan: the ground seemed to thunder beneath her charge, which her people understood as Bragastir's favor.\n\nChosen as Thane while still young, she improved defense, hunting, fishing, and the teaching of goliath history. During a divided Moot over encroaching ice trolls, she proposed a combination of force and negotiation. The threat was resolved without goliath deaths, and the Thanes unanimously selected her as High Thane.","heading":"Rise from Skjolgard","visibility":"player"},{"body":"Her leadership has brought peace and prosperity, balancing inherited customs with improvements to daily life. She regularly seeks guidance from Bragastir and Vulkrandur at the Quan'Ma shrine.\n\nHildr is 37 years old and stands 7 feet 2 inches tall. Her light-gray, dark-marbled skin bears tribal tattoos and old battle scars. She has ice-blue eyes and black hair streaked with silver, usually braided with clan beads and tokens. Furs, leather, and a pendant honoring both gods form her ordinary dress; a bear-fur mantle marks her ceremonial station. A deep voice, measured movement, and hearty laugh reinforce her mixture of authority and communal warmth.\n\nAt @[Quan’Ma|1727c233-267b-4794-ad8d-92ebda106302]’s shared shrine, @[Bragastir|73fde81d-b813-47b4-9a7c-2708d25d4aba] and @[Vulkrandur|dfbc69fe-77a5-4835-b824-b7336da31b07] bring storm, strength, creation and protection into the same sacred setting. Hildr’s pendant honors both gods. Her devotion belongs to a leadership concerned with defending the clans and improving their lives while maintaining their cultural inheritance.","heading":"Leadership and appearance","visibility":"player"}],"summary":"Hildr Thunderfoot holds the title of High Thane in Quan’Ma. Her leadership emphasizes clan unity and devotion to Bragastir and Vulkrandur. How her High Thane office relates to the Storm Matriarch’s authority remains uncertain.","title":"Hildr Thunderfoot, High Thane of Rahm'mafal","type":"Person","visibility":"player"},{"body":"Magic under license\nLegal spellcasting requires a license from the Arcanist's Tower. The process is expensive and bureaucratic, favoring people with wealth and connections. Unlicensed magic can lead to imprisonment or forced arcane suppression. The Enforcers patrol for violations and respond quickly when illicit spells are reported.\n\nMaster Valtheron heads the Tower with a stern but reputedly fair approach. The fortified Enforcers' Barracks uses wards and defensive spells against intrusion or magical escape. The force trains in both combat and suppression, and swiftly quells unrest against the city's restrictive order.\n\nPorts, shops, and lodging\nThe Bazaar of Seven Tides runs along the docks, offering goods, components, and rarities from across the ocean. Heavy regulation has not eliminated the discreet trade in unlicensed enchanted items.\n\nMistress Yelendra, an elven merchant, operates the Gilded Lily in the central district. The gold-decorated shop openly sells lawful enchanted objects, scrolls, and components. Rumors connect its owner to an underground trade in prohibited stock.\n\nAriessea and Oslo run Chastity's Nook, a quiet inn valued for privacy. In a rougher neighborhood, the Don't Go Inn attracts outlaws, adventurers, and people conducting discreet business. Its owners avoid asking questions about guests' affairs.\n\nTemple and sea caves\nThe Crimson Fist Temple is the substantial stone headquarters of a militant religious order. It combines worship with less public activities, and its members are rumored to understand the city's hidden dealings.\n\nNorth of the port, the Sirens Grotto consists of sea caves avoided by locals who tell stories of mermaids and sea elves. The caves remain uninhabited, despite those tales.","category":"Places","id":"41699cf8-bacc-417c-80c9-3b24cab46d72","illustration":{"alt":"Holden landscape","caption":"Holden landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/holden-notika-licensed-port-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Legal spellcasting requires a license from the Arcanist's Tower. The process is expensive and bureaucratic, favoring people with wealth and connections. Unlicensed magic can lead to imprisonment or forced arcane suppression. The Enforcers patrol for violations and respond quickly when illicit spells are reported.\n\nMaster Valtheron heads the Tower with a stern but reputedly fair approach. The fortified Enforcers' Barracks uses wards and defensive spells against intrusion or magical escape. The force trains in both combat and suppression, and swiftly quells unrest against the city's restrictive order.","heading":"Magic under license","illustration":{"alt":"Holden’s Arcanist’s Tower and unequal magic licensing","caption":"Holden’s Arcanist’s Tower and unequal magic licensing","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/holden-magic-licensing.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Bazaar of Seven Tides runs along the docks, offering goods, components, and rarities from across the ocean. Heavy regulation has not eliminated the discreet trade in unlicensed enchanted items.\n\nMistress Yelendra, an elven merchant, operates the Gilded Lily in the central district. The gold-decorated shop openly sells lawful enchanted objects, scrolls, and components. Rumors connect its owner to an underground trade in prohibited stock.\n\nAriessea and Oslo run Chastity's Nook, a quiet inn valued for privacy. In a rougher neighborhood, the Don't Go Inn attracts outlaws, adventurers, and people conducting discreet business. Its owners avoid asking questions about guests' affairs.","heading":"Ports, shops, and lodging","illustration":{"alt":"Holden — Ports, shops, and lodging","caption":"Holden — Ports, shops, and lodging","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/holden-seven-tides-dock-bazaar.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Crimson Fist Temple is the substantial stone headquarters of a militant religious order. It combines worship with less public activities, and its members are rumored to understand the city's hidden dealings.\n\nNorth of the port, the Sirens Grotto consists of sea caves avoided by locals who tell stories of mermaids and sea elves. The caves remain uninhabited, despite those tales.","heading":"Temple and sea caves","illustration":{"alt":"Holden — Temple and sea caves","caption":"Holden — Temple and sea caves","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/holden-sirens-grotto-empty-caves.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Holden is a port of roughly 10,000 people on Creslin's western Notika Ocean coast. Trade brings a cosmopolitan population, but the Ascendancy's licensing regime sharply limits who may use magic and who benefits from it.","title":"Holden","type":"Settlement","visibility":"player"},{"body":"The garrison’s duties\nA ten-foot stone wall encloses the barracks. Within it, soldiers drill, tend horses, and maintain weapons, armor, supplies, and other equipment. Major military action is uncommon, leaving much of the garrison’s time for training and upkeep of the village and Wall.\n\nThe garrison also operates Hope’s jail in the barracks dungeon and supervises prisoners. Its soldiers maintain local order and protect residents around the gate.\n\nCommand\n@[Jackson Merryweather|32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b], a human in his forties, oversees everyday operations and coordinates with local authorities and nearby military units. His troops are trained, well equipped and disciplined.","category":"Places","id":"94e7b5f3-5297-4af0-b012-cff32284926c","illustration":{"alt":"Hope Guard Barracks landscape","caption":"Hope Guard Barracks landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/hope-barracks-training-court-hero.avif","visibility":"player","width":1536},"links":["32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b"],"raceRelated":[],"sections":[{"body":"A ten-foot stone wall encloses the barracks. Within it, soldiers drill, tend horses, and maintain weapons, armor, supplies, and other equipment. Major military action is uncommon, leaving much of the garrison’s time for training and upkeep of the village and Wall.\n\nThe garrison also operates Hope’s jail in the barracks dungeon and supervises prisoners. Its soldiers maintain local order and protect residents around the gate.","heading":"The garrison’s duties","illustration":{"alt":"Hope Guard Barracks, horse and equipment upkeep","caption":"Hope Guard Barracks, horse and equipment upkeep","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hope-barracks-horse-and-tack-upkeep.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Jackson Merryweather|32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b], a human in his forties, oversees everyday operations and coordinates with local authorities and nearby military units. His troops are trained, well equipped and disciplined.","heading":"Command","visibility":"player"}],"summary":"The Hope Guard Barracks houses a twenty-soldier garrison near Hope and the gate through Haven’s Wall. Lieutenant Jackson Merryweather commands the post, whose usual duties combine readiness, maintenance, and local security.","title":"Hope Guard Barracks","type":"Landmark","visibility":"player"},{"body":"Market days and the square\nFarmers and craftspeople bring produce, honey, cheese, baked goods, pottery, jewelry, and other local wares to @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. Musicians often entertain shoppers, and occasional fairs or festivals turn commerce into a wider village celebration.\n\nA small central fountain, benches, and the shade of a large weeping willow provide places to rest and meet. The willow is not native to the area, a fact that regularly prompts conversation among travelers.","category":"Places","id":"0c1874b4-c8b1-4615-9eaa-4ed83a15b4d1","illustration":{"alt":"Hope Market Square, fountain and willow","caption":"Hope Market Square, fountain and willow","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/hope-market-square.avif","visibility":"player","width":1536},"links":["2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6"],"raceRelated":[],"sections":[{"body":"Farmers and craftspeople bring produce, honey, cheese, baked goods, pottery, jewelry, and other local wares to @[Village of Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. Musicians often entertain shoppers, and occasional fairs or festivals turn commerce into a wider village celebration.\n\nA small central fountain, benches, and the shade of a large weeping willow provide places to rest and meet. The willow is not native to the area, a fact that regularly prompts conversation among travelers.","heading":"Market days and the square","visibility":"player"}],"summary":"Hope Market Square is the village's regular gathering place for trade, music, and community celebrations. A larger market arrives every seven days, while everyday vendors and food carts keep the square active between market days.","title":"Hope Market Square","type":"Landmark","visibility":"player"},{"body":"Worship and refuge\nRough stone walls and a thatched roof enclose a simple interior dominated by Releous's altar, candles, and holy symbols. A few wooden pews provide seating, although many visitors stand or kneel to pray.\n\n@[Nolden Tully|ecb35a4f-721e-4e52-9327-017a72bf11c7] accepts donations from willing supporters, including gifts from @[Whisper|aeaeb051-3107-49ee-94e5-1f097bc6fcdc], and turns the chapel's resources toward the community. His gruff manner does not prevent him from offering counsel or defending someone vulnerable. The chapel's modest appearance should not be mistaken for weak divine protection: Nolden remains a powerful cleric.\n\nA home and education for children\nAfter retiring from adventuring, Nolden Tully founded the chapel as a place to keep serving Releous and people in need. His work includes taking in orphaned children, giving them a home and education, and helping people targeted by bandits or other criminals. The chapel’s role extends beyond worship to sustained care and protection.","category":"Places","id":"748c0536-b8e0-46f0-a05b-10bd9afbf4a2","illustration":{"alt":"Hope's Chapel of Releous landscape","caption":"Hope's Chapel of Releous landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/hope-chapel-hilltop-sanctuary-hero.avif","visibility":"player","width":1536},"links":["aeaeb051-3107-49ee-94e5-1f097bc6fcdc","ecb35a4f-721e-4e52-9327-017a72bf11c7"],"raceRelated":[],"sections":[{"body":"Rough stone walls and a thatched roof enclose a simple interior dominated by Releous's altar, candles, and holy symbols. A few wooden pews provide seating, although many visitors stand or kneel to pray.\n\n@[Nolden Tully|ecb35a4f-721e-4e52-9327-017a72bf11c7] accepts donations from willing supporters, including gifts from @[Whisper|aeaeb051-3107-49ee-94e5-1f097bc6fcdc], and turns the chapel's resources toward the community. His gruff manner does not prevent him from offering counsel or defending someone vulnerable. The chapel's modest appearance should not be mistaken for weak divine protection: Nolden remains a powerful cleric.","heading":"Worship and refuge","illustration":{"alt":"Hope’s Chapel of Releous, quiet worship","caption":"Hope’s Chapel of Releous, quiet worship","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hope-chapel-plain-interior-prayer.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"After retiring from adventuring, Nolden Tully founded the chapel as a place to keep serving Releous and people in need. His work includes taking in orphaned children, giving them a home and education, and helping people targeted by bandits or other criminals. The chapel’s role extends beyond worship to sustained care and protection.","heading":"A home and education for children","visibility":"player"}],"summary":"Hope's Chapel of Releous is a small hilltop sanctuary run by retired adventuring cleric Nolden Tully. Its plain building shelters worship, charitable work, and practical protection for people in need.","title":"Hope's Chapel of Releous","type":"Landmark","visibility":"player"},{"body":"The House and Its Food\nExposed beams, a fireplace and comfortable seating give the tavern a warm, rustic setting. Elven and genasi touches in its furnishings reflect the owners’ backgrounds, as does the menu.\n\nFerrin handles daytime service, purchasing and the practical business of the tavern. He is particular about ingredients and recipes. Lunch and dinner include soups, stews and lighter salads, with slow-roasted meats and accompanying sides as a specialty.\n\nMusic After Dark\nCyran takes over late service, offering upscale spirits and an open venue for singers. Local musicians also perform. His enthusiasm and easy hospitality make music as important to the tavern’s identity as its food.\n\nA performance that wins over the room may earn its singer a token from Cyran. The token can be redeemed on a later visit for a meal and drinks. It is a discretionary reward for a well-received performance, not a guaranteed payment to everyone who sings.\n\nThe Proprietors\n@[Ferrin and Cyran Luric|94f9a62c-7d86-4f98-84a0-468174c6b10d] met and fell in love over a meal here about twenty years ago and later bought the establishment together. Ferrin is a stocky, bearded male elf; Cyran is a male air genasi. Their complementary working styles sustain the tavern’s welcoming atmosphere.","category":"Places","id":"ccdc3c08-41d3-4c61-a73a-e3934c1f750a","illustration":{"alt":"Hope’s Delight landscape","caption":"Hope’s Delight landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/hopes-delight-music-meals-hero.avif","visibility":"player","width":1536},"links":["94f9a62c-7d86-4f98-84a0-468174c6b10d"],"raceRelated":[],"sections":[{"body":"Exposed beams, a fireplace and comfortable seating give the tavern a warm, rustic setting. Elven and genasi touches in its furnishings reflect the owners’ backgrounds, as does the menu.\n\nFerrin handles daytime service, purchasing and the practical business of the tavern. He is particular about ingredients and recipes. Lunch and dinner include soups, stews and lighter salads, with slow-roasted meats and accompanying sides as a specialty.","heading":"The House and Its Food","illustration":{"alt":"Preparing daytime food at Hope’s Delight","caption":"Preparing daytime food at Hope’s Delight","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hope-delight-day-food-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Cyran takes over late service, offering upscale spirits and an open venue for singers. Local musicians also perform. His enthusiasm and easy hospitality make music as important to the tavern’s identity as its food.\n\nA performance that wins over the room may earn its singer a token from Cyran. The token can be redeemed on a later visit for a meal and drinks. It is a discretionary reward for a well-received performance, not a guaranteed payment to everyone who sings.","heading":"Music After Dark","illustration":{"alt":"Open singing after dark at Hope’s Delight","caption":"Open singing after dark at Hope’s Delight","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hope-delight-open-evening-singing.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Ferrin and Cyran Luric|94f9a62c-7d86-4f98-84a0-468174c6b10d] met and fell in love over a meal here about twenty years ago and later bought the establishment together. Ferrin is a stocky, bearded male elf; Cyran is a male air genasi. Their complementary working styles sustain the tavern’s welcoming atmosphere.","heading":"The Proprietors","visibility":"player"}],"summary":"Hope’s Delight is a tavern and eatery in the Village of Hope, run by Ferrin and Cyran Luric. Good meals, refined spirits and open singing make it a regular gathering place for locals and travelers.","title":"Hope’s Delight","type":"Landmark","visibility":"player"},{"body":"Land and settlements\nCold northern tundra gives way to snowy evergreen forests, then fertile central valleys and more temperate coastal country. Mountain resources sustain mining settlements, while forests and waterways connect widely separated communities.\n\n@[Aerilon|07e926c2-85a1-4fbe-b681-78495b32f5ec] is the largest city and administrative seat, standing where the Hythiran River reaches the Notika Ocean on the southwest coast. @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f] occupies the meeting of the Aprian Run and Silvervale Lode. @[Stonebriar|9a76219b-a878-421b-8fb3-4d3420f06d9f] lies on the Aprian Run between Caelwyn and @[Ravenwood|notebook-9], a small farming village.\n\n@[Galion|6dd1a6e4-fb26-40ee-bdf5-49576cb670d1], at the foot of the Kirthian Range beside the Aprian Run, is deserted and reputedly haunted. Balmoral lies in the Northern Sweeps and is known for summer monster-hunting competitions. Tsaris Bay, south of Aerilon, supports major maritime commerce. Shallows is a smaller southwestern fishing town whose inhabitants often have troubled histories.\n\nGovernment and protection\nHigh Regent @[Elrohan Valara|f16c166f-3f6d-4559-bfc0-1591db59b549] is elected but exercises powers comparable to a monarch. A Council of Elders drawn from major towns and cities advises him and represents regional interests. Mayors and village councils manage local matters and report through this provincial structure.\n\nLocal guards and militias handle immediate safety and law enforcement. A provincial army under the High Regent protects against larger external threats. Important settlements maintain walls and other fortifications.\n\nEconomy and cultural life\nRavenwood and other farming communities supply crops and livestock. Mining around towns such as Stonebriar produces iron, mithril, and other resources. Logging supports construction and export, while the coastal settlements fish and trade by sea. River and overland routes connect these industries with neighboring regions.\n\nHumans and elves are especially numerous in the cities; dwarves are prominent in mining and skilled trades. Local festivals, including Balmoral's hunting competition, reinforce community ties. Temples and chapels serve a range of faiths rather than a single provincial cult.\n\nPressures on the province\nTerritorial and resource disputes with the dwarven kingdom called Krastenbard trouble the province's borders. Growth also requires balancing extraction and trade against preservation of forests, water, and other resources. Expanded routes and infrastructure promise prosperity but increase those demands.","category":"Places","id":"notebook-0","illustration":{"alt":"Hythiran Province landscape","caption":"Hythiran Province landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/hythiran-valleys-northern-forests-hero.avif","visibility":"player","width":1536},"links":["07e926c2-85a1-4fbe-b681-78495b32f5ec","6dd1a6e4-fb26-40ee-bdf5-49576cb670d1","9a76219b-a878-421b-8fb3-4d3420f06d9f","c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f","f16c166f-3f6d-4559-bfc0-1591db59b549","notebook-9"],"raceRelated":[],"sections":[{"body":"Cold northern tundra gives way to snowy evergreen forests, then fertile central valleys and more temperate coastal country. Mountain resources sustain mining settlements, while forests and waterways connect widely separated communities.\n\n@[Aerilon|07e926c2-85a1-4fbe-b681-78495b32f5ec] is the largest city and administrative seat, standing where the Hythiran River reaches the Notika Ocean on the southwest coast. @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f] occupies the meeting of the Aprian Run and Silvervale Lode. @[Stonebriar|9a76219b-a878-421b-8fb3-4d3420f06d9f] lies on the Aprian Run between Caelwyn and @[Ravenwood|notebook-9], a small farming village.\n\n@[Galion|6dd1a6e4-fb26-40ee-bdf5-49576cb670d1], at the foot of the Kirthian Range beside the Aprian Run, is deserted and reputedly haunted. Balmoral lies in the Northern Sweeps and is known for summer monster-hunting competitions. Tsaris Bay, south of Aerilon, supports major maritime commerce. Shallows is a smaller southwestern fishing town whose inhabitants often have troubled histories.","heading":"Land and settlements","visibility":"player"},{"body":"High Regent @[Elrohan Valara|f16c166f-3f6d-4559-bfc0-1591db59b549] is elected but exercises powers comparable to a monarch. A Council of Elders drawn from major towns and cities advises him and represents regional interests. Mayors and village councils manage local matters and report through this provincial structure.\n\nLocal guards and militias handle immediate safety and law enforcement. A provincial army under the High Regent protects against larger external threats. Important settlements maintain walls and other fortifications.","heading":"Government and protection","illustration":{"alt":"Hythiran’s regional Council of Elders","caption":"Hythiran’s regional Council of Elders","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hythiran-council-elders.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Ravenwood and other farming communities supply crops and livestock. Mining around towns such as Stonebriar produces iron, mithril, and other resources. Logging supports construction and export, while the coastal settlements fish and trade by sea. River and overland routes connect these industries with neighboring regions.\n\nHumans and elves are especially numerous in the cities; dwarves are prominent in mining and skilled trades. Local festivals, including Balmoral's hunting competition, reinforce community ties. Temples and chapels serve a range of faiths rather than a single provincial cult.","heading":"Economy and cultural life","illustration":{"alt":"A working river-trade landing in Hythiran","caption":"A working river-trade landing in Hythiran","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hythiran-river-resources.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Territorial and resource disputes with the dwarven kingdom called Krastenbard trouble the province's borders. Growth also requires balancing extraction and trade against preservation of forests, water, and other resources. Expanded routes and infrastructure promise prosperity but increase those demands.","heading":"Pressures on the province","visibility":"player"}],"summary":"The Hythiran Province stretches across eastern Kirth from the northern sweeps to the southern coast, between the Kirthian and Far'Thak mountains. Its elected High Regent governs a region linked by farming, mining, forestry, and river and sea trade.","title":"Hythiran Province","type":"Region","visibility":"player"},{"body":"Hardin and the order\nHardin is the order’s administrative and spiritual seat, a rigorously planned city-state. Temples of Astreon also serve as courts.\n\nFor the order, justice is an expression of sacred order rather than a negotiation between perspectives. That conviction earns respect, fear, and resentment. Nobles may depend on the Judicators’ authority while resisting its intrusion into their own affairs.\n\nMany high-ranking members have the bearing and dress of judges. Others are grim, armored enforcers with the presence of paladins, carrying judicial authority beyond the courtroom. Robes and armor alike bear Astreon’s colors.\n\nThe High Arbiter commands the order from Hardin’s stone-walled courts. From that seat, the Judicators pass laws, interpret doctrine and dispatch agents throughout Lyasa. Their temples function as courts as well as places of worship, making enforcement part of religious life rather than a separate civic profession.\n\nBeneath the High Arbiter, Judicators render verdicts and carry out sentences. Riteskeepers preserve divine law and perform its holy rites. Initiates undergo the discipline of fire and doctrine that prepares the next generation of enforcers. The hierarchy joins legal judgment, ritual custody and training under a single divine authority.\n\nOrdinary people often hope to avoid meeting the order’s enforcers outside a court, while criminals fear their arrival.\n\nWrits and the bounds of service\nPersonnel who have not yet become full Judicators, including Initiates, Adjunct Marshals and Scribes, are assigned Writs. A Writ is a mandate, not a rank: it defines the bearer’s training and expertise, the bounds within which they may act, and their accountability.\n\nWithin a team, Writ officers support a Judicator through precise responsibilities. Their specialized authority does not grant the full power of judgment held by the Judicator they serve.\n\nWrit of Iron: Enforcement and Martial Execution\nThe Writ of Iron governs physical force, restraint, suppression and battlefield justice. Its bearers execute physical orders and carry out the enforcement work assigned to them. They do not pass sentence.\n\nWrit of Veil: Intelligence and Investigation\nThe Writ of Veil governs inquiries, interrogations and surveillance. Its bearers uncover corruption and assess spiritual and legal imbalance, reporting their findings to their commanding Judicator.\n\nWrit of Flame: Doctrine and Purgation\nThe Writ of Flame governs ritual purity, theological enforcement and divine rites. Its bearers assist sacred judgments and the observance of ceremonial law. They cannot invoke a divine sentence independently.\n\nThe authority of a full Judicator\nOnly full Judicators have passed all trials, mastered every Writ domain and received the sanction of the High Council. They are not confined to a single Writ. Judge, investigator and executioner are joined in one office, understood by the order as an embodiment of Astreon’s will.\n\nThe Writ officers who serve alongside a Judicator retain their defined responsibilities and operational limits; the Judicator brings those separate disciplines together in judgment.\n\nThe Scroll of Trium Mandate\n> Let each hand bear its writ until the bearer becomes the arm. Let the arm rise in judgment, and the judgment stand in flame.\n\nScroll of Trium Mandate — Internal Codex, Entry 2.17.5: Writ Protocols of the Lyasan High Seat.\n\nThe judgment of Varitas\nVaritas stands northwest along the coast at the Mouth of Justice, the narrow sea entrance to Hardin Bay. Once a thriving commercial port, it became associated with piracy, crime, and corrupted government. The Judicators declared it beyond redemption and burned the entire city. Innocent residents died alongside those responsible for its crimes.\n\nA new settlement of stone now houses sacred academies, training halls, and doctrinal archives. Outside its walls, the ruins of old Varitas remain as a deliberate warning about the cost of defying the order.\n\nThe Right of Balancing\nThe Judicators’ most feared invocation is @[the Right of Balancing|notebook-18]. It places an accused soul beneath Astreon’s scrutiny, exposing guilt through divine judgment rather than ordinary testimony. The excommunicated Pale Covenant, a radical offshoot, is forbidden from invoking it.\n\nThis doctrine grants the order a claimed authority beyond secular administration.\n\nBeyond Lyasa\nJudicator detachments act as traveling tribunals abroad, asserting Astreon’s justice regardless of local customs and laws. Communities often accommodate them rather than risk confrontation. Their international activity makes the tension between divine mandate and local sovereignty a practical issue, not merely a theological debate.\n\nThe Gilded Thorn and Iron Veil are known to the order but are not declared enemies. Their agents may nevertheless face prosecution when espionage or manipulation crosses the Judicators’ interpretation of the law.\n\nThe faith behind the judgment\nThe Judicators serve @[Astreon|deity-astreon], god of Balance, Justice and Law. His emblem is an upright sword with scales to either side of the hilt. Their allegiance is to his will, and their understanding of justice begins with the sacredness of order.\n\nFor the order, justice is not a negotiation between equally valid perspectives. Written law and divine judgment supply the authority by which wrongdoing is identified and punishment imposed. That conviction underlies both the patient work of preserving doctrine and the grim work of enforcing a sentence. The Judicators see themselves as law brought into the world through action.\n\nDissent in Amarin\n@[The Crimson Fist|org-crimson-fist], a rebellion group in Amarin, voices dissent against the Judicators. It also fights @[the Ebon Rose|ebon-rose]. Resistance to the order thus comes from people with their own struggle against another faction, as well as from those the Judicators prosecute.\n\nThis dissent stands outside the order’s command from Hardin. It adds a political challenge to the tensions created by traveling tribunals, uncompromising judgments and the refusal to defer to local customs.\n\nAvacyn’s transfer mandate\n@[Judicator Avacyn Silef|person-avacyn-silef] carries an Order of Transfer and Mandate from High Judicator Thavien of the Lyasan Council. It assigned her an investigation of Clergy infiltration in Kirth, beginning at @[Tsaris Bay|notebook-16], and assigned Initiate Talia Vexmoor and three Writ-bearing Adjunct Marshals to her oversight. The full dispatch is preserved in Avacyn’s account.","category":"Factions","factionGroup":"Faiths & charities","id":"notebook-1","links":["deity-astreon","ebon-rose","notebook-18","org-crimson-fist","person-avacyn-silef","notebook-16"],"raceRelated":[],"sections":[{"body":"Hardin is the order’s administrative and spiritual seat, a rigorously planned city-state. Temples of Astreon also serve as courts.\n\nFor the order, justice is an expression of sacred order rather than a negotiation between perspectives. That conviction earns respect, fear, and resentment. Nobles may depend on the Judicators’ authority while resisting its intrusion into their own affairs.\n\nMany high-ranking members have the bearing and dress of judges. Others are grim, armored enforcers with the presence of paladins, carrying judicial authority beyond the courtroom. Robes and armor alike bear Astreon’s colors.\n\nThe High Arbiter commands the order from Hardin’s stone-walled courts. From that seat, the Judicators pass laws, interpret doctrine and dispatch agents throughout Lyasa. Their temples function as courts as well as places of worship, making enforcement part of religious life rather than a separate civic profession.\n\nBeneath the High Arbiter, Judicators render verdicts and carry out sentences. Riteskeepers preserve divine law and perform its holy rites. Initiates undergo the discipline of fire and doctrine that prepares the next generation of enforcers. The hierarchy joins legal judgment, ritual custody and training under a single divine authority.\n\nOrdinary people often hope to avoid meeting the order’s enforcers outside a court, while criminals fear their arrival.","heading":"Hardin and the order","illustration":{"alt":"Astreon’s temple-court in Hardin","caption":"Astreon’s temple-court in Hardin","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/judicators-hardin-court.avif","visibility":"player","width":1140},"visibility":"player"},{"heading":"Writs and the bounds of service","body":"Personnel who have not yet become full Judicators, including Initiates, Adjunct Marshals and Scribes, are assigned Writs. A Writ is a mandate, not a rank: it defines the bearer’s training and expertise, the bounds within which they may act, and their accountability.\n\nWithin a team, Writ officers support a Judicator through precise responsibilities. Their specialized authority does not grant the full power of judgment held by the Judicator they serve.","visibility":"player"},{"heading":"Writ of Iron: Enforcement and Martial Execution","body":"The Writ of Iron governs physical force, restraint, suppression and battlefield justice. Its bearers execute physical orders and carry out the enforcement work assigned to them. They do not pass sentence.","visibility":"player"},{"heading":"Writ of Veil: Intelligence and Investigation","body":"The Writ of Veil governs inquiries, interrogations and surveillance. Its bearers uncover corruption and assess spiritual and legal imbalance, reporting their findings to their commanding Judicator.","visibility":"player"},{"heading":"Writ of Flame: Doctrine and Purgation","body":"The Writ of Flame governs ritual purity, theological enforcement and divine rites. Its bearers assist sacred judgments and the observance of ceremonial law. They cannot invoke a divine sentence independently.","visibility":"player"},{"heading":"The authority of a full Judicator","body":"Only full Judicators have passed all trials, mastered every Writ domain and received the sanction of the High Council. They are not confined to a single Writ. Judge, investigator and executioner are joined in one office, understood by the order as an embodiment of Astreon’s will.\n\nThe Writ officers who serve alongside a Judicator retain their defined responsibilities and operational limits; the Judicator brings those separate disciplines together in judgment.","visibility":"player"},{"heading":"The Scroll of Trium Mandate","body":"> Let each hand bear its writ until the bearer becomes the arm. Let the arm rise in judgment, and the judgment stand in flame.\n\nScroll of Trium Mandate — Internal Codex, Entry 2.17.5: Writ Protocols of the Lyasan High Seat.","visibility":"player"},{"body":"Varitas stands northwest along the coast at the Mouth of Justice, the narrow sea entrance to Hardin Bay. Once a thriving commercial port, it became associated with piracy, crime, and corrupted government. The Judicators declared it beyond redemption and burned the entire city. Innocent residents died alongside those responsible for its crimes.\n\nA new settlement of stone now houses sacred academies, training halls, and doctrinal archives. Outside its walls, the ruins of old Varitas remain as a deliberate warning about the cost of defying the order.","heading":"The judgment of Varitas","illustration":{"alt":"The ruins of old Varitas","caption":"The ruins of old Varitas","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/judicators-varitas-memory.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Judicators’ most feared invocation is @[the Right of Balancing|notebook-18]. It places an accused soul beneath Astreon’s scrutiny, exposing guilt through divine judgment rather than ordinary testimony. The excommunicated Pale Covenant, a radical offshoot, is forbidden from invoking it.\n\nThis doctrine grants the order a claimed authority beyond secular administration.","heading":"The Right of Balancing","visibility":"player"},{"body":"Judicator detachments act as traveling tribunals abroad, asserting Astreon’s justice regardless of local customs and laws. Communities often accommodate them rather than risk confrontation. Their international activity makes the tension between divine mandate and local sovereignty a practical issue, not merely a theological debate.\n\nThe Gilded Thorn and Iron Veil are known to the order but are not declared enemies. Their agents may nevertheless face prosecution when espionage or manipulation crosses the Judicators’ interpretation of the law.","heading":"Beyond Lyasa","illustration":{"alt":"A traveling Judicator tribunal","caption":"A traveling Judicator tribunal","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/judicators-traveling-tribunal.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Judicators serve @[Astreon|deity-astreon], god of Balance, Justice and Law. His emblem is an upright sword with scales to either side of the hilt. Their allegiance is to his will, and their understanding of justice begins with the sacredness of order.\n\nFor the order, justice is not a negotiation between equally valid perspectives. Written law and divine judgment supply the authority by which wrongdoing is identified and punishment imposed. That conviction underlies both the patient work of preserving doctrine and the grim work of enforcing a sentence. The Judicators see themselves as law brought into the world through action.","heading":"The faith behind the judgment","illustration":{"alt":"Grim armored Judicators stand before the temple-court at Hardin while senior robed judges oversee proceedings.","caption":"Armored Judicators enforce the law at Hardin while senior judges preside above the temple steps.","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/judicators-armored-hardin.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[The Crimson Fist|org-crimson-fist], a rebellion group in Amarin, voices dissent against the Judicators. It also fights @[the Ebon Rose|ebon-rose]. Resistance to the order thus comes from people with their own struggle against another faction, as well as from those the Judicators prosecute.\n\nThis dissent stands outside the order’s command from Hardin. It adds a political challenge to the tensions created by traveling tribunals, uncompromising judgments and the refusal to defer to local customs.","heading":"Dissent in Amarin","visibility":"player"},{"heading":"Avacyn’s transfer mandate","body":"@[Judicator Avacyn Silef|person-avacyn-silef] carries an Order of Transfer and Mandate from High Judicator Thavien of the Lyasan Council. It assigned her an investigation of Clergy infiltration in Kirth, beginning at @[Tsaris Bay|notebook-16], and assigned Initiate Talia Vexmoor and three Writ-bearing Adjunct Marshals to her oversight. The full dispatch is preserved in Avacyn’s account.","visibility":"player"}],"structured":{"facts":[{"label":"Patron","value":"Astreon, god of Justice, Law and Balance","visibility":"player"},{"label":"Seat","value":"Hardin, Lyasa","visibility":"player"},{"label":"Leadership","value":"High Arbiter","visibility":"player"},{"label":"Mandate","value":"Enforcement of divine and written law","visibility":"player"}],"groups":[{"entries":[{"description":"Directs doctrine and dispatches agents from Hardin.","name":"High Arbiter","visibility":"player"},{"description":"Pass all trials, master every Writ domain and receive High Council sanction; serve as judge, investigator and executioner without a singular Writ limitation.","name":"Judicators","visibility":"player"},{"description":"Preserve divine law and conduct holy observances.","name":"Riteskeepers","visibility":"player"},{"description":"Undertake doctrinal training and serve within an assigned Writ’s expertise, operational bounds and accountability before becoming full Judicators.","name":"Initiates","visibility":"player"},{"name":"Adjunct Marshals","description":"Subordinate personnel who support Judicators within their assigned Writ mandates; not yet full Judicators.","visibility":"player"},{"name":"Scribes","description":"Subordinate personnel who support Judicators within their assigned Writ mandates; not yet full Judicators.","visibility":"player"}],"title":"Offices and duties","visibility":"player"},{"title":"Writ mandates (not ranks)","visibility":"player","entries":[{"name":"Writ of Iron: Enforcement and Martial Execution","description":"The Writ of Iron governs physical force, restraint, suppression and battlefield justice. Its bearers execute physical orders and carry out the enforcement work assigned to them. They do not pass sentence.","visibility":"player"},{"name":"Writ of Veil: Intelligence and Investigation","description":"The Writ of Veil governs inquiries, interrogations and surveillance. Its bearers uncover corruption and assess spiritual and legal imbalance, reporting their findings to their commanding Judicator.","visibility":"player"},{"name":"Writ of Flame: Doctrine and Purgation","description":"The Writ of Flame governs ritual purity, theological enforcement and divine rites. Its bearers assist sacred judgments and the observance of ceremonial law. They cannot invoke a divine sentence independently.","visibility":"player"}]}],"kind":"faction"},"summary":"The Astreon Judicators enforce the will of Astreon, god of Justice, Law, and Balance, from the city-state of Hardin in Lyasa. Their absolute faith in written and divine law makes them formidable judges and feared agents of punishment.","title":"The Astreon Judicators","type":"Faction","visibility":"player","relationshipVisibility":{"person-avacyn-silef":"player","notebook-16":"player"}},{"body":"Properties and appearance\nDieritium Arcanum, commonly shortened to DA, is pronounced die-REE-dee-um ar-KAN-num. The mineral is predominantly blue, crossed by silver veins. Refinement preserves that blue body and its silver veining.\n\nThe mineral is naturally buoyant in air. Arcane energy can alter that buoyancy, allowing airship pilots to control height. Its ability to receive and sustain magical workings also makes it valuable for spells, constructs, weapons, armor, and long-lasting enchanted devices. Crystalline screens can transmit live images across considerable distances.\n\nDiscovery and origins\nDieritium Arcanum was known before the Purge and powered the Aetheric Conflux. It was thought lost in the aftermath, until Valaria rediscovered it. The exact rediscovery year remains unspecified.\n\nTiefling arcanist and alchemist Kethara Shadowmist found an important deposit in dangerous caves near @[Valaria|notebook-17]. Her study revealed new properties and produced a formula that advanced the creation of enchanted constructs. Her work remains a subject of study at @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3], the principal center of DA research.\n\nThe material's ultimate origin is unknown. Scholars have proposed natural geological and magical formation, ancient manufacture, or arrival from beyond Dorn through a meteorite or another celestial event. The extraterrestrial theory draws on properties unlike ordinary minerals, but remains a hypothesis rather than an established explanation. Advanced alchemical transmutation has also been proposed, but no origin theory is established.\n\nRefining and storage\nExtraction requires specialist tools and care. Alchemical compounds and enchanted equipment then remove impurities and strengthen the material's useful properties. Further spells and rituals tailor refined DA to its intended application; skilled practitioners closely guard many of these methods.\n\nUncontrolled magical exposure can destabilize the mineral and disrupt its buoyancy. Storage therefore uses carefully warded containers that maintain a stable magical environment and prevent leakage. Important quantities are held in regulated laboratories or protected vaults.\n\nUse, scarcity, and regulation\nAirships have opened routes that were previously difficult or inaccessible, changing both passenger travel and commerce. At the Solarium, DA also supports research into enduring enchantments and unusual devices. @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e] uses it in electrical distribution and energy storage; Valaria relies on it throughout transport, lighting, communication, and defense.\n\nMost known deposits are depleted or already committed to use, making the mineral highly prized and vulnerable to monopolization and smuggling. Haven regulates mining, refinement, and transport; unauthorized operations can bring fines and imprisonment. Only licensed practitioners may use DA in spells or enchantments, and harmful or illegal applications are forbidden. Research into new deposits, more efficient use, and substitutes has become strategically important.\n\nAt the Solarium Inspirato, the mineral belongs to a wider culture of learning. The university occupies an entire Valarian district and draws students and scholars from many disciplines, including bards, sorcerers, historians and engineers. Master enchanters use its laboratories to create weapons, armor, constructs and less conventional devices. Some enchantments endure for generations; live-image screens let magic carry a distant event directly to viewers.\n\nDA-powered airships ferry passengers and goods to places that were once difficult to reach. That reach has made the mineral desirable beyond scholarship and ordinary commerce. Its potential for weapons of war, together with the prospect of controlling a scarce supply, gives powerful interests reasons to seek it. Protecting deposits, finished devices and refining knowledge is therefore part of the same struggle as keeping transport and trade running.\n\nPower and transport\nIts infrastructure uses extend beyond airships. Valaria’s Etherway uses Dieritium Arcanum for levitation and propulsion. In @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e], the mineral reinforces the copper distribution lines from the hydroelectric dam and stores power in substations serving major buildings.\n\nThe unstable shipment at Tsaris Bay\nA shipment of volatile, partially processed Dieritium Arcanum destroyed a harbor warehouse at @[Tsaris Bay|notebook-16]. The adventurers discovered captives beneath the floor as the material approached critical instability. @[Inaro|inaro] raised a wall of water to shield the children during the escape, but the explosion killed two of the imprisoned @[Tarsian|race-simiah] children.","category":"Lore","id":"notebook-3","illustration":{"alt":"Dieritium Arcanum, raw and refined mineral","caption":"Dieritium Arcanum, raw and refined mineral","height":1086,"layout":"landscape","src":"assets/worldbook/dieritium-specimen.avif","visibility":"player","width":1448},"links":["92710cbd-bdbe-478d-bcac-7ed22499690e","af7892b9-fb6d-48f4-a661-c652cad841c3","inaro","notebook-16","notebook-17","race-simiah"],"raceRelated":[],"sections":[{"body":"Dieritium Arcanum, commonly shortened to DA, is pronounced die-REE-dee-um ar-KAN-num. The mineral is predominantly blue, crossed by silver veins. Refinement preserves that blue body and its silver veining.\n\nThe mineral is naturally buoyant in air. Arcane energy can alter that buoyancy, allowing airship pilots to control height. Its ability to receive and sustain magical workings also makes it valuable for spells, constructs, weapons, armor, and long-lasting enchanted devices. Crystalline screens can transmit live images across considerable distances.","heading":"Properties and appearance","visibility":"player"},{"body":"Dieritium Arcanum was known before the Purge and powered the Aetheric Conflux. It was thought lost in the aftermath, until Valaria rediscovered it. The exact rediscovery year remains unspecified.\n\nTiefling arcanist and alchemist Kethara Shadowmist found an important deposit in dangerous caves near @[Valaria|notebook-17]. Her study revealed new properties and produced a formula that advanced the creation of enchanted constructs. Her work remains a subject of study at @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3], the principal center of DA research.\n\nThe material's ultimate origin is unknown. Scholars have proposed natural geological and magical formation, ancient manufacture, or arrival from beyond Dorn through a meteorite or another celestial event. The extraterrestrial theory draws on properties unlike ordinary minerals, but remains a hypothesis rather than an established explanation. Advanced alchemical transmutation has also been proposed, but no origin theory is established.","heading":"Discovery and origins","illustration":{"alt":"Kethara’s discovery near Valaria","caption":"Kethara’s discovery near Valaria","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/dieritium-cave-discovery.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Extraction requires specialist tools and care. Alchemical compounds and enchanted equipment then remove impurities and strengthen the material's useful properties. Further spells and rituals tailor refined DA to its intended application; skilled practitioners closely guard many of these methods.\n\nUncontrolled magical exposure can destabilize the mineral and disrupt its buoyancy. Storage therefore uses carefully warded containers that maintain a stable magical environment and prevent leakage. Important quantities are held in regulated laboratories or protected vaults.","heading":"Refining and storage","illustration":{"alt":"Dieritium refinement and warded storage","caption":"Dieritium refinement and warded storage","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/dieritium-refining-warded-storage.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Airships have opened routes that were previously difficult or inaccessible, changing both passenger travel and commerce. At the Solarium, DA also supports research into enduring enchantments and unusual devices. @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e] uses it in electrical distribution and energy storage; Valaria relies on it throughout transport, lighting, communication, and defense.\n\nMost known deposits are depleted or already committed to use, making the mineral highly prized and vulnerable to monopolization and smuggling. Haven regulates mining, refinement, and transport; unauthorized operations can bring fines and imprisonment. Only licensed practitioners may use DA in spells or enchantments, and harmful or illegal applications are forbidden. Research into new deposits, more efficient use, and substitutes has become strategically important.\n\nAt the Solarium Inspirato, the mineral belongs to a wider culture of learning. The university occupies an entire Valarian district and draws students and scholars from many disciplines, including bards, sorcerers, historians and engineers. Master enchanters use its laboratories to create weapons, armor, constructs and less conventional devices. Some enchantments endure for generations; live-image screens let magic carry a distant event directly to viewers.\n\nDA-powered airships ferry passengers and goods to places that were once difficult to reach. That reach has made the mineral desirable beyond scholarship and ordinary commerce. Its potential for weapons of war, together with the prospect of controlling a scarce supply, gives powerful interests reasons to seek it. Protecting deposits, finished devices and refining knowledge is therefore part of the same struggle as keeping transport and trade running.","heading":"Use, scarcity, and regulation","illustration":{"alt":"Licensed Dieritium transport","caption":"Licensed Dieritium transport","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/dieritium-licensed-transport.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Its infrastructure uses extend beyond airships. Valaria’s Etherway uses Dieritium Arcanum for levitation and propulsion. In @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e], the mineral reinforces the copper distribution lines from the hydroelectric dam and stores power in substations serving major buildings.","heading":"Power and transport","visibility":"player"},{"body":"A shipment of volatile, partially processed Dieritium Arcanum destroyed a harbor warehouse at @[Tsaris Bay|notebook-16]. The adventurers discovered captives beneath the floor as the material approached critical instability. @[Inaro|inaro] raised a wall of water to shield the children during the escape, but the explosion killed two of the imprisoned @[Tarsian|race-simiah] children.","heading":"The unstable shipment at Tsaris Bay","visibility":"player"}],"summary":"Dieritium Arcanum is an extremely rare mineral whose arcane responsiveness supports airships, permanent enchantments, constructs, and public communication. Most known supplies come from Haven and a few northern Kirth deposits, with much of the available material concentrated in Valaria.","title":"Dieritium Arcanum: The Celestial Engine of Dorn","type":"Material","visibility":"player"},{"body":"The creator and the gods\n@[The One Above All|440553d2-0b1e-4a57-9392-5b2ff4ec902c] brought forth the three Prime Gods. Together they formed the wider pantheon and shaped the mortal world.\n\nThe first gods and the divine rupture\nThe Prime Deities include the One Above All, the primordial creator, alongside @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d], Asmodeus and @[Lilith|2ea2df52-9430-4207-97b5-ab848f6994cc]. The creator brought forth the three gods, who helped form the wider pantheon. The gods once shared Aetheria and walked openly among mortals during the Era of Communion.\n\nLilith’s corruption by the Shard of Nihility broke that shared order. The gods united to imprison her during the War of Unmaking, but their victory left a dispute over what should come next. Asmodeus favored retreat and recovery for the divine family; Releous insisted that mortal life still required their protection. The conflict became the Godfall War.\n\nThe One Above All’s sacrifice ended the fighting by dividing Aetheria. Eympira became the realm of the divine guardians of mortals, headed by Releous; Asmodeus and the Exiled withdrew to the Umbra Nexus. This divine history explains a rupture among gods who had once worked together, without making their differing domains measures of inherent worth.\n\nFaith across peoples\nReligious devotion in Dorn is not restricted by ancestry. A deity associated with a particular people can receive prayers from others whose needs or values fall within that god’s concerns.\n\nHigh Cleric Aurum Veritatis teaches that thoughtful faith recognizes the gods’ fallibility. Releous once stood alongside Asmodeus and Lilith in the Age of Communion; Lilith’s fall and the Godfall War fractured that harmony. Releous’s continuing protection of mortal life remains an example of duty to his followers.\n\nWorship in everyday institutions\nDifferent faiths give devotion different forms. Releous’s service appears in @[Nolden Tully|ecb35a4f-721e-4e52-9327-017a72bf11c7]’s shelter and education for orphans at Hope and in @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd]’s healing and defense at the Ashen Guard Outpost. @[Bragastir|73fde81d-b813-47b4-9a7c-2708d25d4aba]’s followers bind clan promises before Oath-Hearths, while @[Vulkrandur|dfbc69fe-77a5-4835-b824-b7336da31b07]’s teachings pass through crafting songs and forgemarks.\n\n@[Typhee|25629217-3c41-4572-a2f0-ec35e06da025] receives offerings of three copper coins at shrines in homes, inns, theaters and gambling houses. Her worship has no written holy code or formal holidays. These practices give Dorn’s religious life a range extending from organized clerical service to household observance, shared craft and a small request for luck.","category":"Divine","id":"notebook-4","illustration":{"alt":"Dorn’s Pantheon","caption":"Dorn’s Pantheon","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-forms-of-faith.avif","visibility":"player","width":1536},"links":["440553d2-0b1e-4a57-9392-5b2ff4ec902c","efecd1c2-4f09-4bdc-9cdd-0506d275c44d","2ea2df52-9430-4207-97b5-ab848f6994cc","ecb35a4f-721e-4e52-9327-017a72bf11c7","672f3c22-80fc-4fa8-a439-64902fa020cd","73fde81d-b813-47b4-9a7c-2708d25d4aba","dfbc69fe-77a5-4835-b824-b7336da31b07","25629217-3c41-4572-a2f0-ec35e06da025","deity-avelisse"],"raceRelated":[],"sections":[{"body":"@[The One Above All|440553d2-0b1e-4a57-9392-5b2ff4ec902c] brought forth the three Prime Gods. Together they formed the wider pantheon and shaped the mortal world.","heading":"The creator and the gods","visibility":"player"},{"id":"enrichment6-notebook-4-the-first-gods-and-the-divine-rupture","heading":"The first gods and the divine rupture","body":"The Prime Deities include the One Above All, the primordial creator, alongside @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d], Asmodeus and @[Lilith|2ea2df52-9430-4207-97b5-ab848f6994cc]. The creator brought forth the three gods, who helped form the wider pantheon. The gods once shared Aetheria and walked openly among mortals during the Era of Communion.\n\nLilith’s corruption by the Shard of Nihility broke that shared order. The gods united to imprison her during the War of Unmaking, but their victory left a dispute over what should come next. Asmodeus favored retreat and recovery for the divine family; Releous insisted that mortal life still required their protection. The conflict became the Godfall War.\n\nThe One Above All’s sacrifice ended the fighting by dividing Aetheria. Eympira became the realm of the divine guardians of mortals, headed by Releous; Asmodeus and the Exiled withdrew to the Umbra Nexus. This divine history explains a rupture among gods who had once worked together, without making their differing domains measures of inherent worth.","visibility":"player"},{"body":"Religious devotion in Dorn is not restricted by ancestry. A deity associated with a particular people can receive prayers from others whose needs or values fall within that god’s concerns.\n\nHigh Cleric Aurum Veritatis teaches that thoughtful faith recognizes the gods’ fallibility. Releous once stood alongside Asmodeus and Lilith in the Age of Communion; Lilith’s fall and the Godfall War fractured that harmony. Releous’s continuing protection of mortal life remains an example of duty to his followers.","heading":"Faith across peoples","illustration":{"alt":"Faith shared across peoples","caption":"Faith shared across peoples","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/pantheon-faith-many-peoples.avif","visibility":"player","width":1140},"visibility":"player"},{"id":"enrichment6-notebook-4-worship-in-everyday-institutions","heading":"Worship in everyday institutions","body":"Different faiths give devotion different forms. Releous’s service appears in @[Nolden Tully|ecb35a4f-721e-4e52-9327-017a72bf11c7]’s shelter and education for orphans at Hope and in @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd]’s healing and defense at the Ashen Guard Outpost. @[Bragastir|73fde81d-b813-47b4-9a7c-2708d25d4aba]’s followers bind clan promises before Oath-Hearths, while @[Vulkrandur|dfbc69fe-77a5-4835-b824-b7336da31b07]’s teachings pass through crafting songs and forgemarks.\n\n@[Typhee|25629217-3c41-4572-a2f0-ec35e06da025] receives offerings of three copper coins at shrines in homes, inns, theaters and gambling houses. Her worship has no written holy code or formal holidays. These practices give Dorn’s religious life a range extending from organized clerical service to household observance, shared craft and a small request for luck.","visibility":"player"}],"structured":{"facts":[],"groups":[{"description":"The three Prime Deities stand at the heart of Dorn’s divine history. Asmodeus and Releous are widely worshipped; Lilith’s following is small.","entries":[{"domains":["Evil","Tyranny","Domination"],"emblem":"A burning iron crown","identityIllustration":{"alt":"Asmodeus seated beneath a burning iron crown.","caption":"Asmodeus","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/asmodeus-human-form.avif","visibility":"player","width":900},"illustration":{"alt":"Asmodeus","caption":"Asmodeus","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-asmodeus.avif","visibility":"player","width":1536},"name":"Asmodeus","visibility":"player"},{"domains":["Good","Honor","Justice"],"emblem":"An upright sword over a sun","id":"efecd1c2-4f09-4bdc-9cdd-0506d275c44d","identityIllustration":{"alt":"Releous with a radiant head of light and armored hands.","caption":"Releous","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-releous-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Releous","caption":"Releous","height":1024,"layout":"landscape","src":"assets/worldbook/releous-scripture-and-sun.avif","visibility":"player","width":1536},"name":"Releous","visibility":"player"},{"domains":["Retribution","Pain","Unmaking"],"emblem":"Broken shackles and chains","id":"2ea2df52-9430-4207-97b5-ab848f6994cc","identityIllustration":{"alt":"Lilith, captive form","caption":"Lilith, captive form","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-lilith-captive-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Lilith","caption":"Lilith","height":1024,"layout":"landscape","src":"assets/worldbook/lilith-celestial-locks.avif","visibility":"player","width":1536},"name":"Lilith","visibility":"player","worship":"Very limited following"}],"title":"Prime Deities","visibility":"player"},{"description":"Worship crosses the peoples of Dorn. Many of the Host receive prayers throughout the world; distinctive cultural ties and rarer followings appear below.","entries":[{"domains":["Elves","Magic","Arts"],"emblem":"The Arcane Eye","identityIllustration":{"alt":"Aphena","caption":"Aphena","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-aphena-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Aphena","caption":"Aphena","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-aphena.avif","visibility":"player","width":1536},"name":"Aphena","visibility":"player","worship":"Especially honored by elves"},{"domains":["Balance","Justice","Law"],"emblem":"An upright sword with scales beside the hilt","name":"Astreon","visibility":"player"},{"description":"Goliath sacred traditions also honor her with a hammer wreathed in stormclouds.","domains":["Strength","Thunder","Clan"],"emblem":"A thunderbolt striking a mountain peak","id":"73fde81d-b813-47b4-9a7c-2708d25d4aba","identityIllustration":{"alt":"Bragastir","caption":"Bragastir","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/bragastir-thunderous-matron.avif","visibility":"player","width":900},"illustration":{"alt":"Bragastir’s clan observance","caption":"Bragastir’s clan observance","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/bragastir-clan-thunder-feast.avif","visibility":"player","width":1536},"name":"Bragastir","visibility":"player","worship":"Especially honored by goliaths"},{"domains":["Honor","Community","Strength"],"emblem":"A clenched fist before a community banner","identityIllustration":{"alt":"Braxus","caption":"Braxus","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-braxus-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Braxus","caption":"Braxus","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-braxus.avif","visibility":"player","width":1536},"name":"Braxus","visibility":"player","worship":"Especially honored by orcs and goblins"},{"domains":["Moon","Stars","Navigation"],"emblem":"A moon with three stars","identityIllustration":{"alt":"Celestra","caption":"Celestra","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-celestra-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Celestra","caption":"Celestra","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-celestra.avif","visibility":"player","width":1536},"name":"Celestra","visibility":"player"},{"domains":["Strength","Justice","Protection"],"emblem":"A dragon’s claw holding a shield","identityIllustration":{"alt":"Drakaris","caption":"Drakaris","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-drakaris-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Drakaris","caption":"Drakaris","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-drakaris.avif","visibility":"player","width":1536},"name":"Drakaris","visibility":"player"},{"domains":["Mining","Gems","Underground Exploration"],"emblem":"A hammer and pickaxe crossed over a gemstone","identityIllustration":{"alt":"Durhan","caption":"Durhan","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-durhan-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Durhan","caption":"Durhan","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-durhan.avif","visibility":"player","width":1536},"name":"Durhan","visibility":"player","worship":"Especially honored by dwarves"},{"domains":["Agriculture","Fertility","Harvest"],"emblem":"A sheaf of wheat crossed with a sickle","identityIllustration":{"alt":"Eloria","caption":"Eloria","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-eloria-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Eloria","caption":"Eloria","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-eloria.avif","visibility":"player","width":1536},"name":"Eloria","visibility":"player"},{"domains":["Good Drow","Swordsmanship","Dance"],"emblem":"Crossed swords entwined with a dancer’s ribbon","identityIllustration":{"alt":"Elyndra","caption":"Elyndra","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-elyndra-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Elyndra","caption":"Elyndra","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-elyndra.avif","visibility":"player","width":1536},"name":"Elyndra","visibility":"player","worship":"Especially honored by drow"},{"domains":["Protection","Vigilance","Duty"],"emblem":"A shield with an eye at its center","identityIllustration":{"alt":"Eryndor","caption":"Eryndor","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-eryndor-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Eryndor","caption":"Eryndor","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-eryndor.avif","visibility":"player","width":1536},"name":"Eryndor","visibility":"player"},{"domains":["Nature","Wild Places","Animals"],"emblem":"A leaf with a dewdrop at its tip","identityIllustration":{"alt":"Faella","caption":"Faella","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-faella-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Faella","caption":"Faella","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-faella.avif","visibility":"player","width":1536},"name":"Faella","visibility":"player"},{"domains":["Gnomes","Humor","Gemcutting"],"emblem":"A gemstone carved with a laughing face","identityIllustration":{"alt":"Glimris","caption":"Glimris","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-glimris-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Glimris","caption":"Glimris","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-glimris.avif","visibility":"player","width":1536},"name":"Glimris","visibility":"player","worship":"Especially honored by gnomes"},{"domains":["Strength","Storms","Battle"],"identityIllustration":{"alt":"Jharmadir","caption":"Jharmadir","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-jharmadir-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Jharmadir","caption":"Jharmadir","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-jharmadir.avif","visibility":"player","width":1536},"name":"Jharmadir","visibility":"player","worship":"Especially honored by goliaths"},{"domains":["Magic","Spells","Weave"],"emblem":"An open book beneath a swirling magical rune","id":"6254e84d-83bf-46be-8e8c-56981c6e150b","identityIllustration":{"alt":"Kee’Osis","caption":"Kee’Osis","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-keeosis-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Kee'Osis","caption":"Kee'Osis","height":1024,"layout":"landscape","src":"assets/worldbook/keeosis-weave-of-magic.avif","visibility":"player","width":1536},"name":"Kee’Osis","visibility":"player"},{"domains":["Death","Fate","Winter"],"emblem":"A downward-looking raven’s head","id":"8a396d5c-a8de-4341-9179-459e90069f8f","identityIllustration":{"alt":"Kethra","caption":"Kethra","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/kethra-boundary-of-death.avif","visibility":"player","width":900},"illustration":{"alt":"Kethra at the boundary","caption":"Kethra at the boundary","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kethra-guiding-the-dead.avif","visibility":"player","width":1536},"name":"Kethra","visibility":"player"},{"domains":["Love","Beauty","Passion"],"emblem":"A heart entwined with a rose","identityIllustration":{"alt":"Lumina","caption":"Lumina","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-lumina-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Lumina","caption":"Lumina","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-lumina.avif","visibility":"player","width":1536},"name":"Lumina","visibility":"player"},{"domains":["Wilderness","Sea","Freedom"],"emblem":"A wave cresting over a crescent moon","identityIllustration":{"alt":"Nera","caption":"Nera","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-nera-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Nera","caption":"Nera","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-nera.avif","visibility":"player","width":1536},"name":"Nera","visibility":"player"},{"domains":["Dwarves","Creation","Smithing"],"emblem":"An anvil with a rising flame","identityIllustration":{"alt":"Thardrum","caption":"Thardrum","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-thardrum-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Thardrum","caption":"Thardrum","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-thardrum.avif","visibility":"player","width":1536},"name":"Thardrum","visibility":"player","worship":"Especially honored by dwarves"},{"domains":["Luck","Good Fortune","Prosperity"],"emblem":"A four-leaf clover with a coin at its center","id":"25629217-3c41-4572-a2f0-ec35e06da025","identityIllustration":{"alt":"Typhee","caption":"Typhee","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-typhee-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Typhee, Lady Luck","caption":"Typhee, Lady Luck","height":1024,"layout":"landscape","src":"assets/worldbook/typhee-three-copper-coins.avif","visibility":"player","width":1536},"name":"Typhee","visibility":"player"},{"domains":["Death","Records","Fate"],"emblem":"A partly unfurled ancient scroll","identityIllustration":{"alt":"Vorgal","caption":"Vorgal","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-vorgal-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Vorgal","caption":"Vorgal","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-vorgal.avif","visibility":"player","width":1536},"name":"Vorgal","visibility":"player","worship":"Very limited following"},{"domains":["Creation","Fire","Protection"],"emblem":"A forge with a rising flame","id":"dfbc69fe-77a5-4835-b824-b7336da31b07","identityIllustration":{"alt":"Vulkrandur, the Flame Artisan","caption":"Vulkrandur, the Flame Artisan","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/vulkrandur-flame-artisan.avif","visibility":"player","width":900},"illustration":{"alt":"Vulkrandur’s shared forge","caption":"Vulkrandur’s shared forge","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/vulkrandur-communal-making.avif","visibility":"player","width":1536},"name":"Vulkrandur","visibility":"player","worship":"Especially honored by goliaths"},{"domains":["Halflings","Protection","Fertility"],"emblem":"A cornucopia spilling food and flowers","identityIllustration":{"alt":"Yara","caption":"Yara","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-yara-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Yara","caption":"Yara","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-yara.avif","visibility":"player","width":1536},"name":"Yara","visibility":"player","worship":"Especially honored by halflings"},{"domains":["Endurance","Suffering","Martyrdom"],"emblem":"Bound, crossed hands wrapped in a thorned vine","identityIllustration":{"alt":"Zelkor","caption":"Zelkor","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-zelkor-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Zelkor","caption":"Zelkor","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-zelkor.avif","visibility":"player","width":1536},"name":"Zelkor","visibility":"player"},{"id":"deity-avelisse","name":"Avelisse","description":"Avelisse, the Welcoming Flame, is the good-aligned goddess of hearth, home and hospitality, and a member of the Exalted Host. Her faith makes caring for a household, welcoming those in need and protecting loved ones acts of devotion.","domains":["Hearth","Home","Hospitality","Protection of Loved Ones"],"emblem":"A golden flame cradled in two open hands beneath the outline of a roof","visibility":"player","illustration":{"src":"assets/worldbook/avelisse-welcoming-flame-main-v1.avif","alt":"Avelisse in cream and russet robes and a worn apron, cradling a golden flame beside a welcoming cottage hearth.","caption":"Avelisse, the Welcoming Flame","width":1140,"height":760,"layout":"landscape","displayScale":"wide","visibility":"player"}}],"title":"Divine Host","visibility":"player"},{"description":"The Exiled retain mortal followers. Shadryn and Uzlo are widely worshipped; the others have strong cultural associations or small followings.","entries":[{"domains":["Orcs","War","Conquest"],"emblem":"A jagged axe crossed with a bone","identityIllustration":{"alt":"Gorshak","caption":"Gorshak","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-gorshak-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Gorshak","caption":"Gorshak","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-gorshak.avif","visibility":"player","width":1536},"name":"Gorshak","visibility":"player","worship":"Especially honored by orcs"},{"domains":["Drow","Spiders","Deceit"],"emblem":"A spider with a dagger in its abdomen","identityIllustration":{"alt":"Loryth","caption":"Loryth","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-loryth-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Loryth","caption":"Loryth","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-loryth.avif","visibility":"player","width":1536},"name":"Loryth","visibility":"player","worship":"Especially honored by drow"},{"domains":["Goblins","War","Leadership"],"emblem":"A goblin head crowned with thorns","identityIllustration":{"alt":"Malgath","caption":"Malgath","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-malgath-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Malgath","caption":"Malgath","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-malgath.avif","visibility":"player","width":1536},"name":"Malgath","visibility":"player","worship":"Especially honored by goblins"},{"domains":["Undeath","Corruption"],"emblem":"A skull pierced by a decaying tree","identityIllustration":{"alt":"Morthus","caption":"Morthus","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-morthus-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Morthus","caption":"Morthus","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-morthus.avif","visibility":"player","width":1536},"name":"Morthus","visibility":"player","worship":"Very limited following"},{"domains":["Darkness","Loss","Forgetfulness"],"emblem":"A fading star inside a teardrop","identityIllustration":{"alt":"Shadryn","caption":"Shadryn","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-shadryn-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Shadryn","caption":"Shadryn","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-shadryn.avif","visibility":"player","width":1536},"name":"Shadryn","visibility":"player"},{"domains":["Evil Dragons","Greed","Power"],"emblem":"A dragon’s eye reflecting a treasure hoard","identityIllustration":{"alt":"Tiamara","caption":"Tiamara","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-tiamara-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Tiamara","caption":"Tiamara","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-tiamara.avif","visibility":"player","width":1536},"name":"Tiamara","visibility":"player","worship":"Especially honored by dragons"},{"domains":["Death","Murder","War"],"emblem":"A bloodied dagger surrounded by shadow","identityIllustration":{"alt":"Uzlo","caption":"Uzlo","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-uzlo-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Uzlo","caption":"Uzlo","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-uzlo.avif","visibility":"player","width":1536},"name":"Uzlo","visibility":"player"},{"domains":["Secrets","Undeath","Forbidden Knowledge"],"emblem":"A closed eye with a keyhole at its center","identityIllustration":{"alt":"Wee’ta","caption":"Wee’ta","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-weeta-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Wee’ta","caption":"Wee’ta","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-wee-ta.avif","visibility":"player","width":1536},"name":"Wee’ta","visibility":"player","worship":"Very limited following"}],"title":"The Exiled","visibility":"player"}],"kind":"pantheon"},"summary":"The Prime Deities, Divine Host and Exiled govern the forces that shape mortal life. Their worship crosses cultural boundaries, joining distant peoples through shared devotion.","title":"Dorn’s Pantheon","type":"Pantheon","visibility":"player"},{"body":"Creation and the Prime Gods\nBefore the mortal understanding of time and space, the One Above All existed within the primordial Void, apart from the silent Old Ones. One legend holds that the creator had been an Old One who chose creation over stillness.\n\nThe One Above All brought forth three Prime Gods. Asmodeus received structure and ambition, Lilith creation and potential, and Releous light and life. Together they formed a wider pantheon whose members embodied particular aspects of existence. These gods were specialized rather than inherently lesser. Through their cooperation, the mortal world took shape, with divine influence touching its peoples and environments.\n\nDifferent peoples carry distinct aspects of that shared divine work. Dwarves were shaped by gods of stone and endurance, elves by those of growth and elegance, and humans by gods of adaptability and ambition. The creation was collaborative across the pantheon, rather than the achievement of a single god acting alone.\n\nAetheria and the Era of Communion\nThe early gods shared Aetheria, a unified divine plane. During the Era of Communion, they also walked openly among mortals. Miracles, thriving temples and direct divine guidance helped shape cities, magical traditions and schools of thought. That intimacy could bring both blessings and the burdens of divine attention.\n\nLilith and the War of Unmaking\nWhile exploring the limits of existence, Lilith discovered the Shard of Nihility, a fragment of the pre-creation Void associated with pure non-existence. She carried it into Aetheria. Its influence distorted her thoughts, nurturing the belief that her kin meant to betray her and that peace could come only through unmaking.\n\nLilith turned against the cosmos in the War of Unmaking. Empowered by the shard, she devastated mortal and divine realms alike: cities burned, stars dimmed and magic became unstable. The other gods united against her regardless of their differences.\n\nDestroying Lilith threatened reality itself, so they instead built a prison deep within the tenth level of Asmodeus’s domain and bound her with celestial locks. That prison later became one of the realms within the Umbra Nexus.\n\nThe Godfall War and Sundering of Divinity\nVictory did not restore unity. Asmodeus wanted the gods to turn inward and heal their own family, while Releous insisted that they continue safeguarding mortal life. Their disagreement drew the pantheon into rival camps and eventually into the Godfall War.\n\nMortals did not fight that divine war directly, but they endured its consequences as divine magic fluctuated and clashing domains disturbed entire regions. To prevent further destruction, the One Above All shattered their own essence. Aetheria divided into Eympira, where Releous and the Divine remained guardians of mortals, and the Umbra Nexus, home to Asmodeus and the Exiled.\n\nBetween them lay the Ethereal Void, containing non-divine planes associated with dreams, elements, time, death and other possibilities. The creator vanished in preserving this balance.\n\nThe One Above All had watched the War of Unmaking without intervening directly. When the later Godfall War threatened creation again, preserving balance demanded the creator’s own sacrifice. The division of Aetheria therefore followed two different conflicts: first the unity of the gods against Lilith, then a war among the survivors over their duty to one another and to mortals.","category":"Divine","id":"notebook-5","illustration":{"alt":"Divine History","caption":"Divine History","height":1024,"layout":"landscape","src":"assets/worldbook/divine-history-aetheria.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Before the mortal understanding of time and space, the One Above All existed within the primordial Void, apart from the silent Old Ones. One legend holds that the creator had been an Old One who chose creation over stillness.\n\nThe One Above All brought forth three Prime Gods. Asmodeus received structure and ambition, Lilith creation and potential, and Releous light and life. Together they formed a wider pantheon whose members embodied particular aspects of existence. These gods were specialized rather than inherently lesser. Through their cooperation, the mortal world took shape, with divine influence touching its peoples and environments.\n\nDifferent peoples carry distinct aspects of that shared divine work. Dwarves were shaped by gods of stone and endurance, elves by those of growth and elegance, and humans by gods of adaptability and ambition. The creation was collaborative across the pantheon, rather than the achievement of a single god acting alone.","heading":"Creation and the Prime Gods","illustration":{"alt":"The collaborative creation","caption":"The collaborative creation","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/divine-history-collaborative-creation.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The early gods shared Aetheria, a unified divine plane. During the Era of Communion, they also walked openly among mortals. Miracles, thriving temples and direct divine guidance helped shape cities, magical traditions and schools of thought. That intimacy could bring both blessings and the burdens of divine attention.","heading":"Aetheria and the Era of Communion","visibility":"player"},{"body":"While exploring the limits of existence, Lilith discovered the Shard of Nihility, a fragment of the pre-creation Void associated with pure non-existence. She carried it into Aetheria. Its influence distorted her thoughts, nurturing the belief that her kin meant to betray her and that peace could come only through unmaking.\n\nLilith turned against the cosmos in the War of Unmaking. Empowered by the shard, she devastated mortal and divine realms alike: cities burned, stars dimmed and magic became unstable. The other gods united against her regardless of their differences.\n\nDestroying Lilith threatened reality itself, so they instead built a prison deep within the tenth level of Asmodeus’s domain and bound her with celestial locks. That prison later became one of the realms within the Umbra Nexus.","heading":"Lilith and the War of Unmaking","illustration":{"alt":"Lilith and the Shard of Nihility","caption":"Lilith and the Shard of Nihility","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/divine-history-nihility-shard.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Victory did not restore unity. Asmodeus wanted the gods to turn inward and heal their own family, while Releous insisted that they continue safeguarding mortal life. Their disagreement drew the pantheon into rival camps and eventually into the Godfall War.\n\nMortals did not fight that divine war directly, but they endured its consequences as divine magic fluctuated and clashing domains disturbed entire regions. To prevent further destruction, the One Above All shattered their own essence. Aetheria divided into Eympira, where Releous and the Divine remained guardians of mortals, and the Umbra Nexus, home to Asmodeus and the Exiled.\n\nBetween them lay the Ethereal Void, containing non-divine planes associated with dreams, elements, time, death and other possibilities. The creator vanished in preserving this balance.\n\nThe One Above All had watched the War of Unmaking without intervening directly. When the later Godfall War threatened creation again, preserving balance demanded the creator’s own sacrifice. The division of Aetheria therefore followed two different conflicts: first the unity of the gods against Lilith, then a war among the survivors over their duty to one another and to mortals.","heading":"The Godfall War and Sundering of Divinity","illustration":{"alt":"Mortal life during the Godfall War","caption":"Mortal life during the Godfall War","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/divine-history-mortal-consequences.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"Dorn’s divine history traces creation, Lilith’s corruption, the War of Unmaking and the sundering of Aetheria into Eympira and the Umbra Nexus.","title":"Divine History","type":"Cosmology","visibility":"player"},{"body":"Landmarks of divine proximity\nThe goliaths regard Rahm’mafal as Fjorgast’s anchor in the Material Plane. Certain sites are believed to exist in both places. The Edge of Sky carries Bragastir’s voice; the Forge of Hjor’Gandur reflects Aediforj, the divine forge; and Stormcord Pass echoes the Path of Elements between fire and storm. Great emotion, sacred rites, eclipses, and solstices may briefly make these places one with their divine counterparts.\n\nThe trials are woven into ordinary clan life. Children learn their stories, festivals celebrate aspirants, and clan-singers preserve the names of those changed by them. They prepare leaders and spiritual exemplars and are associated with a place in Hrávathal, the celestial hall of Bragastir and Vulkrandur.\n\nAt Hjor’Gandur’s forge, sacred flame may kindle without fuel and steel is said to sing with voices beyond mortal hearing. Stormcord Pass is the mortal echo of the Path of Elements, where fire and storm meet in balance; pilgrims walk it in silence, making each step a prayer. These are physical places of dangerous travel and craft, yet ritual tradition holds that for a breath they can become Fjorgast itself.\n\nStoneheart: carrying the inheritance\nAn aspirant carries a heavy slab of storm-forged stone from the roots of a sacred mountain up Mount Hjor’Gandur. Wind, difficult ground, and ancestral whispers test both body and conviction. Clan tradition holds that the stone bears unfinished ancestral hopes, making the climb a confrontation with inherited burdens and personal doubt.\n\nAt the summit, the carrier places the stone on the lightning-carved black Altar of Klamharth. This is an offering rather than abandonment of the burden. An accepted offering may kindle flame and still the wind. Those who complete Stoneheart are called Stormbearers.\n\nClan stories describe the wind weeping in the voices of those who failed the ascent. The burden therefore carries both the ancestors’ unfinished hopes and the climber’s deepest doubts. A Stormbearer is said to retain the storm within their bones, with a presence that stills argument and kindles resolve.\n\nThundering Unity: refusing division\nThis trial must be undertaken with companions. Together they cross the shifting Stormcord Pass between active volcanoes, weathering smoke, lightning, broken paths, and burning winds. Survival requires shared support: steadying each other, carrying the injured, and refusing to abandon the group.\n\nIts ending is defined by an unbreakable bond rather than a fixed destination. Betrayal and division constitute failure. Successful companions become Binders of the Stormcord; tradition says that their connection can carry voices through dreams and endure separation and death.\n\nThe Sky-Anvil: making something true\nAt the mortal forge high on Hjor’Gandur, an aspirant creates one weapon, tool, or heirloom that expresses their spirit. Prepared metal is forbidden. The maker must extract mountain ore and smelt it with their own fire before shaping it at the ancient, storm-driven forge.\n\nBeauty is secondary to conviction. The work must honestly embody its creator. Those who succeed are called Soulforged, and their creations preserve their names beyond death. Such relics may remain within a family for generations or disappear and return when needed.\n\nThe ancient forge’s bellows move with the breath of storms, and its coals remain alight through the deepest frost. Hammer blows struck with conviction are said to answer with ancestral echoes. A maker who works without that conviction hears only silence. The forge judges the truth of the creation rather than ornament alone.\n\nThe Thunderous Call: a name answered\nAt the Edge of Sky, an aspirant speaks their name and deeds into the fiercest storm without flinching. The declaration is an honest reckoning, not an invitation to boast. In the stories, a sufficiently resolute voice earns recognition from the storm; in rare cases Bragastir answers with a new name.\n\nSurvivors who receive that recognition become Stormnamed and enter the Songs of Lineage. Tales of failure describe names scattered into silence.\n\nStormfang: mastering without rage\nA floating rock in the Stormspire Range bears the sacred arena of Stormfang. There, the challenger faces a Forge-Fanged Beast made of molten lightning and divine fire. Mere domination is insufficient: striking from wrath and sparing from fear both miss the trial’s purpose. Success requires understanding, respect, and disciplined mastery.\n\nOnly one challenger in ten completes the ordeal. Successful Fangbinders receive a glowing shoulder brand from the creature’s flame and are regarded as divine emissaries. Across all five trials, transformation matters more than acclaim: each participant renews the pact linking clan memory, the land, and the gods.","category":"Cultures","id":"notebook-7","illustration":{"alt":"Goliath Trial of Thundering Unity at Stormcord Pass","caption":"Goliath Trial of Thundering Unity at Stormcord Pass","height":1086,"layout":"landscape","src":"assets/worldbook/stormcord-unity-trial.avif","visibility":"player","width":1448},"links":[],"raceRelated":[],"sections":[{"body":"The goliaths regard Rahm’mafal as Fjorgast’s anchor in the Material Plane. Certain sites are believed to exist in both places. The Edge of Sky carries Bragastir’s voice; the Forge of Hjor’Gandur reflects Aediforj, the divine forge; and Stormcord Pass echoes the Path of Elements between fire and storm. Great emotion, sacred rites, eclipses, and solstices may briefly make these places one with their divine counterparts.\n\nThe trials are woven into ordinary clan life. Children learn their stories, festivals celebrate aspirants, and clan-singers preserve the names of those changed by them. They prepare leaders and spiritual exemplars and are associated with a place in Hrávathal, the celestial hall of Bragastir and Vulkrandur.\n\nAt Hjor’Gandur’s forge, sacred flame may kindle without fuel and steel is said to sing with voices beyond mortal hearing. Stormcord Pass is the mortal echo of the Path of Elements, where fire and storm meet in balance; pilgrims walk it in silence, making each step a prayer. These are physical places of dangerous travel and craft, yet ritual tradition holds that for a breath they can become Fjorgast itself.","heading":"Landmarks of divine proximity","visibility":"player"},{"body":"An aspirant carries a heavy slab of storm-forged stone from the roots of a sacred mountain up Mount Hjor’Gandur. Wind, difficult ground, and ancestral whispers test both body and conviction. Clan tradition holds that the stone bears unfinished ancestral hopes, making the climb a confrontation with inherited burdens and personal doubt.\n\nAt the summit, the carrier places the stone on the lightning-carved black Altar of Klamharth. This is an offering rather than abandonment of the burden. An accepted offering may kindle flame and still the wind. Those who complete Stoneheart are called Stormbearers.\n\nClan stories describe the wind weeping in the voices of those who failed the ascent. The burden therefore carries both the ancestors’ unfinished hopes and the climber’s deepest doubts. A Stormbearer is said to retain the storm within their bones, with a presence that stills argument and kindles resolve.","heading":"Stoneheart: carrying the inheritance","illustration":{"alt":"Stoneheart on Mount Hjor’Gandur","caption":"Stoneheart on Mount Hjor’Gandur","height":1024,"layout":"landscape","src":"assets/worldbook/goliath-stoneheart-mountain.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"This trial must be undertaken with companions. Together they cross the shifting Stormcord Pass between active volcanoes, weathering smoke, lightning, broken paths, and burning winds. Survival requires shared support: steadying each other, carrying the injured, and refusing to abandon the group.\n\nIts ending is defined by an unbreakable bond rather than a fixed destination. Betrayal and division constitute failure. Successful companions become Binders of the Stormcord; tradition says that their connection can carry voices through dreams and endure separation and death.","heading":"Thundering Unity: refusing division","illustration":{"alt":"Thundering Unity in Stormcord Pass","caption":"Thundering Unity in Stormcord Pass","height":1024,"layout":"landscape","src":"assets/worldbook/goliath-thundering-unity.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"At the mortal forge high on Hjor’Gandur, an aspirant creates one weapon, tool, or heirloom that expresses their spirit. Prepared metal is forbidden. The maker must extract mountain ore and smelt it with their own fire before shaping it at the ancient, storm-driven forge.\n\nBeauty is secondary to conviction. The work must honestly embody its creator. Those who succeed are called Soulforged, and their creations preserve their names beyond death. Such relics may remain within a family for generations or disappear and return when needed.\n\nThe ancient forge’s bellows move with the breath of storms, and its coals remain alight through the deepest frost. Hammer blows struck with conviction are said to answer with ancestral echoes. A maker who works without that conviction hears only silence. The forge judges the truth of the creation rather than ornament alone.","heading":"The Sky-Anvil: making something true","illustration":{"alt":"The Sky-Anvil at Hjor’Gandur","caption":"The Sky-Anvil at Hjor’Gandur","height":1024,"layout":"landscape","src":"assets/worldbook/goliath-sky-anvil.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"At the Edge of Sky, an aspirant speaks their name and deeds into the fiercest storm without flinching. The declaration is an honest reckoning, not an invitation to boast. In the stories, a sufficiently resolute voice earns recognition from the storm; in rare cases Bragastir answers with a new name.\n\nSurvivors who receive that recognition become Stormnamed and enter the Songs of Lineage. Tales of failure describe names scattered into silence.","heading":"The Thunderous Call: a name answered","illustration":{"alt":"A name spoken at the Edge of Sky","caption":"A name spoken at the Edge of Sky","height":1024,"layout":"landscape","src":"assets/worldbook/goliath-thunderous-call.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"A floating rock in the Stormspire Range bears the sacred arena of Stormfang. There, the challenger faces a Forge-Fanged Beast made of molten lightning and divine fire. Mere domination is insufficient: striking from wrath and sparing from fear both miss the trial’s purpose. Success requires understanding, respect, and disciplined mastery.\n\nOnly one challenger in ten completes the ordeal. Successful Fangbinders receive a glowing shoulder brand from the creature’s flame and are regarded as divine emissaries. Across all five trials, transformation matters more than acclaim: each participant renews the pact linking clan memory, the land, and the gods.","heading":"Stormfang: mastering without rage","illustration":{"alt":"The Stormfang ordeal","caption":"The Stormfang ordeal","height":1024,"layout":"landscape","src":"assets/worldbook/goliath-stormfang.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"Rahm’mafal’s five sacred trials bind goliath identity to endurance, unity, honest creation, self-knowledge, and discernment. Their sites are understood as thresholds where the mortal land touches Fjorgast.","title":"The Trials of Storm-Wrought Worth","type":"Ritual","visibility":"player"},{"body":"A realm apart\nThe Citadel stands in the Shadowfell beneath storm-dark twilight. Its open-air chambers provide fresh clothes, hot water and replenishing food. Statues in the Hall of the Chosen honor champions from worlds beyond Dorn. Talon explores its grounds, discovers flight and finds companionship while preparing for the trials Kethra has set before him.\n\nArrival at the Citadel\nKethra received Talon in the Shadowfell and told him that the way forward lay through unresolved memories. Each trial would yield a piece of an artifact, a weapon intended for the darkness threatening the worlds. Strength alone would not be enough: he would have to understand the experiences embodied in its parts.\n\nBefore beginning, Talon rested in open-air chambers within the Citadel of Memories. The realm remained poised in storm-dark twilight, making the passage of time difficult to judge. His quarters offered clean clothes, hot water, fresh linens and food that replenished itself. A new scar marked his chest above the heart. Shadar-Kai guards bowed as he passed, a deference he found unfamiliar.\n\nIn the Hall of the Chosen, statues honored champions from other worlds, including Garold Gygaxian of Oerth, Solarian Devoria of Toril and Vax’ildan of Exandria. Vax himself approached and recognized the grief beneath Talon’s confusion. Talon explained that he had only wanted to save Lily and build a life with her, but seeking help from the wrong people had harmed many others. He introduced himself as Kael Hawthorne, while admitting that Talon still felt like the more familiar name.\n\nVax described a fellowship built around service and sacrifice. His own calling had cost him time with his sister and the person he loved. He warned that Kethra’s trials would be deeply personal, but offered the reassurance of someone who had survived them.\n\nThe First Trial: Compassion and Responsibility\nThe Citadel faded into a childhood memory. Kael, about nine or ten years old, sat on a hay wagon while his father worked the family farm. As they lifted a bale together, his father explained that responsibility connected each person to a larger whole. Helping others did not mean controlling their growth, but those with the ability to protect or support people had a greater duty to use it. Asked what power Kael possessed, he answered: compassion.\n\nThe memory then darkened. His father’s likeness accused him of abandoning his family and Lily, continuing the Clergy’s work when he could have returned home, and setting in motion the tragedy that killed his younger sister. Talon initially accepted the accusations without qualification. He then recognized that this cruel figure was not the father he remembered.\n\nTalon did not deny the consequences of his choices. Instead, he separated responsibility from the belief that he had intended every harm. He identified the Clergy’s manipulation as an enemy he could still oppose and resolved to protect others even if he could not repair the past. The accusing vision softened, and his father’s warmth returned. The trial ended with the lesson that accepting the past should guide future action rather than make action impossible.\n\nIn Talon’s hand appeared the grip of a longbow: dark wood, subdued silver inlay and Celestial inscriptions naming acceptance and compassion.\n\nVax later told him that his own trials had made him revisit his mother’s death by dragonfire. He had blamed himself, his father and his sister before learning to accept the loss. Talon placed a hand on his shoulder and offered condolences, taking comfort in the knowledge that another Chosen had survived the same struggle with an irreversible past. He then asked why they had been chosen at all, and why the gods treated them this way. Vax admitted that he asked himself the same question every day. He gave no explanation for their selection, only reassurance that there was no fixed schedule of trials and that Talon should rest before the next one.\n\nFlight Above the Shadowfell\nAfter Vax departed on usher duty, Talon tested his wings by diving into the canyon beside the Citadel and climbing back into the sky. Above the landscape, a black-and-purple halo churned with wisps he understood to be passing souls.\n\nZephyr, a deva some fifteen feet tall in dark armor with gold accents, joined him. Talon asked why divine help had come only after his years with the Clergy. Zephyr answered in terms of fate, hardship and the gods’ respect for mortal choice.\n\nTalon accepted that Kethra needed a hunter. Zephyr added that she needed a leader and directed him toward two distant figures on a plateau, where his next trial awaited.\n\nThe Second Trial: Tessa and Lily\nThe plateau became a modest kitchen. Lily, already Direheart, was arguing with Kael’s younger sister Tessa. Their words were muffled, but Lily drew a pistol and aimed it at Tessa’s chest. Talon stepped through the shadows to stand between them and pleaded with Lily to stop. He was inside a memory and could not change it: Tessa’s hands passed through him as she struggled for the weapon.\n\nThe gun discharged and Tessa died. Lily cradled her in immediate shock and grief. Within the vision she told Talon that she had believed Tessa was hiding his whereabouts and had wanted to frighten her into talking. Tessa had been her best friend. Eamon Blackwood entered and roughly dragged Lily away while she kept looking back at the body.\n\nTessa’s spirit appeared and took her brother’s hand. The familiar greeting, “Hey, big brother,” undid him. Talon dropped to his knees, grieving the ordinary happy life he believed she should have had. Anger followed: the Clergy had no right to keep ruining lives, and he insisted that he had to bring her back. Tessa interrupted that spiral with a playful shove and a laugh. If anyone had reason to be angry, she said, it was her.\n\nShe spoke plainly about accepting her fate. She called the shooting an accident and held no hatred for Lily. Kael’s disappearance had irritated her, yet she still loved and forgave him. Her humor did not dismiss the loss; it showed him the practical, forgiving sister he knew, rather than someone consumed by hatred.\n\nTessa had heard whispers of dangers ahead and worried about Kael and their family. She asked him to release his anger toward Lily and the guilt that might consume him, so he could face what was coming. He could begin to forgive Lily, placing much of the blame on the Clergy, but self-forgiveness remained harder. They sat together with his head on her shoulder, reversing the familiar childhood gesture in which she had leaned on him, and told each other they loved one another. Seeing her at peace made forgiveness of himself feel possible, even though it remained beyond his reach.\n\nWhen Tessa faded, she left a curved bow limb matching the grip’s dark wood and silverwork. Its Celestial inscriptions named acceptance and forgiveness. Talon returned to his chambers with two components of the weapon and the memory of his sister’s comfort.\n\nLife Among the Chosen\nAn elven Chosen, Elara, visited Talon while he rested. Her irreverence and flirtation brought a change of mood after the trials. She was associated with the Feywild and appeared elsewhere in full martial regalia. Over the following days or weeks, whose length Talon could not reliably measure, he explored the Citadel and learned about its residents.\n\nHer first visit had come while he was soaking in the bronze bath after Tessa’s trial. He was embarrassed by the unexpected visitor and still guarded by the day’s grief, yet Elara’s self-mocking account of the Feywild drew genuine laughter from him. He enjoyed her company despite himself. She brought him the towel he had forgotten, then left him with an invitation and a confusion he could not resolve. He wanted to respond to her warmth, but thoughts of Lily made him question whether he could.\n\nAfterward he sank beneath the water, watching the bubbles rise and thinking about Elara. He lingered in the bath until it had gone cold. When he finally climbed out, he felt exposed by both the intrusion and the trials’ tearing open of old wounds. He used the towel she had brought, pulled the bedcovers over his head and slept. The returning possibility of affection had offered relief, but it also made clear how little emotional shelter he yet possessed.\n\nTalon deliberately sought out each of the Chosen. He wanted to know their interests and the lives that had brought them there, and learned the Citadel’s passages well enough to move through them quickly if the need arose. Companionship became something he pursued rather than merely received.\n\nEven the idea of playing a game initially felt foreign after everything he had endured, but he accepted the invitation of Garold Gygaxian, a wizard and former general. He commanded an orc army in a reconstruction of an old Oerth battle before their contests broadened across elaborate miniature terrain into historical and imagined conflicts. Wins and losses alike taught flexibility, misdirection, surprise and the use of the environment. When an engagement turned against him, Talon learned to question its rules and change the terms of the struggle.\n\nGarold said that Kethra had called him during a devastating battle in which he faced both his own death and the deaths of the soldiers under his command. Military life had kept him distant from his family, and centuries away from Oerth had softened old regrets. Talon apologized for possibly projecting his own turmoil onto a companion, but Garold welcomed the questions. Shared stories mattered to their fellowship, and he would redirect a conversation himself if it became unwelcome.\n\nGarold’s descriptions of Castle Greyhawk, the Dragon Spine Mountains and Hyperboria’s frozen north opened worlds Talon had never known. He did not know Dorn, however. He explained that travel through the Feywild or Shadowfell normally returned a traveler to the material world to which they were bound. His tales of spelljammers remained hearsay, offering neither a known ship nor a dependable route between their homelands.\n\nVax sought quiet among the Citadel’s sparse plants and animals, which reminded him of Keyleth. Solarian Devoria, a dark-purple tiefling, was reserved away from the kitchen but more approachable while baking. Elara spoke appreciatively of his Cythian apple crumble.\n\nA conversation with Solarian began because Talon saw Elara training in a courtyard and, frightened by the possibility of attachment, chose to land beside the tiefling instead. On the outer wall, Solarian spoke of the balance between light and darkness, life and death, and what it might reveal about a soul’s choices. Asked what had led him to the Citadel, he answered only that it was service. Talon gently asked whom he had served and whether devotion to Kethra had shaped his whole life, but no answer followed. He apologized and flew away, unsure whether he had caused offense; Solarian gave no outward indication either way.\n\nDuring an exploration, Talon glimpsed a distant black, partly insubstantial flying creature. He knew dragons only from vague stories and looked for another Chosen whose reaction might tell him whether to be alarmed. Nobody was nearby. After it disappeared into the distance, he took to the sky himself. The empty sky and indistinct creatures at the forest’s edge gave him no certain answer, and he could only wonder whether the presence had driven other creatures into hiding. Elara later identified it as a shadow dragon and advised keeping a healthy distance from the few that visited their skies. It remained a sighting and a conversation, rather than a battle.\n\nElara and an Unfinished Choice\nElara told Talon that she had entered Kethra’s service voluntarily rather than arriving through death. The Feywild’s constant caprice had worn on her, although she still missed its beauty. Their friendship mixed disagreement, humor and attraction.\n\nTalon explained why a new connection frightened him. His recovered memories felt immediate: family life, loss, Lily and his work for the Clergy all seemed as if they had happened yesterday. Decisions that had once come easily now carried the fear of unforeseen consequences.\n\nElara made clear that she was not asking to replace Lily. She offered friendship and the possibility of a physical connection, while leaving that choice to him. Talon did not accept her invitation in that exchange. He asked her to walk with him, and they left hand in hand, discussing a short flight together.\n\nAt this stage of the trials, Talon held two components of the bow.\n\nThe rooftop and the burdens he still carried\nKael carried Elara to the Citadel’s highest roof. Looking across the Shadowfell, he admitted how little he understood the task waiting for him: he was expected to confront an apocalypse without knowing when, where or how. His companions on Dorn remained in his thoughts. His friendship with Bane had deepened, Mazikeen carried troubles of her own, and he feared for Raven. Becoming a Chosen had not made those concerns disappear.\n\nElara answered his frustration with affection and reminded him that brief joys could sustain people carrying larger burdens. They kissed, but Kael immediately feared that he had done something wrong. When he offered to take her down, she stepped backward off the roof instead. She had no wings. He plunged after her, caught her before she reached the lower towers and spread his own wings to carry them into a safe glide.\n\nAt her quarters, she offered him a place beside her. He wanted to stay, but memories of both Lily and Direheart brought his guilt back. He left and returned to his room in frustration. Vax found him there and answered his worries with companionship rather than judgment. Stories of Vax’s old friends made them laugh together, even as their telling revealed the pain of those he had lost or left behind. Vax said six months had passed since Kael’s last trial; Kael felt that it had been only weeks. Before sleep, Kethra reassured him that his time with his friends was not over and that his stay in her realm had a purpose.\n\nThe third trial: the debt’s true beginning\nThe next trial began after a night of troubling dreams. Kethra sent Elara to escort Kael to a solitary shack in the shadowed woods. Elara was angry and unsettled by being asked to lead him into a trial centered on Lily. Her own feelings had grown beyond the diversion she first proposed. She told him that her mother had served among the Chosen and that taking up that service mattered to her. She nevertheless accompanied him and promised to wait outside.\n\nInside, Kael saw a vision of Lily’s first captivity. The man holding her was Matthias Tully, Ravenwood’s leatherworker, whose work had been familiar to his family. Kael tried to intervene and free her, but his hands passed through the scene. This was a past he could witness, not alter.\n\nThaylen arrived while still a Deacon. Matthias recognized his authority and obeyed him. Outside, Thaylen addressed the leatherworker as a Brother of the Clergy, reprimanded him for attracting attention and killed him with a necrotic touch. Other members of Kael’s future cell then approached the shack as supposed rescuers. The trial exposed how the organization had turned a crime committed by one of its own into the debt through which it acquired Kael.\n\nThe vision moved to Thaylen’s office, where Kael stood beside the rescued Lily and gratefully promised whatever service was needed. Until then, the price had been described only as a favor. Thaylen made him a Disciple under his authority, promising errands and messages before making use of his archery. A female tiefling named Mina escorted Lily outside while the terms changed behind the closed door.\n\nThe brand and the assassin’s apprenticeship\nThaylen required obedience to every superior rank and threatened far more than Kael’s own life if he broke his word. Friends, family and anyone connected to him would be targets. Two operatives restrained him while Thaylen branded his right shoulder. Release, the Deacon told him, was something the Clergy had never granted to anyone still breathing. Kael was also forbidden to discuss its members or its work, even with Lily.\n\nAt the time, Kael understood the pain as a price he could bear for her safety. He accepted a clean shirt that concealed the brand and went back to her. The trial forced him to confront how little he had understood the bargain.\n\nA succession of memories followed. Courier work became service on security details, where he stood by while others threatened, coerced and killed. Bishop Eamon Blackwood trained him in assassination. Eventually Kael carried out the killings himself. Some targets were violent criminals; others were enemies principally because they opposed the Clergy. The claim that the work served a greater good could no longer shelter him from its meaning.\n\nHe emerged from the shack and fell to his knees. Elara found him shaken by the realization that the Clergy had been involved from the beginning. He thanked her for waiting, but asked for solitude and answers. She walked back with him, then gave him the space he requested.\n\nZephyr and the two wars\nKael flew to the Citadel’s peak and called for Zephyr. He demanded to know whether Kethra had allowed Lily’s suffering so that the Clergy would train the killer she needed. Zephyr denied it. In his account, her choice arose from the strength and resilience Kael had shown, rather than a design that required either of them to suffer.\n\nThat answer did not immediately steady Kael. Overwhelmed, he spoke of wanting the whole experience erased. Zephyr answered with a forceful celestial command, an ability that compelled him to rise and calmed the emotions threatening to consume him. It was an intervention with power behind it, not simply comforting words.\n\nKael still could not understand why the trials pointed him so fiercely toward the Clergy while his duty concerned a cult threatening the worlds. Zephyr distinguished the two dangers. The Clergy’s centuries of harm deserved to be opposed, but the cult’s rituals posed an immediate threat. Their dependence on celestial events also created intervals in which Kael might act against the syndicate. Neither struggle had to erase the other.\n\nKael accepted the need to confront the urgent threat. Zephyr told him to rest before the remaining ordeal. Alone again on the high roof, he eventually stepped into the air, opened his wings and let the wind carry him away.\n\nMusic, friendship and a reckless race\nMusic drew Kael to Elara’s courtyard. Her lute and song revealed longing beneath the confidence she usually showed him. When the song ended in tears, he quietly acknowledged that he heard her, but withdrew. Their eyes met before he left; she allowed him that choice without demanding his return.\n\nHe sought Vax in the dining hall. Their drinks and stories opened into a discussion of the lives they had left behind. Kael described the party’s airship heist and its intimidating elderly vault guard. Vax’s memories of Keyleth carried laughter and grief together. He understood Kael’s sense of responsibility to Lily, yet warned against letting the past prevent every possibility of happiness in the present. Service to Kethra had also left Vax frustrated by his inability to return to his own loved ones whenever he wished.\n\nFor a while, Kael let himself enjoy the friendship. Their proposed mischief became an airborne race around the Citadel. Vax cheated the starting count; Kael struck a spire; their contest ended with Vax caught upside down in a courtyard tree and Kael in an undignified heap nearby. Elara found them there, exasperated and amused. Kael helped Vax free, and the race ended in shared laughter rather than a settled victory.\n\nWhen Vax left, Kael chose to approach Elara. He kissed her, trying to answer both the vulnerability he had seen and the burdens he had placed upon her. He admitted how deeply he cared and how frightened he was that closeness might ruin another life.\n\nElara’s oath\nElara refused to be treated as an inevitable casualty of Kael’s troubles. At 247, she had faced dangers and losses of her own. Standing with him was her choice, and she wanted him to respect that agency. The friendship had become something neither of them could dismiss as a passing diversion.\n\nKael asked whether she was willing to hear what the trial had shown him and what had happened on the night he died. She agreed. He described the leatherworker, Thaylen’s false rescue, the brand and Eamon’s training. He also spoke of his sister’s death and Lily’s transformation into Direheart.\n\nHis account of the final pursuit began with Lily’s voice at an inn window. He chased it, took two crossbow bolts in the back and was carried away with Direheart and Eamon when he tried to stop their escape. His apologies did not reach Lily through what she had been taught to believe. She shot him through the heart. As Kethra took him, he saw Lily collapse over his body until Eamon pulled her away.\n\nElara’s compassion became a vow. Golden light gathered around her, mingling with shadow as her paladin’s armor and sword appeared. Invoking witnesses of the Feywild and Shadowfell, she promised to stand with Kael against the Clergy and see its tyranny ended. She offered that commitment even if his future ultimately led him back to Lily. Kael could find little to say in answer. He kissed her forehead before following Zephyr into the trial’s final visions.\n\nThe final visions: Zephyr’s fall\nZephyr brought Kael to a shadowed reflection of his hometown. He began by acknowledging that neither his own powers nor other celestial magic could undo the past. What he could offer was an explanation of his choice.\n\nThe first scene showed Kael with a Clergy detachment outside a residence. He asked for his target and was told they would first seize Marina, the target’s daughter. Instead, he drew his blades against his own companions and fled. The vision then showed him unconscious, with Zephyr above him. Zephyr admitted that he had erased Kael’s memories and relocated him to protect a person he believed valuable to Kethra. He had acted without Kael’s consent and had failed to foresee what the intervention would do to other lives.\n\nA further memory showed Kethra judging that decision. She stripped Zephyr of his title as Prinarch Emissary and named him the Fallen Emissary of the Silent Requiem. His interference had redirected one of her Chosen and the fates of those around him, bringing some lives to an end before their appointed time. Until he rectified the error, he was bound to Kael and excluded from his former place in the higher order.\n\nKael began to understand the mistaken intention without accepting that the choice had been right. He recognized how both of them had acted without knowing every consequence. He withdrew his blame from Zephyr and Kethra and resolved to carry responsibility as guidance rather than a weight that would defeat him. Zephyr urged him to let future deeds, rather than repeated apologies, define what came next.\n\nThe making of Direheart\nThe next visions showed Lily after Kael’s disappearance. She initially refused to help Thaylen find him, even under violence and deprivation. Thaylen worked to turn that refusal against her. He spoke of deaths among the people she loved, blamed Kael’s absence and presented the Clergy as the only family still offering her protection.\n\nHis methods joined cruelty to carefully staged care. He punished a subordinate for harming her, then cleaned her wounds and apologized for the other man’s brutality. As both captor and apparent protector, he made the distinction increasingly difficult for her to hold. Later he claimed that her parents had drowned while searching for her and that Kael’s conduct had provoked Matthias’s original crime. These were parts of the story he used to isolate her and redirect her anger, not truths Kael accepted.\n\nThe vision carried that manipulation into Lily’s rejection of her former life. She cut off the hair Kael had loved and burned it. Thaylen offered resources for the hunt and Eamon Blackwood’s instruction in tracking and killing. She accepted the Clergy’s brand between her shoulder blades, and Thaylen gave the identity he had fashioned its name: Direheart.\n\nAt the vision’s end, Lily and Thaylen turned their accusations upon Kael. He did not deny that he had left, but neither would he surrender to the guilt they demanded. He wished Lily a life beyond the suffering forced upon her and promised that Thaylen would be among the first members of the syndicate he opposed. His father’s teaching, his sister’s forgiveness and the support of Elara, Vax and Zephyr returned to him. The trial ended with renewed light and resolve.\n\nThree choices at the forge\nAn elderly dwarf met Kael after the visions and led him through the woods to broken walls, an anvil and a small forge. The stranger handed over the final curved bow component, bearing the words Resilience and Vengeance. The other two pieces waited nearby. Kael brought them together with the intention that the weapon protect the innocent and guide people out of darkness.\n\nThe pieces rose above the anvil and presented three choices. Kael chose Responsibility over Power: the duties owed to those he cared for would give his strength its purpose. He chose Acceptance over Compassion, not because compassion had ceased to matter, but because he needed a reminder to accept losses that could no longer be changed. Finally, he chose Resilience over Vengeance. The Clergy would be his prey, but it would not be permitted to define every step of his life. His responsibility would remain after it was gone.\n\nElara watched the nearly finished bow and told him that her own blade had required something of herself to complete it. This weapon likewise sought an identity. Kael removed the griffon-talon necklace that had helped give him the name Talon after his memories were taken. He did not regret the good he had done under that name, but it was no longer the whole of who he was. He offered the former identity to the weapon and declared himself Kael Hawthorne again.\n\nHe named the bow Talon’s Unyielding Grasp. The promise behind the name concerned both enemies and those under his protection: once he took hold of either duty, he would not let go. Celestial light absorbed the necklace into the bow. It vanished, then answered his will when he summoned it into his open hand.\n\nChoosing the Queen\nThe Grasp’s string was formed from living shadow, and drawing it brought a shadow arrow into being. Its presence reached Kael through feelings rather than ordinary speech, with a sense of Kethra’s will behind them. His first shot struck a barrel and knocked it over; the arrow dissolved shortly afterward.\n\nKethra then called him to her open audience chamber, where she sat upon a throne formed from the bones of enormous ravens. She addressed him as her Chosen, a defender of the Citadel of Memories and the wielder of the Grasp. After all the trials, she asked a question that mattered precisely because it was a choice: she had chosen him, but did he choose her?\n\nThe request briefly recalled the bargain through which Thaylen had trapped him. Kael hesitated, then gave his word willingly. He chose to serve alongside the other Chosen and his friends, fulfilling the purpose for which he was needed. Kethra affirmed that his own will made the bond complete.\n\nShadows gathered around him. At the right shoulder blade, where the Clergy’s brand had claimed him, he felt the old mark erased and something new take its place. Kethra promised that he would return to his world to confront the coming threat and would have a chance, in time, to address what had gone wrong. He bowed before leaving, carrying the Grasp and a service he had now accepted for himself.\n\nLife shared and lessons learned\nElara was waiting when Kael returned. Exhausted by the trial and forging, he finally allowed himself the closeness he had repeatedly feared. They spent the night together. The following morning’s coffee, breakfast and teasing offered an ordinary happiness within an extraordinary place. Elara said she had served the Queen for roughly forty years.\n\nWhen she left to perform her duties as an usher, Kael went to the training grounds. Shadow constructs answered the course he imagined, presenting moving and stationary weapons for him to evade. He practiced footwork with his scimitar and dagger, transitions from blades to his summoned bow and the unfamiliar capabilities of the Grasp. Time again became difficult to measure. Training also brought him toward shadow-stepping, an ability he had used accidentally and was beginning to understand, though he had not yet mastered it.\n\nRemembering Garold’s warning about predictable habits, Kael sought a living opponent. Zephyr agreed to spar, uncovering his face and taking up a greatsword nearly as large as Kael. The deva handled it with unsettling ease. Kael’s attempts to close with his blades failed, and radiant force followed by another sword blow brought him down in pain. Zephyr had held back part of his power even then.\n\nThe lesson was to approach overwhelming strength with planning and allies rather than pride. Zephyr helped him up, and Kael was grateful to know him beyond their earlier crises. Back in his quarters, salves and a hot bath awaited. As Kael admired the bow, it conveyed a sense of satisfaction and approval. He rested and recovered.\n\nA request for family and a patrol\nKael later asked Zephyr whether he could seek an audience with Kethra or have a request carried to her. He wanted to spend intervals between his greater duties dismantling the Clergy, but feared the danger that campaign would bring upon his family. Could the Queen protect them while he acted?\n\nZephyr treated it as an unusual request. Returning Kael to the living world concerned a larger mission, and Kethra did not favor vendettas. He agreed to bring the request to her, while making one boundary clear: her protection extended to her Chosen, and she would not simply intervene in other threads of fate. No promise of protection for Kael’s family followed.\n\nInstead, Zephyr asked Kael and Elara to patrol around the Citadel. Disturbances had increased; Shadar-Kai had recently been attacked by wraiths. The incidents were scattered and not yet severe enough for Zephyr to intervene himself. He left the pair to choose their patrol schedule. Kael made several initial passes without finding an active disturbance, then sought Elara when he heard her lute again.\n\nLythari and the first patrol together\nIn her courtyard, Elara shared a history she had told no other soul. Her mother, Lythari, had guarded the Summer Court and upheld the natural order of life and death. When Elara died prematurely, Lythari appealed to Kethra, who restored her daughter. In return, Lythari promised her service. She later fell in battle in the Feywild and continued as one of the Queen’s Chosen in the Shadowfell.\n\nThat had not been her final loss. A necromantic sorceress from the Winter Court destroyed Lythari’s soul during a later confrontation. Elara had lost the possibility of reunion even after death. Her own service carried both gratitude for the life Kethra had restored and anguish over what had happened to her mother. It explained more of the resolve, grief and contradictory feelings toward the Queen that Kael had seen.\n\nHe held her and listened. Their growing trust had become reciprocal: she could bring her own tragedy to him, rather than only helping him bear his. Later he watched her train against shadow constructs, leaving a brief shadow duplicate to counter one opponent while she stepped behind another. Her sword could disappear into shadow as his bow did.\n\nWhen they prepared for patrol, Elara revealed that Zephyr had upgraded her armor. Black raven wings opened from it, freeing her to fly beside Kael instead of being carried. They crossed the Citadel’s outskirts together. In a clearing below, several shadow mastiffs surrounded a woman and an unfamiliar small creature. Kael loosed an arrow at the nearest mastiff and chose to help before trying to identify those in danger. The encounter’s outcome, and the identities of the two figures, remained unresolved.","category":"Lore","id":"notebook-8","links":[],"raceRelated":[],"sections":[{"body":"The Citadel stands in the Shadowfell beneath storm-dark twilight. Its open-air chambers provide fresh clothes, hot water and replenishing food. Statues in the Hall of the Chosen honor champions from worlds beyond Dorn. Talon explores its grounds, discovers flight and finds companionship while preparing for the trials Kethra has set before him.","heading":"A realm apart","visibility":"player"},{"body":"Kethra received Talon in the Shadowfell and told him that the way forward lay through unresolved memories. Each trial would yield a piece of an artifact, a weapon intended for the darkness threatening the worlds. Strength alone would not be enough: he would have to understand the experiences embodied in its parts.\n\nBefore beginning, Talon rested in open-air chambers within the Citadel of Memories. The realm remained poised in storm-dark twilight, making the passage of time difficult to judge. His quarters offered clean clothes, hot water, fresh linens and food that replenished itself. A new scar marked his chest above the heart. Shadar-Kai guards bowed as he passed, a deference he found unfamiliar.\n\nIn the Hall of the Chosen, statues honored champions from other worlds, including Garold Gygaxian of Oerth, Solarian Devoria of Toril and Vax’ildan of Exandria. Vax himself approached and recognized the grief beneath Talon’s confusion. Talon explained that he had only wanted to save Lily and build a life with her, but seeking help from the wrong people had harmed many others. He introduced himself as Kael Hawthorne, while admitting that Talon still felt like the more familiar name.\n\nVax described a fellowship built around service and sacrifice. His own calling had cost him time with his sister and the person he loved. He warned that Kethra’s trials would be deeply personal, but offered the reassurance of someone who had survived them.","heading":"Arrival at the Citadel","illustration":{"alt":"Vax’s first welcome in the Hall of the Chosen","caption":"Vax’s first welcome in the Hall of the Chosen","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-citadel-arrival-companionship-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Citadel faded into a childhood memory. Kael, about nine or ten years old, sat on a hay wagon while his father worked the family farm. As they lifted a bale together, his father explained that responsibility connected each person to a larger whole. Helping others did not mean controlling their growth, but those with the ability to protect or support people had a greater duty to use it. Asked what power Kael possessed, he answered: compassion.\n\nThe memory then darkened. His father’s likeness accused him of abandoning his family and Lily, continuing the Clergy’s work when he could have returned home, and setting in motion the tragedy that killed his younger sister. Talon initially accepted the accusations without qualification. He then recognized that this cruel figure was not the father he remembered.\n\nTalon did not deny the consequences of his choices. Instead, he separated responsibility from the belief that he had intended every harm. He identified the Clergy’s manipulation as an enemy he could still oppose and resolved to protect others even if he could not repair the past. The accusing vision softened, and his father’s warmth returned. The trial ended with the lesson that accepting the past should guide future action rather than make action impossible.\n\nIn Talon’s hand appeared the grip of a longbow: dark wood, subdued silver inlay and Celestial inscriptions naming acceptance and compassion.\n\nVax later told him that his own trials had made him revisit his mother’s death by dragonfire. He had blamed himself, his father and his sister before learning to accept the loss. Talon placed a hand on his shoulder and offered condolences, taking comfort in the knowledge that another Chosen had survived the same struggle with an irreversible past. He then asked why they had been chosen at all, and why the gods treated them this way. Vax admitted that he asked himself the same question every day. He gave no explanation for their selection, only reassurance that there was no fixed schedule of trials and that Talon should rest before the next one.","heading":"The First Trial: Compassion and Responsibility","illustration":{"alt":"His father’s lesson on the hay wagon","caption":"His father’s lesson on the hay wagon","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-childhood-compassion-hay-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"After Vax departed on usher duty, Talon tested his wings by diving into the canyon beside the Citadel and climbing back into the sky. Above the landscape, a black-and-purple halo churned with wisps he understood to be passing souls.\n\nZephyr, a deva some fifteen feet tall in dark armor with gold accents, joined him. Talon asked why divine help had come only after his years with the Clergy. Zephyr answered in terms of fate, hardship and the gods’ respect for mortal choice.\n\nTalon accepted that Kethra needed a hunter. Zephyr added that she needed a leader and directed him toward two distant figures on a plateau, where his next trial awaited.","heading":"Flight Above the Shadowfell","illustration":{"alt":"Kael’s first flight beside towering Zephyr","caption":"Kael’s first flight beside towering Zephyr","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-first-flight-zephyr-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The plateau became a modest kitchen. Lily, already Direheart, was arguing with Kael’s younger sister Tessa. Their words were muffled, but Lily drew a pistol and aimed it at Tessa’s chest. Talon stepped through the shadows to stand between them and pleaded with Lily to stop. He was inside a memory and could not change it: Tessa’s hands passed through him as she struggled for the weapon.\n\nThe gun discharged and Tessa died. Lily cradled her in immediate shock and grief. Within the vision she told Talon that she had believed Tessa was hiding his whereabouts and had wanted to frighten her into talking. Tessa had been her best friend. Eamon Blackwood entered and roughly dragged Lily away while she kept looking back at the body.\n\nTessa’s spirit appeared and took her brother’s hand. The familiar greeting, “Hey, big brother,” undid him. Talon dropped to his knees, grieving the ordinary happy life he believed she should have had. Anger followed: the Clergy had no right to keep ruining lives, and he insisted that he had to bring her back. Tessa interrupted that spiral with a playful shove and a laugh. If anyone had reason to be angry, she said, it was her.\n\nShe spoke plainly about accepting her fate. She called the shooting an accident and held no hatred for Lily. Kael’s disappearance had irritated her, yet she still loved and forgave him. Her humor did not dismiss the loss; it showed him the practical, forgiving sister he knew, rather than someone consumed by hatred.\n\nTessa had heard whispers of dangers ahead and worried about Kael and their family. She asked him to release his anger toward Lily and the guilt that might consume him, so he could face what was coming. He could begin to forgive Lily, placing much of the blame on the Clergy, but self-forgiveness remained harder. They sat together with his head on her shoulder, reversing the familiar childhood gesture in which she had leaned on him, and told each other they loved one another. Seeing her at peace made forgiveness of himself feel possible, even though it remained beyond his reach.\n\nWhen Tessa faded, she left a curved bow limb matching the grip’s dark wood and silverwork. Its Celestial inscriptions named acceptance and forgiveness. Talon returned to his chambers with two components of the weapon and the memory of his sister’s comfort.","heading":"The Second Trial: Tessa and Lily","illustration":{"alt":"Tessa’s spirit and the possibility of forgiveness","caption":"Tessa’s spirit and the possibility of forgiveness","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-tessa-gentle-forgiveness-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"An elven Chosen, Elara, visited Talon while he rested. Her irreverence and flirtation brought a change of mood after the trials. She was associated with the Feywild and appeared elsewhere in full martial regalia. Over the following days or weeks, whose length Talon could not reliably measure, he explored the Citadel and learned about its residents.\n\nHer first visit had come while he was soaking in the bronze bath after Tessa’s trial. He was embarrassed by the unexpected visitor and still guarded by the day’s grief, yet Elara’s self-mocking account of the Feywild drew genuine laughter from him. He enjoyed her company despite himself. She brought him the towel he had forgotten, then left him with an invitation and a confusion he could not resolve. He wanted to respond to her warmth, but thoughts of Lily made him question whether he could.\n\nAfterward he sank beneath the water, watching the bubbles rise and thinking about Elara. He lingered in the bath until it had gone cold. When he finally climbed out, he felt exposed by both the intrusion and the trials’ tearing open of old wounds. He used the towel she had brought, pulled the bedcovers over his head and slept. The returning possibility of affection had offered relief, but it also made clear how little emotional shelter he yet possessed.\n\nTalon deliberately sought out each of the Chosen. He wanted to know their interests and the lives that had brought them there, and learned the Citadel’s passages well enough to move through them quickly if the need arose. Companionship became something he pursued rather than merely received.\n\nEven the idea of playing a game initially felt foreign after everything he had endured, but he accepted the invitation of Garold Gygaxian, a wizard and former general. He commanded an orc army in a reconstruction of an old Oerth battle before their contests broadened across elaborate miniature terrain into historical and imagined conflicts. Wins and losses alike taught flexibility, misdirection, surprise and the use of the environment. When an engagement turned against him, Talon learned to question its rules and change the terms of the struggle.\n\nGarold said that Kethra had called him during a devastating battle in which he faced both his own death and the deaths of the soldiers under his command. Military life had kept him distant from his family, and centuries away from Oerth had softened old regrets. Talon apologized for possibly projecting his own turmoil onto a companion, but Garold welcomed the questions. Shared stories mattered to their fellowship, and he would redirect a conversation himself if it became unwelcome.\n\nGarold’s descriptions of Castle Greyhawk, the Dragon Spine Mountains and Hyperboria’s frozen north opened worlds Talon had never known. He did not know Dorn, however. He explained that travel through the Feywild or Shadowfell normally returned a traveler to the material world to which they were bound. His tales of spelljammers remained hearsay, offering neither a known ship nor a dependable route between their homelands.\n\nVax sought quiet among the Citadel’s sparse plants and animals, which reminded him of Keyleth. Solarian Devoria, a dark-purple tiefling, was reserved away from the kitchen but more approachable while baking. Elara spoke appreciatively of his Cythian apple crumble.\n\nA conversation with Solarian began because Talon saw Elara training in a courtyard and, frightened by the possibility of attachment, chose to land beside the tiefling instead. On the outer wall, Solarian spoke of the balance between light and darkness, life and death, and what it might reveal about a soul’s choices. Asked what had led him to the Citadel, he answered only that it was service. Talon gently asked whom he had served and whether devotion to Kethra had shaped his whole life, but no answer followed. He apologized and flew away, unsure whether he had caused offense; Solarian gave no outward indication either way.\n\nDuring an exploration, Talon glimpsed a distant black, partly insubstantial flying creature. He knew dragons only from vague stories and looked for another Chosen whose reaction might tell him whether to be alarmed. Nobody was nearby. After it disappeared into the distance, he took to the sky himself. The empty sky and indistinct creatures at the forest’s edge gave him no certain answer, and he could only wonder whether the presence had driven other creatures into hiding. Elara later identified it as a shadow dragon and advised keeping a healthy distance from the few that visited their skies. It remained a sighting and a conversation, rather than a battle.","heading":"Life Among the Chosen","illustration":{"alt":"Garold teaching through a miniature battlefield","caption":"Garold teaching through a miniature battlefield","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-garold-tabletop-lessons-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Elara told Talon that she had entered Kethra’s service voluntarily rather than arriving through death. The Feywild’s constant caprice had worn on her, although she still missed its beauty. Their friendship mixed disagreement, humor and attraction.\n\nTalon explained why a new connection frightened him. His recovered memories felt immediate: family life, loss, Lily and his work for the Clergy all seemed as if they had happened yesterday. Decisions that had once come easily now carried the fear of unforeseen consequences.\n\nElara made clear that she was not asking to replace Lily. She offered friendship and the possibility of a physical connection, while leaving that choice to him. Talon did not accept her invitation in that exchange. He asked her to walk with him, and they left hand in hand, discussing a short flight together.\n\nAt this stage of the trials, Talon held two components of the bow.","heading":"Elara and an Unfinished Choice","illustration":{"alt":"A hand-in-hand walk amid an unfinished choice","caption":"A hand-in-hand walk amid an unfinished choice","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-elara-unfinished-walk-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Kael carried Elara to the Citadel’s highest roof. Looking across the Shadowfell, he admitted how little he understood the task waiting for him: he was expected to confront an apocalypse without knowing when, where or how. His companions on Dorn remained in his thoughts. His friendship with Bane had deepened, Mazikeen carried troubles of her own, and he feared for Raven. Becoming a Chosen had not made those concerns disappear.\n\nElara answered his frustration with affection and reminded him that brief joys could sustain people carrying larger burdens. They kissed, but Kael immediately feared that he had done something wrong. When he offered to take her down, she stepped backward off the roof instead. She had no wings. He plunged after her, caught her before she reached the lower towers and spread his own wings to carry them into a safe glide.\n\nAt her quarters, she offered him a place beside her. He wanted to stay, but memories of both Lily and Direheart brought his guilt back. He left and returned to his room in frustration. Vax found him there and answered his worries with companionship rather than judgment. Stories of Vax’s old friends made them laugh together, even as their telling revealed the pain of those he had lost or left behind. Vax said six months had passed since Kael’s last trial; Kael felt that it had been only weeks. Before sleep, Kethra reassured him that his time with his friends was not over and that his stay in her realm had a purpose.","heading":"The rooftop and the burdens he still carried","illustration":{"alt":"Kael catching Elara clear of the Citadel towers","caption":"Kael catching Elara clear of the Citadel towers","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-rooftop-rescue-glide-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The next trial began after a night of troubling dreams. Kethra sent Elara to escort Kael to a solitary shack in the shadowed woods. Elara was angry and unsettled by being asked to lead him into a trial centered on Lily. Her own feelings had grown beyond the diversion she first proposed. She told him that her mother had served among the Chosen and that taking up that service mattered to her. She nevertheless accompanied him and promised to wait outside.\n\nInside, Kael saw a vision of Lily’s first captivity. The man holding her was Matthias Tully, Ravenwood’s leatherworker, whose work had been familiar to his family. Kael tried to intervene and free her, but his hands passed through the scene. This was a past he could witness, not alter.\n\nThaylen arrived while still a Deacon. Matthias recognized his authority and obeyed him. Outside, Thaylen addressed the leatherworker as a Brother of the Clergy, reprimanded him for attracting attention and killed him with a necrotic touch. Other members of Kael’s future cell then approached the shack as supposed rescuers. The trial exposed how the organization had turned a crime committed by one of its own into the debt through which it acquired Kael.\n\nThe vision moved to Thaylen’s office, where Kael stood beside the rescued Lily and gratefully promised whatever service was needed. Until then, the price had been described only as a favor. Thaylen made him a Disciple under his authority, promising errands and messages before making use of his archery. A female tiefling named Mina escorted Lily outside while the terms changed behind the closed door.","heading":"The third trial: the debt’s true beginning","visibility":"player"},{"body":"Thaylen required obedience to every superior rank and threatened far more than Kael’s own life if he broke his word. Friends, family and anyone connected to him would be targets. Two operatives restrained him while Thaylen branded his right shoulder. Release, the Deacon told him, was something the Clergy had never granted to anyone still breathing. Kael was also forbidden to discuss its members or its work, even with Lily.\n\nAt the time, Kael understood the pain as a price he could bear for her safety. He accepted a clean shirt that concealed the brand and went back to her. The trial forced him to confront how little he had understood the bargain.\n\nA succession of memories followed. Courier work became service on security details, where he stood by while others threatened, coerced and killed. Bishop Eamon Blackwood trained him in assassination. Eventually Kael carried out the killings himself. Some targets were violent criminals; others were enemies principally because they opposed the Clergy. The claim that the work served a greater good could no longer shelter him from its meaning.\n\nHe emerged from the shack and fell to his knees. Elara found him shaken by the realization that the Clergy had been involved from the beginning. He thanked her for waiting, but asked for solitude and answers. She walked back with him, then gave him the space he requested.","heading":"The brand and the assassin’s apprenticeship","illustration":{"alt":"Kael’s trial memory exposes the threats concealed behind Thaylen’s favor","caption":"Kael’s trial memory exposes the threats concealed behind Thaylen’s favor","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/thaylen-contract-terms-trial-memory-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Kael flew to the Citadel’s peak and called for Zephyr. He demanded to know whether Kethra had allowed Lily’s suffering so that the Clergy would train the killer she needed. Zephyr denied it. In his account, her choice arose from the strength and resilience Kael had shown, rather than a design that required either of them to suffer.\n\nThat answer did not immediately steady Kael. Overwhelmed, he spoke of wanting the whole experience erased. Zephyr answered with a forceful celestial command, an ability that compelled him to rise and calmed the emotions threatening to consume him. It was an intervention with power behind it, not simply comforting words.\n\nKael still could not understand why the trials pointed him so fiercely toward the Clergy while his duty concerned a cult threatening the worlds. Zephyr distinguished the two dangers. The Clergy’s centuries of harm deserved to be opposed, but the cult’s rituals posed an immediate threat. Their dependence on celestial events also created intervals in which Kael might act against the syndicate. Neither struggle had to erase the other.\n\nKael accepted the need to confront the urgent threat. Zephyr told him to rest before the remaining ordeal. Alone again on the high roof, he eventually stepped into the air, opened his wings and let the wind carry him away.","heading":"Zephyr and the two wars","illustration":{"alt":"Kael and Zephyr distinguishing two struggles","caption":"Kael and Zephyr distinguishing two struggles","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-zephyr-two-dangers-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Music drew Kael to Elara’s courtyard. Her lute and song revealed longing beneath the confidence she usually showed him. When the song ended in tears, he quietly acknowledged that he heard her, but withdrew. Their eyes met before he left; she allowed him that choice without demanding his return.\n\nHe sought Vax in the dining hall. Their drinks and stories opened into a discussion of the lives they had left behind. Kael described the party’s airship heist and its intimidating elderly vault guard. Vax’s memories of Keyleth carried laughter and grief together. He understood Kael’s sense of responsibility to Lily, yet warned against letting the past prevent every possibility of happiness in the present. Service to Kethra had also left Vax frustrated by his inability to return to his own loved ones whenever he wished.\n\nFor a while, Kael let himself enjoy the friendship. Their proposed mischief became an airborne race around the Citadel. Vax cheated the starting count; Kael struck a spire; their contest ended with Vax caught upside down in a courtyard tree and Kael in an undignified heap nearby. Elara found them there, exasperated and amused. Kael helped Vax free, and the race ended in shared laughter rather than a settled victory.\n\nWhen Vax left, Kael chose to approach Elara. He kissed her, trying to answer both the vulnerability he had seen and the burdens he had placed upon her. He admitted how deeply he cared and how frightened he was that closeness might ruin another life.","heading":"Music, friendship and a reckless race","illustration":{"alt":"The undignified end of Kael and Vax’s race","caption":"The undignified end of Kael and Vax’s race","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-vax-reckless-race-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Elara refused to be treated as an inevitable casualty of Kael’s troubles. At 247, she had faced dangers and losses of her own. Standing with him was her choice, and she wanted him to respect that agency. The friendship had become something neither of them could dismiss as a passing diversion.\n\nKael asked whether she was willing to hear what the trial had shown him and what had happened on the night he died. She agreed. He described the leatherworker, Thaylen’s false rescue, the brand and Eamon’s training. He also spoke of his sister’s death and Lily’s transformation into Direheart.\n\nHis account of the final pursuit began with Lily’s voice at an inn window. He chased it, took two crossbow bolts in the back and was carried away with Direheart and Eamon when he tried to stop their escape. His apologies did not reach Lily through what she had been taught to believe. She shot him through the heart. As Kethra took him, he saw Lily collapse over his body until Eamon pulled her away.\n\nElara’s compassion became a vow. Golden light gathered around her, mingling with shadow as her paladin’s armor and sword appeared. Invoking witnesses of the Feywild and Shadowfell, she promised to stand with Kael against the Clergy and see its tyranny ended. She offered that commitment even if his future ultimately led him back to Lily. Kael could find little to say in answer. He kissed her forehead before following Zephyr into the trial’s final visions.","heading":"Elara’s oath","illustration":{"alt":"Elara choosing to stand beside Kael","caption":"Elara choosing to stand beside Kael","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-elara-paladin-oath-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Zephyr brought Kael to a shadowed reflection of his hometown. He began by acknowledging that neither his own powers nor other celestial magic could undo the past. What he could offer was an explanation of his choice.\n\nThe first scene showed Kael with a Clergy detachment outside a residence. He asked for his target and was told they would first seize Marina, the target’s daughter. Instead, he drew his blades against his own companions and fled. The vision then showed him unconscious, with Zephyr above him. Zephyr admitted that he had erased Kael’s memories and relocated him to protect a person he believed valuable to Kethra. He had acted without Kael’s consent and had failed to foresee what the intervention would do to other lives.\n\nA further memory showed Kethra judging that decision. She stripped Zephyr of his title as Prinarch Emissary and named him the Fallen Emissary of the Silent Requiem. His interference had redirected one of her Chosen and the fates of those around him, bringing some lives to an end before their appointed time. Until he rectified the error, he was bound to Kael and excluded from his former place in the higher order.\n\nKael began to understand the mistaken intention without accepting that the choice had been right. He recognized how both of them had acted without knowing every consequence. He withdrew his blame from Zephyr and Kethra and resolved to carry responsibility as guidance rather than a weight that would defeat him. Zephyr urged him to let future deeds, rather than repeated apologies, define what came next.","heading":"The final visions: Zephyr’s fall","illustration":{"alt":"The remembered judgment of Zephyr’s office","caption":"The remembered judgment of Zephyr’s office","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-zephyr-court-memory-v2.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The next visions showed Lily after Kael’s disappearance. She initially refused to help Thaylen find him, even under violence and deprivation. Thaylen worked to turn that refusal against her. He spoke of deaths among the people she loved, blamed Kael’s absence and presented the Clergy as the only family still offering her protection.\n\nHis methods joined cruelty to carefully staged care. He punished a subordinate for harming her, then cleaned her wounds and apologized for the other man’s brutality. As both captor and apparent protector, he made the distinction increasingly difficult for her to hold. Later he claimed that her parents had drowned while searching for her and that Kael’s conduct had provoked Matthias’s original crime. These were parts of the story he used to isolate her and redirect her anger, not truths Kael accepted.\n\nThe vision carried that manipulation into Lily’s rejection of her former life. She cut off the hair Kael had loved and burned it. Thaylen offered resources for the hunt and Eamon Blackwood’s instruction in tracking and killing. She accepted the Clergy’s brand between her shoulder blades, and Thaylen gave the identity he had fashioned its name: Direheart.\n\nAt the vision’s end, Lily and Thaylen turned their accusations upon Kael. He did not deny that he had left, but neither would he surrender to the guilt they demanded. He wished Lily a life beyond the suffering forced upon her and promised that Thaylen would be among the first members of the syndicate he opposed. His father’s teaching, his sister’s forgiveness and the support of Elara, Vax and Zephyr returned to him. The trial ended with renewed light and resolve.","heading":"The making of Direheart","visibility":"player"},{"body":"An elderly dwarf met Kael after the visions and led him through the woods to broken walls, an anvil and a small forge. The stranger handed over the final curved bow component, bearing the words Resilience and Vengeance. The other two pieces waited nearby. Kael brought them together with the intention that the weapon protect the innocent and guide people out of darkness.\n\nThe pieces rose above the anvil and presented three choices. Kael chose Responsibility over Power: the duties owed to those he cared for would give his strength its purpose. He chose Acceptance over Compassion, not because compassion had ceased to matter, but because he needed a reminder to accept losses that could no longer be changed. Finally, he chose Resilience over Vengeance. The Clergy would be his prey, but it would not be permitted to define every step of his life. His responsibility would remain after it was gone.\n\nElara watched the nearly finished bow and told him that her own blade had required something of herself to complete it. This weapon likewise sought an identity. Kael removed the griffon-talon necklace that had helped give him the name Talon after his memories were taken. He did not regret the good he had done under that name, but it was no longer the whole of who he was. He offered the former identity to the weapon and declared himself Kael Hawthorne again.\n\nHe named the bow Talon’s Unyielding Grasp. The promise behind the name concerned both enemies and those under his protection: once he took hold of either duty, he would not let go. Celestial light absorbed the necklace into the bow. It vanished, then answered his will when he summoned it into his open hand.","heading":"Three choices at the forge","illustration":{"alt":"Three bow components and the offered talon necklace","caption":"Three bow components and the offered talon necklace","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-three-choices-forge-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The Grasp’s string was formed from living shadow, and drawing it brought a shadow arrow into being. Its presence reached Kael through feelings rather than ordinary speech, with a sense of Kethra’s will behind them. His first shot struck a barrel and knocked it over; the arrow dissolved shortly afterward.\n\nKethra then called him to her open audience chamber, where she sat upon a throne formed from the bones of enormous ravens. She addressed him as her Chosen, a defender of the Citadel of Memories and the wielder of the Grasp. After all the trials, she asked a question that mattered precisely because it was a choice: she had chosen him, but did he choose her?\n\nThe request briefly recalled the bargain through which Thaylen had trapped him. Kael hesitated, then gave his word willingly. He chose to serve alongside the other Chosen and his friends, fulfilling the purpose for which he was needed. Kethra affirmed that his own will made the bond complete.\n\nShadows gathered around him. At the right shoulder blade, where the Clergy’s brand had claimed him, he felt the old mark erased and something new take its place. Kethra promised that he would return to his world to confront the coming threat and would have a chance, in time, to address what had gone wrong. He bowed before leaving, carrying the Grasp and a service he had now accepted for himself.","heading":"Choosing the Queen","illustration":{"alt":"Kael’s voluntary choice before Kethra","caption":"Kael’s voluntary choice before Kethra","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-voluntary-queen-audience-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Elara was waiting when Kael returned. Exhausted by the trial and forging, he finally allowed himself the closeness he had repeatedly feared. They spent the night together. The following morning’s coffee, breakfast and teasing offered an ordinary happiness within an extraordinary place. Elara said she had served the Queen for roughly forty years.\n\nWhen she left to perform her duties as an usher, Kael went to the training grounds. Shadow constructs answered the course he imagined, presenting moving and stationary weapons for him to evade. He practiced footwork with his scimitar and dagger, transitions from blades to his summoned bow and the unfamiliar capabilities of the Grasp. Time again became difficult to measure. Training also brought him toward shadow-stepping, an ability he had used accidentally and was beginning to understand, though he had not yet mastered it.\n\nRemembering Garold’s warning about predictable habits, Kael sought a living opponent. Zephyr agreed to spar, uncovering his face and taking up a greatsword nearly as large as Kael. The deva handled it with unsettling ease. Kael’s attempts to close with his blades failed, and radiant force followed by another sword blow brought him down in pain. Zephyr had held back part of his power even then.\n\nThe lesson was to approach overwhelming strength with planning and allies rather than pride. Zephyr helped him up, and Kael was grateful to know him beyond their earlier crises. Back in his quarters, salves and a hot bath awaited. As Kael admired the bow, it conveyed a sense of satisfaction and approval. He rested and recovered.","heading":"Life shared and lessons learned","illustration":{"alt":"A training lesson against Zephyr’s reduced stature","caption":"A training lesson against Zephyr’s reduced stature","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-zephyr-eight-foot-sparring-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Kael later asked Zephyr whether he could seek an audience with Kethra or have a request carried to her. He wanted to spend intervals between his greater duties dismantling the Clergy, but feared the danger that campaign would bring upon his family. Could the Queen protect them while he acted?\n\nZephyr treated it as an unusual request. Returning Kael to the living world concerned a larger mission, and Kethra did not favor vendettas. He agreed to bring the request to her, while making one boundary clear: her protection extended to her Chosen, and she would not simply intervene in other threads of fate. No promise of protection for Kael’s family followed.\n\nInstead, Zephyr asked Kael and Elara to patrol around the Citadel. Disturbances had increased; Shadar-Kai had recently been attacked by wraiths. The incidents were scattered and not yet severe enough for Zephyr to intervene himself. He left the pair to choose their patrol schedule. Kael made several initial passes without finding an active disturbance, then sought Elara when he heard her lute again.","heading":"A request for family and a patrol","visibility":"player"},{"body":"In her courtyard, Elara shared a history she had told no other soul. Her mother, Lythari, had guarded the Summer Court and upheld the natural order of life and death. When Elara died prematurely, Lythari appealed to Kethra, who restored her daughter. In return, Lythari promised her service. She later fell in battle in the Feywild and continued as one of the Queen’s Chosen in the Shadowfell.\n\nThat had not been her final loss. A necromantic sorceress from the Winter Court destroyed Lythari’s soul during a later confrontation. Elara had lost the possibility of reunion even after death. Her own service carried both gratitude for the life Kethra had restored and anguish over what had happened to her mother. It explained more of the resolve, grief and contradictory feelings toward the Queen that Kael had seen.\n\nHe held her and listened. Their growing trust had become reciprocal: she could bring her own tragedy to him, rather than only helping him bear his. Later he watched her train against shadow constructs, leaving a brief shadow duplicate to counter one opponent while she stepped behind another. Her sword could disappear into shadow as his bow did.\n\nWhen they prepared for patrol, Elara revealed that Zephyr had upgraded her armor. Black raven wings opened from it, freeing her to fly beside Kael instead of being carried. They crossed the Citadel’s outskirts together. In a clearing below, several shadow mastiffs surrounded a woman and an unfamiliar small creature. Kael loosed an arrow at the nearest mastiff and chose to help before trying to identify those in danger. The encounter’s outcome, and the identities of the two figures, remained unresolved.","heading":"Lythari and the first patrol together","illustration":{"alt":"The first patrol after Elara’s winged armor upgrade","caption":"The first patrol after Elara’s winged armor upgrade","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-elara-first-winged-patrol-v1.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"In Kethra’s Citadel of Memories, Talon faces trials shaped by his past and learns alongside Chosen from other worlds. The realm offers rest between those difficult encounters.","title":"Kael’s Trials in Kethra’s Realm","type":"Chronicle","visibility":"player"},{"body":"The Valley and Its Farms\nThe Aprian Run descends from the Far'Thak Range, enters Ravenwood’s valley from the north and leaves toward the southwest. Its water supports the fields and orchards around the scattered farmhouses. The Kirthian Mountains are visible to the east.\n\nWheat, corn and vegetables supply the village and provide surplus for trade. Apple and pear orchards contribute both fresh fruit and cider. Chickens, pigs and cattle provide meat, dairy and leather, while the surrounding woods support timber gathering, hunting and foraging.\n\nFarmers use crop rotation, composting and natural pest control to sustain the soil. Planting and harvest draw neighbors into shared work, making cooperation central to Ravenwood’s economy. Its northern-hemisphere climate brings warm summers, wet springs and cold winters that limit, but do not entirely stop, agricultural activity.\n\nThe animal pens stand close to the farmhouses, where their upkeep and the livestock’s care can be managed alongside the surrounding fields. Spring’s abundant rain renews those fields and the orchards. Autumn brings harvest and preparation for colder months, while occasional cool breezes from the Kirthian Mountains temper the valley’s weather.\n\nThe Village Center\nRavenwood’s modest center groups essential services around places for meetings, markets and worship. Garret Ironhand, a respected dwarven smith, makes tools and repairs farm equipment. At the Raven’s Nest Tavern, the cheerful halfling Merrin Longfoot provides meals and a place to exchange news.\n\nThe human merchant Lyra Windell runs the general store, carrying daily necessities and occasional unusual imports. Her connections keep her informed about events both inside and beyond the village. Liora, an elderly elven herbalist, prepares remedies from local plants at her cottage.\n\nThe Town Hall hosts council meetings and community events. A rustic chapel dedicated to Releous bears a sun emblem and receives prayers for good harvests. The Village Green accommodates markets, festivals and other gatherings.\n\nPeople, Customs and Protection\nThe ancient Ravenwood Tree stands at the village’s heart. Residents believe it may be a guardian spirit and leave offerings for protection and prosperous harvests.\n\nAeric Hawethorne is a prominent wheat farmer and livestock keeper, now regarded as an elder. He and his wife live quietly, and he offers counsel when approached rather than seeking public attention.\n\nA small guard detachment from Stonebriar provides protection against threats from the surrounding wilderness.","category":"Places","id":"notebook-9","illustration":{"alt":"Ravenwood landscape","caption":"Ravenwood landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/ravenwood-fertile-valley-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Aprian Run descends from the Far'Thak Range, enters Ravenwood’s valley from the north and leaves toward the southwest. Its water supports the fields and orchards around the scattered farmhouses. The Kirthian Mountains are visible to the east.\n\nWheat, corn and vegetables supply the village and provide surplus for trade. Apple and pear orchards contribute both fresh fruit and cider. Chickens, pigs and cattle provide meat, dairy and leather, while the surrounding woods support timber gathering, hunting and foraging.\n\nFarmers use crop rotation, composting and natural pest control to sustain the soil. Planting and harvest draw neighbors into shared work, making cooperation central to Ravenwood’s economy. Its northern-hemisphere climate brings warm summers, wet springs and cold winters that limit, but do not entirely stop, agricultural activity.\n\nThe animal pens stand close to the farmhouses, where their upkeep and the livestock’s care can be managed alongside the surrounding fields. Spring’s abundant rain renews those fields and the orchards. Autumn brings harvest and preparation for colder months, while occasional cool breezes from the Kirthian Mountains temper the valley’s weather.","heading":"The Valley and Its Farms","illustration":{"alt":"Ravenwood's practical cooperative agriculture, DISTINCT from apple-orchard hero","caption":"Ravenwood's practical cooperative agriculture, DISTINCT from apple-orchard hero","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ravenwood-cooperative-field-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Ravenwood’s modest center groups essential services around places for meetings, markets and worship. Garret Ironhand, a respected dwarven smith, makes tools and repairs farm equipment. At the Raven’s Nest Tavern, the cheerful halfling Merrin Longfoot provides meals and a place to exchange news.\n\nThe human merchant Lyra Windell runs the general store, carrying daily necessities and occasional unusual imports. Her connections keep her informed about events both inside and beyond the village. Liora, an elderly elven herbalist, prepares remedies from local plants at her cottage.\n\nThe Town Hall hosts council meetings and community events. A rustic chapel dedicated to Releous bears a sun emblem and receives prayers for good harvests. The Village Green accommodates markets, festivals and other gatherings.","heading":"The Village Center","illustration":{"alt":"Everyday services in Ravenwood’s center","caption":"Everyday services in Ravenwood’s center","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ravenwood-modest-village-services.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The ancient Ravenwood Tree stands at the village’s heart. Residents believe it may be a guardian spirit and leave offerings for protection and prosperous harvests.\n\nAeric Hawethorne is a prominent wheat farmer and livestock keeper, now regarded as an elder. He and his wife live quietly, and he offers counsel when approached rather than seeking public attention.\n\nA small guard detachment from Stonebriar provides protection against threats from the surrounding wilderness.","heading":"People, Customs and Protection","illustration":{"alt":"Ravenwood’s ancient tree and village offerings","caption":"Ravenwood’s ancient tree and village offerings","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ravenwood-guardian-tree.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Ravenwood is a farming village of about 125 people in Hythiran Province. Its fields occupy a shallow valley within Raven Wood, a smaller woodland inside the Hyth’apria Forest, west of the Kirthian Mountains.","title":"Ravenwood","type":"Settlement","visibility":"player"},{"body":"The Warehouse and the Hidden Cell\nFollowing a lead on the Clergy, the party entered a harbor warehouse in Tsaris Bay. A shipment of partially processed Dieritium Arcanum was approaching critical instability, leaving only six minutes before detonation.\n\nVoices led the party to a concealed cell beneath the warehouse floor. Bane and Astrion attempted to force it open and suffered magical shocks. Inaro then dispelled the ward with a successful Presence roll, revealing seven malnourished Tarsian children and one adult.\n\nKael tried to contain Bishop Thaylen and Direheart with a Shadow Wall across the upper level, but both escaped the obstruction by vaulting from the balcony. Kael’s later use of shadow-touched, incorporeal abilities altered the fight without preventing the warehouse’s countdown.\n\nLily’s Defection\nThaylen used his “I am your savior” ability to seize control of Bane, compelling him to strike Kael with his magical hammer. Lily turned her gun on Thaylen and landed a critical hit for 25 damage.\n\nThaylen ordered Eamon Blackwood, positioned in the rafters, to kill her. Bane broke free of the control in time to intercept Eamon’s bolt with his hammer, saving Lily. With their position collapsing, Thaylen and Eamon withdrew through a black portal.\n\nLily’s open defiance ended her service to the Clergy. She joined the party’s escape.\n\nThe Blast and Its Cost\nAs time ran out, Inaro raised a large wall of water to shield the Tarsians, drawing on his experience of being “raised by little giants.” The Dieritium detonated and destroyed the warehouse.\n\nA group Agility check, together with Inaro’s protection, allowed the party to survive. The blast dealt 14 damage; a d4 roll determined that two of the seven children died. Five children and the adult survived the rescue.\n\nGuards, Divine Judgment and Departure\nA dwarven captain arrived with city guards, two of whom were covert Clergy agents. When one tried to flee, Bane hurled his hammer with lethal intent. Astrion invoked the God of Justice, charging the weapon and making the combined strike fatal.\n\nLily then used Thaylen’s reputation against the guards. She claimed that the bishop had ordered her to escort the group and relocate the captives to Valaria. The captain stood down, allowing them to board a departing ship.\n\nBefore the ship sailed, @[Tabby and Minx|tabby-and-minx], children known as the Rat Catchers, warned the party that the Clergy was already mobilizing against them. Remaining in Tsaris Bay was dangerous, though the form of the Clergy’s next attack was uncertain.\n\nRevelations at Sea\nOnce at sea, Lily showed the brand Thaylen had placed on her back. She did not know that Kael had already seen or learned of it, leaving an unspoken strain between them.\n\nLily identified Father Kren as a cambion and the organization’s hidden leader. She also explained that Thaylen sought the forbidden books of Wee’ta, the Whispered One, associated with secrets, undeath and forbidden knowledge. His intended summoning served personal ends and might exceed Kren’s instructions.","category":"Lore","id":"notebook-10","links":["tabby-and-minx"],"raceRelated":[],"sections":[{"body":"Following a lead on the Clergy, the party entered a harbor warehouse in Tsaris Bay. A shipment of partially processed Dieritium Arcanum was approaching critical instability, leaving only six minutes before detonation.\n\nVoices led the party to a concealed cell beneath the warehouse floor. Bane and Astrion attempted to force it open and suffered magical shocks. Inaro then dispelled the ward with a successful Presence roll, revealing seven malnourished Tarsian children and one adult.\n\nKael tried to contain Bishop Thaylen and Direheart with a Shadow Wall across the upper level, but both escaped the obstruction by vaulting from the balcony. Kael’s later use of shadow-touched, incorporeal abilities altered the fight without preventing the warehouse’s countdown.","heading":"The Warehouse and the Hidden Cell","illustration":{"alt":"The hidden Tarsian cell is revealed beneath the warehouse","caption":"The hidden Tarsian cell is revealed beneath the warehouse","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/tsaris-opened-hidden-cell-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Thaylen used his “I am your savior” ability to seize control of Bane, compelling him to strike Kael with his magical hammer. Lily turned her gun on Thaylen and landed a critical hit for 25 damage.\n\nThaylen ordered Eamon Blackwood, positioned in the rafters, to kill her. Bane broke free of the control in time to intercept Eamon’s bolt with his hammer, saving Lily. With their position collapsing, Thaylen and Eamon withdrew through a black portal.\n\nLily’s open defiance ended her service to the Clergy. She joined the party’s escape.","heading":"Lily’s Defection","illustration":{"alt":"Bane intercepting the bolt to protect Lily","caption":"Bane intercepting the bolt to protect Lily","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tsaris-lily-defiance.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"As time ran out, Inaro raised a large wall of water to shield the Tarsians, drawing on his experience of being “raised by little giants.” The Dieritium detonated and destroyed the warehouse.\n\nA group Agility check, together with Inaro’s protection, allowed the party to survive. The blast dealt 14 damage; a d4 roll determined that two of the seven children died. Five children and the adult survived the rescue.","heading":"The Blast and Its Cost","illustration":{"alt":"Inaro's wall of water shields the Tarsians as the warehouse explodes","caption":"Inaro's wall of water shields the Tarsians as the warehouse explodes","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/tsaris-water-wall-escape-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"A dwarven captain arrived with city guards, two of whom were covert Clergy agents. When one tried to flee, Bane hurled his hammer with lethal intent. Astrion invoked the God of Justice, charging the weapon and making the combined strike fatal.\n\nLily then used Thaylen’s reputation against the guards. She claimed that the bishop had ordered her to escort the group and relocate the captives to Valaria. The captain stood down, allowing them to board a departing ship.\n\nBefore the ship sailed, @[Tabby and Minx|tabby-and-minx], children known as the Rat Catchers, warned the party that the Clergy was already mobilizing against them. Remaining in Tsaris Bay was dangerous, though the form of the Clergy’s next attack was uncertain.","heading":"Guards, Divine Judgment and Departure","illustration":{"alt":"Lily persuades the harbor captain to allow the party's departure","caption":"Lily persuades the harbor captain to allow the party's departure","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tsaris-lily-secures-departure-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Once at sea, Lily showed the brand Thaylen had placed on her back. She did not know that Kael had already seen or learned of it, leaving an unspoken strain between them.\n\nLily identified Father Kren as a cambion and the organization’s hidden leader. She also explained that Thaylen sought the forbidden books of Wee’ta, the Whispered One, associated with secrets, undeath and forbidden knowledge. His intended summoning served personal ends and might exceed Kren’s instructions.","heading":"Revelations at Sea","illustration":{"alt":"Lily explains the Clergy's hidden leader and Thaylen's ambitions at sea","caption":"Lily explains the Clergy's hidden leader and Thaylen's ambitions at sea","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tsaris-lily-revelations-at-sea-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A warehouse infiltration became a six-minute rescue when unstable Dieritium Arcanum threatened to explode. Lily turned against Bishop Thaylen, and the surviving party and captives escaped aboard a ship bound for Valaria.","title":"The Breach at Tsaris Bay: 30 January 2026","type":"Session account","visibility":"player"},{"body":"Coercion and forbidden research\n@[Bishop Thaylen|3d667a8b-5ce5-47f8-994d-12cb31035156] used Clergy operations to displace and enslave Tarsian communities. During this period he developed magical branding intended to suppress empathy and enforce obedience among laborers and lower-ranking operatives. His interests extend to relics, texts, old pantheons, and the lost magic of fallen civilizations.\n\nHe operates autonomously, using manipulation and Ascendancy contacts to pursue ambitions beyond routine syndicate duties. He treats people he has broken as trophies of his power. Thaylen believes his private knowledge of Father Kren’s nature gives him dangerous leverage.\n\nThe syndicate sanctioned the displacement of Tarsian settlements to meet a growing demand for labor. Thaylen used the same operation for his own research into magical domination, treating the captives as subjects through whom he could perfect the brand’s suppression of empathy and will. His quest for ancient and divine magic reached beyond supplying workers or enforcing ordinary syndicate discipline.\n\nThaylen identifies Kren as a cambion, a half-fiend hidden behind a kindly appearance, and believes that knowledge gives him dangerous leverage. He has not openly deployed that knowledge against Kren. His search for power outside the syndicate’s hierarchy carries the possibility of conflict with its master, although neither an overthrow nor the outcome of his forbidden research has been established.\n\nThe forbidden books of Wee’ta\nAfter the @[Tsaris Bay breach|notebook-10], @[Lily Everglen|baa0debb-4359-4643-ae8c-6d1e871e265f] told the companions that @[Bishop Thaylen|3d667a8b-5ce5-47f8-994d-12cb31035156] was seeking the forbidden books of Wee’ta for his own ritual. Wee’ta is the name by which the multiversal deity Vecna is known in Dorn. According to Lily, Thaylen intended to summon this ancient power of secrets, undeath and forbidden knowledge, potentially acting beyond @[Father Kren|5707e053-12a5-4c87-812d-82b8c38a7a66]’s direct control.","category":"Lore","id":"notebook-11","links":["3d667a8b-5ce5-47f8-994d-12cb31035156","notebook-10"],"raceRelated":[],"sections":[{"body":"@[Bishop Thaylen|3d667a8b-5ce5-47f8-994d-12cb31035156] used Clergy operations to displace and enslave Tarsian communities. During this period he developed magical branding intended to suppress empathy and enforce obedience among laborers and lower-ranking operatives. His interests extend to relics, texts, old pantheons, and the lost magic of fallen civilizations.\n\nHe operates autonomously, using manipulation and Ascendancy contacts to pursue ambitions beyond routine syndicate duties. He treats people he has broken as trophies of his power. Thaylen believes his private knowledge of Father Kren’s nature gives him dangerous leverage.\n\nThe syndicate sanctioned the displacement of Tarsian settlements to meet a growing demand for labor. Thaylen used the same operation for his own research into magical domination, treating the captives as subjects through whom he could perfect the brand’s suppression of empathy and will. His quest for ancient and divine magic reached beyond supplying workers or enforcing ordinary syndicate discipline.\n\nThaylen identifies Kren as a cambion, a half-fiend hidden behind a kindly appearance, and believes that knowledge gives him dangerous leverage. He has not openly deployed that knowledge against Kren. His search for power outside the syndicate’s hierarchy carries the possibility of conflict with its master, although neither an overthrow nor the outcome of his forbidden research has been established.","heading":"Coercion and forbidden research","illustration":{"alt":"Thaylen exploits displaced Tarsian laborers for private domination research","caption":"Thaylen exploits displaced Tarsian laborers for private domination research","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/thaylen-coercive-labor-watch-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"After the @[Tsaris Bay breach|notebook-10], @[Lily Everglen|baa0debb-4359-4643-ae8c-6d1e871e265f] told the companions that @[Bishop Thaylen|3d667a8b-5ce5-47f8-994d-12cb31035156] was seeking the forbidden books of Wee’ta for his own ritual. Wee’ta is the name by which the multiversal deity Vecna is known in Dorn. According to Lily, Thaylen intended to summon this ancient power of secrets, undeath and forbidden knowledge, potentially acting beyond @[Father Kren|5707e053-12a5-4c87-812d-82b8c38a7a66]’s direct control.","heading":"The forbidden books of Wee’ta","illustration":{"alt":"Thaylen seeking the forbidden books","caption":"Thaylen seeking the forbidden books","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/campaign-thaylen-forbidden-books-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Bishop Thaylen’s pursuit of forbidden knowledge reaches beyond his work for the Clergy. His exploitation of the Tarsians and his search for the books of Wee’ta reveal ambitions whose ultimate reach remains uncertain.","title":"Thaylen’s Forbidden Crucible: The Quest for Primordial Secrets","type":"Lore dossier","visibility":"player"},{"aliases":["The Clergy","Clergy"],"body":"The Rat Catchers of Tsaris Bay\nThe @[Rat Catchers|org-rat-catchers] are a gang of children and teenagers in @[Tsaris Bay|notebook-16] who work loosely for the Clergy and offer information for coin. They also earn money through pest control and are reputed to know the city’s alleys, sewers and shortcuts. Two members, @[Tabby and Minx|tabby-and-minx], warned Kael’s companions that the syndicate was mobilizing against them before their departure from the port.","category":"Factions","factionGroup":"Criminal networks","id":"notebook-12","illustration":{"alt":"Luminous Quay in Valaria","caption":"Valaria, headquarters city of the Clergy","height":1024,"layout":"landscape","src":"assets/worldbook/valaria-luminous-quay.avif","visibility":"player","width":1536},"links":["notebook-16","org-rat-catchers","tabby-and-minx"],"raceRelated":[],"sections":[{"body":"The @[Rat Catchers|org-rat-catchers] are a gang of children and teenagers in @[Tsaris Bay|notebook-16] who work loosely for the Clergy and offer information for coin. They also earn money through pest control and are reputed to know the city’s alleys, sewers and shortcuts. Two members, @[Tabby and Minx|tabby-and-minx], warned Kael’s companions that the syndicate was mobilizing against them before their departure from the port.","heading":"The Rat Catchers of Tsaris Bay","visibility":"player"}],"summary":"The Clergy is a sprawling criminal syndicate headquartered in Valaria. Wealthy power brokers direct a network of thugs, mercenaries, assassins, drug dealers, traffickers, slavers and torturers, sheltered behind respectable institutions.","title":"The Clergy: Global Criminal Syndicate","type":"Faction","visibility":"player"},{"body":"A land close to the divine\nRahm’mafal rises through wind-scoured moors, exposed highlands, fjords, conifer forests, volcanic steppes, and floating stone spires. Its people understand these environments as manifestations of @[Bragastir|73fde81d-b813-47b4-9a7c-2708d25d4aba] and @[Vulkrandur|dfbc69fe-77a5-4835-b824-b7336da31b07]. Moors carry sacred cairns and pilgrimage routes; highland voices are believed to mingle with the dead. Fishing clans and seers inhabit the fjords. The dark forests, called Vulkrandur’s lungs, shelter ritual hunts and the beginnings of forging pilgrimages. Clifftops host vows, sky burials, and stormwatching, while smith clans and Firebound pilgrims gather near volcanic vents.\n\nHjor’Gandur, the continent’s highest mountain, is its spiritual center and is said to pierce the boundary with Fjorgast. Stormcord Pass provides a perilous route for unity rites. On the Cradle Steppes, migration, hunting, and festivals unfold among lineage-carved monoliths. The Embermaw Caldera is understood as a wound from Vulkrandur’s first hammer, and its lava serves sacred crafting. Skyroot Vale holds petrified trees, rare herbs, and places for communion with spirit echoes. The Edge of Sky is a cliff of formal speech and declarations of identity.\n\nCreation stories attach particular divine memories to the terrain. The moors are where Bragastir first shaped the winds to sing, while the gods are said to have poured their breath into the glacial canyons. Highland voices carry farther and seem to mingle with the dead; lowlanders sometimes call those exposed ridges “skyfields.” Headlands above water or mist-filled valleys are remembered as places where Bragastir’s voice first touched the world.\n\nThe Heath-Moor Uplands host pilgrimages and solitary tests, while the wind-carved rocks of the Stormfell Highlands form natural altars. The Fir-Dark Forests shelter hunting grounds, spirits and preparations for forging journeys. Fjords are regarded as bridges toward the afterlife. Hjor’Gandur’s summit reaches toward Fjorgast and holds Aediforj, the Sky Forge.\n\nClan life centers on these sacred landscapes rather than urban expansion. Halls are built into stone and decorated with basalt, stormglass and bone. Longhouses, sacred fires, carved pillars and ancestral sites carry social importance without requiring an urban capital. Skyroot Vale lies in a high forest of petrified trees.\n\nClan, honor, and memory\nClans unite related families through shared work, ancestry, and stories. Each bears a sacred Stormname earned through trial or received in vision. Their associations with regions and holy sites matter more than fixed territorial borders. Elders preserve memory; shamans and Forgeseers interpret omens, dreams, and signs in craftsmanship; warriors serve as hunters and spiritual protectors.\n\nOaths are spoken before the Oath-Hearths, braziers linked to Bragastir’s will. Breaking a promise wounds both personal honor and spiritual belonging. Children are taught to understand the weight of a statement before making it. Even an outcast continues to bear a lineage through tattoos and songs.\n\nThe Oath-Hearth’s fire is said to fail when a promise is broken.\n\nGods and sacred work\nBragastir, the Thunderous Matron, governs thunder, strength, and clan. She represents kinship’s protection and the force that exposes falsehood. Vulkrandur, the Flame Artisan, is associated here with creation, fire, and protection: the patient smith whose warmth shelters and whose methods are preserved in songs and forgemarks.\n\n@[Skjaldur|28672d90-4343-4cc7-a135-a48feefc9317], the Celestial Smith, is the demigod son of Bragastir and a mortal blacksmith. His legendary work at the Forge of Hjor’Gandur links the mortal mountain to the divine forge. Tools and relics bearing his sigil inspire craftspeople to unite spiritual truth with practical mastery.\n\nA hammer surrounded by stormclouds represents Bragastir; an anvil or forge in flame represents Vulkrandur. Their realm, Fjorgast, lies between Fire and Air, and Skjaldur guards its Sky Forge.\n\nNames, gatherings, and art\nA given name precedes a Stormname, which must be earned through a great deed or divine trial. Such names can become hereditary clan titles; Thunderstep, Flameborn, Skycarver, Stormfang, and Stoneheart are examples. Tattoos record achievements during rites of passage, while stone markers preserve them near longhouses and on the Cradle Steppes.\n\nSeasonal Feasts of Bragastir bring contests in strength, endurance, storytelling, and craft. Forgefire pilgrimages send young artisans and warriors toward Hjor’Gandur to shape their first true creation. Goliaths speak Tharnic, characterized by clipped consonants and resonant vowels. Drums, throat-singing, and horns carved from stone beasts accompany communal song. Their art remains useful: weapons carry story-runes, hammers sound chosen tones, cloaks display lineages, and longhouses bear sky-and-fire imagery.\n\nWinners at the seasonal Feasts of Bragastir are honored as spiritual exemplars until the next gathering. The contests reward endurance, story and craftsmanship as well as strength. The same union of practical work and spiritual meaning runs through the Forgefire pilgrimage: shaping a first true creation is a cultural milestone, not simply the acquisition of a weapon or tool.\n\nTattoos are made with ash, blood and powdered stone, recording trials and revelations. Thunder-drum feasts mark the beginning and end of storm season. Oral sagas preserve the past alongside the songs and useful arts of the clans.\n\nThe Trials of Storm-Wrought Worth\nThe @[Trials of Storm-Wrought Worth|notebook-7] bind endurance, unity, honest creation, self-knowledge and discernment to clan life. Children learn their stories, festivals celebrate aspirants, and clan-singers preserve the names of those changed by them. The sacred sites are understood as thresholds between Rahm’mafal and Fjorgast.\n\nStoneheart requires an aspirant to carry storm-forged stone from the roots of a sacred mountain up Hjor’Gandur to the Altar of Klamharth. Those who complete the offering are called Stormbearers.\n\nThundering Unity brings companions through the shifting Stormcord Pass. Success requires shared support and refusal to abandon one another; those who succeed become Binders of the Stormcord.\n\nThe Sky-Anvil requires the maker to extract mountain ore, smelt it with their own fire and create a weapon, tool or heirloom at Hjor’Gandur’s sacred forge. Prepared metal is forbidden. Honest conviction matters more than ornament, and successful makers become Soulforged.\n\nThe Thunderous Call is an honest declaration of name and deeds into the fiercest storm at the Edge of Sky. Those recognized by the storm become Stormnamed; in rare cases Bragastir answers with a new name.\n\nStormfang takes place on a floating rock in the Stormspire Range, where an aspirant faces a Forge-Fanged Beast of molten lightning and divine fire. Neither wrathful domination nor fearful mercy meets the ordeal’s demand for understanding, respect and disciplined mastery. One challenger in ten succeeds, becoming a Fangbinder and receiving a glowing shoulder brand.\n\nThe Storm Matriarch\n@[Thaurga Stormborn Flamewrought|thaurga-stormborn-flamewrought], whose Tharnic name is Thaurga Vurn’Kelda Thaur’Makra, is the Storm Matriarch. Storm-dark granite skin, glowing forge-tattoos, divine scars, and silver eyes mark her imposing appearance. Fireglass and meteoric iron adorn her silver-black braids. Having completed all five Trials of Storm-Wrought Worth, she bears the Fangbinder’s Brand and carries Skjarnhul, an ancestral hammer reforged on Hjor’Gandur.\n\nHer wife, @[Kaelyra Windbound Flamehair|kaelyra-windbound-flamehair], is Shield-Matron of the Skyborne Council. Her Tharnic name is Kaelyra Aruun’Dethra Vurn’Vethra. Nearly a foot shorter than Thaurga, she has lighter stone-grey skin, ritual scars, wind tattoos, and copper-red and flame-gold braids. Quiet and calculating, she first fought beside Thaurga during the Trial of Thundering Unity. Her ceremonial glaive, Stormwake, also called Dren’Velkar, was forged during the Trial of the Sky-Anvil.\n\nKaelyra’s quiet calculation is matched by unwavering loyalty. Stormwake hums with wind and divine resonance, joining her ceremonial office to the trial in which she made it. Among the clans, a joke told safely beyond the couple’s hearing claims that Rahm’mafal’s most powerful storms begin in the matriarchs’ longhouse rather than with Bragastir.\n\nThe Fangbinder’s Brand is said to burn in the presence of falsehood. Thaurga wears the matriarchal mantle @[Vurdrask-Vethuun|vurdrask-vethuun]. Kaelyra’s measured strategy and diplomacy complement her martial skill.\n\nThe matriarchal household\nTheir eldest daughter, @[Varka Flamevoice|varka-flamevoice], follows the Hammer-Gothi path as a priest-crafter, ceremonial smith, and emerging spiritual leader. She channels storms and speaks in divine trances, with an expected future overseeing the Oath-Hearths. Their son @[Durnan Ashstride|durnan-ashstride] is a steady young warrior currently undertaking Stoneheart. Their youngest daughter, @[Ylvi Stormchaser|ylvi-stormchaser], is an inquisitive, fierce preteen whose future path is still open.\n\nYlvi especially admires @[Nyx of House Virellin|nyx-house-virellin], a tiefling diplomat and tutor from Haven. Nyx has midnight-red skin, black curling horns, and ember-gold eyes. Trusted by the matriarch’s court, she bridges cultures and holds the unusual distinction of being a non-goliath admitted to sacred rites. Ylvi follows her eagerly, wearing scraps of metal and bone that buzz in rain. Varka hears Bragastir in her storm trances.\n\nThe mantle and the Twilight Hunt\nVurdrask-Vethuun combines the hides of Frostmaw the Ender, the white dragon also named Vorrashkal'ithuun or Skarnul-Vethrak, and Hroth of the Cradle, the great tundra lion called Karnur-Vethra. Hroth was killed while a clanchild was being defended. Passed down for more than 450 years, the mantle marks matriarchal authority and is said to offer elemental protection and divine favor.\n\n@[Yrrna Stonevow|yrrna-stonevow], the final matriarch of the Dragon Age, led the seven-month Twilight Hunt for Frostmaw. She ultimately fought and killed the dragon alone at the Edge of Sky. Her body was never found. Her hammer Gravemark rests in the Anvil of Eternity.","category":"Cultures","id":"notebook-13","links":["1bb5b1e0-0bf8-4f7f-9d9d-f3658ad52a97","28672d90-4343-4cc7-a135-a48feefc9317","73fde81d-b813-47b4-9a7c-2708d25d4aba","9a9eeb4f-d181-4e81-938c-bac6ad25a1ef","dfbc69fe-77a5-4835-b824-b7336da31b07","durnan-ashstride","kaelyra-windbound-flamehair","notebook-7","nyx-house-virellin","thaurga-stormborn-flamewrought","varka-flamevoice","vurdrask-vethuun","ylvi-stormchaser","yrrna-stonevow"],"raceRelated":[],"sections":[{"body":"Rahm’mafal rises through wind-scoured moors, exposed highlands, fjords, conifer forests, volcanic steppes, and floating stone spires. Its people understand these environments as manifestations of @[Bragastir|73fde81d-b813-47b4-9a7c-2708d25d4aba] and @[Vulkrandur|dfbc69fe-77a5-4835-b824-b7336da31b07]. Moors carry sacred cairns and pilgrimage routes; highland voices are believed to mingle with the dead. Fishing clans and seers inhabit the fjords. The dark forests, called Vulkrandur’s lungs, shelter ritual hunts and the beginnings of forging pilgrimages. Clifftops host vows, sky burials, and stormwatching, while smith clans and Firebound pilgrims gather near volcanic vents.\n\nHjor’Gandur, the continent’s highest mountain, is its spiritual center and is said to pierce the boundary with Fjorgast. Stormcord Pass provides a perilous route for unity rites. On the Cradle Steppes, migration, hunting, and festivals unfold among lineage-carved monoliths. The Embermaw Caldera is understood as a wound from Vulkrandur’s first hammer, and its lava serves sacred crafting. Skyroot Vale holds petrified trees, rare herbs, and places for communion with spirit echoes. The Edge of Sky is a cliff of formal speech and declarations of identity.\n\nCreation stories attach particular divine memories to the terrain. The moors are where Bragastir first shaped the winds to sing, while the gods are said to have poured their breath into the glacial canyons. Highland voices carry farther and seem to mingle with the dead; lowlanders sometimes call those exposed ridges “skyfields.” Headlands above water or mist-filled valleys are remembered as places where Bragastir’s voice first touched the world.\n\nThe Heath-Moor Uplands host pilgrimages and solitary tests, while the wind-carved rocks of the Stormfell Highlands form natural altars. The Fir-Dark Forests shelter hunting grounds, spirits and preparations for forging journeys. Fjords are regarded as bridges toward the afterlife. Hjor’Gandur’s summit reaches toward Fjorgast and holds Aediforj, the Sky Forge.\n\nClan life centers on these sacred landscapes rather than urban expansion. Halls are built into stone and decorated with basalt, stormglass and bone. Longhouses, sacred fires, carved pillars and ancestral sites carry social importance without requiring an urban capital. Skyroot Vale lies in a high forest of petrified trees.","heading":"A land close to the divine","illustration":{"alt":"A clan hall among Rahm’mafal’s sacred landscapes","caption":"A clan hall among Rahm’mafal’s sacred landscapes","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/goliath-sacred-longhouse.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Clans unite related families through shared work, ancestry, and stories. Each bears a sacred Stormname earned through trial or received in vision. Their associations with regions and holy sites matter more than fixed territorial borders. Elders preserve memory; shamans and Forgeseers interpret omens, dreams, and signs in craftsmanship; warriors serve as hunters and spiritual protectors.\n\nOaths are spoken before the Oath-Hearths, braziers linked to Bragastir’s will. Breaking a promise wounds both personal honor and spiritual belonging. Children are taught to understand the weight of a statement before making it. Even an outcast continues to bear a lineage through tattoos and songs.\n\nThe Oath-Hearth’s fire is said to fail when a promise is broken.","heading":"Clan, honor, and memory","illustration":{"alt":"An oath at the clan hearth","caption":"An oath at the clan hearth","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/goliath-oath-hearth.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Bragastir, the Thunderous Matron, governs thunder, strength, and clan. She represents kinship’s protection and the force that exposes falsehood. Vulkrandur, the Flame Artisan, is associated here with creation, fire, and protection: the patient smith whose warmth shelters and whose methods are preserved in songs and forgemarks.\n\n@[Skjaldur|28672d90-4343-4cc7-a135-a48feefc9317], the Celestial Smith, is the demigod son of Bragastir and a mortal blacksmith. His legendary work at the Forge of Hjor’Gandur links the mortal mountain to the divine forge. Tools and relics bearing his sigil inspire craftspeople to unite spiritual truth with practical mastery.\n\nA hammer surrounded by stormclouds represents Bragastir; an anvil or forge in flame represents Vulkrandur. Their realm, Fjorgast, lies between Fire and Air, and Skjaldur guards its Sky Forge.","heading":"Gods and sacred work","illustration":{"alt":"Practical mastery and spiritual truth in goliath craft","caption":"Practical mastery and spiritual truth in goliath craft","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/goliath-practical-sacred-craft-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A given name precedes a Stormname, which must be earned through a great deed or divine trial. Such names can become hereditary clan titles; Thunderstep, Flameborn, Skycarver, Stormfang, and Stoneheart are examples. Tattoos record achievements during rites of passage, while stone markers preserve them near longhouses and on the Cradle Steppes.\n\nSeasonal Feasts of Bragastir bring contests in strength, endurance, storytelling, and craft. Forgefire pilgrimages send young artisans and warriors toward Hjor’Gandur to shape their first true creation. Goliaths speak Tharnic, characterized by clipped consonants and resonant vowels. Drums, throat-singing, and horns carved from stone beasts accompany communal song. Their art remains useful: weapons carry story-runes, hammers sound chosen tones, cloaks display lineages, and longhouses bear sky-and-fire imagery.\n\nWinners at the seasonal Feasts of Bragastir are honored as spiritual exemplars until the next gathering. The contests reward endurance, story and craftsmanship as well as strength. The same union of practical work and spiritual meaning runs through the Forgefire pilgrimage: shaping a first true creation is a cultural milestone, not simply the acquisition of a weapon or tool.\n\nTattoos are made with ash, blood and powdered stone, recording trials and revelations. Thunder-drum feasts mark the beginning and end of storm season. Oral sagas preserve the past alongside the songs and useful arts of the clans.","heading":"Names, gatherings, and art","illustration":{"alt":"Clan song and useful art","caption":"Clan song and useful art","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/goliath-saga-gathering.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The @[Trials of Storm-Wrought Worth|notebook-7] bind endurance, unity, honest creation, self-knowledge and discernment to clan life. Children learn their stories, festivals celebrate aspirants, and clan-singers preserve the names of those changed by them. The sacred sites are understood as thresholds between Rahm’mafal and Fjorgast.\n\nStoneheart requires an aspirant to carry storm-forged stone from the roots of a sacred mountain up Hjor’Gandur to the Altar of Klamharth. Those who complete the offering are called Stormbearers.\n\nThundering Unity brings companions through the shifting Stormcord Pass. Success requires shared support and refusal to abandon one another; those who succeed become Binders of the Stormcord.\n\nThe Sky-Anvil requires the maker to extract mountain ore, smelt it with their own fire and create a weapon, tool or heirloom at Hjor’Gandur’s sacred forge. Prepared metal is forbidden. Honest conviction matters more than ornament, and successful makers become Soulforged.\n\nThe Thunderous Call is an honest declaration of name and deeds into the fiercest storm at the Edge of Sky. Those recognized by the storm become Stormnamed; in rare cases Bragastir answers with a new name.\n\nStormfang takes place on a floating rock in the Stormspire Range, where an aspirant faces a Forge-Fanged Beast of molten lightning and divine fire. Neither wrathful domination nor fearful mercy meets the ordeal’s demand for understanding, respect and disciplined mastery. One challenger in ten succeeds, becoming a Fangbinder and receiving a glowing shoulder brand.","heading":"The Trials of Storm-Wrought Worth","illustration":{"alt":"The Sky-Anvil at Hjor’Gandur","caption":"The Sky-Anvil at Hjor’Gandur","height":1024,"layout":"landscape","src":"assets/worldbook/goliath-sky-anvil.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"@[Thaurga Stormborn Flamewrought|thaurga-stormborn-flamewrought], whose Tharnic name is Thaurga Vurn’Kelda Thaur’Makra, is the Storm Matriarch. Storm-dark granite skin, glowing forge-tattoos, divine scars, and silver eyes mark her imposing appearance. Fireglass and meteoric iron adorn her silver-black braids. Having completed all five Trials of Storm-Wrought Worth, she bears the Fangbinder’s Brand and carries Skjarnhul, an ancestral hammer reforged on Hjor’Gandur.\n\nHer wife, @[Kaelyra Windbound Flamehair|kaelyra-windbound-flamehair], is Shield-Matron of the Skyborne Council. Her Tharnic name is Kaelyra Aruun’Dethra Vurn’Vethra. Nearly a foot shorter than Thaurga, she has lighter stone-grey skin, ritual scars, wind tattoos, and copper-red and flame-gold braids. Quiet and calculating, she first fought beside Thaurga during the Trial of Thundering Unity. Her ceremonial glaive, Stormwake, also called Dren’Velkar, was forged during the Trial of the Sky-Anvil.\n\nKaelyra’s quiet calculation is matched by unwavering loyalty. Stormwake hums with wind and divine resonance, joining her ceremonial office to the trial in which she made it. Among the clans, a joke told safely beyond the couple’s hearing claims that Rahm’mafal’s most powerful storms begin in the matriarchs’ longhouse rather than with Bragastir.\n\nThe Fangbinder’s Brand is said to burn in the presence of falsehood. Thaurga wears the matriarchal mantle @[Vurdrask-Vethuun|vurdrask-vethuun]. Kaelyra’s measured strategy and diplomacy complement her martial skill.","heading":"The Storm Matriarch","illustration":{"alt":"Thaurga and Kaelyra at the Oath-Hearth","caption":"Thaurga and Kaelyra at the Oath-Hearth","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/goliath-matriarch-counsel.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Their eldest daughter, @[Varka Flamevoice|varka-flamevoice], follows the Hammer-Gothi path as a priest-crafter, ceremonial smith, and emerging spiritual leader. She channels storms and speaks in divine trances, with an expected future overseeing the Oath-Hearths. Their son @[Durnan Ashstride|durnan-ashstride] is a steady young warrior currently undertaking Stoneheart. Their youngest daughter, @[Ylvi Stormchaser|ylvi-stormchaser], is an inquisitive, fierce preteen whose future path is still open.\n\nYlvi especially admires @[Nyx of House Virellin|nyx-house-virellin], a tiefling diplomat and tutor from Haven. Nyx has midnight-red skin, black curling horns, and ember-gold eyes. Trusted by the matriarch’s court, she bridges cultures and holds the unusual distinction of being a non-goliath admitted to sacred rites. Ylvi follows her eagerly, wearing scraps of metal and bone that buzz in rain. Varka hears Bragastir in her storm trances.","heading":"The matriarchal household","illustration":{"alt":"Nyx and Ylvi in the matriarchal household","caption":"Nyx and Ylvi in the matriarchal household","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/goliath-household-tutor.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Vurdrask-Vethuun combines the hides of Frostmaw the Ender, the white dragon also named Vorrashkal'ithuun or Skarnul-Vethrak, and Hroth of the Cradle, the great tundra lion called Karnur-Vethra. Hroth was killed while a clanchild was being defended. Passed down for more than 450 years, the mantle marks matriarchal authority and is said to offer elemental protection and divine favor.\n\n@[Yrrna Stonevow|yrrna-stonevow], the final matriarch of the Dragon Age, led the seven-month Twilight Hunt for Frostmaw. She ultimately fought and killed the dragon alone at the Edge of Sky. Her body was never found. Her hammer Gravemark rests in the Anvil of Eternity.","heading":"The mantle and the Twilight Hunt","visibility":"player"}],"summary":"The goliaths of @[Rahm’mafal|1bb5b1e0-0bf8-4f7f-9d9d-f3658ad52a97] organize their lives around clans, sacred trials and ancestral memory. Storm, fire, craftsmanship and shared obligation bind their society to its landscape and to the nearby divine realm of @[Fjorgast|9a9eeb4f-d181-4e81-938c-bac6ad25a1ef].","title":"Goliath Life and Culture","type":"Culture","visibility":"player"},{"body":"Origins and public doctrine\nFounded approximately four centuries ago as draconic influence declined, the Order taught reverence for the Divine as a collective rather than exclusive devotion to individual gods. Balance, spiritual unity, and mortal responsibility shaped its rites.\n\nIts influence remains concentrated in Abbrond, with only a few isolated temples elsewhere. Though respected in many communities, it has declined for decades and is overshadowed by larger religious institutions.\n\nClergy and observance\nThe High Lumen leads the Order. Senior Luminaries administer major temples and community outreach. Traveling Dawnbearers perform blessings and rites and mediate disputes. Scribes of the Flame preserve records and interpret doctrine.\n\nThe Rites of Balance offer spiritual judgment in moral questions and disputes. Wards of Purity bless homes and places of worship against corruption. Public imagery favors radiance, sunbursts, and open hands.","category":"Factions","factionGroup":"Faiths & charities","id":"notebook-15","links":[],"raceRelated":[],"sections":[{"body":"Founded approximately four centuries ago as draconic influence declined, the Order taught reverence for the Divine as a collective rather than exclusive devotion to individual gods. Balance, spiritual unity, and mortal responsibility shaped its rites.\n\nIts influence remains concentrated in Abbrond, with only a few isolated temples elsewhere. Though respected in many communities, it has declined for decades and is overshadowed by larger religious institutions.","heading":"Origins and public doctrine","illustration":{"alt":"A Sacred Light gathering in Abbrond","caption":"A Sacred Light gathering in Abbrond","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/sacred-light-public-doctrine.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The High Lumen leads the Order. Senior Luminaries administer major temples and community outreach. Traveling Dawnbearers perform blessings and rites and mediate disputes. Scribes of the Flame preserve records and interpret doctrine.\n\nThe Rites of Balance offer spiritual judgment in moral questions and disputes. Wards of Purity bless homes and places of worship against corruption. Public imagery favors radiance, sunbursts, and open hands.","heading":"Clergy and observance","illustration":{"alt":"A Dawnbearer’s blessing","caption":"A Dawnbearer’s blessing","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/sacred-light-dawnbearer-blessing.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The Order of the Sacred Light is a regional religious institution centered in Abbrond, with temples, scholars, and traveling clergy devoted publicly to divine balance. It has never been a world-spanning power or maintained its own standing army.","title":"Order of the Sacred Light","type":"Organization","visibility":"player"},{"body":"Harbor life\nThe city is the region’s second-largest port after Aerilon. Working districts are dense and noisy with shipyard labor, while the upper areas offer quieter comfort. Salt, fish, tar, and mist shape the experience of Dockside, where vessels unload onto weathered piers.\n\nNearby, the open-air Tide Market sells local seafood and imported goods amid busy crowds. Saltwinds Shipyards is known for durable merchant and naval vessels. Baywatch Keep, an old fortress above the harbor, now serves as coastal defense headquarters.\n\nGovernment and local habits\nHarbor Warden Vaelen Cress, a retired naval captain, governs with a council of shipmasters, merchants, and community representatives. Tsaris Bay retains a degree of independence while nominally belonging to Hythiran Province.\n\nResidents take pride in hard work, survival, and maritime traditions. Festivals honor the sea, storms, and harvest, but daily courtesy also includes knowing when to mind one’s own business. Children and teenagers called Rat Catchers earn money through pest control and are reputed to know every alley, sewer, and shortcut.\n\nRumors suggest that an unnamed organization quietly solves problems for payment.\n\nLocal sayings sharpen that caution. “Don’t ask questions at Dockside” warns newcomers away from intrusive curiosity, while jokes claim that the port has more rats than residents. The Tide Market is said to sell everything, including the secrets of an incautious visitor. Another familiar claim holds that Baywatch Keep’s cannons have not fired in decades, though they remain carefully polished.\n\nLantern Walk\nA broad stone promenade curves above Dockside along the bay. Heavy iron lanterns, some magical and some oil-lit, line the weathered railings. By day, captains, merchants, and visitors observe the harbor; after dark, mist and scattered light offer discretion for private dealings. Its combination of visibility and anonymity makes it an important social setting.\n\nMistwatch Inn and other stops\nJust off Lantern Walk, Mistwatch Inn offers clean rooms, hearty food, and a civil atmosphere to dockworkers, smaller merchants, and travelers. Owner Rowan Merrow is a quiet, sharp-eyed human and former ship’s quartermaster. A cudgel behind the bar reinforces firm expectations: staff are treated respectfully and disorderly customers are ejected.\n\nThe kitchen’s specialty is smoked fish stew with potatoes and onions. Other meals include roast mutton with blackbread, eel pie, and seasonal coastal greens. Drinks include the heavy, slightly briny Dark Dock Ale, inexpensive Mistwatch Red, rough local Clearwater Gin, and spiced cider.\n\nThe Gull’s Horn caters to rougher sailor company. Brinehand’s Curios specializes in uncommon nautical artifacts, and the Shrine of the Deep Mother serves sailors and fishers honoring ocean deities.\n\nFreyda’s patronage and the Redeemers\n@[Bishop Freyda Skarn|freyda-skarn] is well loved for funding public works, feeding the hungry and helping keep the streets clean. The @[Order of the Redeemers|order-of-redeemers] is a conspicuous charitable presence, its gold-robed workers and open-hand-and-wheat emblem associated with relief and care. For many residents, practical aid and the peace of daily life are reasons to trust their benefactors.\n\nTabby and Minx and the party\nThe @[Rat Catchers|org-rat-catchers] are a gang of children and teenagers who work loosely for @[the Clergy|notebook-12] and offer information for coin alongside their pest-control work. @[Tabby and Minx|tabby-and-minx], two members of the gang, became contacts whom @[Kael Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] and his companions had partly come to trust.\n\nAfter the @[warehouse breach|notebook-10], the pair approached the party before its ship could depart. They warned that the Clergy was already organizing against the companions and that Tsaris Bay was no longer safe.","category":"Places","id":"notebook-16","illustration":{"alt":"Tsaris Bay, Lantern Walk above Dockside","caption":"Tsaris Bay, Lantern Walk above Dockside","height":1086,"layout":"landscape","src":"assets/worldbook/tsaris-lantern-walk.avif","visibility":"player","width":1448},"links":["a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","freyda-skarn","notebook-10","notebook-12","order-of-redeemers","org-rat-catchers","tabby-and-minx"],"raceRelated":[],"sections":[{"body":"The city is the region’s second-largest port after Aerilon. Working districts are dense and noisy with shipyard labor, while the upper areas offer quieter comfort. Salt, fish, tar, and mist shape the experience of Dockside, where vessels unload onto weathered piers.\n\nNearby, the open-air Tide Market sells local seafood and imported goods amid busy crowds. Saltwinds Shipyards is known for durable merchant and naval vessels. Baywatch Keep, an old fortress above the harbor, now serves as coastal defense headquarters.","heading":"Harbor life","illustration":{"alt":"Saltwinds Shipyards in Tsaris Bay","caption":"Saltwinds Shipyards in Tsaris Bay","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tsaris-saltwinds-shipyard.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Harbor Warden Vaelen Cress, a retired naval captain, governs with a council of shipmasters, merchants, and community representatives. Tsaris Bay retains a degree of independence while nominally belonging to Hythiran Province.\n\nResidents take pride in hard work, survival, and maritime traditions. Festivals honor the sea, storms, and harvest, but daily courtesy also includes knowing when to mind one’s own business. Children and teenagers called Rat Catchers earn money through pest control and are reputed to know every alley, sewer, and shortcut.\n\nRumors suggest that an unnamed organization quietly solves problems for payment.\n\nLocal sayings sharpen that caution. “Don’t ask questions at Dockside” warns newcomers away from intrusive curiosity, while jokes claim that the port has more rats than residents. The Tide Market is said to sell everything, including the secrets of an incautious visitor. Another familiar claim holds that Baywatch Keep’s cannons have not fired in decades, though they remain carefully polished.","heading":"Government and local habits","illustration":{"alt":"Everyday discretion in Tsaris Bay","caption":"Everyday discretion in Tsaris Bay","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tsaris-dockside-everyday-discretion.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A broad stone promenade curves above Dockside along the bay. Heavy iron lanterns, some magical and some oil-lit, line the weathered railings. By day, captains, merchants, and visitors observe the harbor; after dark, mist and scattered light offer discretion for private dealings. Its combination of visibility and anonymity makes it an important social setting.","heading":"Lantern Walk","visibility":"player"},{"body":"Just off Lantern Walk, Mistwatch Inn offers clean rooms, hearty food, and a civil atmosphere to dockworkers, smaller merchants, and travelers. Owner Rowan Merrow is a quiet, sharp-eyed human and former ship’s quartermaster. A cudgel behind the bar reinforces firm expectations: staff are treated respectfully and disorderly customers are ejected.\n\nThe kitchen’s specialty is smoked fish stew with potatoes and onions. Other meals include roast mutton with blackbread, eel pie, and seasonal coastal greens. Drinks include the heavy, slightly briny Dark Dock Ale, inexpensive Mistwatch Red, rough local Clearwater Gin, and spiced cider.\n\nThe Gull’s Horn caters to rougher sailor company. Brinehand’s Curios specializes in uncommon nautical artifacts, and the Shrine of the Deep Mother serves sailors and fishers honoring ocean deities.","heading":"Mistwatch Inn and other stops","illustration":{"alt":"Fish stew and civil company at Mistwatch Inn","caption":"Fish stew and civil company at Mistwatch Inn","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tsaris-mistwatch-fish-stew-common-room.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Bishop Freyda Skarn|freyda-skarn] is well loved for funding public works, feeding the hungry and helping keep the streets clean. The @[Order of the Redeemers|order-of-redeemers] is a conspicuous charitable presence, its gold-robed workers and open-hand-and-wheat emblem associated with relief and care. For many residents, practical aid and the peace of daily life are reasons to trust their benefactors.","heading":"Freyda’s patronage and the Redeemers","visibility":"player"},{"body":"The @[Rat Catchers|org-rat-catchers] are a gang of children and teenagers who work loosely for @[the Clergy|notebook-12] and offer information for coin alongside their pest-control work. @[Tabby and Minx|tabby-and-minx], two members of the gang, became contacts whom @[Kael Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] and his companions had partly come to trust.\n\nAfter the @[warehouse breach|notebook-10], the pair approached the party before its ship could depart. They warned that the Clergy was already organizing against the companions and that Tsaris Bay was no longer safe.","heading":"Tabby and Minx and the party","visibility":"player"}],"summary":"Tsaris Bay is a fogbound maritime city of roughly ten thousand on Hythiran Province’s southern coast. Shipbuilding, fishing, and trade sustain the port, while its reputation for discreet dealings encourages visitors to keep their questions and valuables close.","title":"Tsaris Bay","type":"Settlement","visibility":"player"},{"body":"A City Built on Arcane Industry\nValaria’s skyline combines mountain fortifications, floating neighborhoods and airship docks. The Solarium Inspirato occupies about a third of the city, bringing together scholars, mages, craftspeople and martial students. Residents, known as Valarians, encounter its influence in both extraordinary inventions and everyday conveniences.\n\nDieritium Arcanum underpins much of this prosperity. Once plentiful in the nearby mountains, it is now scarce enough to shape regulation, research and trade. MagiTech Industries produces enchanted household goods and sophisticated defensive artifacts, while the Solarium’s workshops seek more efficient enchantments. MagiTech is also researching alternatives to the material. Timber, stone and conventional metals continue to support traditional trades.\n\n“Valaria is more than its floating isles or the hum of the Etherway; it is the heartbeat of every soul from the Skyward Steppes to the darkest alley of the Commons. We’ve built a city of wonders upon the mountains, but a tower is only as strong as its foundation—and my work isn’t done until that foundation is as radiant as the spires above.” — Jacquelyn Commonbrook\n\nThe Conclave and Civic Government\nThe Valarian Conclave comprises representatives known as Voices, each speaking for a district, guild or other constituency. They meet in a circular chamber and hold equal legislative weight, although wealth, influence and magical power can affect informal authority. Ordinary proceedings are public; sensitive business may move into closed sessions.\n\n@[Jacquelyn “Jax” Commonbrook|de1a8b19-340d-4f36-abff-f8c3587b0793] serves as Speaker of the Conclave, also called First Among Equals. She moderates debate, maintains procedure and represents the city in diplomacy. Her philanthropic work and social reforms give her considerable influence, but her vote carries no more formal weight than another Voice’s.\n\nProgressive Voices support broader access to wealth and technological improvements. Conservators favor established practices, and some may align with Solaris Devorak’s priorities. Devorak and MagiTech hold representation within the Conclave, creating friction when industrial advancement competes with Jax’s social program.\n\nThe Civic Watch patrols the city and handles investigations and emergencies. Magistrates hear minor offenses; major cases go to a Council of Justice. Rehabilitation and community service are preferred penalties, with imprisonment reserved as a last resort. Appeals and legislative oversight provide checks on the courts.\n\nDefense on Land, Lake and Sky\nSolaris Devorak leads the MagiTech Defenders, an elite force of wizards and artificers equipped with advanced magical devices. Guardian Constructs patrol streets and ramparts, supported by a citywide lattice of protective wards.\n\nStonespire Keep anchors the mountain defenses with fortified approaches and elite guards. Enchanted vessels patrol Lake Mirasoul, while the Skyward Steppes Watch combines aerial defenders with enchanted sensors. These overlapping defenses reflect a city that must protect approaches by road, water and air.\n\nTrade, Transit and Public Utilities\nThe Etherway monorail moves through Valaria on controlled magical currents. Magical lifts, stairs and floating platforms serve neighborhoods spread across several elevations.\n\nDieritium powers street lighting, public crystalline displays, instant messaging and emergency alerts. Waste reclamation uses transmutation and elemental processing to recycle material and limit pollution.\n\nLake and river traffic connect the capital to Gelt, carrying grain, textiles and other goods. Protected caravans handle overland commerce, and airships carry high-value cargo internationally. Trade in Dieritium is closely regulated to protect strategic reserves.\n\nThe Etherway’s named connections organize movement across the capital. Arcanum Nexus is its central hub in the Arcane District. Lakebound Loop follows a scenic route near the Luminous Quay. Skyward Junction reaches the Skyward Steppes by teleportation or levitation, while Hearthstone Hub connects residential neighborhoods to the rest of the city.\n\n@[Everhold Bank and Trust|everhold-bank-and-trust] was founded here by the Everhold family and maintains the home office of its international banking and persistent pocket-storage network.\n\n@[F.A.S.T.|fast-arcane-spatial-transit] already connects Valaria’s local destinations, including floating districts, through @[Vaelros Grand Terminal|vaelros-grand-terminal]. An intercity wing is under construction; the Georgetown and Boâl receiving stations are not yet functional. The teleportation network is separate from the Etherway monorail.\n\nCity care includes Morrowlight Hospital near the Solarium in the @[Arcane District|valaria-arcane-district], Commonbrook Clinic in the @[Commons|valaria-commons] and Mooring House Clinic at the @[Prism Docks|valaria-prism-docks]. Ordinary physicians and nurses work alongside clerics and healers, with affordable services and referrals for more demanding cases. Commonbrook Baths, @[Hearthstone Bathhouse|valaria-hearthstone] and Tidewell Baths provide practical public washing facilities in their respective neighborhoods.\n\nThe @[Valarian Bell|valarian-bell], headquartered in the Commerce District, supplies periodic news, weather, civic notices and transport briefings to the city’s crystalline displays. Its civic correspondents follow public business near the High Seat; reporting and service updates still take time to gather and check.\n\nDistricts and Landmarks\n@[The Arcane District|valaria-arcane-district] is shaped by the city-sized Solarium Inspirato, Arcanum Nexus, the Etherway Terminus and Innovation Plaza. The @[Scholar’s Enclave|valaria-scholars-enclave] holds the Grand Archives, private research facilities and the Thinker’s Retreat; those archives are distinct from the Solarium’s Grand Library.\n\n@[The Commons|valaria-commons] centers community support and public life around Commonbrook Hall, the Illuminated Gardens and Scholars’ Sanctuary. The @[Hearthstone District|valaria-hearthstone] is a lived-in residential quarter connected by Hearthstone Hub, with the Common Hearth and Ale & Arcana Tavern among its familiar places.\n\n@[The Marketplace and Commerce District|valaria-marketplace] combines the Arcanum Bazaar and Gadgeteer’s Guild with major institutional anchors: Everhold Bank and Trust’s founding headquarters and MagiTech’s central facility on the Solarium-facing side. @[The Gilded Alley|valaria-gilded-alley] concentrates luxury trade in Opulence Row and the Golden Trove, with discreet smaller businesses among its polished frontages.\n\n@[The Skyport|valaria-skyport] centers on Haven’s Horizon, the main airship dock. @[The Skyward Steppes|valaria-skyward-steppes] occupy floating stone islands and include Mage’s Aerie and Solaris Devorak’s private spire. Airship docks, public arrival points and private floating estates have different access boundaries.\n\n@[Stonespire Keep and the Ascent|valaria-stonespire-ascent] connect the mountain fortress, Conclave Chamber and Ruler’s Respite with the affluent climb toward them. The associated Sentinel Ward houses barracks and construct facilities.\n\nAlong the lake, @[The Luminous Quay|valaria-luminous-quay] offers promenades, performance, fountains and hospitality, while @[The Prism Docks|valaria-prism-docks] handle fishing and trade. @[The Verdant Ring|valaria-verdant-ring] provides maintained gardens and green space cared for by druids, nature clerics and working gardeners. Each district’s entry includes its principal landmarks and a selective range of useful places to eat, stay and shop.\n\nPublic Organizations\nThe @[Order of the Redeemers|order-of-redeemers] is widely admired for food and clothing distribution, medical aid and social support. Many of its volunteers serve those aims sincerely. The Weave is concerned with magic and its study. The Cabal operates more secretively; its purpose remains uncertain.\n\nThe capital’s civic connections\n@[Jax|de1a8b19-340d-4f36-abff-f8c3587b0793] also holds the national title of First Warden of Haven. Georgetown sends an annually selected delegate to Haven’s High Council in Valaria. Her education at the Solarium brought her into contact with poverty beyond her wealthy upbringing, leading to shelters, food kitchens and a free tutoring club for children in the slums. When her family withdrew its funding, she sought other donors; her mother later backed political opponents, including Solaris Devorak.\n\nMagiTech and Kethara’s discovery\nMagiTech’s headquarters stand near the Solarium, with laboratories, workshops and testing grounds distributed through the city. The company recruits university scholars and artificers and receives subsidies and research grants in exchange for services essential to the capital. Its public political neutrality coexists with the influence afforded by its role in defense and infrastructure.\n\nTiefling arcanist and alchemist Kethara Shadowmist found an important Dieritium Arcanum deposit in dangerous caves near Valaria. Her research yielded a formula that advanced enchanted constructs. Dieritium was thought lost after the Purge and later rediscovered in Valaria.\n\nIronmancers and the Lustrous Gale\nThe Valaria Ironmancers are a mixed elven and human @[Ironball|e7b617a4-e217-4089-b544-77aba394fcef] team celebrated for precise teamwork and tactical invention. Their sentinel Aelar Swiftshadow is admired for graceful defense and sportsmanship; his pre-match meditation has inspired younger players.\n\nThe casino airship @[Lustrous Gale|75a86103-b80e-4737-b8ec-bc9d08a426c5] was built in Valaria and keeps its home port here. Lord Casimir Valthor’s vessel hosts public luxury tours as well as private political gatherings and social events.\n\nScholars and travelers linked to the capital\nThe Solarium holds Burgan Trovask’s chronicle, The Flaming Emberheart: The History of Growth, Destruction, and Renewal, together with artifacts recovered at Emberheart Hallow. The collection grew from his three-month expedition with the gnome wizard Tivilan Heffney.\n\nIsabella Goodwater was born in Valaria and is the daughter of the head of the Goodwater Trade Company, a major regional consortium. Jacques Arden, later a warrior in Whisper’s service at Hope, was also born and raised here. Elrohan Valara is distantly related to the city’s founding family, which no longer rules.\n\nFinding your place in Valaria\nValaria is large enough that a destination and a district are not the same instruction. The Solarium’s academic landscape occupies roughly a third of the city; a visitor can arrive at a campus gate and still have considerable walking ahead. The floating Skyward Steppes require a real transport connection, not a staircase guessed from the skyline. Streets near the lake serve very different purposes at the leisure-focused Luminous Quay and the working Prism Docks.\n\nThe city’s wealth is equally uneven. Public lighting, crystalline news and weather screens, the Etherway and other shared systems make sophisticated magic part of daily life. Private enchanted equipment, airship passage and elite hospitality remain expensive. Most residents still buy ordinary goods, repair them and weigh the price of a journey or a meal. Valaria’s technological concentration should not be mistaken for a standard enjoyed by every town in Dorn.\n\nFor an inexpensive stay, visitors can compare Hearthstone’s boardinghouses, Marketplace commercial inns and rooms in the Commons. The Quay and Gilded Alley offer several levels of comfort, while the Skyward Steppes cater mostly to people with money, business or invitations there. In any district, it is worth asking what a room, commission or journey includes before agreeing to it.\n\nThe Valarian Sentinels\nThe @[Valarian Sentinels|valaria-civic-watch] are the city’s living guard, commonly called the City Watch. High Captain Maerin Torvel leads from headquarters in the Sentinel Ward, concentrating on force-wide administration and council liaison. District Captains command local forces, while Patrol Sergeants lead mixed squads. Regular Sentinels, magic-using Arcanists and clerical field-medical Wardens are specialties rather than ranks.\n\nA small patrol often combines a couple of regular guards, a magic-capable officer and an assigned Guardian Construct as the task requires. The living patrol leader and district command give the construct its operational orders. Each district has a main Watchhouse and up to two satellite Watch Posts; a Warden on a twelve-hour duty shift deploys from the Watchhouse for emergencies. Such aid complements the city’s clinics and hospital.\n\nSolaris oversees MagiTech and its construct department, not the Sentinels’ police chain of command. His contribution to developing the guardians does not replace the established credit for Kethara Shadowmist’s construct-enabling work.\n\nLiving officers interview witnesses, resolve disputes and conduct investigations; constructs protect approaches and respond to immediate dangers. Specialist defenders, aerial forces and lake defenses continue to handle threats suited to their training. The city’s wards and sensors are defensive tools, not perfect knowledge of every person and conversation. Magistrates and the Council of Justice determine legal outcomes, with rehabilitation, community service, appeals and oversight remaining part of Valaria’s civic system.","category":"Places","id":"notebook-17","illustration":{"alt":"Evening on Valaria’s Luminous Quay","caption":"Evening on Valaria’s Luminous Quay","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/valaria-luminous-quay.avif","visibility":"player","width":1536},"links":["75a86103-b80e-4737-b8ec-bc9d08a426c5","de1a8b19-340d-4f36-abff-f8c3587b0793","e7b617a4-e217-4089-b544-77aba394fcef","everhold-bank-and-trust","fast-arcane-spatial-transit","order-of-redeemers","vaelros-grand-terminal","valaria-arcane-district","valaria-civic-watch","valaria-commons","valaria-gilded-alley","valaria-hearthstone","valaria-luminous-quay","valaria-marketplace","valaria-prism-docks","valaria-scholars-enclave","valaria-skyport","valaria-skyward-steppes","valaria-stonespire-ascent","valaria-verdant-ring","valarian-bell"],"raceRelated":[],"sections":[{"body":"Valaria’s skyline combines mountain fortifications, floating neighborhoods and airship docks. The Solarium Inspirato occupies about a third of the city, bringing together scholars, mages, craftspeople and martial students. Residents, known as Valarians, encounter its influence in both extraordinary inventions and everyday conveniences.\n\nDieritium Arcanum underpins much of this prosperity. Once plentiful in the nearby mountains, it is now scarce enough to shape regulation, research and trade. MagiTech Industries produces enchanted household goods and sophisticated defensive artifacts, while the Solarium’s workshops seek more efficient enchantments. MagiTech is also researching alternatives to the material. Timber, stone and conventional metals continue to support traditional trades.\n\n“Valaria is more than its floating isles or the hum of the Etherway; it is the heartbeat of every soul from the Skyward Steppes to the darkest alley of the Commons. We’ve built a city of wonders upon the mountains, but a tower is only as strong as its foundation—and my work isn’t done until that foundation is as radiant as the spires above.” — Jacquelyn Commonbrook","heading":"A City Built on Arcane Industry","illustration":{"alt":"Everyday arcane goods and traditional craft in Valaria","caption":"Everyday arcane goods and traditional craft in Valaria","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/valaria-everyday-arcane-goods-repair.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Valarian Conclave comprises representatives known as Voices, each speaking for a district, guild or other constituency. They meet in a circular chamber and hold equal legislative weight, although wealth, influence and magical power can affect informal authority. Ordinary proceedings are public; sensitive business may move into closed sessions.\n\n@[Jacquelyn “Jax” Commonbrook|de1a8b19-340d-4f36-abff-f8c3587b0793] serves as Speaker of the Conclave, also called First Among Equals. She moderates debate, maintains procedure and represents the city in diplomacy. Her philanthropic work and social reforms give her considerable influence, but her vote carries no more formal weight than another Voice’s.\n\nProgressive Voices support broader access to wealth and technological improvements. Conservators favor established practices, and some may align with Solaris Devorak’s priorities. Devorak and MagiTech hold representation within the Conclave, creating friction when industrial advancement competes with Jax’s social program.\n\nThe Civic Watch patrols the city and handles investigations and emergencies. Magistrates hear minor offenses; major cases go to a Council of Justice. Rehabilitation and community service are preferred penalties, with imprisonment reserved as a last resort. Appeals and legislative oversight provide checks on the courts.","heading":"The Conclave and Civic Government","illustration":{"alt":"Jax moderates the Valarian Conclave","caption":"Jax moderates the Valarian Conclave","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/valaria-conclave-chamber.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Solaris Devorak leads the MagiTech Defenders, an elite force of wizards and artificers equipped with advanced magical devices. Guardian Constructs patrol streets and ramparts, supported by a citywide lattice of protective wards.\n\nStonespire Keep anchors the mountain defenses with fortified approaches and elite guards. Enchanted vessels patrol Lake Mirasoul, while the Skyward Steppes Watch combines aerial defenders with enchanted sensors. These overlapping defenses reflect a city that must protect approaches by road, water and air.","heading":"Defense on Land, Lake and Sky","illustration":{"alt":"Valaria’s constructs and layered defenses","caption":"Valaria’s constructs and layered defenses","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/valaria-construct-ramparts.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Etherway monorail moves through Valaria on controlled magical currents. Magical lifts, stairs and floating platforms serve neighborhoods spread across several elevations.\n\nDieritium powers street lighting, public crystalline displays, instant messaging and emergency alerts. Waste reclamation uses transmutation and elemental processing to recycle material and limit pollution.\n\nLake and river traffic connect the capital to Gelt, carrying grain, textiles and other goods. Protected caravans handle overland commerce, and airships carry high-value cargo internationally. Trade in Dieritium is closely regulated to protect strategic reserves.\n\nThe Etherway’s named connections organize movement across the capital. Arcanum Nexus is its central hub in the Arcane District. Lakebound Loop follows a scenic route near the Luminous Quay. Skyward Junction reaches the Skyward Steppes by teleportation or levitation, while Hearthstone Hub connects residential neighborhoods to the rest of the city.\n\n@[Everhold Bank and Trust|everhold-bank-and-trust] was founded here by the Everhold family and maintains the home office of its international banking and persistent pocket-storage network.\n\n@[F.A.S.T.|fast-arcane-spatial-transit] already connects Valaria’s local destinations, including floating districts, through @[Vaelros Grand Terminal|vaelros-grand-terminal]. An intercity wing is under construction; the Georgetown and Boâl receiving stations are not yet functional. The teleportation network is separate from the Etherway monorail.\n\nCity care includes Morrowlight Hospital near the Solarium in the @[Arcane District|valaria-arcane-district], Commonbrook Clinic in the @[Commons|valaria-commons] and Mooring House Clinic at the @[Prism Docks|valaria-prism-docks]. Ordinary physicians and nurses work alongside clerics and healers, with affordable services and referrals for more demanding cases. Commonbrook Baths, @[Hearthstone Bathhouse|valaria-hearthstone] and Tidewell Baths provide practical public washing facilities in their respective neighborhoods.\n\nThe @[Valarian Bell|valarian-bell], headquartered in the Commerce District, supplies periodic news, weather, civic notices and transport briefings to the city’s crystalline displays. Its civic correspondents follow public business near the High Seat; reporting and service updates still take time to gather and check.","heading":"Trade, Transit and Public Utilities","illustration":{"alt":"Valaria’s Etherway and elevated public transport","caption":"Valaria’s Etherway and elevated public transport","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/valaria-etherway-transit.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[The Arcane District|valaria-arcane-district] is shaped by the city-sized Solarium Inspirato, Arcanum Nexus, the Etherway Terminus and Innovation Plaza. The @[Scholar’s Enclave|valaria-scholars-enclave] holds the Grand Archives, private research facilities and the Thinker’s Retreat; those archives are distinct from the Solarium’s Grand Library.\n\n@[The Commons|valaria-commons] centers community support and public life around Commonbrook Hall, the Illuminated Gardens and Scholars’ Sanctuary. The @[Hearthstone District|valaria-hearthstone] is a lived-in residential quarter connected by Hearthstone Hub, with the Common Hearth and Ale & Arcana Tavern among its familiar places.\n\n@[The Marketplace and Commerce District|valaria-marketplace] combines the Arcanum Bazaar and Gadgeteer’s Guild with major institutional anchors: Everhold Bank and Trust’s founding headquarters and MagiTech’s central facility on the Solarium-facing side. @[The Gilded Alley|valaria-gilded-alley] concentrates luxury trade in Opulence Row and the Golden Trove, with discreet smaller businesses among its polished frontages.\n\n@[The Skyport|valaria-skyport] centers on Haven’s Horizon, the main airship dock. @[The Skyward Steppes|valaria-skyward-steppes] occupy floating stone islands and include Mage’s Aerie and Solaris Devorak’s private spire. Airship docks, public arrival points and private floating estates have different access boundaries.\n\n@[Stonespire Keep and the Ascent|valaria-stonespire-ascent] connect the mountain fortress, Conclave Chamber and Ruler’s Respite with the affluent climb toward them. The associated Sentinel Ward houses barracks and construct facilities.\n\nAlong the lake, @[The Luminous Quay|valaria-luminous-quay] offers promenades, performance, fountains and hospitality, while @[The Prism Docks|valaria-prism-docks] handle fishing and trade. @[The Verdant Ring|valaria-verdant-ring] provides maintained gardens and green space cared for by druids, nature clerics and working gardeners. Each district’s entry includes its principal landmarks and a selective range of useful places to eat, stay and shop.","heading":"Districts and Landmarks","visibility":"player"},{"body":"The @[Order of the Redeemers|order-of-redeemers] is widely admired for food and clothing distribution, medical aid and social support. Many of its volunteers serve those aims sincerely. The Weave is concerned with magic and its study. The Cabal operates more secretively; its purpose remains uncertain.","heading":"Public Organizations","visibility":"player"},{"body":"@[Jax|de1a8b19-340d-4f36-abff-f8c3587b0793] also holds the national title of First Warden of Haven. Georgetown sends an annually selected delegate to Haven’s High Council in Valaria. Her education at the Solarium brought her into contact with poverty beyond her wealthy upbringing, leading to shelters, food kitchens and a free tutoring club for children in the slums. When her family withdrew its funding, she sought other donors; her mother later backed political opponents, including Solaris Devorak.","heading":"The capital’s civic connections","visibility":"player"},{"body":"MagiTech’s headquarters stand near the Solarium, with laboratories, workshops and testing grounds distributed through the city. The company recruits university scholars and artificers and receives subsidies and research grants in exchange for services essential to the capital. Its public political neutrality coexists with the influence afforded by its role in defense and infrastructure.\n\nTiefling arcanist and alchemist Kethara Shadowmist found an important Dieritium Arcanum deposit in dangerous caves near Valaria. Her research yielded a formula that advanced enchanted constructs. Dieritium was thought lost after the Purge and later rediscovered in Valaria.","heading":"MagiTech and Kethara’s discovery","visibility":"player"},{"body":"The Valaria Ironmancers are a mixed elven and human @[Ironball|e7b617a4-e217-4089-b544-77aba394fcef] team celebrated for precise teamwork and tactical invention. Their sentinel Aelar Swiftshadow is admired for graceful defense and sportsmanship; his pre-match meditation has inspired younger players.\n\nThe casino airship @[Lustrous Gale|75a86103-b80e-4737-b8ec-bc9d08a426c5] was built in Valaria and keeps its home port here. Lord Casimir Valthor’s vessel hosts public luxury tours as well as private political gatherings and social events.","heading":"Ironmancers and the Lustrous Gale","visibility":"player"},{"body":"The Solarium holds Burgan Trovask’s chronicle, The Flaming Emberheart: The History of Growth, Destruction, and Renewal, together with artifacts recovered at Emberheart Hallow. The collection grew from his three-month expedition with the gnome wizard Tivilan Heffney.\n\nIsabella Goodwater was born in Valaria and is the daughter of the head of the Goodwater Trade Company, a major regional consortium. Jacques Arden, later a warrior in Whisper’s service at Hope, was also born and raised here. Elrohan Valara is distantly related to the city’s founding family, which no longer rules.","heading":"Scholars and travelers linked to the capital","visibility":"player"},{"heading":"Finding your place in Valaria","visibility":"player","body":"Valaria is large enough that a destination and a district are not the same instruction. The Solarium’s academic landscape occupies roughly a third of the city; a visitor can arrive at a campus gate and still have considerable walking ahead. The floating Skyward Steppes require a real transport connection, not a staircase guessed from the skyline. Streets near the lake serve very different purposes at the leisure-focused Luminous Quay and the working Prism Docks.\n\nThe city’s wealth is equally uneven. Public lighting, crystalline news and weather screens, the Etherway and other shared systems make sophisticated magic part of daily life. Private enchanted equipment, airship passage and elite hospitality remain expensive. Most residents still buy ordinary goods, repair them and weigh the price of a journey or a meal. Valaria’s technological concentration should not be mistaken for a standard enjoyed by every town in Dorn.\n\nFor an inexpensive stay, visitors can compare Hearthstone’s boardinghouses, Marketplace commercial inns and rooms in the Commons. The Quay and Gilded Alley offer several levels of comfort, while the Skyward Steppes cater mostly to people with money, business or invitations there. In any district, it is worth asking what a room, commission or journey includes before agreeing to it."},{"heading":"The Valarian Sentinels","visibility":"player","body":"The @[Valarian Sentinels|valaria-civic-watch] are the city’s living guard, commonly called the City Watch. High Captain Maerin Torvel leads from headquarters in the Sentinel Ward, concentrating on force-wide administration and council liaison. District Captains command local forces, while Patrol Sergeants lead mixed squads. Regular Sentinels, magic-using Arcanists and clerical field-medical Wardens are specialties rather than ranks.\n\nA small patrol often combines a couple of regular guards, a magic-capable officer and an assigned Guardian Construct as the task requires. The living patrol leader and district command give the construct its operational orders. Each district has a main Watchhouse and up to two satellite Watch Posts; a Warden on a twelve-hour duty shift deploys from the Watchhouse for emergencies. Such aid complements the city’s clinics and hospital.\n\nSolaris oversees MagiTech and its construct department, not the Sentinels’ police chain of command. His contribution to developing the guardians does not replace the established credit for Kethara Shadowmist’s construct-enabling work.\n\nLiving officers interview witnesses, resolve disputes and conduct investigations; constructs protect approaches and respond to immediate dangers. Specialist defenders, aerial forces and lake defenses continue to handle threats suited to their training. The city’s wards and sensors are defensive tools, not perfect knowledge of every person and conversation. Magistrates and the Council of Justice determine legal outcomes, with rehabilitation, community service, appeals and oversight remaining part of Valaria’s civic system."}],"structured":{"facts":[{"label":"Status","value":"Capital of Haven","visibility":"player"},{"label":"Population","value":"About 125,000","visibility":"player"},{"label":"Setting","value":"Lake Mirasoul and the Brakenridge Mountains","visibility":"player"},{"label":"Government","value":"Valarian Conclave","visibility":"player"},{"label":"Demonym","value":"Valarian","visibility":"player"},{"label":"Strategic material","value":"Dieritium Arcanum","visibility":"player"}],"groups":[{"entries":[{"description":"An arcane monorail with its central Arcanum Nexus beside the Solarium.","name":"Etherway","visibility":"player"},{"description":"The waterfront route.","name":"Lakebound Loop","visibility":"player"},{"description":"Connections to floating districts by levitation or teleportation.","name":"Skyward Junction","visibility":"player"},{"description":"The residential network.","name":"Hearthstone Hub","visibility":"player"},{"description":"The principal international airship dock.","name":"Haven’s Horizon","visibility":"player"}],"title":"Getting around","visibility":"player"}],"kind":"place"},"summary":"Valaria is Haven’s capital, a metropolis of roughly 125,000 people between Lake Mirasoul and the Brakenridge Mountains. Its arcane infrastructure and great academy depend on a dwindling supply of Dieritium Arcanum.","title":"Valaria: Capital of Haven","type":"Settlement","visibility":"player","presentation":{"readingGroups":[{"title":"Overview","headings":["A City Built on Arcane Industry"]},{"title":"Districts and landmarks","headings":["Districts and Landmarks"]},{"title":"Transport and everyday services","headings":["Trade, Transit and Public Utilities"]},{"title":"Institutions and civic life","headings":["The Conclave and Civic Government","Defense on Land, Lake and Sky","The Valarian Sentinels","Public Organizations","MagiTech and Kethara’s discovery","The capital’s civic connections"]},{"title":"Visiting essentials and city connections","headings":["Finding your place in Valaria","Ironmancers and the Lustrous Gale","Scholars and travelers linked to the capital"]}]}},{"body":"Divine judgment\nThe rite places the accused under Astreon’s scrutiny, exposing lies and guilt through divine judgment rather than relying on testimony. It is the order’s most feared ritual. The excommunicated Pale Covenant is forbidden to invoke it.\n\nAstreon and the invocation\nThe Right of Balancing is an invocation of @[Astreon|deity-astreon], god of Balance, Justice and Law, practiced by @[the Astreon Judicators|notebook-1]. The Pale Covenant’s excommunication includes a prohibition against invoking it.","category":"Cultures","id":"notebook-18","illustration":{"alt":"The Right of Balancing","caption":"The Right of Balancing","height":1024,"layout":"landscape","src":"assets/worldbook/right-of-balancing-rite.avif","visibility":"player","width":1536},"links":["deity-astreon","notebook-1"],"raceRelated":[],"sections":[{"body":"The rite places the accused under Astreon’s scrutiny, exposing lies and guilt through divine judgment rather than relying on testimony. It is the order’s most feared ritual. The excommunicated Pale Covenant is forbidden to invoke it.","heading":"Divine judgment","visibility":"player"},{"body":"The Right of Balancing is an invocation of @[Astreon|deity-astreon], god of Balance, Justice and Law, practiced by @[the Astreon Judicators|notebook-1]. The Pale Covenant’s excommunication includes a prohibition against invoking it.","heading":"Astreon and the invocation","visibility":"player"}],"summary":"The Right of Balancing is a divine rite of the @[Astreon Judicators|notebook-1], invoked to judge an accused person’s soul.","title":"The Right of Balancing","type":"Ritual","visibility":"player"},{"body":"From dominion to resistance\nFor centuries, dragons ruled Dorn through tribute, coercion, and a hierarchy that subordinated humans, elves, dwarves, and other peoples. They demanded wealth, magical resources, and lives while suppressing the cultures beneath them. A clandestine coalition of rebels, scholars, and mages sought a means of breaking that power.\n\nAncient writings led the coalition to Aethermancy: the manipulation of the Aether underlying time, space, gravity, probability, and the planes. Its practitioners did more than shape elements. They interfered with the laws that allowed things to exist, placing both themselves and the world at extraordinary risk.\n\nThe Aetheric Conflux\nDecades of experiments and sacrifice produced the Aetheric Conflux, a weapon intended to sever the dragons’ connection to existence. Dieritium Arcanum supplied its power. The coalition prepared ley lines, coordinated celestial alignments, and assembled thousands of ritual participants for activation.\n\nIn Dorn, the Conflux unmade approximately ninety percent of the dragons. Survivors withdrew from open rule.\n\nDorn after liberation\nDorn’s liberation encouraged cooperation among formerly subjugated peoples. New alliances supported rebuilding, while literature, philosophy, and the arts flourished beyond draconic censorship. Explorers entered forbidden territories, and scholars pursued discoveries in magic and science. Rivalries survived, but hope, invention and collective recovery marked this period.\n\nThe Aethermancers became teachers, advisers, and guardians of dangerous knowledge. Some were publicly honored as liberators; others formed discreet societies to supervise the use of their craft.\n\nDorn’s landscapes\nEldoria is a fertile continent of plains and great cities. The Titan’s Spine contains mineral wealth and ancient ruins. Silverhaven prospers as a port whose city celebrates freedom.","category":"History","id":"schism-authoritative","illustration":{"alt":"The Aetheric Conflux","caption":"The Aetheric Conflux","height":533,"layout":"banner","src":"assets/worldbook/aetheric-conflux-hero-wide-v2.avif","visibility":"player","width":1600},"links":[],"raceRelated":[],"sections":[{"body":"For centuries, dragons ruled Dorn through tribute, coercion, and a hierarchy that subordinated humans, elves, dwarves, and other peoples. They demanded wealth, magical resources, and lives while suppressing the cultures beneath them. A clandestine coalition of rebels, scholars, and mages sought a means of breaking that power.\n\nAncient writings led the coalition to Aethermancy: the manipulation of the Aether underlying time, space, gravity, probability, and the planes. Its practitioners did more than shape elements. They interfered with the laws that allowed things to exist, placing both themselves and the world at extraordinary risk.","heading":"From dominion to resistance","illustration":{"alt":"The clandestine coalition researching Aethermancy","caption":"The clandestine coalition researching Aethermancy","height":1024,"layout":"landscape","src":"assets/worldbook/schism-clandestine-coalition.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Decades of experiments and sacrifice produced the Aetheric Conflux, a weapon intended to sever the dragons’ connection to existence. Dieritium Arcanum supplied its power. The coalition prepared ley lines, coordinated celestial alignments, and assembled thousands of ritual participants for activation.\n\nIn Dorn, the Conflux unmade approximately ninety percent of the dragons. Survivors withdrew from open rule.","heading":"The Aetheric Conflux","illustration":{"alt":"The Aetheric Conflux activation","caption":"The Aetheric Conflux activation","height":1024,"layout":"landscape","src":"assets/worldbook/schism-aetheric-conflux.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Dorn’s liberation encouraged cooperation among formerly subjugated peoples. New alliances supported rebuilding, while literature, philosophy, and the arts flourished beyond draconic censorship. Explorers entered forbidden territories, and scholars pursued discoveries in magic and science. Rivalries survived, but hope, invention and collective recovery marked this period.\n\nThe Aethermancers became teachers, advisers, and guardians of dangerous knowledge. Some were publicly honored as liberators; others formed discreet societies to supervise the use of their craft.","heading":"Dorn after liberation","illustration":{"alt":"Rebuilding and free learning after Dorn's liberation","caption":"Rebuilding and free learning after Dorn's liberation","height":1024,"layout":"landscape","src":"assets/worldbook/schism-mortal-rebuilding.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Eldoria is a fertile continent of plains and great cities. The Titan’s Spine contains mineral wealth and ancient ruins. Silverhaven prospers as a port whose city celebrates freedom.","heading":"Dorn’s landscapes","visibility":"player"}],"summary":"The Schism ended draconic dominion in Dorn through the activation of the Dieritium-powered Aetheric Conflux. Its aftermath brought rebuilding, new alliances and renewed arts and research.","title":"The Schism","type":"Historical event","visibility":"player"},{"body":"Authority through trust\nBlackwater has no formal council or hereditary ruler. A respected resident acts as First Citizen, mediating disputes, making communal decisions and representing the village outside its borders. Authority depends on the villagers’ continuing trust rather than a position above them.\n\nRoland Oakley, the First Citizen, is a practical fighter who works alongside the villagers and puts Blackwater’s welfare first.\n\nLife in Blackwater\nRoland tells of a youth in Drayton, a lake village in Haven several hundred miles southeast of Blackwater, beyond the Wall. In that telling, hunting and fishing preceded years with adventuring parties. He eventually settled in @[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8], drawn to its independence and hardy inhabitants.\n\nHis practical judgment earned him the role of first citizen. He is prepared to make difficult decisions but aims to remain fair, approachable, and attentive to people seeking advice. Protecting the village is his overriding responsibility.\n\nAppearance\nRoland is 43 and stands 6 feet 2 inches tall. He has a broad build, weathered face, blue eyes, and short dark hair graying at the temples. A ready joke and easy manner often put visitors at ease despite his formidable appearance.\n\nProtecting the village\nThere are no walls or standing defensive works. Instead, residents rely on their weapons, mutual support and knowledge of the swamp. Dense plants and difficult water make effective cover for ambushes and discourage attackers unfamiliar with the terrain.\n\nThe village has resisted wild animals, bandits and smugglers. Its reputation for hostility is itself a deterrent. Blackwater is believed to have begun as a resource-based trading post, but its earliest history is poorly documented.","category":"People","id":"roland-blackwater-leadership","links":["46b369a0-dd37-4325-b48a-523193d9b3d8"],"raceRelated":[],"sections":[{"body":"Blackwater has no formal council or hereditary ruler. A respected resident acts as First Citizen, mediating disputes, making communal decisions and representing the village outside its borders. Authority depends on the villagers’ continuing trust rather than a position above them.\n\nRoland Oakley, the First Citizen, is a practical fighter who works alongside the villagers and puts Blackwater’s welfare first.","heading":"Authority through trust","visibility":"player"},{"body":"Roland tells of a youth in Drayton, a lake village in Haven several hundred miles southeast of Blackwater, beyond the Wall. In that telling, hunting and fishing preceded years with adventuring parties. He eventually settled in @[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8], drawn to its independence and hardy inhabitants.\n\nHis practical judgment earned him the role of first citizen. He is prepared to make difficult decisions but aims to remain fair, approachable, and attentive to people seeking advice. Protecting the village is his overriding responsibility.","heading":"Life in Blackwater","visibility":"player"},{"body":"Roland is 43 and stands 6 feet 2 inches tall. He has a broad build, weathered face, blue eyes, and short dark hair graying at the temples. A ready joke and easy manner often put visitors at ease despite his formidable appearance.","heading":"Appearance","visibility":"player"},{"body":"There are no walls or standing defensive works. Instead, residents rely on their weapons, mutual support and knowledge of the swamp. Dense plants and difficult water make effective cover for ambushes and discourage attackers unfamiliar with the terrain.\n\nThe village has resisted wild animals, bandits and smugglers. Its reputation for hostility is itself a deterrent. Blackwater is believed to have begun as a resource-based trading post, but its earliest history is poorly documented.","heading":"Protecting the village","illustration":{"alt":"Blackwater’s villagers keep watch over the swamp","caption":"Blackwater’s villagers keep watch over the swamp","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/blackwater-swamp-watch-flatboat.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Roland Oakley is Blackwater's pragmatic first citizen, respected for his survival skills and concern for the village. He mediates disputes, represents the community outside its borders, and uses humor to soften an otherwise imposing presence.","title":"Roland Oakley: Blackwater’s First Citizen","type":"Person","visibility":"player"},{"body":"The temple’s aftermath\nThe party solved the Moon Temple’s mural puzzle, entered its concealed chamber and defeated Terandyn. Kaldras revived High Lore Keeper Ok’arish after the battle. The chamber’s metal tablets were written in the language of the Primes, and their full meaning remained untranslated.\n\nBalmoral and the debt\nRaven invoked Asmodeus for help with the tablets. Speaking through Inaro, he identified Balmoral as a source of further information about Lilith’s second release ritual and made clear that his aid created a debt. Ok’arish suggested that a complete translation might be possible in Valaria.\n\nThe journey ahead\nThe party resolved to travel north, report the temple findings to the Moonlit Hunt and attend the Gleaming Tempest’s summit. Chieftess Grishara granted them a deed to a ruined fort outside Boâl; its inspection and restoration remained ahead. These were outstanding aims after the temple, rather than completed journeys.","category":"Lore","id":"secret-DM_Notes","links":[],"raceRelated":[],"sections":[{"body":"The party solved the Moon Temple’s mural puzzle, entered its concealed chamber and defeated Terandyn. Kaldras revived High Lore Keeper Ok’arish after the battle. The chamber’s metal tablets were written in the language of the Primes, and their full meaning remained untranslated.","heading":"The temple’s aftermath","illustration":{"alt":"Untranslated metal tablets and the northern questions still open","caption":"Untranslated metal tablets and the northern questions still open","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/moon-temple-untranslated-tablets-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Raven invoked Asmodeus for help with the tablets. Speaking through Inaro, he identified Balmoral as a source of further information about Lilith’s second release ritual and made clear that his aid created a debt. Ok’arish suggested that a complete translation might be possible in Valaria.","heading":"Balmoral and the debt","visibility":"player"},{"body":"The party resolved to travel north, report the temple findings to the Moonlit Hunt and attend the Gleaming Tempest’s summit. Chieftess Grishara granted them a deed to a ruined fort outside Boâl; its inspection and restoration remained ahead. These were outstanding aims after the temple, rather than completed journeys.","heading":"The journey ahead","illustration":{"alt":"The northern route and summit remain preparation","caption":"The northern route and summit remain preparation","displayScale":"thumbnail","height":440,"layout":"landscape","src":"assets/worldbook/moon-temple-northward-preparation-v1.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"After the Moon Temple confrontation, the party held untranslated metal tablets, a northern lead toward Balmoral and a debt to Asmodeus. Terandyn was defeated, but the struggle over Lilith’s second release ritual continued.","title":"After the Moon Temple","type":"Campaign aftermath","visibility":"player"},{"body":"Valxan Drathir: leader and fighter\n@[Valxan Drathir|80d75bba-2ad6-4a8a-b31e-96d641024b25] is a 6-foot-2-inch drow with a lean, muscular build, dark-gray skin, red eyes, short white hair, and scars at the side of his head. Silver patterns decorate his black leather armor, and he carries a greatsword. His voice is deep and smooth, with a British inflection.\n\nTorgrim “Grim” Netherbane: wizard\nGrim is a middle-aged human, 5 feet 10 inches tall and slim. His bald head bears intricate blue tattoos, and his eyes are gray. He wears purple robes marked with magical symbols and carries a gnarled oak staff topped with a luminous crystal. He speaks quietly, with a scholarly delivery and an Irish lilt.\n\nVeyra Thornwind: rogue\nVeyra is a 5-foot-6-inch half-elf with green eyes, fair skin, subtle tattoos, and long black hair usually gathered into a loose ponytail. Fitted leather armor conceals daggers and other small weapons. Her voice is playful and lightly French-inflected.\n\nKildrak Ironfist: cleric\nKildrak is a stocky dwarf standing 4 feet 5 inches, with salt-and-pepper hair and beard and a stern manner. A divine emblem marks his chainmail, and two spiked maces are carried across his back. His voice is deep and gravelly, with a Scottish inflection.","category":"Factions","id":"bladebreakers-members-and-voices","illustration":{"alt":"The Bladebreakers","caption":"The Bladebreakers","height":1024,"src":"assets/bladebreakers-art.webp","visibility":"player","width":1536},"links":["80d75bba-2ad6-4a8a-b31e-96d641024b25"],"raceRelated":[],"sections":[{"body":"@[Valxan Drathir|80d75bba-2ad6-4a8a-b31e-96d641024b25] is a 6-foot-2-inch drow with a lean, muscular build, dark-gray skin, red eyes, short white hair, and scars at the side of his head. Silver patterns decorate his black leather armor, and he carries a greatsword. His voice is deep and smooth, with a British inflection.","heading":"Valxan Drathir: leader and fighter","visibility":"player"},{"body":"Grim is a middle-aged human, 5 feet 10 inches tall and slim. His bald head bears intricate blue tattoos, and his eyes are gray. He wears purple robes marked with magical symbols and carries a gnarled oak staff topped with a luminous crystal. He speaks quietly, with a scholarly delivery and an Irish lilt.","heading":"Torgrim “Grim” Netherbane: wizard","illustration":{"alt":"Grim at his studies","caption":"Grim at his studies","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/grim-study.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Veyra is a 5-foot-6-inch half-elf with green eyes, fair skin, subtle tattoos, and long black hair usually gathered into a loose ponytail. Fitted leather armor conceals daggers and other small weapons. Her voice is playful and lightly French-inflected.","heading":"Veyra Thornwind: rogue","visibility":"player"},{"body":"Kildrak is a stocky dwarf standing 4 feet 5 inches, with salt-and-pepper hair and beard and a stern manner. A divine emblem marks his chainmail, and two spiked maces are carried across his back. His voice is deep and gravelly, with a Scottish inflection.","heading":"Kildrak Ironfist: cleric","visibility":"player"}],"summary":"The Bladebreakers’ four members bring distinct fighting styles, temperaments and voices to their company.","title":"Bladebreakers: Members and Voices","type":"Organization","visibility":"player"},{"body":"Cells and recruitment\nIndependent cells have designated territories and specialties and are directed by Cell Leaders.\n\nExisting members recruit newcomers, who must prove skill and loyalty through demanding tests and assignments.\n\nCriminal work and intelligence\nThe syndicate undertakes assassination, bribery, smuggling, and intelligence work through informants and spies. Efficiency, secrecy, and a willingness to complete assignments at great cost underpin its reputation.\n\nThe Valarian network\nThe Clergy is a sprawling criminal syndicate headquartered in Valaria. Wealthy power brokers direct a network of thugs, mercenaries, assassins, drug dealers, traffickers, slavers and torturers, sheltered behind respectable institutions.","category":"Factions","id":"clergy-known-operations","links":[],"raceRelated":[],"sections":[{"body":"Independent cells have designated territories and specialties and are directed by Cell Leaders.\n\nExisting members recruit newcomers, who must prove skill and loyalty through demanding tests and assignments.","heading":"Cells and recruitment","visibility":"player"},{"body":"The syndicate undertakes assassination, bribery, smuggling, and intelligence work through informants and spies. Efficiency, secrecy, and a willingness to complete assignments at great cost underpin its reputation.","heading":"Criminal work and intelligence","visibility":"player"},{"body":"The Clergy is a sprawling criminal syndicate headquartered in Valaria. Wealthy power brokers direct a network of thugs, mercenaries, assassins, drug dealers, traffickers, slavers and torturers, sheltered behind respectable institutions.","heading":"The Valarian network","illustration":{"alt":"Evening on Valaria’s Luminous Quay","caption":"Evening on Valaria’s Luminous Quay","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/valaria-luminous-quay.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"The Clergy is a secretive criminal organization known for assassination, bribery, smuggling and a reputation for efficiency and discretion.","title":"The Clergy: Known Operations","type":"Organization","visibility":"player"},{"body":"Feywild ancestry and mortal lives\nThe Aenar’s ancestry begins in the Feywild, where magic permeates everyday life and time follows a different rhythm from Dorn. Their connection to that realm survives in their appearance, perception and instinctive use of magic. Most have slender builds, stand between 5 feet 6 inches and 6 feet 2 inches tall, and possess almond-shaped eyes whose colors reflect natural elements or magical affinities.\n\nThe Aeonar who remained in the Feywild are virtually immortal. The Aenar who crossed into Dorn lost that condition, although Eldenar commonly live for 2,000 to 3,000 years. Such lives allow knowledge, relationships and institutions to develop across spans that shorter-lived peoples find difficult to imagine. Patient decisions and a reserved manner can seem aloof to outsiders, yet love, loyalty and grief run deeply. Longevity changes how they experience those feelings without removing them.\n\nMagic is as ordinary to the Aenar as breathing. It shapes their societies and how they perceive their surroundings, rather than existing solely as a craft learned by specialists. Forest, stone, sea and celestial affinities influence bodies as well as beliefs: adaptation to those environments has produced distinct Aenar peoples. Their otherworldly ancestry still leaves room for the concerns of Dorn, including alliances, rivalries, moral choices and the work of sustaining a home.\n\nAeonar: the Timeless Ones\nThe Aeonar never left the Feywild. Their near-immortality places them closest to the Aenar’s ancient beginnings, and even their material-world kin find that condition difficult to comprehend. Their features subtly change with angle and light; shifting colors sparkle in their eyes, while their hair can appear to move in an unseen breeze.\n\nThey measure time through the great cycles of the Feywild rather than ordinary years or centuries. Art, music and poetry belong to that timeless culture, and are said to leave a lasting impression on mortal visitors. Magic is inseparable from their being. They can shape their surroundings almost unconsciously, with flowers blooming and the air shimmering around their presence.\n\nThe Aeonar seldom visit Dorn. When they do, their purposes may be difficult for outsiders to understand. Other Aenar regard them with reverence as a living connection to the ancestral world, even when that reverence offers little insight into their motives.\n\nEldenar: the Worldwalkers\nThe Eldenar descend from the Aenar who chose to leave the Feywild and make a home in Dorn. That departure required them to adapt their inherited traditions to unfamiliar natural laws, altered magic and finite lives. Their features are more fixed than those of the Aeonar, and their eyes commonly carry woodland greens, sky blues or earthy browns.\n\nTheir culture combines Feywild heritage with practical learning. Agriculture, durable buildings and relationships with other peoples became necessities of settlement. Their magical traditions likewise became more structured, joining innate talent with scholarly study and experimentation.\n\nThe Eldenar are the Aenar most commonly encountered in Dorn. They often work as traders, diplomats, advisers and intermediaries, carrying long memories into negotiations with shorter-lived peoples. Their usual lifespan of two to three millennia gives them an unusually broad view of history and change. The Worldwalkers take their name from Eldenar, the leader remembered for guiding the Great Crossing.\n\nSylvanar: the Forest Dwellers\nSylvanar, often called wood elves, have formed a bond with Dorn’s forests that reaches beyond residence or custom. Earth-brown and moss-green skin, hair resembling autumn leaves or spring buds, and deep-green eyes reflect that connection. Older Sylvanar may develop subtle bark-like markings.\n\nTheir settlements grow through organic architecture. Living trees are shaped over centuries into homes and communal spaces, while seasons and the growth rings of ancient trees provide measures of time. Treeshaping magic can accelerate plant growth and guide its form. Their druids wield some of Dorn’s most powerful natural magic, drawing on the forest’s strength when needed.\n\nMany Sylvanar prefer seclusion and the company of their woods. That reserve does not weaken their commitment to protecting the forest. Threats to its survival can draw them into dealings or conflict with the wider world.\n\nCaelanar: Children of the Night Sky\nCaelanar, also called moon elves or star elves, order much of life around celestial movements. Their pale or silvery skin can glow faintly in moonlight. Hair ranges from dark shades associated with the night sky to silver and pale blue. Their eyes change with the moon’s phases, moving from deep blue at the new moon to brilliant silver at the full moon.\n\nThey conduct much of their business and celebration at night. Open-air observatories and buildings aligned to important celestial events make the sky part of everyday community life. Skilled astrologers and diviners read the movements of stars and moons, and their mages draw power from starlight. Particular astronomical alignments can support their strongest workings.\n\nCaelanar can function during the day, but are most comfortable and powerful at night. Different rhythms can cause friction with daytime communities, while making them valuable companions in endeavors undertaken after dark.\n\nNystharin: the Underearth Dwellers\nNystharin inhabit Dorn’s extensive caves and underground passages. Their skin ranges from pale alabaster and light gray to deep ebon, their hair is often white or very pale, and their large, sensitive eyes can see in near-total darkness. An opalescent quality gives those eyes an appearance that some surface visitors find unsettling.\n\nLife in underground settlements shapes Nystharin architecture, music and daily courtesies. Echolocation aids navigation and has shaped their language and music. Their communities include a wide range of occupations and temperaments. Some practitioners shape rock or briefly merge with stone to travel through it, while local traditions such as Dathren Coil’s gemwork belong to particular makers and communities rather than defining every Nystharin.\n\nTwo major religious tendencies divide the Nystharin. Most follow Elyndra and maintain constructive relationships with other Aenar and surface peoples. A smaller faction devoted to the exiled Loryth is more isolationist and can be hostile to outsiders. The latter does not speak for every underground community.\n\nNerithenar: the Sea Elves\nNerithenar have adapted to life beneath the ocean. Blue, green or purple skin often shimmers like scales; webbed fingers and toes are common, and some possess gills alongside lungs. Hair can resemble seaweed or other aquatic plants, while large, dark eyes are suited to the depths.\n\nTheir underwater settlements use coral, stone and enchanted materials able to withstand deep-water pressure. Communities live in close cooperation with sea creatures, including symbiotic relationships with whales, dolphins and other intelligent sea life. Hydromancy gives them exceptional command of water and a measure of influence over weather. A distinctive current-borne magic carries communication across great distances.\n\nThey worship the leviathan-like Nys'velik, with religious practices that involve communion with the deep ocean. Many approach surface peoples warily, concerned about threats to their underwater homes, while maintaining cordial ties with other Aenar.\n\nThe Great Crossing\nThe Great Crossing took place during the Titan Era, carrying thousands of Aenar from the Feywild into Dorn. The reasons remain disputed within their traditions. Curiosity about the mortal world, a divine command from Aphena and escape from a forgotten Feywild calamity are competing explanations. None has displaced the others as a settled account.\n\nEldenar, remembered as a leader of wisdom and foresight, guided the migration. Powerful mages worked together for years to prepare a stable portal through careful magical calculations. When it opened, the travelers passed through over several days, leaving the only home they had known for an unfamiliar and sometimes hostile world.\n\nArrival demanded rapid adjustment. Dorn’s natural laws and magical conditions differed from those of the Feywild, and the travelers discovered that their immortality had ended. They remained extraordinarily long-lived, but were now subject to time in a new way. The need to survive and make lasting homes fostered the resilience and practical adaptability associated with the Eldenar. It also began their long history of dealings with Dorn’s other peoples.\n\nThe Eldenar commemorate the crossing every year in the Remembrance. The festival is solemn and hopeful, honoring the courage of the first travelers while sustaining their connection to the homeland they left.\n\nThe beginnings of Ael’Quessir\nSoon after the crossing, the Eldenar sought a permanent capital. Cal'Caelor, their first king, led the search. Scouts spent months looking for resources and natural defenses, together with magical qualities that recalled the Feywild.\n\nThey chose a valley among towering mountains, with clear streams, forest and an unobstructed view of the night sky. A convergence of ley lines added the magical potency they sought. Ael’Quessir began in this mountain valley.\n\nVorn’ðelar: the Great Betrayal\nThe first Eldenar settlement on Dorn had barely begun to take shape when division threatened it from within. Cal’Caelor was working to establish Ael’Quessir, but some of his people had become restless under the hardships of life beyond the Feywild. Gorshak sought to turn that discontent against them. His unrequited love for Apheena had become a desire to corrupt what she cherished. He sent a cunning fiend whose beauty and apparent wisdom made its promises seem like guidance.\n\nSar’Morlith, once a trusted member of Cal’Caelor’s inner circle, fell under that influence and gathered followers in secluded groves at the settlement’s edge. They believed they could master their unfamiliar world by taking power from their own kin. On a moonless night, they attempted to seize the Thal’esir, the sacred artifact that maintained the Eldenar’s connection to their Feywild heritage. Fighting spread through Ael’Quessir’s half-built streets.\n\nCal’Caelor led the defense. By dawn, the rebellion had been defeated, but the victory had cost the Eldenar dearly. The rebels were branded traitors and banished. Sar’Morlith lost his honorific and led them into Dorn’s unknown wilds, vowing vengeance upon the king and those who remained loyal.\n\nThe exiles and the Eternal Watch\nAncient Eldenar accounts accuse the exiles of falling under Gorshak’s continuing influence through his fiendish agent. Those accounts claim that their forms changed across centuries, identifying them with the orcs and calling them Elda’voð, ‘false Eldenar.’ The name is an ancient elven slur. The accusation does not establish the ancestry of the orcs.\n\nThe betrayal moved Cal’Caelor to establish the Ael’tiri, the Eternal Watch. Its charge extended to internal strife as well as dangers beyond the settlement. Vorn’ðelar became a lesson carried through generations: the new home could be endangered by ambition within its own people as surely as by enemies outside it.\n\nCreation beliefs and a shared pantheon\nAenar creation traditions credit Apheena with bringing their people into being in the Feywild. Other deities are believed to have shaped particular gifts: Celestra bestowed an affinity for night and stellar magic, Elyndra and Loryth influenced life above and beneath the ground, and Faella deepened their connection to nature. These beliefs give their different ways of life a shared divine ancestry.\n\nEldenar honor the broadest range of Aenar gods, with Apheena foremost. Caelanar chiefly revere Celestra, goddess of the Moon, whose influence encompasses lunar magic, prophecy and tides, while retaining respect for Apheena. Sylvanar devotion centers on Faella’s forests, trees and natural world, alongside reverence for Apheena and Celestra.\n\nAmong the Nystharin, Elyndra represents protection, underground beauty and harmony. The minority who follow the exiled Loryth seek shadow, secrecy and hidden knowledge; both traditions retain some acknowledgment of Apheena. Nerithenar devotion to Nys'velik likewise exists beside a continuing connection to the wider pantheon.\n\nReligion, institutions and disagreement\nMany Aenar rulers claim divine inspiration or mandate. Magical schools often trace their traditions to particular deities, while temples and sacred sites occupy central places in their cities. Divine myths and celestial events shape festivals, and teachings attributed to the gods inform ethical codes.\n\nHonoring several gods has helped preserve unity among the Aenar peoples. Diplomacy can draw upon that common heritage even when particular devotions differ. The division between Elyndra and Loryth also reflects deeper social tensions, and Loryth’s exile remains a source of strife among the Nystharin.\n\nFaith is not beyond questioning. Some Aenar debate whether the gods retain their relevance, and dangers such as the demon behind the Abyssal Uprising have tested confidence in traditional protectors. Their divine heritage can sustain solidarity while also giving disagreements enduring force.\n\nShared history: The first witnesses\nAcross @[Abbrond|abbrond], the long lives of Aenar intersect with histories kept by shorter-lived neighbors. The @[Green Witnesses|new-greenwitnesses] preserve those accounts together.\n\nThe Green Witnesses began after the Flood of Three Foundings, when communities discovered that memories of the old landscape differed according to where people had lived and what they had lost. Growers, builders, guides and several long-lived Aenar agreed to preserve observations together rather than allowing one powerful settlement's account to become the only history.\n\nThe early work was practical. It recorded water marks, former paths, damaged structures, displaced households and changes in cultivation. Over time the tradition expanded to include the history of worked forests, abandoned settlements and ancient sites such as the Oranth Steps.\n\nKinship and cultural affinities\nAenar identity includes both a people and the smaller cultural affinities within it. An Eldenar community drawn to forest life remains Eldenar rather than becoming Sylvanar; Elda'syl is one such affinity name. Surface sailors and coastal communities likewise remain part of their own people rather than becoming Nerithenar. Intermarriage between surface branches is common, and shared Feywild festivals and ancient pacts preserve connections across their differences.","category":"Cultures","id":"notebook-source-4","links":["abbrond","new-greenwitnesses"],"raceCardIllustration":{"alt":"Aenar memory and everyday magic","caption":"Aenar","height":1024,"src":"assets/worldbook/aenar-common-ancestry.avif","visibility":"player","width":1536},"raceKey":"aenar","raceRelated":[],"sections":[{"body":"The Aenar’s ancestry begins in the Feywild, where magic permeates everyday life and time follows a different rhythm from Dorn. Their connection to that realm survives in their appearance, perception and instinctive use of magic. Most have slender builds, stand between 5 feet 6 inches and 6 feet 2 inches tall, and possess almond-shaped eyes whose colors reflect natural elements or magical affinities.\n\nThe Aeonar who remained in the Feywild are virtually immortal. The Aenar who crossed into Dorn lost that condition, although Eldenar commonly live for 2,000 to 3,000 years. Such lives allow knowledge, relationships and institutions to develop across spans that shorter-lived peoples find difficult to imagine. Patient decisions and a reserved manner can seem aloof to outsiders, yet love, loyalty and grief run deeply. Longevity changes how they experience those feelings without removing them.\n\nMagic is as ordinary to the Aenar as breathing. It shapes their societies and how they perceive their surroundings, rather than existing solely as a craft learned by specialists. Forest, stone, sea and celestial affinities influence bodies as well as beliefs: adaptation to those environments has produced distinct Aenar peoples. Their otherworldly ancestry still leaves room for the concerns of Dorn, including alliances, rivalries, moral choices and the work of sustaining a home.","heading":"Feywild ancestry and mortal lives","illustration":{"alt":"Aenar memory and everyday magic","caption":"Aenar memory and everyday magic","height":1024,"layout":"landscape","src":"assets/worldbook/aenar-common-ancestry.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The Aeonar never left the Feywild. Their near-immortality places them closest to the Aenar’s ancient beginnings, and even their material-world kin find that condition difficult to comprehend. Their features subtly change with angle and light; shifting colors sparkle in their eyes, while their hair can appear to move in an unseen breeze.\n\nThey measure time through the great cycles of the Feywild rather than ordinary years or centuries. Art, music and poetry belong to that timeless culture, and are said to leave a lasting impression on mortal visitors. Magic is inseparable from their being. They can shape their surroundings almost unconsciously, with flowers blooming and the air shimmering around their presence.\n\nThe Aeonar seldom visit Dorn. When they do, their purposes may be difficult for outsiders to understand. Other Aenar regard them with reverence as a living connection to the ancestral world, even when that reverence offers little insight into their motives.","heading":"Aeonar: the Timeless Ones","illustration":{"alt":"The Timeless Ones and the Worldwalkers","caption":"The Timeless Ones and the Worldwalkers","height":1024,"layout":"landscape","src":"assets/worldbook/aenar-aeonar-eldenar.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The Eldenar descend from the Aenar who chose to leave the Feywild and make a home in Dorn. That departure required them to adapt their inherited traditions to unfamiliar natural laws, altered magic and finite lives. Their features are more fixed than those of the Aeonar, and their eyes commonly carry woodland greens, sky blues or earthy browns.\n\nTheir culture combines Feywild heritage with practical learning. Agriculture, durable buildings and relationships with other peoples became necessities of settlement. Their magical traditions likewise became more structured, joining innate talent with scholarly study and experimentation.\n\nThe Eldenar are the Aenar most commonly encountered in Dorn. They often work as traders, diplomats, advisers and intermediaries, carrying long memories into negotiations with shorter-lived peoples. Their usual lifespan of two to three millennia gives them an unusually broad view of history and change. The Worldwalkers take their name from Eldenar, the leader remembered for guiding the Great Crossing.","heading":"Eldenar: the Worldwalkers","illustration":{"alt":"Eldenar practical learning and exchange","caption":"Eldenar practical learning and exchange","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/aenar-eldenar-worldwalkers-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Sylvanar, often called wood elves, have formed a bond with Dorn’s forests that reaches beyond residence or custom. Earth-brown and moss-green skin, hair resembling autumn leaves or spring buds, and deep-green eyes reflect that connection. Older Sylvanar may develop subtle bark-like markings.\n\nTheir settlements grow through organic architecture. Living trees are shaped over centuries into homes and communal spaces, while seasons and the growth rings of ancient trees provide measures of time. Treeshaping magic can accelerate plant growth and guide its form. Their druids wield some of Dorn’s most powerful natural magic, drawing on the forest’s strength when needed.\n\nMany Sylvanar prefer seclusion and the company of their woods. That reserve does not weaken their commitment to protecting the forest. Threats to its survival can draw them into dealings or conflict with the wider world.","heading":"Sylvanar: the Forest Dwellers","illustration":{"alt":"Treeshaping and the night sky","caption":"Treeshaping and the night sky","height":1025,"layout":"landscape","src":"assets/worldbook/aenar-sylvanar-caelanar.avif","visibility":"player","width":1535},"visibility":"player"},{"body":"Caelanar, also called moon elves or star elves, order much of life around celestial movements. Their pale or silvery skin can glow faintly in moonlight. Hair ranges from dark shades associated with the night sky to silver and pale blue. Their eyes change with the moon’s phases, moving from deep blue at the new moon to brilliant silver at the full moon.\n\nThey conduct much of their business and celebration at night. Open-air observatories and buildings aligned to important celestial events make the sky part of everyday community life. Skilled astrologers and diviners read the movements of stars and moons, and their mages draw power from starlight. Particular astronomical alignments can support their strongest workings.\n\nCaelanar can function during the day, but are most comfortable and powerful at night. Different rhythms can cause friction with daytime communities, while making them valuable companions in endeavors undertaken after dark.","heading":"Caelanar: Children of the Night Sky","illustration":{"alt":"Caelanar celestial observatory","caption":"Caelanar celestial observatory","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/aenar-caelanar-night-observatory-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Nystharin inhabit Dorn’s extensive caves and underground passages. Their skin ranges from pale alabaster and light gray to deep ebon, their hair is often white or very pale, and their large, sensitive eyes can see in near-total darkness. An opalescent quality gives those eyes an appearance that some surface visitors find unsettling.\n\nLife in underground settlements shapes Nystharin architecture, music and daily courtesies. Echolocation aids navigation and has shaped their language and music. Their communities include a wide range of occupations and temperaments. Some practitioners shape rock or briefly merge with stone to travel through it, while local traditions such as Dathren Coil’s gemwork belong to particular makers and communities rather than defining every Nystharin.\n\nTwo major religious tendencies divide the Nystharin. Most follow Elyndra and maintain constructive relationships with other Aenar and surface peoples. A smaller faction devoted to the exiled Loryth is more isolationist and can be hostile to outsiders. The latter does not speak for every underground community.","heading":"Nystharin: the Underearth Dwellers","illustration":{"alt":"Gemcraft and ocean currents","caption":"Gemcraft and ocean currents","height":1024,"layout":"landscape","src":"assets/worldbook/aenar-nystharin-nerithenar.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Nerithenar have adapted to life beneath the ocean. Blue, green or purple skin often shimmers like scales; webbed fingers and toes are common, and some possess gills alongside lungs. Hair can resemble seaweed or other aquatic plants, while large, dark eyes are suited to the depths.\n\nTheir underwater settlements use coral, stone and enchanted materials able to withstand deep-water pressure. Communities live in close cooperation with sea creatures, including symbiotic relationships with whales, dolphins and other intelligent sea life. Hydromancy gives them exceptional command of water and a measure of influence over weather. A distinctive current-borne magic carries communication across great distances.\n\nThey worship the leviathan-like Nys'velik, with religious practices that involve communion with the deep ocean. Many approach surface peoples warily, concerned about threats to their underwater homes, while maintaining cordial ties with other Aenar.","heading":"Nerithenar: the Sea Elves","illustration":{"alt":"Nerithenar ocean cooperation and current messages","caption":"Nerithenar ocean cooperation and current messages","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/aenar-nerithenar-current-message-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Great Crossing took place during the Titan Era, carrying thousands of Aenar from the Feywild into Dorn. The reasons remain disputed within their traditions. Curiosity about the mortal world, a divine command from Aphena and escape from a forgotten Feywild calamity are competing explanations. None has displaced the others as a settled account.\n\nEldenar, remembered as a leader of wisdom and foresight, guided the migration. Powerful mages worked together for years to prepare a stable portal through careful magical calculations. When it opened, the travelers passed through over several days, leaving the only home they had known for an unfamiliar and sometimes hostile world.\n\nArrival demanded rapid adjustment. Dorn’s natural laws and magical conditions differed from those of the Feywild, and the travelers discovered that their immortality had ended. They remained extraordinarily long-lived, but were now subject to time in a new way. The need to survive and make lasting homes fostered the resilience and practical adaptability associated with the Eldenar. It also began their long history of dealings with Dorn’s other peoples.\n\nThe Eldenar commemorate the crossing every year in the Remembrance. The festival is solemn and hopeful, honoring the courage of the first travelers while sustaining their connection to the homeland they left.","heading":"The Great Crossing","illustration":{"alt":"The Great Crossing","caption":"The Great Crossing","height":1024,"layout":"landscape","src":"assets/worldbook/aenar-great-crossing.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Soon after the crossing, the Eldenar sought a permanent capital. Cal'Caelor, their first king, led the search. Scouts spent months looking for resources and natural defenses, together with magical qualities that recalled the Feywild.\n\nThey chose a valley among towering mountains, with clear streams, forest and an unobstructed view of the night sky. A convergence of ley lines added the magical potency they sought. Ael’Quessir began in this mountain valley.","heading":"The beginnings of Ael’Quessir","illustration":{"alt":"The valley chosen for Ael’Quessir","caption":"The valley chosen for Ael’Quessir","height":1024,"layout":"landscape","src":"assets/worldbook/aenar-aelquessir-first-valley.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The first Eldenar settlement on Dorn had barely begun to take shape when division threatened it from within. Cal’Caelor was working to establish Ael’Quessir, but some of his people had become restless under the hardships of life beyond the Feywild. Gorshak sought to turn that discontent against them. His unrequited love for Apheena had become a desire to corrupt what she cherished. He sent a cunning fiend whose beauty and apparent wisdom made its promises seem like guidance.\n\nSar’Morlith, once a trusted member of Cal’Caelor’s inner circle, fell under that influence and gathered followers in secluded groves at the settlement’s edge. They believed they could master their unfamiliar world by taking power from their own kin. On a moonless night, they attempted to seize the Thal’esir, the sacred artifact that maintained the Eldenar’s connection to their Feywild heritage. Fighting spread through Ael’Quessir’s half-built streets.\n\nCal’Caelor led the defense. By dawn, the rebellion had been defeated, but the victory had cost the Eldenar dearly. The rebels were branded traitors and banished. Sar’Morlith lost his honorific and led them into Dorn’s unknown wilds, vowing vengeance upon the king and those who remained loyal.","heading":"Vorn’ðelar: the Great Betrayal","illustration":{"alt":"Discontent gathers at the edge of the first Eldenar settlement","caption":"Discontent gathers at the edge of the first Eldenar settlement","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/vorn-delar-grove-conspiracy-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Ancient Eldenar accounts accuse the exiles of falling under Gorshak’s continuing influence through his fiendish agent. Those accounts claim that their forms changed across centuries, identifying them with the orcs and calling them Elda’voð, ‘false Eldenar.’ The name is an ancient elven slur. The accusation does not establish the ancestry of the orcs.\n\nThe betrayal moved Cal’Caelor to establish the Ael’tiri, the Eternal Watch. Its charge extended to internal strife as well as dangers beyond the settlement. Vorn’ðelar became a lesson carried through generations: the new home could be endangered by ambition within its own people as surely as by enemies outside it.","heading":"The exiles and the Eternal Watch","illustration":{"alt":"The Eternal Watch guards against danger from within and without","caption":"The Eternal Watch guards against danger from within and without","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/vorn-delar-eternal-watch-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Aenar creation traditions credit Apheena with bringing their people into being in the Feywild. Other deities are believed to have shaped particular gifts: Celestra bestowed an affinity for night and stellar magic, Elyndra and Loryth influenced life above and beneath the ground, and Faella deepened their connection to nature. These beliefs give their different ways of life a shared divine ancestry.\n\nEldenar honor the broadest range of Aenar gods, with Apheena foremost. Caelanar chiefly revere Celestra, goddess of the Moon, whose influence encompasses lunar magic, prophecy and tides, while retaining respect for Apheena. Sylvanar devotion centers on Faella’s forests, trees and natural world, alongside reverence for Apheena and Celestra.\n\nAmong the Nystharin, Elyndra represents protection, underground beauty and harmony. The minority who follow the exiled Loryth seek shadow, secrecy and hidden knowledge; both traditions retain some acknowledgment of Apheena. Nerithenar devotion to Nys'velik likewise exists beside a continuing connection to the wider pantheon.","heading":"Creation beliefs and a shared pantheon","illustration":{"alt":"Different Aenar devotions retain a shared divine ancestry","caption":"Different Aenar devotions retain a shared divine ancestry","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/aenar-shared-pantheon-diverse-devotion-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Many Aenar rulers claim divine inspiration or mandate. Magical schools often trace their traditions to particular deities, while temples and sacred sites occupy central places in their cities. Divine myths and celestial events shape festivals, and teachings attributed to the gods inform ethical codes.\n\nHonoring several gods has helped preserve unity among the Aenar peoples. Diplomacy can draw upon that common heritage even when particular devotions differ. The division between Elyndra and Loryth also reflects deeper social tensions, and Loryth’s exile remains a source of strife among the Nystharin.\n\nFaith is not beyond questioning. Some Aenar debate whether the gods retain their relevance, and dangers such as the demon behind the Abyssal Uprising have tested confidence in traditional protectors. Their divine heritage can sustain solidarity while also giving disagreements enduring force.","heading":"Religion, institutions and disagreement","illustration":{"alt":"Aenar faith supports common institutions while allowing enduring disagreement","caption":"Aenar faith supports common institutions while allowing enduring disagreement","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/aenar-faith-institutions-questioning-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Across @[Abbrond|abbrond], the long lives of Aenar intersect with histories kept by shorter-lived neighbors. The @[Green Witnesses|new-greenwitnesses] preserve those accounts together.\n\nThe Green Witnesses began after the Flood of Three Foundings, when communities discovered that memories of the old landscape differed according to where people had lived and what they had lost. Growers, builders, guides and several long-lived Aenar agreed to preserve observations together rather than allowing one powerful settlement's account to become the only history.\n\nThe early work was practical. It recorded water marks, former paths, damaged structures, displaced households and changes in cultivation. Over time the tradition expanded to include the history of worked forests, abandoned settlements and ancient sites such as the Oranth Steps.","heading":"Shared history: The first witnesses","visibility":"player"},{"body":"Aenar identity includes both a people and the smaller cultural affinities within it. An Eldenar community drawn to forest life remains Eldenar rather than becoming Sylvanar; Elda'syl is one such affinity name. Surface sailors and coastal communities likewise remain part of their own people rather than becoming Nerithenar. Intermarriage between surface branches is common, and shared Feywild festivals and ancient pacts preserve connections across their differences.","heading":"Kinship and cultural affinities","visibility":"player"}],"summary":"The Aenar are elves whose ancestry begins in the Feywild. Their peoples have adapted to forests, caverns, seas, and the night sky, while preserving long lives, innate magic, and a shared memory of their otherworldly origin.","title":"The Aenar","type":"Race","visibility":"player"},{"body":"At the office\nGarin entered an office with Zyl and Kael while Elra remained with Lyra.","category":"Lore","id":"campaign-efb0dc94-9b06-4d1c-9ac2-24ae314437e6","links":[],"raceRelated":[],"sections":[{"body":"Garin entered an office with Zyl and Kael while Elra remained with Lyra.","heading":"At the office","illustration":{"alt":"Garin, Zyl and Kael entering the office","caption":"Garin, Zyl and Kael entering the office","displayScale":"thumbnail","height":440,"layout":"landscape","src":"assets/worldbook/campaign-garin-office-entry-v1.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"Garin entered an office with Zyl and Kael while Elra remained with Lyra.","title":"Garin and the Office","type":"Session account","visibility":"player"},{"body":"The chapel\nGarin confronted Kael in the chapel and nearly killed him. The confrontation almost drew everyone in. Garin decided to join the party afterward. Garin subsequently entered the office with Zyl and Kael while Elara remained with Lyra.\n\nLyra’s office\nAt the general store, the party learned that Charles no longer ran the business; Deacon Lyra did. In the back office, they found 200 platinum pieces, a ring set with a purple gem and a Wristpocket of Cunning Artisan.","category":"Lore","id":"campaign-c8449fa3-58c6-47f5-a9e3-aa9fa6307049","links":[],"raceRelated":[],"sections":[{"body":"Garin confronted Kael in the chapel and nearly killed him. The confrontation almost drew everyone in. Garin decided to join the party afterward. Garin subsequently entered the office with Zyl and Kael while Elara remained with Lyra.","heading":"The chapel","visibility":"player"},{"body":"At the general store, the party learned that Charles no longer ran the business; Deacon Lyra did. In the back office, they found 200 platinum pieces, a ring set with a purple gem and a Wristpocket of Cunning Artisan.","heading":"Lyra’s office","illustration":{"alt":"The recovered objects in Lyra’s back office","caption":"The recovered objects in Lyra’s back office","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/campaign-lyra-office-evidence-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Garin confronted Kael at Ravenwood’s chapel. The group later searched the general store’s back office, where Lyra had taken over the business.","title":"The chapel confrontation and Lyra’s office","type":"Session account","visibility":"player"},{"body":"The two homesteads\nThe Everglen homestead lies north of the central tree in @[Ravenwood|notebook-9]; the Hawthorne homestead lies northeast.","category":"Lore","id":"campaign-0576df9e-130c-467c-b474-8e8baa162c5e","links":["notebook-9"],"raceRelated":[],"sections":[{"body":"The Everglen homestead lies north of the central tree in @[Ravenwood|notebook-9]; the Hawthorne homestead lies northeast.","heading":"The two homesteads","illustration":{"alt":"Everglen and Hawthorne farmsteads north of the tree","caption":"Everglen and Hawthorne farmsteads north of the tree","displayScale":"thumbnail","height":440,"layout":"landscape","src":"assets/worldbook/campaign-two-homesteads-v1.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"The Everglen and Hawthorne homesteads stand north and northeast of Ravenwood’s central tree.","title":"Everglen and Hawthorne homesteads","type":"Travel note","visibility":"player"},{"body":"A passage to Ravenwood\nTalon and Elara met Jarrett and Zyl at the Brine Bucket before moving to a hiding place. @[Layarin Nix|3c89fd01-cdfb-492d-baa7-a99196e45241], known as Nixy, arrived with the Staff of Dark Passage to enable travel to Ravenwood.","category":"Lore","id":"campaign-e0aa0e9d-a332-4b9b-b20e-1215e4f6682e","links":["3c89fd01-cdfb-492d-baa7-a99196e45241"],"raceRelated":[],"sections":[{"body":"Talon and Elara met Jarrett and Zyl at the Brine Bucket before moving to a hiding place. @[Layarin Nix|3c89fd01-cdfb-492d-baa7-a99196e45241], known as Nixy, arrived with the Staff of Dark Passage to enable travel to Ravenwood.","heading":"A passage to Ravenwood","illustration":{"alt":"Nixy brings the Staff of Dark Passage to the hiding place","caption":"Nixy brings the Staff of Dark Passage to the hiding place","displayScale":"thumbnail","height":440,"layout":"landscape","src":"assets/worldbook/nixy-staff-hidden-house-passage-v1.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"Nixy brought the Staff of Dark Passage to a hiding place after Talon and Elara met Jarrett and Zyl, enabling the group’s passage to Ravenwood.","title":"Nixy and the Staff of Dark Passage","type":"Session account","visibility":"player"},{"body":"The vision\nThe familiar street vanished through white light into red mist, accompanied by screams and the noise of battle. Through the haze, Talon and Elara saw an injured, middle-aged half-elf druid with tangled red hair. A formidable woman in dark armor, wearing her hair in an undercut, stood poised to kill her.\n\nVax’ildan appeared amid a burst of feathers, daggers drawn, and placed himself between the two women. Before the encounter resolved, the mist obscured it. A second glimpse showed him in intense pain as a powerful wizard spoke. Only the final word, “divinity,” carried clearly through the vision before Vax’ildan’s body disappeared into a small, round object.\n\nHis screams remained as the scene faded.\n\nUnanswered questions\nThe wounded druid, armored attacker, wizard and imprisoning object remain unidentified. The vision left Talon and Elara certain that Vax’ildan was lost on another plane, but gave them no route to him.","category":"Lore","id":"campaign-2dbfc5e7-ad26-4052-b39e-1e74da35fa04","links":[],"raceRelated":[],"sections":[{"body":"The familiar street vanished through white light into red mist, accompanied by screams and the noise of battle. Through the haze, Talon and Elara saw an injured, middle-aged half-elf druid with tangled red hair. A formidable woman in dark armor, wearing her hair in an undercut, stood poised to kill her.\n\nVax’ildan appeared amid a burst of feathers, daggers drawn, and placed himself between the two women. Before the encounter resolved, the mist obscured it. A second glimpse showed him in intense pain as a powerful wizard spoke. Only the final word, “divinity,” carried clearly through the vision before Vax’ildan’s body disappeared into a small, round object.\n\nHis screams remained as the scene faded.","heading":"The vision","illustration":{"alt":"Talon and Elara witness Vax interpose himself in the red-mist vision","caption":"Talon and Elara witness Vax interpose himself in the red-mist vision","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/vax-vision-daggers-and-mist-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The wounded druid, armored attacker, wizard and imprisoning object remain unidentified. The vision left Talon and Elara certain that Vax’ildan was lost on another plane, but gave them no route to him.","heading":"Unanswered questions","visibility":"player"}],"summary":"While on Georgetown’s streets, Talon and Elara experienced a violent vision of Vax’ildan defending a wounded druid and then being drawn into a small object. The scene left them convinced that he was lost on another plane, without establishing the location or identities of his captors.","title":"Talon and Elara’s Vision of Vax’ildan","type":"Session account","visibility":"player"},{"body":"Contacts and targets\nKael followed a Clergy member to the Brine Bucket, where Jarret appeared. At Jarret’s safe house, they met Layaran ‘Nixi’ Nix, described as a Siamese tabaxi carrying a special staff of power. Kael also noted Zyl, a female earth genasi with a humanoid appearance, grey skin, red eyes, red robes and a staff. He named Thalen Duskmantle as his first target and wrote that Vax was in trouble. Jarret planned to travel to ‘Fostenbard,’ the dwarven settlement.\n\nRavenwood and the office\nIn @[Ravenwood|notebook-9], Kael noted the old tree at the village’s center and the temple of Releous. He blamed the Clergy for the village’s decline after his departure. His office notes name Deacon Layra Wendell and list a poison needle, a small box containing 200 platinum pieces, a silver ring set with a purple gem, and a leather bangle set with a blue gem. He described the bangle as a wrist pocket holding five pounds, like a miniature bag of holding.\n\nFamily tensions\nDuring an argument with their father, Garrin’s wings emerged. Kael regarded his father as passive and resigned, and wondered whether his mother might be under a spell. Garrin was training to advance within Releous’s clerical order.\n\nThe search ahead\nThe party sought ‘Vicus Malar’ in @[Stonebriar|9a76219b-a878-421b-8fb3-4d3420f06d9f], a logging town. Kael named furniture-maker Chestney Pocknee and Townmaster Aldric Timult, whom he understood to dislike the Clergy while tolerating its presence. He noted the recent arrival in Kirth of Judicators serving a god of law, balance and justice, and placed the Council of Shadows directly beneath Father Kren. Thalen’s location remained unknown, and Kael intended to approach the hunt strategically.","category":"Lore","id":"campaign-aba670c4-0788-4c0c-b9de-e1927d98dcdd","links":["9a76219b-a878-421b-8fb3-4d3420f06d9f","notebook-9"],"raceRelated":[],"sections":[{"body":"Kael followed a Clergy member to the Brine Bucket, where Jarret appeared. At Jarret’s safe house, they met Layaran ‘Nixi’ Nix, described as a Siamese tabaxi carrying a special staff of power. Kael also noted Zyl, a female earth genasi with a humanoid appearance, grey skin, red eyes, red robes and a staff. He named Thalen Duskmantle as his first target and wrote that Vax was in trouble. Jarret planned to travel to ‘Fostenbard,’ the dwarven settlement.","heading":"Contacts and targets","illustration":{"alt":"Nixy brings the Staff of Dark Passage to the hiding place","caption":"Nixy brings the Staff of Dark Passage to the hiding place","displayScale":"thumbnail","height":440,"layout":"landscape","src":"assets/worldbook/nixy-staff-hidden-house-passage-v1.avif","visibility":"player","width":660},"visibility":"player"},{"body":"In @[Ravenwood|notebook-9], Kael noted the old tree at the village’s center and the temple of Releous. He blamed the Clergy for the village’s decline after his departure. His office notes name Deacon Layra Wendell and list a poison needle, a small box containing 200 platinum pieces, a silver ring set with a purple gem, and a leather bangle set with a blue gem. He described the bangle as a wrist pocket holding five pounds, like a miniature bag of holding.","heading":"Ravenwood and the office","illustration":{"alt":"Kael studies the poison needle and office clues in Ravenwood","caption":"Kael studies the poison needle and office clues in Ravenwood","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-june2-office-investigation-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"During an argument with their father, Garrin’s wings emerged. Kael regarded his father as passive and resigned, and wondered whether his mother might be under a spell. Garrin was training to advance within Releous’s clerical order.","heading":"Family tensions","visibility":"player"},{"body":"The party sought ‘Vicus Malar’ in @[Stonebriar|9a76219b-a878-421b-8fb3-4d3420f06d9f], a logging town. Kael named furniture-maker Chestney Pocknee and Townmaster Aldric Timult, whom he understood to dislike the Clergy while tolerating its presence. He noted the recent arrival in Kirth of Judicators serving a god of law, balance and justice, and placed the Council of Shadows directly beneath Father Kren. Thalen’s location remained unknown, and Kael intended to approach the hunt strategically.","heading":"The search ahead","illustration":{"alt":"Kael considers the unresolved search toward Stonebriar and Chestney","caption":"Kael considers the unresolved search toward Stonebriar and Chestney","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-june2-search-board-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Kael ‘Talon’ Hawthorne’s journal records his pursuit of the Clergy, discoveries in Ravenwood and plans to search Stonebriar. Dated 2 June 2024, it preserves what Kael observed, believed and still hoped to learn at that point.","title":"Kael’s journal — 2 June 2024","type":"Journal","visibility":"player"},{"body":"Legs and gripping feet\nA Mirehart’s legs are slightly longer and thicker than those of a typical goat. Each split foot has three narrow hoof sections, with porous-looking hoof surfaces that grip beneath the muck. These distinctive feet help the animal find purchase on wetland ground.\n\nTransport through the marshes\nTravelers use domesticated Mireharts as mounts in the Embershade Marshes, often relying on local guides as well. The animals are part of the region’s practical response to difficult swamp travel.\n\nKeepers, carriers and hired animals\n@[Mireward Fold|gap-mireward] is a Mirehart-keeping settlement near the Greenway. Its permanent enclosures give breeding households space to care for young and injured animals while other family members accompany hired trains. Broad lanes, feeding sheds and carefully maintained handling rails make the animals’ needs part of the settlement’s layout.\n\nKeepers judge which animals suit particular loads and conditions. A journey requires rest, fodder and a handler able to recognize when a mount should not continue. Mireward’s hire custom requires owners to disclose known injuries and hirers to return animals in workable condition. These are local obligations, not a promise that every Mirehart can cross any swamp.\n\nBreeding and learning the work\nMireward’s households once faced a shortage after poor fodder and heavy demand led owners to overwork breeding animals. They pooled some remaining stock, delayed hires and accepted reduced income while recovery took several seasons. Owners still retain their own animals, but shared care and agreed exchanges protect the future breeding stock.\n\nChildren begin with feeding, cleaning and recognizing ordinary behavior before they learn to ride. Adults entering the trade learn those same tasks. Carriers travel between Mireward, Reedglass, Honeywood and road markets, connecting animal care to the basin’s working households and trading routes. Independent keepers remain active beyond Mireward; the settlement does not control all Mirehart breeding in Embervale.\n\nA mount bought in Blackwater\nAn adventuring party bought a Mirehart in @[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8], the stilt village on the marshes’ eastern edge.","category":"Creatures","id":"mirehart","illustration":{"alt":"Mirehart marsh mount","caption":"Mirehart marsh mount","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/mirehart-marsh-mount.avif","visibility":"player","width":1536},"links":["46b369a0-dd37-4325-b48a-523193d9b3d8","927cb3b1-f52f-43e6-903c-445261da670a","gap-mireward"],"raceRelated":[],"sections":[{"body":"A Mirehart’s legs are slightly longer and thicker than those of a typical goat. Each split foot has three narrow hoof sections, with porous-looking hoof surfaces that grip beneath the muck. These distinctive feet help the animal find purchase on wetland ground.","heading":"Legs and gripping feet","illustration":{"alt":"Mirehart gripping hoof","caption":"Mirehart gripping hoof","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/mirehart-gripping-hoof-detail.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Travelers use domesticated Mireharts as mounts in the Embershade Marshes, often relying on local guides as well. The animals are part of the region’s practical response to difficult swamp travel.","heading":"Transport through the marshes","visibility":"player"},{"id":"enrichment8-mirehart-keepers-carriers-and-hired-animals","heading":"Keepers, carriers and hired animals","body":"@[Mireward Fold|gap-mireward] is a Mirehart-keeping settlement near the Greenway. Its permanent enclosures give breeding households space to care for young and injured animals while other family members accompany hired trains. Broad lanes, feeding sheds and carefully maintained handling rails make the animals’ needs part of the settlement’s layout.\n\nKeepers judge which animals suit particular loads and conditions. A journey requires rest, fodder and a handler able to recognize when a mount should not continue. Mireward’s hire custom requires owners to disclose known injuries and hirers to return animals in workable condition. These are local obligations, not a promise that every Mirehart can cross any swamp.","visibility":"player"},{"id":"enrichment8-mirehart-breeding-and-learning-the-work","heading":"Breeding and learning the work","body":"Mireward’s households once faced a shortage after poor fodder and heavy demand led owners to overwork breeding animals. They pooled some remaining stock, delayed hires and accepted reduced income while recovery took several seasons. Owners still retain their own animals, but shared care and agreed exchanges protect the future breeding stock.\n\nChildren begin with feeding, cleaning and recognizing ordinary behavior before they learn to ride. Adults entering the trade learn those same tasks. Carriers travel between Mireward, Reedglass, Honeywood and road markets, connecting animal care to the basin’s working households and trading routes. Independent keepers remain active beyond Mireward; the settlement does not control all Mirehart breeding in Embervale.","visibility":"player"},{"body":"An adventuring party bought a Mirehart in @[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8], the stilt village on the marshes’ eastern edge.","heading":"A mount bought in Blackwater","visibility":"player"}],"summary":"Mireharts are domesticated, goat-like mounts used to cross the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a]. Their longer, thicker legs and gripping hooves split into three narrow sections suit the difficult ground beneath the muck.","title":"Mirehart","type":"Species","visibility":"player"},{"body":"Public patronage\nFreyda funds public works, feeds the hungry and helps keep the streets clean. Residents love her for the peace and practical help she provides.","category":"People","id":"freyda-skarn","identityIllustration":{"alt":"Bishop Freyda Skarn","caption":"Bishop Freyda Skarn","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/freyda-skarn-author-ref.avif","visibility":"player","width":900},"links":["notebook-16"],"raceRelated":[],"sections":[{"body":"Freyda funds public works, feeds the hungry and helps keep the streets clean. Residents love her for the peace and practical help she provides.","heading":"Public patronage","visibility":"player"}],"summary":"Bishop Freyda Skarn is a well-loved goliath benefactor in @[Tsaris Bay|notebook-16]. Her civic patronage is a prominent part of the city’s public life.","title":"Bishop Freyda Skarn","type":"Person","visibility":"player"},{"aliases":["Order of Redeemers","The Order of Redeemers","Redeemers"],"body":"Relief and public trust\nThe Order serves @[Valaria|notebook-17] and surrounding communities through food and clothing distribution, medical assistance and social support. It feeds people in need, tends the sick and offers shelter to those without a safe place to stay. Many volunteers are sincerely committed to this work, earning the charity a reputation for compassion and generosity.\n\nIts reach extends from Abbrond’s coasts to Ezin’s deserts. Aid wagons and clinics make the Order a familiar presence, and many cities display its banners with pride. In Valaria, residents regard the Redeemers as a trusted source of help in matters of public welfare. The Order also has a conspicuous presence in @[Tsaris Bay|notebook-16].\n\nGold robes and the open hand\nGold-robed healers and relief workers are a recognizable part of the Order’s public appearance. Its emblem is an open hand clutching a bundle of wheat, displayed on aid wagons, clinics and civic records.\n\nThe Director of Operations\n@[Father Kren|5707e053-12a5-4c87-812d-82b8c38a7a66] serves publicly as the Order’s Director of Operations. He oversees charitable activities, speaks with residents and rallies support through patient advice and persuasive speech. His public reputation is that of a kindly, thoughtful elder.\n\nKren’s own modest appearance includes plain brown robes and a wooden walking stick.","category":"Factions","factionGroup":"Faiths & charities","id":"order-of-redeemers","illustration":{"alt":"Order of the Redeemers","caption":"Order of the Redeemers","height":1024,"layout":"landscape","src":"assets/worldbook/redeemers-relief.webp","visibility":"player","width":1536},"links":["5707e053-12a5-4c87-812d-82b8c38a7a66","notebook-16","notebook-17"],"raceRelated":[],"sections":[{"body":"The Order serves @[Valaria|notebook-17] and surrounding communities through food and clothing distribution, medical assistance and social support. It feeds people in need, tends the sick and offers shelter to those without a safe place to stay. Many volunteers are sincerely committed to this work, earning the charity a reputation for compassion and generosity.\n\nIts reach extends from Abbrond’s coasts to Ezin’s deserts. Aid wagons and clinics make the Order a familiar presence, and many cities display its banners with pride. In Valaria, residents regard the Redeemers as a trusted source of help in matters of public welfare. The Order also has a conspicuous presence in @[Tsaris Bay|notebook-16].","heading":"Relief and public trust","visibility":"player"},{"body":"Gold-robed healers and relief workers are a recognizable part of the Order’s public appearance. Its emblem is an open hand clutching a bundle of wheat, displayed on aid wagons, clinics and civic records.","heading":"Gold robes and the open hand","visibility":"player"},{"body":"@[Father Kren|5707e053-12a5-4c87-812d-82b8c38a7a66] serves publicly as the Order’s Director of Operations. He oversees charitable activities, speaks with residents and rallies support through patient advice and persuasive speech. His public reputation is that of a kindly, thoughtful elder.\n\nKren’s own modest appearance includes plain brown robes and a wooden walking stick.","heading":"The Director of Operations","visibility":"player"}],"structured":{"facts":[{"label":"Public work","value":"Relief, medical assistance, shelter and social support","visibility":"player"},{"label":"Emblem","value":"An open hand clutching a bundle of wheat","visibility":"player"},{"label":"Recognizable appearance","value":"Gold-robed healers and relief workers","visibility":"player"}],"groups":[{"entries":[{"description":"Director of Operations","id":"5707e053-12a5-4c87-812d-82b8c38a7a66","name":"Father Kren","visibility":"player"}],"title":"Public leadership","visibility":"player"}],"kind":"organization"},"summary":"The Order of the Redeemers is a widely respected charity whose volunteers provide food, clothing, medical care, shelter and social support. Gold-robed relief workers and an open-hand-and-wheat emblem make its work recognizable from Valaria to the coasts of Abbrond and deserts of Ezin.","title":"Order of the Redeemers","type":"Charitable Organization","visibility":"player"},{"body":"A people born from ruin\nThe Drakari tell this story of their beginnings after dragon conquest, when the overlords sought a perfect army. The tale is a sacred account of their connection to dragons and of the service and destiny claimed for their people.\n\nThe gathering of essences\nThe dragons gathered the last breaths of a dying star in a vial of night, the molten core of the earth still alive with primordial power, the tears of the last unicorn as it witnessed the land’s fall, and the whispered secrets of the wind caught in a gossamer net. In the ruins they forged a lake-sized crucible from the bones of the ancient people who had lived there. The combined breath of a thousand dragons heated it.\n\nThe offerings beneath the blood moon\nUnder a blood moon, the chromatic dragons made their offerings. Red dragons gave burning blood for strength and fire; blue dragons, crackling scales for swiftness and storm; green dragons, venomous fangs for cunning and poison; black dragons, corrosive bile for resilience and acid; and white dragons, frozen hearts for endurance and frost.\n\nThe metallic dragons were coerced into the rite and contributed reluctantly. Gold gave a scale for leadership and majesty; silver, a lock of mane for adaptability and grace; bronze, a talon for bravery and the sea’s fury; copper, a tooth for wit and the desert’s perseverance; and brass, a horn for memory and endless endurance.\n\nThe binding of souls\nThe tale says that the dragons captured surviving inhabitants of the devastated land, bound their souls with draconic magic, and cast them into the crucible. As the mixture churned with arcane energy, the dragon goddess appeared and breathed divine draconic essence into it. Multicolored flame and smoke erupted from the vessel.\n\nThe first Drakari\nFrom the cooling crucible emerged the first @[Drakari|race-drakari], newborn yet fully formed. Their scales bore their creators’ colors, their eyes blazed with draconic fire, and their hearts held an unshakeable loyalty to their masters. In the myth, service to the dragons is both an origin and a destiny. The Drakari became servants and soldiers under @[dragon rule|history-dragons-drakari].\n\nThe prophecy\nAs the last Drakari emerged, the goddess spoke:\n\n“From ashes and blood, by claw and fire,\nA new race rises at our desire.\nBound to serve, yet destined to lead,\nWhen dragons sleep, they shall succeed.\nBut hark! When scales darken the sky once more,\nThe Drakari shall open the door.”","category":"History","id":"myth-drakari-forging","illustration":{"alt":"A visionary illustration of the Drakari creation myth: fully formed dragon-headed people emerge from multicolored crucible smoke beneath a blood moon and immense dragons.","caption":"The first Drakari as imagined in their sacred creation story.","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/myth-drakari-forging.avif","visibility":"player","width":1536},"links":["history-dragons-drakari","race-drakari"],"raceRelated":[],"sections":[{"body":"The Drakari tell this story of their beginnings after dragon conquest, when the overlords sought a perfect army. The tale is a sacred account of their connection to dragons and of the service and destiny claimed for their people.","heading":"A people born from ruin","visibility":"player"},{"body":"The dragons gathered the last breaths of a dying star in a vial of night, the molten core of the earth still alive with primordial power, the tears of the last unicorn as it witnessed the land’s fall, and the whispered secrets of the wind caught in a gossamer net. In the ruins they forged a lake-sized crucible from the bones of the ancient people who had lived there. The combined breath of a thousand dragons heated it.","heading":"The gathering of essences","visibility":"player"},{"body":"Under a blood moon, the chromatic dragons made their offerings. Red dragons gave burning blood for strength and fire; blue dragons, crackling scales for swiftness and storm; green dragons, venomous fangs for cunning and poison; black dragons, corrosive bile for resilience and acid; and white dragons, frozen hearts for endurance and frost.\n\nThe metallic dragons were coerced into the rite and contributed reluctantly. Gold gave a scale for leadership and majesty; silver, a lock of mane for adaptability and grace; bronze, a talon for bravery and the sea’s fury; copper, a tooth for wit and the desert’s perseverance; and brass, a horn for memory and endless endurance.","heading":"The offerings beneath the blood moon","visibility":"player"},{"body":"The tale says that the dragons captured surviving inhabitants of the devastated land, bound their souls with draconic magic, and cast them into the crucible. As the mixture churned with arcane energy, the dragon goddess appeared and breathed divine draconic essence into it. Multicolored flame and smoke erupted from the vessel.","heading":"The binding of souls","visibility":"player"},{"body":"From the cooling crucible emerged the first @[Drakari|race-drakari], newborn yet fully formed. Their scales bore their creators’ colors, their eyes blazed with draconic fire, and their hearts held an unshakeable loyalty to their masters. In the myth, service to the dragons is both an origin and a destiny. The Drakari became servants and soldiers under @[dragon rule|history-dragons-drakari].","heading":"The first Drakari","visibility":"player"},{"body":"As the last Drakari emerged, the goddess spoke:\n\n“From ashes and blood, by claw and fire,\nA new race rises at our desire.\nBound to serve, yet destined to lead,\nWhen dragons sleep, they shall succeed.\nBut hark! When scales darken the sky once more,\nThe Drakari shall open the door.”","heading":"The prophecy","visibility":"player"}],"summary":"The Drakari creation myth tells how dragon overlords forged their people from stolen essences, captive souls and the breath of a dragon goddess.","title":"The Forging of Dragon’s Blood","type":"Myth","visibility":"player"},{"body":"The public summit mission\nThe summit concerning the existential threat to reality has taken place. The Imperium’s delegation brief sets out a public purpose: assess the threat, evaluate other nations’ positions and possible alliances, and protect imperial interests.\n\nA state-directed delegation\nThe official summit mission is a specific state-directed departure from ordinary isolation. It does not establish open borders, a foreign market or accepted private travel.","category":"Factions","id":"org-crimson-imperium","identityIllustration":{"alt":"An unnamed adult Drakari with blue-grey scales, a draconic muzzle, horns and clawed feet stands in plain layered clothes in a neutral stone courtyard.","caption":"An unnamed Drakari. Clothing, colors and setting are illustrative.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/race-drakari-public.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"The summit concerning the existential threat to reality has taken place. The Imperium’s delegation brief sets out a public purpose: assess the threat, evaluate other nations’ positions and possible alliances, and protect imperial interests.","heading":"The public summit mission","visibility":"player"},{"body":"The official summit mission is a specific state-directed departure from ordinary isolation. It does not establish open borders, a foreign market or accepted private travel.","heading":"A state-directed delegation","visibility":"player"}],"summary":"The Crimson Imperium is a Drakari power led by the Crimson Matriarch. Its official delegation took part in the completed summit concerning the threat to reality.","title":"The Crimson Imperium","type":"Polity","visibility":"player"},{"body":"Appearance and bearing\nZira’ash Emberclaw stands six feet eight inches tall, muscular and imposing, with deep, lustrous crimson scales and piercing golden eyes with vertical pupils. Her bearing is regal. In public she wears ornate plate armor worked with draconic motifs and a crimson cape.\n\nDemeanor\nStern and intimidating, Zira’ash carries herself with unmistakable authority. She can be charismatic when it serves her purpose.","category":"People","id":"person-ziraash-emberclaw","identityIllustration":{"alt":"Zira’ash Emberclaw, a powerful crimson-scaled Drakari woman with golden slit-pupil eyes, wears ornate plate and a crimson cape, her hands resting on a greatsword.","caption":"The Crimson Matriarch in her public plate and cape.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/person-ziraash-emberclaw.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Zira’ash Emberclaw stands six feet eight inches tall, muscular and imposing, with deep, lustrous crimson scales and piercing golden eyes with vertical pupils. Her bearing is regal. In public she wears ornate plate armor worked with draconic motifs and a crimson cape.","heading":"Appearance and bearing","visibility":"player"},{"body":"Stern and intimidating, Zira’ash carries herself with unmistakable authority. She can be charismatic when it serves her purpose.","heading":"Demeanor","visibility":"player"}],"summary":"Zira’ash Emberclaw is an imposing crimson-scaled woman with golden eyes and a regal bearing.","title":"Zira’ash Emberclaw","type":"Person","visibility":"player"},{"body":"The Dream Rot\nThe @[Dream Rot|dream-rot] killed millions upon millions and claimed almost forty percent of Dorn’s population. It weakened the world before the dragons seized power and continued after their takeover. The catastrophe left Dorn vulnerable to conquest without releasing the conquered from the Slumbering Death.\n\nThe rise of dragon rule\nChromatic dragons seized the opportunity to dominate the weakened world. They coerced metallic dragons into joining their rule. The metallic dragons initially acted as benevolent overseers, but soon became as cruel as their chromatic counterparts. Both groups took part in the dominion that reshaped Dorn’s political and geographical landscape.\n\nFrom dominion to the present\nThe fall of the Draconic Era was followed by the Era of Silence, roughly four to five centuries after draconic dominion. That period has ended. The @[dragons of Dorn|dragons-of-dorn] have revealed themselves, and the summit has taken place. Dorn is now in the Era of Alliance as it confronts the threat of Lilith’s return.","category":"History","id":"history-dragons-drakari","links":["dragons-of-dorn","dream-rot"],"raceRelated":[],"sections":[{"body":"The @[Dream Rot|dream-rot] killed millions upon millions and claimed almost forty percent of Dorn’s population. It weakened the world before the dragons seized power and continued after their takeover. The catastrophe left Dorn vulnerable to conquest without releasing the conquered from the Slumbering Death.","heading":"The Dream Rot","illustration":{"alt":"A restless adult sleeps beneath rumpled blankets while an older caregiver watches beside the bed.","caption":"The Nightmares brought near-constant sleep and visible distress to those keeping watch.","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/dream-rot-nightmares.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Chromatic dragons seized the opportunity to dominate the weakened world. They coerced metallic dragons into joining their rule. The metallic dragons initially acted as benevolent overseers, but soon became as cruel as their chromatic counterparts. Both groups took part in the dominion that reshaped Dorn’s political and geographical landscape.","heading":"The rise of dragon rule","visibility":"player"},{"body":"The fall of the Draconic Era was followed by the Era of Silence, roughly four to five centuries after draconic dominion. That period has ended. The @[dragons of Dorn|dragons-of-dorn] have revealed themselves, and the summit has taken place. Dorn is now in the Era of Alliance as it confronts the threat of Lilith’s return.","heading":"From dominion to the present","visibility":"player"}],"summary":"The Dream Rot weakened Dorn before the rise of dragon rule. Chromatic and metallic dragons dominated the world before the Era of Silence; the public return and completed summit have now opened the Era of Alliance.","title":"Dragons and Drakari: Conquest and Creation","type":"History","visibility":"player"},{"body":"Five survivors\nThe Gleaming Tempest brings together gold, silver, bronze, copper, and brass dragons. Its members belong to the dragonkind that survived the collapse of the Draconic Era and the hunting that followed. While most of Dorn came to regard dragons as extinct or mythical, they continued to live within mortal society.\n\nWhisper\n@[Whisper|aeaeb051-3107-49ee-94e5-1f097bc6fcdc], the bronze dragon known in Hope under a halfling guise, is one of the five. Her copper eyes, quick humor, and dealings at the Broken Tusk are familiar to people who know nothing of the flight. Her draconic nature is known to the party.\n\nThe five dragons\nThe gold dragon Aurix leads the flight. Its other members are Zephyranos, a silver dragon; Whisper, the bronze dragon; Kavaryx, a copper dragon; and Tyrannix, a brass dragon.\n\nA public return\nThe Tempest appeared before the region’s capital cities in full dragon form, with Aurix addressing the people while his companions remained overhead. He named Lilith’s cult and its intention to free a deity who would unmake reality. The dragons’ appearance brought panic to people who had regarded them as myth, while Aurix offered reassurance and aid.\n\nThe flight did not reveal the humanoid identities under which its members had lived. The dragons returned openly to Dorn, but much of their lives among mortals remained concealed.\n\nAn admission of wrongdoing\nAurix acknowledged that the metallic dragons had sought domination during the Draconic Era. They should have protected Dorn’s peoples and stood against chromatic tyranny; instead, they had shared in it. He offered the flight’s strength, magic, and knowledge in defense of the world and called for cooperation against the threat of Lilith’s return.\n\nThe summit and the Era of Alliance\nThe Tempest sent emissaries to the continent’s leaders and called a summit of nations to exchange knowledge and plan a common response. The gathering has taken place. The chromatic Malicehide Syndicate also attended, driven by its own interest in reality’s survival.\n\nThe dragons’ revelation and the alliance against Lilith’s return mark the transition from the Era of Silence into the present Era of Alliance.\n\nHosts rather than rulers\nThe metallic dragons hosted the summit and offered their support, but did not claim the right to form or lead the council against the Children of the Unmaker. Their reluctance to assert authority reflects the guilt attached to their own participation in draconic rule.","category":"Factions","factionGroup":"Dragonflights","id":"gleaming-tempest","links":["aeaeb051-3107-49ee-94e5-1f097bc6fcdc"],"raceRelated":[],"sections":[{"body":"The Gleaming Tempest brings together gold, silver, bronze, copper, and brass dragons. Its members belong to the dragonkind that survived the collapse of the Draconic Era and the hunting that followed. While most of Dorn came to regard dragons as extinct or mythical, they continued to live within mortal society.","heading":"Five survivors","visibility":"player"},{"body":"@[Whisper|aeaeb051-3107-49ee-94e5-1f097bc6fcdc], the bronze dragon known in Hope under a halfling guise, is one of the five. Her copper eyes, quick humor, and dealings at the Broken Tusk are familiar to people who know nothing of the flight. Her draconic nature is known to the party.","heading":"Whisper","visibility":"player"},{"body":"The gold dragon Aurix leads the flight. Its other members are Zephyranos, a silver dragon; Whisper, the bronze dragon; Kavaryx, a copper dragon; and Tyrannix, a brass dragon.","heading":"The five dragons","visibility":"player"},{"body":"The Tempest appeared before the region’s capital cities in full dragon form, with Aurix addressing the people while his companions remained overhead. He named Lilith’s cult and its intention to free a deity who would unmake reality. The dragons’ appearance brought panic to people who had regarded them as myth, while Aurix offered reassurance and aid.\n\nThe flight did not reveal the humanoid identities under which its members had lived. The dragons returned openly to Dorn, but much of their lives among mortals remained concealed.","heading":"A public return","illustration":{"alt":"Aurix addresses the crowded coliseum while the Gleaming Tempest circles overhead.","caption":"Aurix addresses the crowded coliseum while the Gleaming Tempest circles overhead.","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/gleaming-tempest-return.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Aurix acknowledged that the metallic dragons had sought domination during the Draconic Era. They should have protected Dorn’s peoples and stood against chromatic tyranny; instead, they had shared in it. He offered the flight’s strength, magic, and knowledge in defense of the world and called for cooperation against the threat of Lilith’s return.","heading":"An admission of wrongdoing","visibility":"player"},{"body":"The Tempest sent emissaries to the continent’s leaders and called a summit of nations to exchange knowledge and plan a common response. The gathering has taken place. The chromatic Malicehide Syndicate also attended, driven by its own interest in reality’s survival.\n\nThe dragons’ revelation and the alliance against Lilith’s return mark the transition from the Era of Silence into the present Era of Alliance.","heading":"The summit and the Era of Alliance","visibility":"player"},{"body":"The metallic dragons hosted the summit and offered their support, but did not claim the right to form or lead the council against the Children of the Unmaker. Their reluctance to assert authority reflects the guilt attached to their own participation in draconic rule.","heading":"Hosts rather than rulers","visibility":"player"}],"summary":"The Gleaming Tempest is a flight of five metallic dragons led by the gold dragon Aurix. Having survived centuries in concealment, the flight has revealed itself to Dorn and called the nations together against the threat of Lilith’s return.","title":"Gleaming Tempest","type":"Organization","visibility":"player"},{"body":"The end of draconic rule\nThe Purge destroyed most of Dorn's dragons and broke their supremacy. Yet destruction did not end with the collapse of their rule. Dragons were hunted toward extinction, and those who survived concealed themselves among mortals. Humanoid forms offered anonymity in a world where recognition could be fatal.\n\nThe absence of dragons from the skies became, for many, proof that they were gone. In truth, some watched quietly from within mortal society. Others took protective roles without revealing what they were. Concealment allowed survival, but also separated the dragons' continued existence from the history most people thought they knew.\n\nA world still marked by dragons\nThe Embershade Marshes preserve one of the most visible legacies of draconic destruction. The black dragon Zalathax'valanrith, called the Abyssal Devastation, attacked Emberheart Hallow and devastated the forest around it. The dragon sought the power of the Emberheart; the druid Lo'rilandia absorbed part of that power herself, denying the dragon its entirety and carrying the energy into her bloodline. The dragon's skeletal remains now shelter Darkscale Kobolds in the marshes.\n\nIn Rahm'mafal, the story of the Twilight Hunt remembers a different end to a dragon's rule. Yrrna Stonevow led the clans in a seven-month pursuit of Frostmaw the Ender, a white dragon of the Dragon Age. She faced the creature alone at the Edge of Sky and slew it. Her body was never recovered; her hammer, Gravemark, lies in the Anvil of Eternity. The matriarchal mantle Vurdrask-Vethuun preserves Frostmaw's hide alongside that of Hroth of the Cradle.\n\nThe return\nThe Gleaming Tempest has revealed itself before Dorn’s capital cities, and the summit it called has brought metallic and chromatic dragons into a common response to the threat of Lilith’s return. The Era of Silence has ended; the present period is the Era of Alliance.\n\nWhisper’s revealed nature gives the party a more personal understanding of that return. A bronze dragon has lived within the everyday world of Hope, where people knew her as a halfling rogue. The old histories now stand alongside living dragons, whose survival demands that mortals reconsider what they thought extinction had settled.","category":"History","id":"dragons-of-dorn","links":[],"raceRelated":[],"sections":[{"body":"The Purge destroyed most of Dorn's dragons and broke their supremacy. Yet destruction did not end with the collapse of their rule. Dragons were hunted toward extinction, and those who survived concealed themselves among mortals. Humanoid forms offered anonymity in a world where recognition could be fatal.\n\nThe absence of dragons from the skies became, for many, proof that they were gone. In truth, some watched quietly from within mortal society. Others took protective roles without revealing what they were. Concealment allowed survival, but also separated the dragons' continued existence from the history most people thought they knew.","heading":"The end of draconic rule","visibility":"player"},{"body":"The Embershade Marshes preserve one of the most visible legacies of draconic destruction. The black dragon Zalathax'valanrith, called the Abyssal Devastation, attacked Emberheart Hallow and devastated the forest around it. The dragon sought the power of the Emberheart; the druid Lo'rilandia absorbed part of that power herself, denying the dragon its entirety and carrying the energy into her bloodline. The dragon's skeletal remains now shelter Darkscale Kobolds in the marshes.\n\nIn Rahm'mafal, the story of the Twilight Hunt remembers a different end to a dragon's rule. Yrrna Stonevow led the clans in a seven-month pursuit of Frostmaw the Ender, a white dragon of the Dragon Age. She faced the creature alone at the Edge of Sky and slew it. Her body was never recovered; her hammer, Gravemark, lies in the Anvil of Eternity. The matriarchal mantle Vurdrask-Vethuun preserves Frostmaw's hide alongside that of Hroth of the Cradle.","heading":"A world still marked by dragons","illustration":{"alt":"The remains of Zalathax’valanrith shelter Darkscale Kobolds in the Embershade Marshes.","caption":"The remains of Zalathax’valanrith shelter Darkscale Kobolds in the Embershade Marshes.","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/dragons-of-dorn-history.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Gleaming Tempest has revealed itself before Dorn’s capital cities, and the summit it called has brought metallic and chromatic dragons into a common response to the threat of Lilith’s return. The Era of Silence has ended; the present period is the Era of Alliance.\n\nWhisper’s revealed nature gives the party a more personal understanding of that return. A bronze dragon has lived within the everyday world of Hope, where people knew her as a halfling rogue. The old histories now stand alongside living dragons, whose survival demands that mortals reconsider what they thought extinction had settled.","heading":"The return","visibility":"player"}],"summary":"Dragons once ruled Dorn. Their dominion reached beyond the terror of an individual creature: they imposed hierarchies, demanded tribute, and constrained the freedoms and cultures of the peoples beneath them. The fall of that rule left scars in the land and in the memories of those who inherited a world without visible dragons.","title":"Dragons of Dorn","type":"Lore","visibility":"player"},{"body":"The golden dragon\nAurix is large even for a gold dragon, with a heavily muscled body and deep gold scales that seem lit from within. His eyes are amber. When fully spread, his wings cast golden light, while shifting patterns mark the ridges of his back and tail. His voice is deep and melodious, suited as much to measured address as to command.\n\nA patient leader\nAurix is formal but warm, patient, and skilled in diplomacy. He seeks the perspectives of others and favors collaboration within the flight, but he does not avoid hard decisions. When patient words are insufficient, he can become forceful.\n\nHe loves history and lore and often quotes proverbs. Dwarven craftsmanship particularly appeals to him, and his admiration for it sits alongside a continuing curiosity about unfamiliar people and ideas.\n\nThe voice of the return\nAurix addressed the region’s capital cities in full dragon form, with the rest of the Gleaming Tempest overhead. He named Lilith’s cult and the danger of reality being unmade, seeking to calm the fear provoked by the sudden appearance of living dragons.\n\nHe acknowledged the metallic dragons’ participation in the old tyranny and offered their strength, magic, and knowledge in defense of Dorn. His call for a summit has been answered, opening the Era of Alliance without erasing the history for which he sought to make amends.","category":"People","id":"aurix","identityIllustration":{"alt":"Aurix, in gold dragon form.","caption":"Aurix, in gold dragon form.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/aurix.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Aurix is large even for a gold dragon, with a heavily muscled body and deep gold scales that seem lit from within. His eyes are amber. When fully spread, his wings cast golden light, while shifting patterns mark the ridges of his back and tail. His voice is deep and melodious, suited as much to measured address as to command.","heading":"The golden dragon","visibility":"player"},{"body":"Aurix is formal but warm, patient, and skilled in diplomacy. He seeks the perspectives of others and favors collaboration within the flight, but he does not avoid hard decisions. When patient words are insufficient, he can become forceful.\n\nHe loves history and lore and often quotes proverbs. Dwarven craftsmanship particularly appeals to him, and his admiration for it sits alongside a continuing curiosity about unfamiliar people and ideas.","heading":"A patient leader","visibility":"player"},{"body":"Aurix addressed the region’s capital cities in full dragon form, with the rest of the Gleaming Tempest overhead. He named Lilith’s cult and the danger of reality being unmade, seeking to calm the fear provoked by the sudden appearance of living dragons.\n\nHe acknowledged the metallic dragons’ participation in the old tyranny and offered their strength, magic, and knowledge in defense of Dorn. His call for a summit has been answered, opening the Era of Alliance without erasing the history for which he sought to make amends.","heading":"The voice of the return","visibility":"player"}],"summary":"Aurixyliastrix Solarius Luminor, called Aurix by his allies, is the gold dragon who leads the Gleaming Tempest. His public addresses announced the dragons’ return and called Dorn into alliance against Lilith’s cult.","title":"Aurix","type":"Person","visibility":"player"},{"body":"Among the five\nZephyranos belongs to the flight that appeared over Dorn’s capital cities while Aurix addressed their inhabitants. The Tempest revealed dragonkind’s survival and offered its aid against Lilith’s cult, then called the summit that helped begin the Era of Alliance.\n\nA life kept hidden\nThe Tempest’s public return was made in draconic form. The lives its members had led among mortals remained concealed even as the dragons themselves became known.","category":"People","id":"zephyranos","identityIllustration":{"alt":"Zephyranos, in silver dragon form.","caption":"Zephyranos, in silver dragon form.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/zephyranos.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Zephyranos belongs to the flight that appeared over Dorn’s capital cities while Aurix addressed their inhabitants. The Tempest revealed dragonkind’s survival and offered its aid against Lilith’s cult, then called the summit that helped begin the Era of Alliance.","heading":"Among the five","visibility":"player"},{"body":"The Tempest’s public return was made in draconic form. The lives its members had led among mortals remained concealed even as the dragons themselves became known.","heading":"A life kept hidden","visibility":"player"}],"summary":"Zephyranos is the male silver dragon of the Gleaming Tempest, one of the five metallic dragons who returned openly to Dorn under Aurix’s leadership.","title":"Zephyranos","type":"Person","visibility":"player"},{"body":"Among the five\nKavaryx belongs to the flight that appeared over Dorn’s capital cities while Aurix addressed their inhabitants. The Tempest revealed dragonkind’s survival and offered its aid against Lilith’s cult, then called the summit that helped begin the Era of Alliance.\n\nA life kept hidden\nThe Tempest’s public return was made in draconic form. The lives its members had led among mortals remained concealed even as the dragons themselves became known.","category":"People","id":"kavaryx","identityIllustration":{"alt":"Kavaryx, in copper dragon form.","caption":"Kavaryx, in copper dragon form.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/kavaryx.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Kavaryx belongs to the flight that appeared over Dorn’s capital cities while Aurix addressed their inhabitants. The Tempest revealed dragonkind’s survival and offered its aid against Lilith’s cult, then called the summit that helped begin the Era of Alliance.","heading":"Among the five","visibility":"player"},{"body":"The Tempest’s public return was made in draconic form. The lives its members had led among mortals remained concealed even as the dragons themselves became known.","heading":"A life kept hidden","visibility":"player"}],"summary":"Kavaryx is the male copper dragon of the Gleaming Tempest, one of the five metallic dragons who returned openly to Dorn under Aurix’s leadership.","title":"Kavaryx","type":"Person","visibility":"player"},{"body":"Among the five\nTyrannix belongs to the flight that appeared over Dorn’s capital cities while Aurix addressed their inhabitants. The Tempest revealed dragonkind’s survival and offered its aid against Lilith’s cult, then called the summit that helped begin the Era of Alliance.\n\nA life kept hidden\nThe Tempest’s public return was made in draconic form. The lives its members had led among mortals remained concealed even as the dragons themselves became known.","category":"People","id":"tyrannix","identityIllustration":{"alt":"Tyrannix, in brass dragon form.","caption":"Tyrannix, in brass dragon form.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/tyrannix.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Tyrannix belongs to the flight that appeared over Dorn’s capital cities while Aurix addressed their inhabitants. The Tempest revealed dragonkind’s survival and offered its aid against Lilith’s cult, then called the summit that helped begin the Era of Alliance.","heading":"Among the five","visibility":"player"},{"body":"The Tempest’s public return was made in draconic form. The lives its members had led among mortals remained concealed even as the dragons themselves became known.","heading":"A life kept hidden","visibility":"player"}],"summary":"Tyrannix is the female brass dragon of the Gleaming Tempest, one of the five metallic dragons who returned openly to Dorn under Aurix’s leadership.","title":"Tyrannix","type":"Person","visibility":"player"},{"body":"The chromatic flight\nVerizax, a male red dragon, leads the Syndicate. The flight also includes Nyzroth, a female black dragon; Kryzalid, a non-binary blue dragon; Sylvarax, a male green dragon; and Ixryth, a female white dragon.\n\nA common danger\nLilith intends to unmake reality. The Syndicate has as much to lose from that outcome as the nations of Dorn or the Gleaming Tempest. Its participation at the summit rests on that shared danger.\n\nThe chromatics remain dangerous allies. Their willingness to cooperate permits a limited measure of trust without requiring the other powers to forget the histories and interests that divide them.\n\nAt the summit\nThe Syndicate attended the gathering called by the metallic flight. Its presence placed chromatic dragons within the new alliance against Lilith’s return, but did not make the two flights one organization.","category":"Factions","factionGroup":"Dragonflights","id":"malicehide-syndicate","illustration":{"alt":"Verizax leads the five chromatic dragons of the Malicehide Syndicate.","caption":"Verizax leads the five chromatic dragons of the Malicehide Syndicate.","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/malicehide-flight.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Verizax, a male red dragon, leads the Syndicate. The flight also includes Nyzroth, a female black dragon; Kryzalid, a non-binary blue dragon; Sylvarax, a male green dragon; and Ixryth, a female white dragon.","heading":"The chromatic flight","visibility":"player"},{"body":"Lilith intends to unmake reality. The Syndicate has as much to lose from that outcome as the nations of Dorn or the Gleaming Tempest. Its participation at the summit rests on that shared danger.\n\nThe chromatics remain dangerous allies. Their willingness to cooperate permits a limited measure of trust without requiring the other powers to forget the histories and interests that divide them.","heading":"A common danger","visibility":"player"},{"body":"The Syndicate attended the gathering called by the metallic flight. Its presence placed chromatic dragons within the new alliance against Lilith’s return, but did not make the two flights one organization.","heading":"At the summit","visibility":"player"}],"summary":"The Malicehide Syndicate is the chromatic dragonflight led by the red dragon Verizax. It attended the summit called by the Gleaming Tempest, joining the response to a threat that endangers dragons and mortals alike.","title":"Malicehide Syndicate","type":"Organization","visibility":"player"},{"body":"The Ironball announcement\nThe party heard Aurix’s announcement in a packed coliseum during an Ironball game in a major regional capital. The appearance of the Gleaming Tempest interrupted the match and threw the gathering into panic and confusion. Aurix spoke in dragon form, offering reassurance before naming the danger that had drawn his flight from hiding.\n\nThe announcement was repeated in major settlements so that the warning and the call to gather would travel beyond the stadium. The dragons’ humanoid personas remained concealed.\n\nDragons over the capitals\nThe Gleaming Tempest flew to the region’s capital cities in full dragon form. Aurix addressed the inhabitants while the other members of the flight remained overhead. For people who had long regarded dragons as myth, their arrival was cause for panic as well as wonder.\n\nAurix offered reassurance and explained why centuries of concealment were ending. Lilith’s cult sought to release an imprisoned deity whose purpose was to unmake reality. The dragons had emerged to oppose that threat beside the peoples of Dorn.\n\nThe admission\nAurix acknowledged the metallic dragons’ own culpability during the Draconic Era. They had sought to dominate mortals instead of protecting them and had failed to stand against chromatic tyranny. His appeal did not claim innocence for the flight’s kind. It offered an opportunity to make amends through the defense of the world they shared.\n\nThe summit of nations\nThe Tempest sent emissaries to leaders across the continent and called a summit to share knowledge, plan resistance to the cult, and formally reintroduce dragons to the world. The summit has taken place. The Malicehide Syndicate attended because the destruction of reality would leave the chromatics no more secure than anyone else.\n\nThe common danger has brought powers together without settling every old dispute or private ambition. The alliance rests on the need for reality to survive.\n\nThe Era of Alliance\nThe Draconic Era was the period of dragon rule. Its collapse was followed by the Era of Silence, roughly four to five centuries in which most of Dorn believed dragons extinct. Survivors had instead lived within humanoid identities among the peoples of the world.\n\nThe revelation and the common response to Lilith’s cult mark the beginning of the current Era of Alliance. The dragons’ public return has not exposed their mortal personas, and the new era does not mean the danger posed by the cult has passed.\n\nThe returned champion\nMaximus, the demigod son of Releous and a hero remembered from an earlier time, returned to the material plane at the summit. Sent by his divine father, he took an advisory role in the response to the Children of the Unmaker. His presence brought both knowledge of the gods and a formidable restraint on any faction tempted to turn the gathering into a battlefield.","category":"History","id":"return-of-the-dragons","links":[],"raceRelated":[],"sections":[{"body":"The party heard Aurix’s announcement in a packed coliseum during an Ironball game in a major regional capital. The appearance of the Gleaming Tempest interrupted the match and threw the gathering into panic and confusion. Aurix spoke in dragon form, offering reassurance before naming the danger that had drawn his flight from hiding.\n\nThe announcement was repeated in major settlements so that the warning and the call to gather would travel beyond the stadium. The dragons’ humanoid personas remained concealed.","heading":"The Ironball announcement","illustration":{"alt":"Aurix addresses the crowded coliseum while the Gleaming Tempest circles overhead.","caption":"Aurix addresses the crowded coliseum while the Gleaming Tempest circles overhead.","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/gleaming-tempest-return.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The Gleaming Tempest flew to the region’s capital cities in full dragon form. Aurix addressed the inhabitants while the other members of the flight remained overhead. For people who had long regarded dragons as myth, their arrival was cause for panic as well as wonder.\n\nAurix offered reassurance and explained why centuries of concealment were ending. Lilith’s cult sought to release an imprisoned deity whose purpose was to unmake reality. The dragons had emerged to oppose that threat beside the peoples of Dorn.","heading":"Dragons over the capitals","visibility":"player"},{"body":"Aurix acknowledged the metallic dragons’ own culpability during the Draconic Era. They had sought to dominate mortals instead of protecting them and had failed to stand against chromatic tyranny. His appeal did not claim innocence for the flight’s kind. It offered an opportunity to make amends through the defense of the world they shared.","heading":"The admission","visibility":"player"},{"body":"The Tempest sent emissaries to leaders across the continent and called a summit to share knowledge, plan resistance to the cult, and formally reintroduce dragons to the world. The summit has taken place. The Malicehide Syndicate attended because the destruction of reality would leave the chromatics no more secure than anyone else.\n\nThe common danger has brought powers together without settling every old dispute or private ambition. The alliance rests on the need for reality to survive.","heading":"The summit of nations","visibility":"player"},{"body":"The Draconic Era was the period of dragon rule. Its collapse was followed by the Era of Silence, roughly four to five centuries in which most of Dorn believed dragons extinct. Survivors had instead lived within humanoid identities among the peoples of the world.\n\nThe revelation and the common response to Lilith’s cult mark the beginning of the current Era of Alliance. The dragons’ public return has not exposed their mortal personas, and the new era does not mean the danger posed by the cult has passed.","heading":"The Era of Alliance","visibility":"player"},{"body":"Maximus, the demigod son of Releous and a hero remembered from an earlier time, returned to the material plane at the summit. Sent by his divine father, he took an advisory role in the response to the Children of the Unmaker. His presence brought both knowledge of the gods and a formidable restraint on any faction tempted to turn the gathering into a battlefield.","heading":"The returned champion","visibility":"player"}],"summary":"The Gleaming Tempest’s public revelation and the summit of nations ended the Era of Silence and opened the present Era of Alliance. Metallic and chromatic dragons have joined the response to the threat of Lilith’s return.","title":"Return of the Dragons","type":"Campaign event","visibility":"player"},{"body":"The chromatic alliance\nVerizax belongs to the flight cooperating against the threat of Lilith’s return. The prospect of reality being unmade gives the Syndicate a stake in a common defense alongside the metallic dragons and the nations of Dorn. As its leader, Verizax stands at the head of that dangerous but workable partnership.\n\nA concealed life\nThe return of dragons has not exposed every identity under which they lived during the Era of Silence. The Syndicate’s mortal personas remain hidden from the public.","category":"People","id":"verizax","identityIllustration":{"alt":"Verizax, in red dragon form.","caption":"Verizax, in red dragon form.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/verizax.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Verizax belongs to the flight cooperating against the threat of Lilith’s return. The prospect of reality being unmade gives the Syndicate a stake in a common defense alongside the metallic dragons and the nations of Dorn. As its leader, Verizax stands at the head of that dangerous but workable partnership.","heading":"The chromatic alliance","visibility":"player"},{"body":"The return of dragons has not exposed every identity under which they lived during the Era of Silence. The Syndicate’s mortal personas remain hidden from the public.","heading":"A concealed life","visibility":"player"}],"summary":"Verizax is a male red dragon and the leader of the Malicehide Syndicate, the chromatic flight that attended the summit called by the Gleaming Tempest.","title":"Verizax","type":"Person","visibility":"player"},{"body":"The chromatic alliance\nNyzroth belongs to the flight cooperating against the threat of Lilith’s return. The prospect of reality being unmade gives the Syndicate a stake in a common defense alongside the metallic dragons and the nations of Dorn. Its members remain dangerous allies whose shared purpose does not erase their separate interests.\n\nA concealed life\nThe return of dragons has not exposed every identity under which they lived during the Era of Silence. The Syndicate’s mortal personas remain hidden from the public.","category":"People","id":"nyzroth","identityIllustration":{"alt":"Nyzroth, in black dragon form.","caption":"Nyzroth, in black dragon form.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/nyzroth.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Nyzroth belongs to the flight cooperating against the threat of Lilith’s return. The prospect of reality being unmade gives the Syndicate a stake in a common defense alongside the metallic dragons and the nations of Dorn. Its members remain dangerous allies whose shared purpose does not erase their separate interests.","heading":"The chromatic alliance","visibility":"player"},{"body":"The return of dragons has not exposed every identity under which they lived during the Era of Silence. The Syndicate’s mortal personas remain hidden from the public.","heading":"A concealed life","visibility":"player"}],"summary":"Nyzroth is a female black dragon and a member of the Malicehide Syndicate, the chromatic flight that attended the summit called by the Gleaming Tempest.","title":"Nyzroth","type":"Person","visibility":"player"},{"body":"The chromatic alliance\nKryzalid belongs to the flight cooperating against the threat of Lilith’s return. The prospect of reality being unmade gives the Syndicate a stake in a common defense alongside the metallic dragons and the nations of Dorn. Its members remain dangerous allies whose shared purpose does not erase their separate interests.\n\nA concealed life\nThe return of dragons has not exposed every identity under which they lived during the Era of Silence. The Syndicate’s mortal personas remain hidden from the public.","category":"People","id":"kryzalid","identityIllustration":{"alt":"Kryzalid, in blue dragon form.","caption":"Kryzalid, in blue dragon form.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/kryzalid.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Kryzalid belongs to the flight cooperating against the threat of Lilith’s return. The prospect of reality being unmade gives the Syndicate a stake in a common defense alongside the metallic dragons and the nations of Dorn. Its members remain dangerous allies whose shared purpose does not erase their separate interests.","heading":"The chromatic alliance","visibility":"player"},{"body":"The return of dragons has not exposed every identity under which they lived during the Era of Silence. The Syndicate’s mortal personas remain hidden from the public.","heading":"A concealed life","visibility":"player"}],"summary":"Kryzalid is a non-binary blue dragon and a member of the Malicehide Syndicate, the chromatic flight that attended the summit called by the Gleaming Tempest.","title":"Kryzalid","type":"Person","visibility":"player"},{"body":"The chromatic alliance\nSylvarax belongs to the flight cooperating against the threat of Lilith’s return. The prospect of reality being unmade gives the Syndicate a stake in a common defense alongside the metallic dragons and the nations of Dorn. Its members remain dangerous allies whose shared purpose does not erase their separate interests.\n\nA concealed life\nThe return of dragons has not exposed every identity under which they lived during the Era of Silence. The Syndicate’s mortal personas remain hidden from the public.","category":"People","id":"sylvarax","identityIllustration":{"alt":"Sylvarax, in green dragon form.","caption":"Sylvarax, in green dragon form.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/sylvarax.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Sylvarax belongs to the flight cooperating against the threat of Lilith’s return. The prospect of reality being unmade gives the Syndicate a stake in a common defense alongside the metallic dragons and the nations of Dorn. Its members remain dangerous allies whose shared purpose does not erase their separate interests.","heading":"The chromatic alliance","visibility":"player"},{"body":"The return of dragons has not exposed every identity under which they lived during the Era of Silence. The Syndicate’s mortal personas remain hidden from the public.","heading":"A concealed life","visibility":"player"}],"summary":"Sylvarax is a male green dragon and a member of the Malicehide Syndicate, the chromatic flight that attended the summit called by the Gleaming Tempest.","title":"Sylvarax","type":"Person","visibility":"player"},{"body":"The chromatic alliance\nIxryth belongs to the flight cooperating against the threat of Lilith’s return. The prospect of reality being unmade gives the Syndicate a stake in a common defense alongside the metallic dragons and the nations of Dorn. Its members remain dangerous allies whose shared purpose does not erase their separate interests.\n\nA concealed life\nThe return of dragons has not exposed every identity under which they lived during the Era of Silence. The Syndicate’s mortal personas remain hidden from the public.","category":"People","id":"ixryth","identityIllustration":{"alt":"Ixryth, in white dragon form.","caption":"Ixryth, in white dragon form.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/ixryth.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Ixryth belongs to the flight cooperating against the threat of Lilith’s return. The prospect of reality being unmade gives the Syndicate a stake in a common defense alongside the metallic dragons and the nations of Dorn. Its members remain dangerous allies whose shared purpose does not erase their separate interests.","heading":"The chromatic alliance","visibility":"player"},{"body":"The return of dragons has not exposed every identity under which they lived during the Era of Silence. The Syndicate’s mortal personas remain hidden from the public.","heading":"A concealed life","visibility":"player"}],"summary":"Ixryth is a female white dragon and a member of the Malicehide Syndicate, the chromatic flight that attended the summit called by the Gleaming Tempest.","title":"Ixryth","type":"Person","visibility":"player"},{"body":"A place for every stake\nThe Gleaming Tempest called the gathering on the principle that every power threatened by reality’s destruction must have a voice. Invitations extended beyond friendly nations to factions opposed to one another and to much of the wider world. The summons offered immunity and safe conduct, making the meeting possible without requiring its participants to settle their existing grievances first.\n\nDelegations and hosts\nGovernments were represented primarily by delegations rather than their rulers. The metallic dragons hosted the gathering, while the Malicehide Syndicate attended as the prominent chromatic flight. The attendance of old enemies made the summit more than a meeting among willing friends.\n\nThe Tempest offered support without claiming ownership of the council or the right to lead it. The chromatics came with their own ambitions, while mortal delegates had reasons to distrust both groups because of the Draconic Era.\n\nThe oath-binding orb\nAn oath sworn over an orb bound participants to the summit’s peace. The oath was one safeguard among several: the threat of Lilith gave every participant a reason to cooperate, and the presence of Maximus and the gathered powers made violence a perilous choice.\n\nSafe conduct did not erase the strength or hostility of those present. It established a protected setting in which they could speak without allowing those divisions to turn immediately into slaughter.\n\nMaximus returns\nReleous sent Maximus back to the material plane as his champion. The dead hero’s return occurred at the summit, where he served as an advisor rather than taking over the fight. He brought knowledge of the gods’ part in Lilith’s imprisonment and a strong voice in questions of war.\n\nHis presence also helped deter the chromatic dragons from using their power against the delegates. He was a formidable defender, but his purpose was to advise and support the common effort.\n\nThe council against the Unmaker\nThe council’s purpose is to coordinate resistance to the Children of the Unmaker. The dragons’ invitation opened a forum for sharing knowledge and planning together; it did not grant them sovereignty over the nations represented there. Maximus contributes as an advisor, and the metallic flight offers its support without assuming command.\n\nThe summit has taken place, but the struggle against the cult continues. The Era of Alliance names the world’s new cooperation, not the end of its disagreements or the defeat of Lilith’s followers.","category":"History","id":"dragon-summit","illustration":{"alt":"Unnamed mortal delegates gather around an oath-binding orb with metallic and chromatic dragons at the Dragon Summit.","caption":"Divided powers gathered under the summit’s promise of safe conduct.","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/dragon-summit.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Gleaming Tempest called the gathering on the principle that every power threatened by reality’s destruction must have a voice. Invitations extended beyond friendly nations to factions opposed to one another and to much of the wider world. The summons offered immunity and safe conduct, making the meeting possible without requiring its participants to settle their existing grievances first.","heading":"A place for every stake","visibility":"player"},{"body":"Governments were represented primarily by delegations rather than their rulers. The metallic dragons hosted the gathering, while the Malicehide Syndicate attended as the prominent chromatic flight. The attendance of old enemies made the summit more than a meeting among willing friends.\n\nThe Tempest offered support without claiming ownership of the council or the right to lead it. The chromatics came with their own ambitions, while mortal delegates had reasons to distrust both groups because of the Draconic Era.","heading":"Delegations and hosts","visibility":"player"},{"body":"An oath sworn over an orb bound participants to the summit’s peace. The oath was one safeguard among several: the threat of Lilith gave every participant a reason to cooperate, and the presence of Maximus and the gathered powers made violence a perilous choice.\n\nSafe conduct did not erase the strength or hostility of those present. It established a protected setting in which they could speak without allowing those divisions to turn immediately into slaughter.","heading":"The oath-binding orb","visibility":"player"},{"body":"Releous sent Maximus back to the material plane as his champion. The dead hero’s return occurred at the summit, where he served as an advisor rather than taking over the fight. He brought knowledge of the gods’ part in Lilith’s imprisonment and a strong voice in questions of war.\n\nHis presence also helped deter the chromatic dragons from using their power against the delegates. He was a formidable defender, but his purpose was to advise and support the common effort.","heading":"Maximus returns","visibility":"player"},{"body":"The council’s purpose is to coordinate resistance to the Children of the Unmaker. The dragons’ invitation opened a forum for sharing knowledge and planning together; it did not grant them sovereignty over the nations represented there. Maximus contributes as an advisor, and the metallic flight offers its support without assuming command.\n\nThe summit has taken place, but the struggle against the cult continues. The Era of Alliance names the world’s new cooperation, not the end of its disagreements or the defeat of Lilith’s followers.","heading":"The council against the Unmaker","visibility":"player"}],"summary":"The Dragon Summit brought the nations of Dorn, the Gleaming Tempest, and the Malicehide Syndicate together against the Children of the Unmaker. Hosted under a promise of immunity, it made a place for deeply divided powers to confront the threat of Lilith’s release.","title":"The Dragon Summit","type":"Historical event","visibility":"player"},{"body":"A sworn safeguard\nThe summit’s oath was sworn over the orb. Its role was to bind those present to the safe conduct offered by the metallic hosts, allowing delegations and dragons with profound grievances to take part in the same gathering.\n\nPeace supported by more than magic\nThe orb did not stand alone. Lilith’s threat gave the participants a shared reason to preserve the gathering, while Maximus and the combined strength of those assembled made an attack dangerous even to the chromatic flight. The oath and these practical deterrents together sustained the protected setting.","category":"Artifacts","id":"summit-oath-orb","illustration":{"alt":"A luminous unmarked orb rests on the summit table among delegates’ hands, with a dragon’s claw beyond it.","caption":"The orb over which the summit’s peace was sworn.","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/summit-oath-orb.avif","visibility":"player","width":1140},"links":[],"raceRelated":[],"sections":[{"body":"The summit’s oath was sworn over the orb. Its role was to bind those present to the safe conduct offered by the metallic hosts, allowing delegations and dragons with profound grievances to take part in the same gathering.","heading":"A sworn safeguard","visibility":"player"},{"body":"The orb did not stand alone. Lilith’s threat gave the participants a shared reason to preserve the gathering, while Maximus and the combined strength of those assembled made an attack dangerous even to the chromatic flight. The oath and these practical deterrents together sustained the protected setting.","heading":"Peace supported by more than magic","visibility":"player"}],"summary":"The oath-binding orb used at the Dragon Summit bound its participants to the gathering’s peace. It supported the promise of immunity under which hostile powers could meet.","title":"The Summit’s Oath-Binding Orb","type":"Artifact","visibility":"player"},{"body":"A world overcome by sleep\nThe Dream Rot emerged during the Dominion Era. Its first signs could seem ordinary: exhaustion, restless nights, and dreams that lingered too vividly after waking. As the affliction advanced, sleep consumed most of the day. Nightmares, wasting, and the loss of consciousness followed.\n\nNeither ancestry nor rank offered reliable shelter. Elven lords and halfling farmers alike fell ill. Cities were emptied by death and incapacity, while kingdoms weakened as their rulers succumbed. The plague’s reach extended beyond its victims: households, governments, and the institutions expected to protect them were brought low together.\n\nThe Drowsing · Stage 1 · 1–2 weeks\nFatigue and sleepiness increase. Dreams grow vivid and unsettling, and the newly awakened may struggle to separate what they dreamed from what has actually happened. These early disturbances precede the much longer periods of sleep that mark the next stage.\n\nThe Dreaming · Stage 2 · 2–4 weeks\nSleep occupies twelve to eighteen hours of each day. Victims may walk or talk in their sleep, and waking brings little certainty: hallucinations intrude upon the hours of consciousness. Appetite diminishes as the dream world takes a greater hold.\n\nThe Nightmares · Stage 3 · 1–2 weeks\nVictims sleep for twenty to twenty-two hours a day. Violent nightmares provoke thrashing and screams, making their distress visible to those keeping watch. Weight falls rapidly. Even during the brief intervals of waking, remaining conscious becomes difficult.\n\nThe Endless Slumber · Stage 4 · 3–7 days\nThe final stage is a coma accompanied by rapid eye movements and muscle twitches, outward signs of unceasing dreams. The body fails as complete organ failure overtakes the victim, ending in death.\n\nAn unknown origin\nThe cause of the Dream Rot remains unknown. Some theories place its origin in magic itself; others propose extraplanar beings that feed upon dreams. Wild magic gone awry and the awakening of an ancient curse are also offered as explanations. None establishes the truth.\n\nIts transmission is equally uncertain. Airborne spread and passage through shared dreams are possibilities, rather than proven means of infection. The plague’s behavior has sustained suspicion of a supernatural influence without identifying one.\n\nThe failure of familiar remedies\nFor a long time the Dream Rot resisted both arcane and celestial magic. Even the mages of the Ascendancy could not explain it or master it. Magical healing and resurrection often failed, deepening the fear that this affliction reached beyond the ordinary bounds of sickness and death. Such failures were frequent, not an unbroken rule.\n\nIn rare cases, survivors developed dream-based magical abilities, a further mystery surrounding a plague whose origin remained elusive. Their gifts became a further part of the plague’s unsettling legacy.\n\nThe opening for dragon rule\nThe plague had already devastated Dorn when the chromatic dragons moved to dominate the mortal races. They coerced their metallic kin into joining them. The metallic dragons accepted reluctantly, hoping to lessen the harm and serve as caretakers and overseers during the crisis. Within a short time, they had become as cruel and domineering as their chromatic counterparts.\n\nTheir seizure of power ended the Dominion Era and began the Draconic Era. It did not end the Dream Rot. The plague continued beneath dragon rule, while healers and scholars still sought an explanation. The catastrophe that made conquest possible and the tyranny that followed became intertwined in Dorn’s history.\n\nDream Watchers and guarded sleep\nDream catchers and sleep wards became familiar features of homes as people searched for protection. Dream Watchers arose as a profession: they kept vigil over sleepers and stood ready to wake them at the first signs of distress. Their work made watching another person sleep an act of care undertaken against a danger no one fully understood.\n\nUnderground networks distributed Awakening Brew, a potent concoction that held sleep at bay at the cost of long-term health. It offered wakefulness with a price of its own. The spread of these practices reflected the plague’s transformation of everyday life, though it did not establish that charms, wards, or wakefulness could cure the disease.\n\nThe long shadow\nThe Dream Rot changed the meaning of rest. Sleep, once a refuge, became something to fear; the bedside became a place of vigilance. Its dead, the collapse of mortal power, and the dragons’ ascent belong to the same upheaval, but the plague’s history extends beyond the moment of conquest.\n\nDorn also knows other diseases and magical afflictions. Their distinct signs and effects are collected in @[Other Diseases of Dorn|other-diseases-of-dorn].","category":"Lore","id":"dream-rot","illustration":{"alt":"A sleeping adult and an exhausted elven caregiver beside an open doorway overlooking a quiet stone city.","caption":"The Slumbering Death left households keeping vigil in cities overcome by sleep.","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/dream-rot.avif","visibility":"player","width":1140},"links":["other-diseases-of-dorn"],"raceRelated":[],"sections":[{"body":"The Dream Rot emerged during the Dominion Era. Its first signs could seem ordinary: exhaustion, restless nights, and dreams that lingered too vividly after waking. As the affliction advanced, sleep consumed most of the day. Nightmares, wasting, and the loss of consciousness followed.\n\nNeither ancestry nor rank offered reliable shelter. Elven lords and halfling farmers alike fell ill. Cities were emptied by death and incapacity, while kingdoms weakened as their rulers succumbed. The plague’s reach extended beyond its victims: households, governments, and the institutions expected to protect them were brought low together.","heading":"A world overcome by sleep","visibility":"player"},{"body":"Fatigue and sleepiness increase. Dreams grow vivid and unsettling, and the newly awakened may struggle to separate what they dreamed from what has actually happened. These early disturbances precede the much longer periods of sleep that mark the next stage.","heading":"The Drowsing · Stage 1 · 1–2 weeks","visibility":"player"},{"body":"Sleep occupies twelve to eighteen hours of each day. Victims may walk or talk in their sleep, and waking brings little certainty: hallucinations intrude upon the hours of consciousness. Appetite diminishes as the dream world takes a greater hold.","heading":"The Dreaming · Stage 2 · 2–4 weeks","visibility":"player"},{"body":"Victims sleep for twenty to twenty-two hours a day. Violent nightmares provoke thrashing and screams, making their distress visible to those keeping watch. Weight falls rapidly. Even during the brief intervals of waking, remaining conscious becomes difficult.","heading":"The Nightmares · Stage 3 · 1–2 weeks","illustration":{"alt":"A restless adult sleeps beneath rumpled blankets while an older caregiver watches beside the bed.","caption":"The Nightmares brought near-constant sleep and visible distress to those keeping watch.","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/dream-rot-nightmares.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The final stage is a coma accompanied by rapid eye movements and muscle twitches, outward signs of unceasing dreams. The body fails as complete organ failure overtakes the victim, ending in death.","heading":"The Endless Slumber · Stage 4 · 3–7 days","visibility":"player"},{"body":"The cause of the Dream Rot remains unknown. Some theories place its origin in magic itself; others propose extraplanar beings that feed upon dreams. Wild magic gone awry and the awakening of an ancient curse are also offered as explanations. None establishes the truth.\n\nIts transmission is equally uncertain. Airborne spread and passage through shared dreams are possibilities, rather than proven means of infection. The plague’s behavior has sustained suspicion of a supernatural influence without identifying one.","heading":"An unknown origin","visibility":"player"},{"body":"For a long time the Dream Rot resisted both arcane and celestial magic. Even the mages of the Ascendancy could not explain it or master it. Magical healing and resurrection often failed, deepening the fear that this affliction reached beyond the ordinary bounds of sickness and death. Such failures were frequent, not an unbroken rule.\n\nIn rare cases, survivors developed dream-based magical abilities, a further mystery surrounding a plague whose origin remained elusive. Their gifts became a further part of the plague’s unsettling legacy.","heading":"The failure of familiar remedies","visibility":"player"},{"body":"The plague had already devastated Dorn when the chromatic dragons moved to dominate the mortal races. They coerced their metallic kin into joining them. The metallic dragons accepted reluctantly, hoping to lessen the harm and serve as caretakers and overseers during the crisis. Within a short time, they had become as cruel and domineering as their chromatic counterparts.\n\nTheir seizure of power ended the Dominion Era and began the Draconic Era. It did not end the Dream Rot. The plague continued beneath dragon rule, while healers and scholars still sought an explanation. The catastrophe that made conquest possible and the tyranny that followed became intertwined in Dorn’s history.","heading":"The opening for dragon rule","visibility":"player"},{"body":"Dream catchers and sleep wards became familiar features of homes as people searched for protection. Dream Watchers arose as a profession: they kept vigil over sleepers and stood ready to wake them at the first signs of distress. Their work made watching another person sleep an act of care undertaken against a danger no one fully understood.\n\nUnderground networks distributed Awakening Brew, a potent concoction that held sleep at bay at the cost of long-term health. It offered wakefulness with a price of its own. The spread of these practices reflected the plague’s transformation of everyday life, though it did not establish that charms, wards, or wakefulness could cure the disease.","heading":"Dream Watchers and guarded sleep","illustration":{"alt":"An adult Dream Watcher sits alert beside a covered sleeper, with a woven charm and unlabelled cup nearby.","caption":"Dream Watchers kept vigil, ready to wake sleepers at the first signs of distress.","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/dream-watchers-vigil.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Dream Rot changed the meaning of rest. Sleep, once a refuge, became something to fear; the bedside became a place of vigilance. Its dead, the collapse of mortal power, and the dragons’ ascent belong to the same upheaval, but the plague’s history extends beyond the moment of conquest.\n\nDorn also knows other diseases and magical afflictions. Their distinct signs and effects are collected in @[Other Diseases of Dorn|other-diseases-of-dorn].","heading":"The long shadow","visibility":"player"}],"summary":"The Dream Rot, commonly called the Slumbering Death and also known as Oneiric Wasting, was a plague that reached nearly every race of Dorn. It killed millions upon millions, claiming almost forty percent of the world’s population. Its victims lost more and more of their waking lives to troubled sleep, until dreams became a prison and sleep itself an object of dread.","title":"The Dream Rot","type":"Disease","visibility":"player"},{"body":"Afflictions beyond the Slumbering Death\nThe @[Dream Rot|dream-rot] reshaped the world, but it is only one of Dorn’s afflictions. Other diseases alter flesh, blood, breath, speech, or the act of spellcasting. Their symptoms and severity differ: some leave lasting scars, while others threaten the workings of the body itself.\n\nStoneheart Syndrome\n@[Stoneheart Syndrome|stoneheart-syndrome]. A rare condition in which the heart gradually calcifies, slowly turning to stone.\n\nChromatic Pox\n@[Chromatic Pox|chromatic-pox]. A highly contagious disease marked by multicolored, scale-like rashes and lasting iridescent scars.\n\nWhispering Throat\n@[Whispering Throat|whispering-throat]. An infection of the vocal cords that limits who, or what, can hear an afflicted voice.\n\nMage’s Melt\n@[Mage’s Melt|mages-melt]. A magical affliction affecting only magic users, whose bodies temporarily destabilize when they cast.\n\nVerdant Fever\n@[Verdant Fever|verdant-fever]. A disease that drives rapid plant growth within the body, sometimes revealing itself through leaves or flowers sprouting from the skin.\n\nMirror Blood\n@[Mirror Blood|mirror-blood]. A blood disorder that makes the blood reflective like mercury, bringing visual distortions and the danger of madness if untreated.\n\nAsh Lung\n@[Ash Lung|ash-lung]. A respiratory disease common in volcanic regions, where the lungs gradually turn to ash.","category":"Lore","id":"other-diseases-of-dorn","links":["ash-lung","chromatic-pox","dream-rot","mages-melt","mirror-blood","stoneheart-syndrome","verdant-fever","whispering-throat"],"raceRelated":[],"sections":[{"body":"The @[Dream Rot|dream-rot] reshaped the world, but it is only one of Dorn’s afflictions. Other diseases alter flesh, blood, breath, speech, or the act of spellcasting. Their symptoms and severity differ: some leave lasting scars, while others threaten the workings of the body itself.","heading":"Afflictions beyond the Slumbering Death","visibility":"player"},{"body":"@[Stoneheart Syndrome|stoneheart-syndrome]. A rare condition in which the heart gradually calcifies, slowly turning to stone.","heading":"Stoneheart Syndrome","illustration":{"alt":"A fatigued seated adult rests a hand at the chest beside a conceptual drawing of a stone heart.","caption":"Stoneheart Syndrome brings increasing fatigue and breathlessness as the heart gradually calcifies.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/stoneheart-syndrome.avif","visibility":"player","width":660},"visibility":"player"},{"body":"@[Chromatic Pox|chromatic-pox]. A highly contagious disease marked by multicolored, scale-like rashes and lasting iridescent scars.","heading":"Chromatic Pox","illustration":{"alt":"An adult examines a small dry multicolored scale-like rash and iridescent marks on one forearm.","caption":"Chromatic Pox leaves multicolored scale-like rashes and lasting iridescent scars.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/chromatic-pox.avif","visibility":"player","width":660},"visibility":"player"},{"body":"@[Whispering Throat|whispering-throat]. An infection of the vocal cords that limits who, or what, can hear an afflicted voice.","heading":"Whispering Throat","illustration":{"alt":"An adult touches their throat while speaking to another adult in a dim stone room.","caption":"Whispering Throat changes who can hear an afflicted voice.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/whispering-throat.avif","visibility":"player","width":660},"visibility":"player"},{"body":"@[Mage’s Melt|mages-melt]. A magical affliction affecting only magic users, whose bodies temporarily destabilize when they cast.","heading":"Mage’s Melt","illustration":{"alt":"A clothed adult caster has one forearm and hand becoming blue-gold magical energy during a spell.","caption":"Mage’s Melt temporarily destabilizes the caster’s body during spellcasting.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/mages-melt.avif","visibility":"player","width":660},"visibility":"player"},{"body":"@[Verdant Fever|verdant-fever]. A disease that drives rapid plant growth within the body, sometimes revealing itself through leaves or flowers sprouting from the skin.","heading":"Verdant Fever","illustration":{"alt":"A concerned adult examines leaves and small pale flowers emerging from intact forearm skin.","caption":"Leaves and flowers may emerge as Verdant Fever drives growth within the body.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/verdant-fever.avif","visibility":"player","width":660},"visibility":"player"},{"body":"@[Mirror Blood|mirror-blood]. A blood disorder that makes the blood reflective like mercury, bringing visual distortions and the danger of madness if untreated.","heading":"Mirror Blood","illustration":{"alt":"A small dish of mercury-like reflective liquid sits beside a lens on a worn tabletop.","caption":"Mirror Blood takes on a reflective appearance resembling mercury.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/mirror-blood.avif","visibility":"player","width":660},"visibility":"player"},{"body":"@[Ash Lung|ash-lung]. A respiratory disease common in volcanic regions, where the lungs gradually turn to ash.","heading":"Ash Lung","illustration":{"alt":"An adult traveller coughs a small puff of smoke while resting among dark volcanic foothills.","caption":"Ash Lung is known for its smoke-bearing cough.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/ash-lung.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"Seven of Dorn’s other known afflictions: Stoneheart Syndrome, Chromatic Pox, Whispering Throat, Mage’s Melt, Verdant Fever, Mirror Blood, and Ash Lung.","title":"Other Diseases of Dorn","type":"Disease reference","visibility":"player"},{"body":"A heart turning to stone\nStoneheart Syndrome progresses through the gradual calcification of the heart. Increasing fatigue and shortness of breath accompany the change. The condition is rare, but its slow transformation of a vital organ makes its nature unmistakably grave.","category":"Lore","id":"stoneheart-syndrome","links":[],"raceRelated":[],"sections":[{"body":"Stoneheart Syndrome progresses through the gradual calcification of the heart. Increasing fatigue and shortness of breath accompany the change. The condition is rare, but its slow transformation of a vital organ makes its nature unmistakably grave.","heading":"A heart turning to stone","illustration":{"alt":"A fatigued seated adult rests a hand at the chest beside a conceptual drawing of a stone heart.","caption":"Stoneheart Syndrome brings increasing fatigue and breathlessness as the heart gradually calcifies.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/stoneheart-syndrome.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"A rare condition in which the heart gradually calcifies, slowly turning to stone.","title":"Stoneheart Syndrome","type":"Disease","visibility":"player"},{"body":"Rash and lasting scars\nChromatic Pox spreads readily and produces rashes whose many colors resemble scales. It is rarely fatal, but recovery leaves permanent, iridescent scars. Its most enduring visible mark therefore remains long after the immediate illness.","category":"Lore","id":"chromatic-pox","links":[],"raceRelated":[],"sections":[{"body":"Chromatic Pox spreads readily and produces rashes whose many colors resemble scales. It is rarely fatal, but recovery leaves permanent, iridescent scars. Its most enduring visible mark therefore remains long after the immediate illness.","heading":"Rash and lasting scars","illustration":{"alt":"An adult examines a small dry multicolored scale-like rash and iridescent marks on one forearm.","caption":"Chromatic Pox leaves multicolored scale-like rashes and lasting iridescent scars.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/chromatic-pox.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"A highly contagious disease marked by multicolored, scale-like rashes and lasting iridescent scars.","title":"Chromatic Pox","type":"Disease","visibility":"player"},{"body":"A voice heard only by some\nThe infection changes the audibility of the victim’s voice. Certain creatures may still hear it, or it may become audible only under particular magical conditions.","category":"Lore","id":"whispering-throat","links":[],"raceRelated":[],"sections":[{"body":"The infection changes the audibility of the victim’s voice. Certain creatures may still hear it, or it may become audible only under particular magical conditions.","heading":"A voice heard only by some","illustration":{"alt":"An adult touches their throat while speaking to another adult in a dim stone room.","caption":"Whispering Throat changes who can hear an afflicted voice.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/whispering-throat.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"An infection of the vocal cords that limits who, or what, can hear an afflicted voice.","title":"Whispering Throat","type":"Disease","visibility":"player"},{"body":"The body at the moment of casting\nMage’s Melt manifests through spellcasting. When an afflicted caster uses magic, parts of their body temporarily become pure magical energy. This physical destabilization affects magic users alone.","category":"Lore","id":"mages-melt","links":[],"raceRelated":[],"sections":[{"body":"Mage’s Melt manifests through spellcasting. When an afflicted caster uses magic, parts of their body temporarily become pure magical energy. This physical destabilization affects magic users alone.","heading":"The body at the moment of casting","illustration":{"alt":"A clothed adult caster has one forearm and hand becoming blue-gold magical energy during a spell.","caption":"Mage’s Melt temporarily destabilizes the caster’s body during spellcasting.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/mages-melt.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"A magical affliction affecting only magic users, whose bodies temporarily destabilize when they cast.","title":"Mage’s Melt","type":"Disease","visibility":"player"},{"body":"Growth beneath the skin\nLeaves and flowers may emerge from the victim’s skin as plant growth accelerates within the body. These outward signs precede the fatal consequences of the internal growth.","category":"Lore","id":"verdant-fever","links":[],"raceRelated":[],"sections":[{"body":"Leaves and flowers may emerge from the victim’s skin as plant growth accelerates within the body. These outward signs precede the fatal consequences of the internal growth.","heading":"Growth beneath the skin","illustration":{"alt":"A concerned adult examines leaves and small pale flowers emerging from intact forearm skin.","caption":"Leaves and flowers may emerge as Verdant Fever drives growth within the body.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/verdant-fever.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"A disease that drives rapid plant growth within the body, sometimes revealing itself through leaves or flowers sprouting from the skin.","title":"Verdant Fever","type":"Disease","visibility":"player"},{"body":"A mercurial reflection\nThe blood takes on a reflective appearance resembling mercury. Visual distortions accompany the disorder, and untreated Mirror Blood can lead to madness.","category":"Lore","id":"mirror-blood","links":[],"raceRelated":[],"sections":[{"body":"The blood takes on a reflective appearance resembling mercury. Visual distortions accompany the disorder, and untreated Mirror Blood can lead to madness.","heading":"A mercurial reflection","illustration":{"alt":"A small dish of mercury-like reflective liquid sits beside a lens on a worn tabletop.","caption":"Mirror Blood takes on a reflective appearance resembling mercury.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/mirror-blood.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"A blood disorder that makes the blood reflective like mercury, bringing visual distortions and the danger of madness if untreated.","title":"Mirror Blood","type":"Disease","visibility":"player"},{"body":"The smoke-bearing cough\nAs the lungs turn to ash, a distinctive cough expels puffs of smoke. Ash Lung is common in volcanic regions.","category":"Lore","id":"ash-lung","links":[],"raceRelated":[],"sections":[{"body":"As the lungs turn to ash, a distinctive cough expels puffs of smoke. Ash Lung is common in volcanic regions.","heading":"The smoke-bearing cough","illustration":{"alt":"An adult traveller coughs a small puff of smoke while resting among dark volcanic foothills.","caption":"Ash Lung is known for its smoke-bearing cough.","displayScale":"thumbnail","height":660,"layout":"landscape","src":"assets/worldbook/ash-lung.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"A respiratory disease common in volcanic regions, where the lungs gradually turn to ash.","title":"Ash Lung","type":"Disease","visibility":"player"},{"body":"The town among the traveling communities\n\nTa’Cha rises above the plains of eastern Lyasa on plateau-like bluffs and tall stone pillars. Long bridges span the gaps between the inhabited heights, binding separate stretches of rock into the main town of the @[Teranok|race-minnatonk]. It is the principal gathering place to which their routes return. Most other communities encountered across that country are roaming tribes rather than permanent settlements.\n\nThe town has a lasting core, but much of its life arrives and departs. Workshops and storehouses serve families who may remain only long enough to trade, renew equipment and visit relatives. At a major gathering, the camps around the town can become as important to its daily life as the buildings at its center. Ta’Cha’s importance comes from these relationships, not from a claim to govern the entire homeland.\n\nBluff-tops, bridges and the camps below\n\nThe town occupies several broad stone heights rather than one continuous stretch of level ground. Its spanning bridges are major thoroughfares, carrying visitors between the inhabited pillars while the plains remain visible far below. The gaps give each part of Ta’Cha its own outline against the sky; the bridges make them one place.\n\nHomes, workshops and shared halls stand back from the exposed edges, leaving room for people to gather and for loads to be handled safely. Bridge approaches are kept clear. Maintaining the crossings is a common obligation, and wind or repairs can change the route between familiar parts of town.\n\nBelow the bluffs, open campgrounds receive Hovar caravans and households bringing their own shelters. Unloading yards serve the bulky work of arrival and departure. Families can remain beside their animals while visiting the town above, so a great gathering spreads across both levels: permanent buildings on the heights, temporary neighborhoods in the country beneath them.\n\nLocal stone and earth provide the durable parts of Ta’Cha’s buildings, while shaded workspaces and replaceable shelter materials carry forward the practical craft of its traveling communities. From the bridges, visitors can see caravans approaching across the open country long before they reach the camps.\n\nThe gathering grounds\n\nA broad meeting ground receives councils that involve more than one tribe. There is room for witnesses to hear an agreement and for families to remain nearby while their representatives speak. Matters commonly include overlapping routes, obligations to a household in difficulty, access to seasonal resources and the conduct of visiting traders.\n\nPeople who maintain the town’s shared spaces organize repairs, stores and the practical needs of a gathering. They do not thereby become rulers of every arriving caravan. Visitors seeking an agreement must find the households or tribes actually affected; obtaining a welcome in Ta’Cha is not permission to use all Teranok lands and resources.\n\nThe meeting ground also hosts storytelling, greetings to returning travelers and celebrations. A place of serious argument on one day can be filled with food, music and competing accounts of a memorable journey the next.\n\nTrade and the work of renewal\n\nTa’Cha’s market serves people who must consider every burden they carry. Durable tools, well-made fastenings, water vessels, woven goods and repair materials find ready attention. Traders learn quickly that an impressive object may be less valuable than one whose damaged parts can be replaced far from a workshop.\n\nHovar care occupies a substantial share of the town’s work. Handlers assess harness fit, builders adjust packframes and families exchange experience about difficult stretches of country. Supplies can be redistributed before a tribe leaves, and households whose equipment has failed can obtain help without delaying an entire traveling community indefinitely.\n\nOutsiders are welcome participants in this exchange when they respect local agreements. Their arrival brings news and unfamiliar goods, while the departing caravans carry Ta’Cha’s conversations outward across the plains.\n\nMemory in a place of return\n\nFor families often separated by travel, Ta’Cha is a place where scattered memories can be brought together. Shamans and experienced storytellers hear accounts from different routes, compare remembered obligations and help a family prepare rites of remembrance. No single account belongs automatically to everyone; the relatives and witnesses connected to a story retain their own voices.\n\nA quiet visit and a crowded gathering offer very different impressions of the town. During a lull, residents mend buildings, tend stores and prepare the grounds. When caravans arrive, familiar workyards fill with greetings, arguments and the measured movement of Hovar. Ta’Cha endures through both rhythms, giving a mobile people somewhere dependable to meet again.\n\nThe country beyond the bluffs\n\nThe plains and plateau formations surrounding Ta’Cha support Hovar caravans, roaming Teranok tribes and a wider web of animal life. Wild @[Plainstalker Eclians|creature-plainstalker-eclian], predatory cats and wolves make watchfulness part of travel.\n\nRemote plateau pockets also shelter @[Sagebrush Kobold|race-kobolds] tribes, a plains-adapted regional offshoot with greenish-brown camouflage. Secretive and inclined to avoid other peoples, they generally cause little trouble unless outsiders intrude into their territory. They have their own communities in the wider country; their presence is no claim that they inhabit Ta’Cha or answer to its gatherings. A couple of roaming Teranok tribes have established cautious trade with a few Sagebrush tribes, but those relationships are shaky and local rather than a broad alliance.","category":"Places","id":"place-tacha","illustration":{"src":"assets/worldbook/tacha-bluff-town-main-v3.avif","caption":"Ta’Cha’s inhabited bluffs and spanning bridges","alt":"Ta’Cha’s inhabited bluffs and spanning bridges","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"},"links":["race-minnatonk","creature-hovar","creature-plainstalker-eclian","race-kobolds","place-lyasa"],"raceRelated":[],"sections":[{"heading":"The town among the traveling communities","body":"Ta’Cha rises above the plains of eastern Lyasa on plateau-like bluffs and tall stone pillars. Long bridges span the gaps between the inhabited heights, binding separate stretches of rock into the main town of the @[Teranok|race-minnatonk]. It is the principal gathering place to which their routes return. Most other communities encountered across that country are roaming tribes rather than permanent settlements.\n\nThe town has a lasting core, but much of its life arrives and departs. Workshops and storehouses serve families who may remain only long enough to trade, renew equipment and visit relatives. At a major gathering, the camps around the town can become as important to its daily life as the buildings at its center. Ta’Cha’s importance comes from these relationships, not from a claim to govern the entire homeland.","visibility":"player"},{"heading":"Bluff-tops, bridges and the camps below","body":"The town occupies several broad stone heights rather than one continuous stretch of level ground. Its spanning bridges are major thoroughfares, carrying visitors between the inhabited pillars while the plains remain visible far below. The gaps give each part of Ta’Cha its own outline against the sky; the bridges make them one place.\n\nHomes, workshops and shared halls stand back from the exposed edges, leaving room for people to gather and for loads to be handled safely. Bridge approaches are kept clear. Maintaining the crossings is a common obligation, and wind or repairs can change the route between familiar parts of town.\n\nBelow the bluffs, open campgrounds receive Hovar caravans and households bringing their own shelters. Unloading yards serve the bulky work of arrival and departure. Families can remain beside their animals while visiting the town above, so a great gathering spreads across both levels: permanent buildings on the heights, temporary neighborhoods in the country beneath them.\n\nLocal stone and earth provide the durable parts of Ta’Cha’s buildings, while shaded workspaces and replaceable shelter materials carry forward the practical craft of its traveling communities. From the bridges, visitors can see caravans approaching across the open country long before they reach the camps.","visibility":"player"},{"heading":"The gathering grounds","body":"A broad meeting ground receives councils that involve more than one tribe. There is room for witnesses to hear an agreement and for families to remain nearby while their representatives speak. Matters commonly include overlapping routes, obligations to a household in difficulty, access to seasonal resources and the conduct of visiting traders.\n\nPeople who maintain the town’s shared spaces organize repairs, stores and the practical needs of a gathering. They do not thereby become rulers of every arriving caravan. Visitors seeking an agreement must find the households or tribes actually affected; obtaining a welcome in Ta’Cha is not permission to use all Teranok lands and resources.\n\nThe meeting ground also hosts storytelling, greetings to returning travelers and celebrations. A place of serious argument on one day can be filled with food, music and competing accounts of a memorable journey the next.","visibility":"player"},{"heading":"Trade and the work of renewal","body":"Ta’Cha’s market serves people who must consider every burden they carry. Durable tools, well-made fastenings, water vessels, woven goods and repair materials find ready attention. Traders learn quickly that an impressive object may be less valuable than one whose damaged parts can be replaced far from a workshop.\n\nHovar care occupies a substantial share of the town’s work. Handlers assess harness fit, builders adjust packframes and families exchange experience about difficult stretches of country. Supplies can be redistributed before a tribe leaves, and households whose equipment has failed can obtain help without delaying an entire traveling community indefinitely.\n\nOutsiders are welcome participants in this exchange when they respect local agreements. Their arrival brings news and unfamiliar goods, while the departing caravans carry Ta’Cha’s conversations outward across the plains.","visibility":"player","illustration":{"src":"assets/worldbook/tacha-arrival-yard-v4-teranok-refresh.avif","caption":"Unloading and repairs in Ta’Cha’s caravan yards","alt":"Unloading and repairs in Ta’Cha’s caravan yards","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1050,"height":700,"layout":"landscape","displayScale":"wide"}},{"heading":"Memory in a place of return","body":"For families often separated by travel, Ta’Cha is a place where scattered memories can be brought together. Shamans and experienced storytellers hear accounts from different routes, compare remembered obligations and help a family prepare rites of remembrance. No single account belongs automatically to everyone; the relatives and witnesses connected to a story retain their own voices.\n\nA quiet visit and a crowded gathering offer very different impressions of the town. During a lull, residents mend buildings, tend stores and prepare the grounds. When caravans arrive, familiar workyards fill with greetings, arguments and the measured movement of Hovar. Ta’Cha endures through both rhythms, giving a mobile people somewhere dependable to meet again.","visibility":"player"},{"heading":"The country beyond the bluffs","body":"The plains and plateau formations surrounding Ta’Cha support Hovar caravans, roaming Teranok tribes and a wider web of animal life. Wild @[Plainstalker Eclians|creature-plainstalker-eclian], predatory cats and wolves make watchfulness part of travel.\n\nRemote plateau pockets also shelter @[Sagebrush Kobold|race-kobolds] tribes, a plains-adapted regional offshoot with greenish-brown camouflage. Secretive and inclined to avoid other peoples, they generally cause little trouble unless outsiders intrude into their territory. They have their own communities in the wider country; their presence is no claim that they inhabit Ta’Cha or answer to its gatherings. A couple of roaming Teranok tribes have established cautious trade with a few Sagebrush tribes, but those relationships are shaky and local rather than a broad alliance.","visibility":"player"}],"summary":"Ta’Cha is the main town and gathering place of the Teranok in eastern Lyasa. Built across plateau-like bluffs and tall stone pillars joined by spanning bridges, it receives tribal gatherings from the surrounding plains.","title":"Ta’Cha","type":"Town","visibility":"player","relationshipVisibility":{"creature-hovar":"player","creature-plainstalker-eclian":"player","race-kobolds":"player","place-lyasa":"player"},"aliases":["Ta'Cha","Ta'cha","Ta’cha","tacha"],"aliasesVisibility":"player"},{"body":"Forests, mountains and the coast\nVandalir Wood forms the setting of @[Iril Venn|new-irilvenn], a Sylvanar settlement whose living buildings have been tended across generations. @[Dathren Coil|new-dathrencoil] lies beneath Abbrond’s mountain country, where Nystharin households shape their caverns around sound, stonecraft and carefully maintained surface relationships. On the coast, @[Istravel|gap-istravel] supports repair workshops, fishers and a busy working waterfront.\n\nKros, Bredon, Jargenbard, Javerkell and Cryndor are named settlements on the world map.\n\nThe wetland communities\nThe @[Flood of Three Foundings|new-three-foundings] changed part of Abbrond’s low country during the Era of Dominion. Displaced households built @[Morrowfen|new-morrowfen] on connected rises, developed the floating and anchored gardens of @[Tallowmere|new-tallowmere], and settled near Iril Venn. Their responses joined these communities through trade, shared work and enduring arguments about land and belonging.\n\nThe flood was regional. It did not remake the whole landmass, and its survivors’ histories do not account for every community in Abbrond.\n\nStonework and remembered change\nThe @[Oranth Steps|new-oranthsteps] preserve Titan-era terraces, later dwellings, Dominion fortifications and the traces of reuse after large-scale occupation ended. The @[Green Witnesses|new-greenwitnesses] maintain a seasonal station near the ruins and compare material evidence with the memories of local communities.\n\n@[Maerith of the Second Roots|new-maerith] helped preserve regional records as draconic rule advanced. Her work continued through students and scattered collections. Neither her legacy nor the Witnesses’ history implies an uninterrupted institution or a single civilization ruling Abbrond through every era.\n\nTimber and overseas exchange\nDuring the Era of Dominion, households controlling coastal timber supplies imposed the @[Great Cedar Embargo|new-cedar-embargo]. Their restrictions disrupted work in Abbrond and among Fir’s shipbuilders. Repair, reuse and more varied supply arrangements weakened the original households’ bargaining power.\n\nThis commercial conflict belongs to the histories of forest workers, carriers and maritime craftspeople. Its consequences crossed the sea without establishing a unified Abbrond state or a continent-wide war.\n\nFaith and public service\nThe @[Order of the Sacred Light|notebook-15] arose in Abbrond approximately four centuries ago, during the decline of draconic influence. Its public teaching emphasizes collective reverence for the Divine, balance and mortal responsibility. Local priests, scholars and traveling clergy maintain its rites. The Order has remained regionally concentrated, has declined for decades and maintains no standing army.\n\nThe @[Order of the Redeemers|order-of-redeemers] also works along Abbrond’s coasts. Istravel’s relief house provides food, clothing and temporary help to working households. The Sacred Light and the Redeemers are distinct institutions.\n\nThe dwarven mountain capital\n@[Jargenbard|dwarven-capital-abbrond] is a dwarven capital in Abbrond’s mountain country, known for its open-sky ring city, reflected-light farms and whiskey. Its three great distilling clans, Embercask, Mirrorfield and Stonewick, have competed for influence for centuries. The mountain orc warbands belong to the Zul’vash Horde; goblin communities are also present in the surrounding country.\n\nThalvyr Kingdom and the southern map\n\nExplore @[Thalvyr Kingdom|place-thalvyr-kingdom] and the surrounding mapped country: the Blackstone Mountains and Forest, Thu’valk Forest, Raven Lake, Dusk Fallow Swamp and Glenmore Ruins. The regional overview links the named places shown on the map.","category":"Places","companionMapId":"Abbrond","id":"abbrond","links":["gap-istravel","new-cedar-embargo","new-dathrencoil","new-greenwitnesses","new-irilvenn","new-maerith","new-morrowfen","new-oranthsteps","new-tallowmere","new-three-foundings","notebook-15","order-of-redeemers","dwarven-capital-abbrond","place-thalvyr-kingdom"],"raceRelated":[],"sections":[{"body":"Vandalir Wood forms the setting of @[Iril Venn|new-irilvenn], a Sylvanar settlement whose living buildings have been tended across generations. @[Dathren Coil|new-dathrencoil] lies beneath Abbrond’s mountain country, where Nystharin households shape their caverns around sound, stonecraft and carefully maintained surface relationships. On the coast, @[Istravel|gap-istravel] supports repair workshops, fishers and a busy working waterfront.\n\nKros, Bredon, Jargenbard, Javerkell and Cryndor are named settlements on the world map.","heading":"Forests, mountains and the coast","visibility":"player"},{"body":"The @[Flood of Three Foundings|new-three-foundings] changed part of Abbrond’s low country during the Era of Dominion. Displaced households built @[Morrowfen|new-morrowfen] on connected rises, developed the floating and anchored gardens of @[Tallowmere|new-tallowmere], and settled near Iril Venn. Their responses joined these communities through trade, shared work and enduring arguments about land and belonging.\n\nThe flood was regional. It did not remake the whole landmass, and its survivors’ histories do not account for every community in Abbrond.","heading":"The wetland communities","visibility":"player"},{"body":"The @[Oranth Steps|new-oranthsteps] preserve Titan-era terraces, later dwellings, Dominion fortifications and the traces of reuse after large-scale occupation ended. The @[Green Witnesses|new-greenwitnesses] maintain a seasonal station near the ruins and compare material evidence with the memories of local communities.\n\n@[Maerith of the Second Roots|new-maerith] helped preserve regional records as draconic rule advanced. Her work continued through students and scattered collections. Neither her legacy nor the Witnesses’ history implies an uninterrupted institution or a single civilization ruling Abbrond through every era.","heading":"Stonework and remembered change","visibility":"player"},{"body":"During the Era of Dominion, households controlling coastal timber supplies imposed the @[Great Cedar Embargo|new-cedar-embargo]. Their restrictions disrupted work in Abbrond and among Fir’s shipbuilders. Repair, reuse and more varied supply arrangements weakened the original households’ bargaining power.\n\nThis commercial conflict belongs to the histories of forest workers, carriers and maritime craftspeople. Its consequences crossed the sea without establishing a unified Abbrond state or a continent-wide war.","heading":"Timber and overseas exchange","visibility":"player"},{"body":"The @[Order of the Sacred Light|notebook-15] arose in Abbrond approximately four centuries ago, during the decline of draconic influence. Its public teaching emphasizes collective reverence for the Divine, balance and mortal responsibility. Local priests, scholars and traveling clergy maintain its rites. The Order has remained regionally concentrated, has declined for decades and maintains no standing army.\n\nThe @[Order of the Redeemers|order-of-redeemers] also works along Abbrond’s coasts. Istravel’s relief house provides food, clothing and temporary help to working households. The Sacred Light and the Redeemers are distinct institutions.","heading":"Faith and public service","visibility":"player"},{"heading":"The dwarven mountain capital","body":"@[Jargenbard|dwarven-capital-abbrond] is a dwarven capital in Abbrond’s mountain country, known for its open-sky ring city, reflected-light farms and whiskey. Its three great distilling clans, Embercask, Mirrorfield and Stonewick, have competed for influence for centuries. The mountain orc warbands belong to the Zul’vash Horde; goblin communities are also present in the surrounding country.","visibility":"player"},{"heading":"Thalvyr Kingdom and the southern map","body":"Explore @[Thalvyr Kingdom|place-thalvyr-kingdom] and the surrounding mapped country: the Blackstone Mountains and Forest, Thu’valk Forest, Raven Lake, Dusk Fallow Swamp and Glenmore Ruins. The regional overview links the named places shown on the map.","visibility":"player"}],"summary":"Abbrond’s forests, mountain settlements, wetlands and working coasts preserve a long history of cultivation, trade and adaptation. Its communities include Iril Venn, Morrowfen, Dathren Coil and Istravel.","title":"Abbrond","type":"Landmass","visibility":"player","illustration":{"src":"assets/worldbook/abbrond-working-coast-v1.avif","alt":"Abbrond’s working coast","caption":"Abbrond’s working coast","layout":"landscape","width":1536,"height":1024,"displayScale":"wide","visibility":"player","altVisibility":"player","captionVisibility":"player"},"relationshipVisibility":{"place-thalvyr-kingdom":"player"}},{"body":"A sorcerer in Holden\nIn Holden, Inaro found shelter at Chastity’s Nook while evading the Enforcers. Roc of @[the Crimson Fist|org-crimson-fist] directed him to Friar Frank for information about @[the Ebon Rose|ebon-rose]. At the Don’t Go Inn, he encountered Calianna, who seemed to know more about his powers than he did.\n\nThe coast beyond the town\nInaro fled to the Sirens Grotto, a group of sea caves north of Holden. There he contemplated his origins and manifested his latent powers.\n\nThe name held by the fey\nAt @[the Sylvan Veil|sylvan-veil], Inaro met @[Lirael the Whisperer|lirael-the-whisperer]. Her request for his name concealed a binding fey contract. By answering, he surrendered his last name and was left with only Inaro. Lirael holds the name until he reclaims it or she chooses to return it. The name taken in this encounter has not been identified; his Shahlo bloodline does not establish that it was Shahlo.\n\nCora’s son\nInaro is the son of @[Cora Shahlo|cora-shahlo], a human noblewoman of @[House Shahlo|org-house-shahlo] in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27], and an unnamed, impoverished elf. Cora’s father, @[Lord Vincent Shahlo|vincent-shahlo], opposed their union. Her letter says that Inaro’s father fled for his life and that she was imprisoned beneath the family estate, where arcane rituals were stripping away her memories of him and their child.\n\nTaken to safety\nCora entrusted Inaro to an unnamed loyal servant and friend, who carried him away to another family. He was raised by @[Barlan and Maela Tealeaf|tealeaf-family], halflings whose son @[Finzor|finzor-tealeaf] was a year younger than him. Maela was loving and nurturing; Barlan was a hardworking family man. After Maela died, Inaro left Finzor behind and carried deep guilt about doing so. Cora’s @[letter|cora-letter-to-inaro] urges him to choose his own path rather than be bound by the Shahlo name.\n\nThe Moon Temple at Boâl\nDuring the @[Moon Temple expedition|2606a474-a8cc-48e7-bb9e-27915126222b] in @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e], the party defeated Terandyn and recovered metal tablets written in the language of the Primes. Raven called on Asmodeus for help. He possessed Inaro and supplied a partial translation that pointed the party toward Balmoral, leaving a debt behind with the favor.\n\nThe breach at Tsaris Bay\nAt @[Tsaris Bay|notebook-16], Inaro broke a magical ward on a reinforced cell beneath a warehouse, revealing seven imprisoned Tarsian children and an adult. As volatile Dieritium Arcanum detonated, he raised a wall of water to protect the children. The party survived, but two children died in the explosion. The @[session account|notebook-10] credits his ward-breaking and shield as decisive contributions.\n\nAn offer from the Ebon Rose\n@[The Ebon Rose|ebon-rose] offered Inaro membership. He was deeply undecided and had expressed a desire to leave his old group if he could do so without fearing pursuit. @[Calianna|calianna] had brought his brother Finzor into the Ebon Rose before Inaro understood her involvement. She helped the brothers reconnect, and they reunited in an abandoned theater.\n\nThe people he left behind\nAmong his @[former companions|inaro-former-companions], Inaro was particularly close to Kelberos and Drak. Kelberos’s earlier departure hurt him deeply. His relationship with Damakos was more strained: Inaro resented the different ways others treated them, while recognizing his own immaturity. Garrett, initially abrasive, became a trusted companion and guide.\n\nThe Marston children\nInaro fought a band of goblins and hobgoblins led by Red Eyes to rescue the Marston children. He killed Red Eyes and his followers, returned the children home, and gave the family his reward money to help protect them. He also confronted the parents about their lack of precautions.","category":"People","id":"inaro","illustration":{"alt":"An unnamed half-elf sorcerer seen from behind, holding a small curl of water","caption":"Elemental sorcery, an interpretive vignette","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-inaro.avif","visibility":"player","width":660},"links":["2606a474-a8cc-48e7-bb9e-27915126222b","63904922-f75a-418e-9b27-b0a6e545fb27","92710cbd-bdbe-478d-bcac-7ed22499690e","calianna","cora-letter-to-inaro","cora-shahlo","ebon-rose","finzor-tealeaf","inaro-former-companions","lirael-the-whisperer","notebook-10","notebook-16","org-crimson-fist","org-house-shahlo","sylvan-veil","tealeaf-family","vincent-shahlo"],"raceRelated":[],"sections":[{"body":"In Holden, Inaro found shelter at Chastity’s Nook while evading the Enforcers. Roc of @[the Crimson Fist|org-crimson-fist] directed him to Friar Frank for information about @[the Ebon Rose|ebon-rose]. At the Don’t Go Inn, he encountered Calianna, who seemed to know more about his powers than he did.","heading":"A sorcerer in Holden","visibility":"player"},{"body":"Inaro fled to the Sirens Grotto, a group of sea caves north of Holden. There he contemplated his origins and manifested his latent powers.","heading":"The coast beyond the town","visibility":"player"},{"body":"At @[the Sylvan Veil|sylvan-veil], Inaro met @[Lirael the Whisperer|lirael-the-whisperer]. Her request for his name concealed a binding fey contract. By answering, he surrendered his last name and was left with only Inaro. Lirael holds the name until he reclaims it or she chooses to return it. The name taken in this encounter has not been identified; his Shahlo bloodline does not establish that it was Shahlo.","heading":"The name held by the fey","visibility":"player"},{"body":"Inaro is the son of @[Cora Shahlo|cora-shahlo], a human noblewoman of @[House Shahlo|org-house-shahlo] in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27], and an unnamed, impoverished elf. Cora’s father, @[Lord Vincent Shahlo|vincent-shahlo], opposed their union. Her letter says that Inaro’s father fled for his life and that she was imprisoned beneath the family estate, where arcane rituals were stripping away her memories of him and their child.","heading":"Cora’s son","visibility":"player"},{"body":"Cora entrusted Inaro to an unnamed loyal servant and friend, who carried him away to another family. He was raised by @[Barlan and Maela Tealeaf|tealeaf-family], halflings whose son @[Finzor|finzor-tealeaf] was a year younger than him. Maela was loving and nurturing; Barlan was a hardworking family man. After Maela died, Inaro left Finzor behind and carried deep guilt about doing so. Cora’s @[letter|cora-letter-to-inaro] urges him to choose his own path rather than be bound by the Shahlo name.","heading":"Taken to safety","visibility":"player"},{"body":"During the @[Moon Temple expedition|2606a474-a8cc-48e7-bb9e-27915126222b] in @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e], the party defeated Terandyn and recovered metal tablets written in the language of the Primes. Raven called on Asmodeus for help. He possessed Inaro and supplied a partial translation that pointed the party toward Balmoral, leaving a debt behind with the favor.","heading":"The Moon Temple at Boâl","visibility":"player"},{"body":"At @[Tsaris Bay|notebook-16], Inaro broke a magical ward on a reinforced cell beneath a warehouse, revealing seven imprisoned Tarsian children and an adult. As volatile Dieritium Arcanum detonated, he raised a wall of water to protect the children. The party survived, but two children died in the explosion. The @[session account|notebook-10] credits his ward-breaking and shield as decisive contributions.","heading":"The breach at Tsaris Bay","visibility":"player"},{"body":"@[The Ebon Rose|ebon-rose] offered Inaro membership. He was deeply undecided and had expressed a desire to leave his old group if he could do so without fearing pursuit. @[Calianna|calianna] had brought his brother Finzor into the Ebon Rose before Inaro understood her involvement. She helped the brothers reconnect, and they reunited in an abandoned theater.","heading":"An offer from the Ebon Rose","visibility":"player"},{"body":"Among his @[former companions|inaro-former-companions], Inaro was particularly close to Kelberos and Drak. Kelberos’s earlier departure hurt him deeply. His relationship with Damakos was more strained: Inaro resented the different ways others treated them, while recognizing his own immaturity. Garrett, initially abrasive, became a trusted companion and guide.","heading":"The people he left behind","visibility":"player"},{"body":"Inaro fought a band of goblins and hobgoblins led by Red Eyes to rescue the Marston children. He killed Red Eyes and his followers, returned the children home, and gave the family his reward money to help protect them. He also confronted the parents about their lack of precautions.","heading":"The Marston children","visibility":"player"}],"summary":"Inaro is a half-elf elemental sorcerer and a member of the current adventuring party.","title":"Inaro","type":"Person","visibility":"player"},{"body":"Beyond an ordinary bargain\nThe fey who run the Veil offer encounters governed by more than coin. Wordplay and hidden meanings can carry consequences, and visitors may leave with less than they brought.\n\nWithin the Veil\nEnchanted music, soft light and fragrant magical flora fill the rooms. Time feels uncertain inside, and visitors often lose track of how long they have stayed.\n\nLirael the Whisperer\n@[Lirael the Whisperer|lirael-the-whisperer] is one of the Veil’s courtesans. Her hypnotic voice and love of ambiguous language make even a casual exchange worthy of care.","category":"Places","id":"sylvan-veil","illustration":{"alt":"An empty lounge at the Sylvan Veil, with enchanted flowering vines, soft amber lamps, worn dark furnishings and a shadowed passage.","caption":"Soft light and enchanted flora within the Sylvan Veil.","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/sylvan-veil.avif","visibility":"player","width":1536},"links":["41699cf8-bacc-417c-80c9-3b24cab46d72","lirael-the-whisperer"],"raceRelated":[],"sections":[{"body":"The fey who run the Veil offer encounters governed by more than coin. Wordplay and hidden meanings can carry consequences, and visitors may leave with less than they brought.","heading":"Beyond an ordinary bargain","visibility":"player"},{"body":"Enchanted music, soft light and fragrant magical flora fill the rooms. Time feels uncertain inside, and visitors often lose track of how long they have stayed.","heading":"Within the Veil","visibility":"player"},{"body":"@[Lirael the Whisperer|lirael-the-whisperer] is one of the Veil’s courtesans. Her hypnotic voice and love of ambiguous language make even a casual exchange worthy of care.","heading":"Lirael the Whisperer","visibility":"player"}],"summary":"The Sylvan Veil is a fey-run brothel hidden in the shadowed streets of @[Holden|41699cf8-bacc-417c-80c9-3b24cab46d72]. Its bargains can involve memories, emotions and names.","title":"The Sylvan Veil","type":"Building","visibility":"player"},{"body":"Moonlight and enchantment\nHer silver hair shimmers like moonlight. Her eyes glow with an eerie blue light, and her skin appears almost luminous beneath fey enchantments. She moves with ethereal grace and a commanding, mysterious presence.\n\nWords with a second meaning\nLirael draws patrons into bargains they may not fully understand. A request delivered as ordinary conversation can carry the force of a fey agreement.","category":"People","id":"lirael-the-whisperer","identityIllustration":{"alt":"Lirael the Whisperer, an adult fey woman with silver hair and blue eyes, stands in a dark embroidered high-neck gown amid softly lit flowers.","caption":"Lirael the Whisperer of the Sylvan Veil.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/lirael-the-whisperer.avif","visibility":"player","width":900},"links":["41699cf8-bacc-417c-80c9-3b24cab46d72","sylvan-veil"],"raceRelated":[],"sections":[{"body":"Her silver hair shimmers like moonlight. Her eyes glow with an eerie blue light, and her skin appears almost luminous beneath fey enchantments. She moves with ethereal grace and a commanding, mysterious presence.","heading":"Moonlight and enchantment","visibility":"player"},{"body":"Lirael draws patrons into bargains they may not fully understand. A request delivered as ordinary conversation can carry the force of a fey agreement.","heading":"Words with a second meaning","visibility":"player"}],"summary":"Lirael the Whisperer is an adult fey courtesan at @[the Sylvan Veil|sylvan-veil] in @[Holden|41699cf8-bacc-417c-80c9-3b24cab46d72], known for wordplay, hidden meanings and a soft, hypnotic voice.","title":"Lirael the Whisperer","type":"Person","visibility":"player"},{"body":"A forbidden union\nCora loved an unnamed, impoverished elf. Her father, @[Lord Vincent Shahlo|vincent-shahlo], placed the family’s reputation above the relationship. When he discovered it, Inaro’s father fled for his life, and Cora was confined in the dungeons beneath the ancestral estate.\n\nMemories taken\nCora wrote that arcane rituals were erasing her memories of her lover and their son. She struggled to retain them as the losses continued, fearing that she might soon forget her own identity. Her account does not establish what became of her afterward.\n\nA mother’s last protection\nA loyal servant and friend took Inaro away to a family that would care for him. Cora’s @[letter|cora-letter-to-inaro] tells him of his ancestry, celebrates the love from which he was born, and urges him to choose a life beyond the demands of the Shahlo name.","category":"People","id":"cora-shahlo","links":["63904922-f75a-418e-9b27-b0a6e545fb27","cora-letter-to-inaro","inaro","org-house-shahlo","vincent-shahlo"],"raceRelated":[],"sections":[{"body":"Cora loved an unnamed, impoverished elf. Her father, @[Lord Vincent Shahlo|vincent-shahlo], placed the family’s reputation above the relationship. When he discovered it, Inaro’s father fled for his life, and Cora was confined in the dungeons beneath the ancestral estate.","heading":"A forbidden union","illustration":{"alt":"Cora Shahlo","caption":"Cora Shahlo","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-cora-shahlo.avif","visibility":"player","width":660},"visibility":"player"},{"body":"Cora wrote that arcane rituals were erasing her memories of her lover and their son. She struggled to retain them as the losses continued, fearing that she might soon forget her own identity. Her account does not establish what became of her afterward.","heading":"Memories taken","visibility":"player"},{"body":"A loyal servant and friend took Inaro away to a family that would care for him. Cora’s @[letter|cora-letter-to-inaro] tells him of his ancestry, celebrates the love from which he was born, and urges him to choose a life beyond the demands of the Shahlo name.","heading":"A mother’s last protection","visibility":"player"}],"summary":"Cora Shahlo is @[Inaro’s|inaro] mother and a human noblewoman of @[House Shahlo|org-house-shahlo] in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Her letter to her son describes a forbidden love, imprisonment and the loss of her memories.","title":"Cora Shahlo","type":"Person","visibility":"player"},{"body":"Patriarch of House Shahlo\nVincent leads a family whose crest is a silver wolf’s head on a black field. The Shahlo are part of Eman’s powerful nobility, whose economic influence exists alongside the rule of the Ascendancy.","category":"People","id":"vincent-shahlo","links":["63904922-f75a-418e-9b27-b0a6e545fb27","org-house-shahlo"],"raceRelated":[],"sections":[{"body":"Vincent leads a family whose crest is a silver wolf’s head on a black field. The Shahlo are part of Eman’s powerful nobility, whose economic influence exists alongside the rule of the Ascendancy.","heading":"Patriarch of House Shahlo","illustration":{"alt":"Lord Vincent Shahlo","caption":"Lord Vincent Shahlo","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-vincent-shahlo.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"Lord Vincent Shahlo heads @[House Shahlo|org-house-shahlo], one of the six High Families of @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. The human noble house draws its wealth from banking, finance and espionage.","title":"Lord Vincent Shahlo","type":"Person","visibility":"player"},{"body":"The letter\n**My Dearest Son,**\n\nIf you are reading this, then the life I dreamed of sharing with you has been stolen from us. I can only hope that through these words, some part of me remains with you, even as my memories are being stripped away.\n\nYour father and I shared a love that was never meant for this world. He was a man of humble birth, and I, a noblewoman of the great **House Shahlo** in **Eman**. Our love was forbidden, yet it was real, and it was ours. But your grandfather, **Lord Vincent Shahlo**, would never allow such a union. He is a man who values the pride and name of our house above all else, and he could not bear the thought of our family being stained by my choices. In his eyes, shame could never be brought upon House Shahlo, not even by his own daughter.\n\nWhen he discovered the truth, your father was forced to flee for his life, and I was imprisoned in the dungeons beneath our ancestral estate. Your grandfather was determined to erase all trace of this 'disgrace,' and so I have been subjected to arcane rituals—rituals meant to cleanse me of my memories of your father, and of you. Each day, more of my mind is taken, but I have fought to hold on to the memory of you, my sweet child. I write this now because soon, I may no longer even know who I am, or what I have lost.\n\nI cannot tell you your father’s name, for it too may be taken from me before I finish this letter. But know that he was brave and kind, a man who loved deeply and with honor. He would have given everything to be with us, to protect us. But in this world of noble titles and bloodlines, the price of our love was too high. Your birth was the one piece of hope we had left—a hope I carry even as I face the darkness of my father’s punishment.\n\nI have done all I can to ensure that you were spared from this fate. A loyal servant, a friend to me, has taken you far from here, into the care of a family that will love and protect you as their own. You will grow strong and kind, as your father was. Though I will not be there to guide you, my love will always be with you.\n\nInaro, you carry the blood of House Shahlo in your veins, but do not let our name bind you. You are more than the legacy of a noble house. You are the child of love, and that is something your grandfather could never understand. Seek your own path, my son, and never forget who you truly are, even if I can no longer remember.\n\nI leave you with all the love I have left. May you live the life we could not.\n\nWith all my heart,  \n**Your Mother, Cora Shahlo**  \nOf House Shahlo, Eman","category":"Lore","id":"cora-letter-to-inaro","links":["63904922-f75a-418e-9b27-b0a6e545fb27","cora-shahlo","inaro"],"raceRelated":[],"sections":[{"body":"**My Dearest Son,**\n\nIf you are reading this, then the life I dreamed of sharing with you has been stolen from us. I can only hope that through these words, some part of me remains with you, even as my memories are being stripped away.\n\nYour father and I shared a love that was never meant for this world. He was a man of humble birth, and I, a noblewoman of the great **House Shahlo** in **Eman**. Our love was forbidden, yet it was real, and it was ours. But your grandfather, **Lord Vincent Shahlo**, would never allow such a union. He is a man who values the pride and name of our house above all else, and he could not bear the thought of our family being stained by my choices. In his eyes, shame could never be brought upon House Shahlo, not even by his own daughter.\n\nWhen he discovered the truth, your father was forced to flee for his life, and I was imprisoned in the dungeons beneath our ancestral estate. Your grandfather was determined to erase all trace of this 'disgrace,' and so I have been subjected to arcane rituals—rituals meant to cleanse me of my memories of your father, and of you. Each day, more of my mind is taken, but I have fought to hold on to the memory of you, my sweet child. I write this now because soon, I may no longer even know who I am, or what I have lost.\n\nI cannot tell you your father’s name, for it too may be taken from me before I finish this letter. But know that he was brave and kind, a man who loved deeply and with honor. He would have given everything to be with us, to protect us. But in this world of noble titles and bloodlines, the price of our love was too high. Your birth was the one piece of hope we had left—a hope I carry even as I face the darkness of my father’s punishment.\n\nI have done all I can to ensure that you were spared from this fate. A loyal servant, a friend to me, has taken you far from here, into the care of a family that will love and protect you as their own. You will grow strong and kind, as your father was. Though I will not be there to guide you, my love will always be with you.\n\nInaro, you carry the blood of House Shahlo in your veins, but do not let our name bind you. You are more than the legacy of a noble house. You are the child of love, and that is something your grandfather could never understand. Seek your own path, my son, and never forget who you truly are, even if I can no longer remember.\n\nI leave you with all the love I have left. May you live the life we could not.\n\nWith all my heart,  \n**Your Mother, Cora Shahlo**  \nOf House Shahlo, Eman","heading":"The letter","illustration":{"alt":"Cora’s Letter to Inaro","caption":"Cora’s Letter to Inaro","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-cora-letter.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"A letter from @[Cora Shahlo|cora-shahlo] to her son @[Inaro|inaro], written while arcane rituals were taking her memories beneath the Shahlo estate in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27].","title":"Cora’s Letter to Inaro","type":"Document","visibility":"player"},{"body":"An enemy of the Crimson Fist\nThe Crimson Fist fights the Ebon Rose and also speaks against the Judicators.","category":"Factions","factionGroup":"Rival movements","id":"ebon-rose","links":["org-crimson-fist"],"raceRelated":[],"sections":[{"body":"The Crimson Fist fights the Ebon Rose and also speaks against the Judicators.","heading":"An enemy of the Crimson Fist","illustration":{"alt":"The Ebon Rose","caption":"The Ebon Rose","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-ebon-rose.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"The Ebon Rose is a faction opposed by @[the Crimson Fist|org-crimson-fist], a rebellion group in Amarin.","title":"The Ebon Rose","type":"Organization","visibility":"player"},{"body":"Barlan and Maela\nBarlan was a hardworking family man. Maela was nurturing and loving, giving Inaro the home his birth mother had hoped he would find.\n\nAfter Maela’s death\nMaela died before Inaro left Finzor behind. Inaro’s guilt over that departure remained strong; he cared fiercely for the brother who was only a year younger than him.","category":"People","id":"tealeaf-family","links":["finzor-tealeaf","inaro"],"raceRelated":[],"sections":[{"body":"Barlan was a hardworking family man. Maela was nurturing and loving, giving Inaro the home his birth mother had hoped he would find.","heading":"Barlan and Maela","illustration":{"alt":"The Tealeaf Family","caption":"The Tealeaf Family","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-tealeaf-family.avif","visibility":"player","width":660},"visibility":"player"},{"body":"Maela died before Inaro left Finzor behind. Inaro’s guilt over that departure remained strong; he cared fiercely for the brother who was only a year younger than him.","heading":"After Maela’s death","visibility":"player"}],"summary":"@[Inaro|inaro] was raised by Barlan and Maela Tealeaf, a halfling couple whose son @[Finzor|finzor-tealeaf] became his brother.","title":"The Tealeaf Family","type":"Family","visibility":"player"},{"body":"A brother left behind\nInaro grew up in the Tealeaf household and felt fiercely protective of Finzor. After Maela died, he left his brother behind and carried guilt over the separation.\n\nDrawn into the Ebon Rose\n@[Calianna|calianna] brought Finzor into @[the Ebon Rose|ebon-rose]. She later helped him reconnect with Inaro, who had not understood her role in his brother’s involvement. The brothers reunited in an abandoned theater.","category":"People","id":"finzor-tealeaf","links":["calianna","ebon-rose","inaro","tealeaf-family"],"raceRelated":[],"sections":[{"body":"Inaro grew up in the Tealeaf household and felt fiercely protective of Finzor. After Maela died, he left his brother behind and carried guilt over the separation.","heading":"A brother left behind","visibility":"player"},{"body":"@[Calianna|calianna] brought Finzor into @[the Ebon Rose|ebon-rose]. She later helped him reconnect with Inaro, who had not understood her role in his brother’s involvement. The brothers reunited in an abandoned theater.","heading":"Drawn into the Ebon Rose","illustration":{"alt":"Finzor Tealeaf","caption":"Finzor Tealeaf","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-finzor-tealeaf.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"Finzor Tealeaf is @[Inaro’s|inaro] halfling brother, a year younger than him and the son of @[Barlan and Maela Tealeaf|tealeaf-family].","title":"Finzor Tealeaf","type":"Person","visibility":"player"},{"body":"A meeting at the inn\nInaro met Calianna at the Don’t Go Inn in @[Holden|41699cf8-bacc-417c-80c9-3b24cab46d72], after going out alone to clear his head. She appeared to know more about his powers than he did.\n\nThe brothers and the Rose\nCalianna had brought @[Finzor Tealeaf|finzor-tealeaf] into the Ebon Rose. She helped Inaro reconnect with him, but Inaro did not initially know of her involvement. The brothers’ reunion at the abandoned theater became part of the events surrounding his departure from his former adventuring group.","category":"People","id":"calianna","links":["41699cf8-bacc-417c-80c9-3b24cab46d72","ebon-rose","finzor-tealeaf","inaro"],"raceRelated":[],"sections":[{"body":"Inaro met Calianna at the Don’t Go Inn in @[Holden|41699cf8-bacc-417c-80c9-3b24cab46d72], after going out alone to clear his head. She appeared to know more about his powers than he did.","heading":"A meeting at the inn","illustration":{"alt":"Calianna","caption":"Calianna","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-calianna.avif","visibility":"player","width":660},"visibility":"player"},{"body":"Calianna had brought @[Finzor Tealeaf|finzor-tealeaf] into the Ebon Rose. She helped Inaro reconnect with him, but Inaro did not initially know of her involvement. The brothers’ reunion at the abandoned theater became part of the events surrounding his departure from his former adventuring group.","heading":"The brothers and the Rose","visibility":"player"}],"summary":"Calianna is a half-elf with knowledge of @[Inaro’s|inaro] powers and ties to @[the Ebon Rose|ebon-rose].","title":"Calianna","type":"Person","visibility":"player"},{"body":"Kelberos and Drak\nKelberos, whom Inaro called Kelbi, became a friend he cared about more than he readily admitted. Kelberos left before Inaro did, and the separation hurt. Drak was his other closest companion. Inaro later learned that the loss associated with Drak concerned his wife; the name Mardreth appears in the recollection without a certain identification.\n\nCaelwynn and Damakos\nCaelwynn was an elf who traveled with a large wolf. Older than Inaro, though not notably old by elven standards, she made a vivid impression on him. Damakos provoked more friction: Inaro saw similarities between them but resented their differences and the unequal treatment they received. He also acknowledged that he had been much more immature.\n\nShine and Fiamma\nShine was quiet and strongly interested in money. He and Inaro briefly connected over having little family, though they were never especially close. Fiamma spent only a short time with the group and left during the night. Her questions concerned her mother’s clan and its wish that she stop learning.\n\nGarrett’s parting gift\nGarrett served as a companion and guide. His rough first impression gave way to closeness with Inaro before the group had to leave. He gave Inaro three grenades. Inaro remembered last encountering him at the Gilded Lily and believed only one grenade remained when he left the party.\n\nTeachers and shelter\nScholar Oberon taught Inaro, though the subject is no longer clearly recalled. At Chastity’s Nook, Ariessea and Oslo sheltered him from the Enforcers. Oslo was a relaxed cook; Ariessea told Inaro that she saw something better within him than he showed outwardly.\n\nContacts and pursuers\nRoc of @[the Crimson Fist|org-crimson-fist] provided information about the Ebon Rose and directed Inaro to Friar Frank. An obscure group called the Family was said to be following his former party; its identity and intentions remain uncertain.","category":"People","id":"inaro-former-companions","links":["inaro","org-crimson-fist"],"raceRelated":[],"sections":[{"body":"Kelberos, whom Inaro called Kelbi, became a friend he cared about more than he readily admitted. Kelberos left before Inaro did, and the separation hurt. Drak was his other closest companion. Inaro later learned that the loss associated with Drak concerned his wife; the name Mardreth appears in the recollection without a certain identification.","heading":"Kelberos and Drak","visibility":"player"},{"body":"Caelwynn was an elf who traveled with a large wolf. Older than Inaro, though not notably old by elven standards, she made a vivid impression on him. Damakos provoked more friction: Inaro saw similarities between them but resented their differences and the unequal treatment they received. He also acknowledged that he had been much more immature.","heading":"Caelwynn and Damakos","illustration":{"alt":"Inaro’s Former Companions","caption":"Inaro’s Former Companions","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-inaro-companions.avif","visibility":"player","width":660},"visibility":"player"},{"body":"Shine was quiet and strongly interested in money. He and Inaro briefly connected over having little family, though they were never especially close. Fiamma spent only a short time with the group and left during the night. Her questions concerned her mother’s clan and its wish that she stop learning.","heading":"Shine and Fiamma","visibility":"player"},{"body":"Garrett served as a companion and guide. His rough first impression gave way to closeness with Inaro before the group had to leave. He gave Inaro three grenades. Inaro remembered last encountering him at the Gilded Lily and believed only one grenade remained when he left the party.","heading":"Garrett’s parting gift","visibility":"player"},{"body":"Scholar Oberon taught Inaro, though the subject is no longer clearly recalled. At Chastity’s Nook, Ariessea and Oslo sheltered him from the Enforcers. Oslo was a relaxed cook; Ariessea told Inaro that she saw something better within him than he showed outwardly.","heading":"Teachers and shelter","visibility":"player"},{"body":"Roc of @[the Crimson Fist|org-crimson-fist] provided information about the Ebon Rose and directed Inaro to Friar Frank. An obscure group called the Family was said to be following his former party; its identity and intentions remain uncertain.","heading":"Contacts and pursuers","visibility":"player"}],"summary":"@[Inaro’s|inaro] former adventuring circle included close friends, uneasy companions and guides whose departures left lasting impressions.","title":"Inaro’s Former Companions","type":"Group","visibility":"player"},{"body":"The Rat Catchers of Dockside\nTabby and Minx belong to the children known as Rat Catchers in @[Tsaris Bay|notebook-16]. Around Dockside, young pest controllers chase vermin and earn coin for their work. Their trade is part of the port’s daily life, alongside unloading ships, fishing and the movement of goods through the harbor.\n\nThe Rat Catchers include both children and teenagers. Locals credit them with knowing every alley, sewer and shortcut in the city. That reputation belongs to the wider group, whose familiarity with the working port makes them a recognizable presence in its streets.\n\nThe gang’s information trade\nTabby and Minx belong to @[the Rat Catchers|org-rat-catchers], a gang of children and teenagers that works loosely for @[the Clergy|notebook-12]. The gang offers information for coin as well as earning money through pest control. Its reputation for knowing the city’s alleys, sewers and shortcuts is part of the same streetwise identity.\n\nAn uneasy measure of trust\nBy the time of @[the breach at Tsaris Bay|notebook-10], @[Kael Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] and his companions had come to trust Tabby and Minx in part. The two children were familiar contacts, though the companions’ confidence in them remained guarded.\n\nAfter the warehouse’s destruction, the survivors secured passage aboard a ship bound for Valaria. Tabby and Minx approached before it could depart.\n\nA warning before the ship sailed\nThe children warned that @[the Clergy|notebook-12] was already organizing against the party. Word had spread, the syndicate was moving, and Tsaris Bay was no longer safe. Their message made the danger of remaining ashore immediate.","category":"People","id":"tabby-and-minx","identityIllustration":{"alt":"Painted double portrait of Tabby and Minx","caption":"Tabby and Minx","displayScale":"paired","height":900,"layout":"portrait","src":"assets/worldbook/tabby-minx-portrait.avif","visibility":"player","width":900},"links":["a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","notebook-10","notebook-12","notebook-16","org-rat-catchers"],"raceRelated":[],"sections":[{"body":"Tabby and Minx belong to the children known as Rat Catchers in @[Tsaris Bay|notebook-16]. Around Dockside, young pest controllers chase vermin and earn coin for their work. Their trade is part of the port’s daily life, alongside unloading ships, fishing and the movement of goods through the harbor.\n\nThe Rat Catchers include both children and teenagers. Locals credit them with knowing every alley, sewer and shortcut in the city. That reputation belongs to the wider group, whose familiarity with the working port makes them a recognizable presence in its streets.","heading":"The Rat Catchers of Dockside","illustration":{"alt":"Tabby and Minx on the fogbound docks of Tsaris Bay","caption":"Tabby and Minx, Rat Catchers of Tsaris Bay","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tabby-minx-dockside.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Tabby and Minx belong to @[the Rat Catchers|org-rat-catchers], a gang of children and teenagers that works loosely for @[the Clergy|notebook-12]. The gang offers information for coin as well as earning money through pest control. Its reputation for knowing the city’s alleys, sewers and shortcuts is part of the same streetwise identity.","heading":"The gang’s information trade","visibility":"player"},{"body":"By the time of @[the breach at Tsaris Bay|notebook-10], @[Kael Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] and his companions had come to trust Tabby and Minx in part. The two children were familiar contacts, though the companions’ confidence in them remained guarded.\n\nAfter the warehouse’s destruction, the survivors secured passage aboard a ship bound for Valaria. Tabby and Minx approached before it could depart.","heading":"An uneasy measure of trust","visibility":"player"},{"body":"The children warned that @[the Clergy|notebook-12] was already organizing against the party. Word had spread, the syndicate was moving, and Tsaris Bay was no longer safe. Their message made the danger of remaining ashore immediate.","heading":"A warning before the ship sailed","visibility":"player"}],"summary":"Tabby and Minx are two of the Rat Catcher children of Tsaris Bay, where young pest controllers make their living among the harbor’s alleys, warehouses and weathered piers. Their gang works loosely for the Clergy and offers information for coin. The pair became guardedly trusted contacts of Kael’s party and warned the companions before their departure from the port.","title":"Tabby and Minx","type":"Person","visibility":"player"},{"body":"Independence won at the docks\nThe Harbor Roses spearheaded the rebellion against @[The Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8] roughly seventy-five years ago. The Ships had owned and managed the brothels; the women fought for independence and killed the controllers sent to impose the captains’ authority. The conflict became a city-wide problem. The resulting truce established their independence. The Roses now set their own rules, hire their bodyguards and manage their wealth. Some call this conflict the War of Sword and Sheath.\n\nTheir dockside character retains the rebellion’s defiance. They are less concerned with respectability than with keeping workers safe and free of outside control, and they venture further into criminal dealings than Georgetown’s other two courtesan factions.\n\nThe House Mother who raised Maven killed three captains during that rebellion. Maven later inherited her position and the grudges attached to it; dockside retellings now sometimes attribute those killings to Maven herself.\n\nHouse Mothers and shared protection\nHouse Mothers run individual establishments within a decentralized faction. @[“Crimson” Maven Shadowheart|person-maven-shadowheart] leads the faction while remaining a House Mother and an active worker. A shared security force drawn from former sailors and dock workers supports the houses.\n\nWorkers learn self-defense and knife fighting. Strong relationships with ship crews and smugglers give the Roses a place in the Southern Docks’ wider society. They are the faction most likely to answer trouble with a client by force.\n\nThe Roses’ houses\n@[The Red Lantern|place-red-lantern] occupies a converted warehouse and serves as Maven’s base. @[The Siren’s Rest|place-sirens-rest] combines a rough sailors’ tavern with upstairs rooms, while @[The Crimson Pearl|place-crimson-pearl] offers seafood and a somewhat more refined setting for merchants and dock supervisors.\n\nRed sashes identify the Roses, worn in several styles. Their establishments favor sturdy, practical buildings, red lanterns, crimson accents and maritime decoration.\n\nAllies and difficult partners\nThe Roses cooperate with @[Twilight Guild|org-twilight-guild] and @[Ivory Court|org-ivory-court] on shared warning systems, security, healthcare and education. In a crisis, Maven takes tactical leadership while Helena coordinates logistics and worker safety and Arianthe handles politics.\n\nMaven’s open contempt for aristocratic pretension regularly clashes with Arianthe’s disdain for the Roses’ roughness and criminal associations. Their workers cooperate more smoothly than their leaders, and Helena’s mediation keeps the alliance functioning.","category":"Factions","factionGroup":"Courtesan factions","id":"org-harbor-roses","illustration":{"alt":"Harbor Roses wearing red sashes welcome sailors in a timber dockside lounge lit by red lanterns.","caption":"The Harbor Roses of Georgetown’s Southern Docks","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/org-harbor-roses.avif","visibility":"player","width":1536},"links":["1beb63f6-e297-4b71-b81c-ca231f2847f8","org-ivory-court","org-twilight-guild","person-maven-shadowheart","place-crimson-pearl","place-red-lantern","place-sirens-rest"],"raceRelated":[],"sections":[{"body":"The Harbor Roses spearheaded the rebellion against @[The Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8] roughly seventy-five years ago. The Ships had owned and managed the brothels; the women fought for independence and killed the controllers sent to impose the captains’ authority. The conflict became a city-wide problem. The resulting truce established their independence. The Roses now set their own rules, hire their bodyguards and manage their wealth. Some call this conflict the War of Sword and Sheath.\n\nTheir dockside character retains the rebellion’s defiance. They are less concerned with respectability than with keeping workers safe and free of outside control, and they venture further into criminal dealings than Georgetown’s other two courtesan factions.\n\nThe House Mother who raised Maven killed three captains during that rebellion. Maven later inherited her position and the grudges attached to it; dockside retellings now sometimes attribute those killings to Maven herself.","heading":"Independence won at the docks","visibility":"player"},{"body":"House Mothers run individual establishments within a decentralized faction. @[“Crimson” Maven Shadowheart|person-maven-shadowheart] leads the faction while remaining a House Mother and an active worker. A shared security force drawn from former sailors and dock workers supports the houses.\n\nWorkers learn self-defense and knife fighting. Strong relationships with ship crews and smugglers give the Roses a place in the Southern Docks’ wider society. They are the faction most likely to answer trouble with a client by force.","heading":"House Mothers and shared protection","visibility":"player"},{"body":"@[The Red Lantern|place-red-lantern] occupies a converted warehouse and serves as Maven’s base. @[The Siren’s Rest|place-sirens-rest] combines a rough sailors’ tavern with upstairs rooms, while @[The Crimson Pearl|place-crimson-pearl] offers seafood and a somewhat more refined setting for merchants and dock supervisors.\n\nRed sashes identify the Roses, worn in several styles. Their establishments favor sturdy, practical buildings, red lanterns, crimson accents and maritime decoration.","heading":"The Roses’ houses","visibility":"player"},{"body":"The Roses cooperate with @[Twilight Guild|org-twilight-guild] and @[Ivory Court|org-ivory-court] on shared warning systems, security, healthcare and education. In a crisis, Maven takes tactical leadership while Helena coordinates logistics and worker safety and Arianthe handles politics.\n\nMaven’s open contempt for aristocratic pretension regularly clashes with Arianthe’s disdain for the Roses’ roughness and criminal associations. Their workers cooperate more smoothly than their leaders, and Helena’s mediation keeps the alliance functioning.","heading":"Allies and difficult partners","visibility":"player"}],"summary":"The Harbor Roses are the independent courtesan faction of Georgetown’s Southern Docks. Led by “Crimson” Maven Shadowheart, they serve sailors, dock workers, travelers and foreign traders and defend their autonomy with a forceful, practical solidarity.","title":"Harbor Roses","type":"Organization","visibility":"player"},{"body":"Houses and neighborhood life\nThe Guild serves craftspeople, working people and less wealthy merchants in the districts beside the docks. Its Houses have formal hierarchies and a communal support system. Discretion and good relationships with local craftsmen, merchants, healers and teachers are central to their work.\n\nThe Guild also provides matchmaking and social companionship. Purple butterfly tokens identify its members, and its interiors favor purple and silver, comfortable furnishings and private places for conversation.\n\nMother Blackwood’s institutions\n@[Madame Helena Blackwood|person-helena-blackwood], often called Mother Blackwood, built the healthcare and education programs used by @[Harbor Roses|org-harbor-roses], the Twilight Guild and @[Ivory Court|org-ivory-court]. A former courtesan, she now leads through practical judgment, fairness and care for the workers.\n\nThese shared services give the Guild a role beyond its own Houses. Helena brings that institutional authority to the factions’ monthly leadership meetings, where she mediates between Maven Shadowheart and Arianthe Moonweaver. During crises she coordinates logistics and worker safety.\n\nFrom the Lows to the market\n@[The Velvet Veil|place-velvet-veil], a converted townhouse with gardens and a courtyard at the edge of the Lows, contains Helena’s office. @[The Twilight House|place-twilight-house], near the Market District, serves wealthier merchants and minor nobility and is known for its kitchen and private dining. @[The Purple Rose|place-purple-rose] welcomes craftspeople and merchants at the market border with wine and live music.\n\nThe Guild’s territory overlaps the Ivory Court’s around the Market District. Its neighborhood relationships and communal institutions distinguish it from both the dockside Roses and the Court’s elite social world.\n\nAutonomy and common defense\nThe Guild belongs to the independent order established after the courtesans’ rebellion against @[The Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8] roughly seventy-five years ago. Each faction controls its own wealth, protections and rules. Their separate territories and clientele coexist with a united response to external threats and shared security warnings.","category":"Factions","factionGroup":"Courtesan factions","id":"org-twilight-guild","illustration":{"alt":"Adults sharing tea, conversation and an illustrated book in a welcoming purple-accented Twilight Guild lounge.","caption":"Learning and companionship within the Twilight Guild","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/org-twilight-guild.avif","visibility":"player","width":1536},"links":["1beb63f6-e297-4b71-b81c-ca231f2847f8","org-harbor-roses","org-ivory-court","person-helena-blackwood","place-purple-rose","place-twilight-house","place-velvet-veil"],"raceRelated":[],"sections":[{"body":"The Guild serves craftspeople, working people and less wealthy merchants in the districts beside the docks. Its Houses have formal hierarchies and a communal support system. Discretion and good relationships with local craftsmen, merchants, healers and teachers are central to their work.\n\nThe Guild also provides matchmaking and social companionship. Purple butterfly tokens identify its members, and its interiors favor purple and silver, comfortable furnishings and private places for conversation.","heading":"Houses and neighborhood life","visibility":"player"},{"body":"@[Madame Helena Blackwood|person-helena-blackwood], often called Mother Blackwood, built the healthcare and education programs used by @[Harbor Roses|org-harbor-roses], the Twilight Guild and @[Ivory Court|org-ivory-court]. A former courtesan, she now leads through practical judgment, fairness and care for the workers.\n\nThese shared services give the Guild a role beyond its own Houses. Helena brings that institutional authority to the factions’ monthly leadership meetings, where she mediates between Maven Shadowheart and Arianthe Moonweaver. During crises she coordinates logistics and worker safety.","heading":"Mother Blackwood’s institutions","visibility":"player"},{"body":"@[The Velvet Veil|place-velvet-veil], a converted townhouse with gardens and a courtyard at the edge of the Lows, contains Helena’s office. @[The Twilight House|place-twilight-house], near the Market District, serves wealthier merchants and minor nobility and is known for its kitchen and private dining. @[The Purple Rose|place-purple-rose] welcomes craftspeople and merchants at the market border with wine and live music.\n\nThe Guild’s territory overlaps the Ivory Court’s around the Market District. Its neighborhood relationships and communal institutions distinguish it from both the dockside Roses and the Court’s elite social world.","heading":"From the Lows to the market","visibility":"player"},{"body":"The Guild belongs to the independent order established after the courtesans’ rebellion against @[The Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8] roughly seventy-five years ago. Each faction controls its own wealth, protections and rules. Their separate territories and clientele coexist with a united response to external threats and shared security warnings.","heading":"Autonomy and common defense","visibility":"player"}],"summary":"The Twilight Guild is Georgetown’s independent courtesan faction serving the Lows and the edge of the Market District. Its Houses combine discretion and neighborhood ties with the healthcare and education programs that support all three factions.","title":"Twilight Guild","type":"Organization","visibility":"player"},{"body":"A place in high society\nThe Court serves nobles, wealthy merchants and distinguished visitors. It presents itself as a salon and arts society, and its workers are expected to participate confidently in that society. Education in music, art, politics and noble etiquette supports genuine talents as well as professional poise.\n\nAdmission is selective and training follows an apprenticeship system. A council of Patronesses advises on major decisions. The Court favors sustained companionship and long-term arrangements over casual drop-in custom.\n\nArianthe and the Patronesses\n@[Lady Arianthe Moonweaver|person-arianthe-moonweaver] is an Eldenar woman in her early hundreds. Her ambition is to secure the Court’s place among the wealthy and ensure its workers can hold their own in elite company. She combines social skill with strict expectations.\n\nArianthe’s disdain for @[Harbor Roses|org-harbor-roses] and Maven Shadowheart creates recurring conflict at the three factions’ monthly meetings. @[Madame Helena Blackwood|person-helena-blackwood] mediates. Despite this rivalry, the Court participates in common security arrangements and the healthcare and education programs maintained through @[Twilight Guild|org-twilight-guild].\n\nSalons and residences\n@[The Golden Lotus|place-golden-lotus] is the Court’s public salon and its sole drop-in establishment: a three-story mansion in the Ivory Reaches with galleries, music rooms, concerts and poetry readings. It offers entertainment, drinks and companionship.\n\nOther high-end courtesans maintain luxurious private townhouses, decorated to their individual tastes and furnished with gardens and servants. Each keeps a small number of long-term contracts. These residences preserve a more personal setting than a common public house.\n\nJade, gold and independence\nWhite jade jewelry marks status within the Court. Gold and jade interiors, fine art, crystal chandeliers, gardens and water features establish its visual language.\n\nThe Court shares the autonomy won from @[The Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8] roughly seventy-five years ago. The women maintain their own rules, protections and wealth, independent of the captains. In a common crisis Arianthe handles political and social maneuvering while Maven leads tactically and Helena coordinates safety and support.","category":"Factions","factionGroup":"Courtesan factions","id":"org-ivory-court","illustration":{"alt":"An adult musician and guests enjoy conversation in the Ivory Court’s gold-and-jade public arts salon.","caption":"Music and companionship at the Ivory Court","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/org-ivory-court.avif","visibility":"player","width":1536},"links":["1beb63f6-e297-4b71-b81c-ca231f2847f8","org-harbor-roses","org-twilight-guild","person-arianthe-moonweaver","person-helena-blackwood","place-golden-lotus"],"raceRelated":[],"sections":[{"body":"The Court serves nobles, wealthy merchants and distinguished visitors. It presents itself as a salon and arts society, and its workers are expected to participate confidently in that society. Education in music, art, politics and noble etiquette supports genuine talents as well as professional poise.\n\nAdmission is selective and training follows an apprenticeship system. A council of Patronesses advises on major decisions. The Court favors sustained companionship and long-term arrangements over casual drop-in custom.","heading":"A place in high society","visibility":"player"},{"body":"@[Lady Arianthe Moonweaver|person-arianthe-moonweaver] is an Eldenar woman in her early hundreds. Her ambition is to secure the Court’s place among the wealthy and ensure its workers can hold their own in elite company. She combines social skill with strict expectations.\n\nArianthe’s disdain for @[Harbor Roses|org-harbor-roses] and Maven Shadowheart creates recurring conflict at the three factions’ monthly meetings. @[Madame Helena Blackwood|person-helena-blackwood] mediates. Despite this rivalry, the Court participates in common security arrangements and the healthcare and education programs maintained through @[Twilight Guild|org-twilight-guild].","heading":"Arianthe and the Patronesses","visibility":"player"},{"body":"@[The Golden Lotus|place-golden-lotus] is the Court’s public salon and its sole drop-in establishment: a three-story mansion in the Ivory Reaches with galleries, music rooms, concerts and poetry readings. It offers entertainment, drinks and companionship.\n\nOther high-end courtesans maintain luxurious private townhouses, decorated to their individual tastes and furnished with gardens and servants. Each keeps a small number of long-term contracts. These residences preserve a more personal setting than a common public house.","heading":"Salons and residences","visibility":"player"},{"body":"White jade jewelry marks status within the Court. Gold and jade interiors, fine art, crystal chandeliers, gardens and water features establish its visual language.\n\nThe Court shares the autonomy won from @[The Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8] roughly seventy-five years ago. The women maintain their own rules, protections and wealth, independent of the captains. In a common crisis Arianthe handles political and social maneuvering while Maven leads tactically and Helena coordinates safety and support.","heading":"Jade, gold and independence","visibility":"player"}],"summary":"The Ivory Court is Georgetown’s independent courtesan faction of the Ivory Reaches and Market District. Led by Lady Arianthe Moonweaver, it cultivates companionship, artistic accomplishment and a place in the city’s affluent society.","title":"Ivory Court","type":"Organization","visibility":"player"},{"body":"A House Mother at the Southern Docks\nMaven is in her mid-thirties. She runs the @[Harbor Roses|org-harbor-roses] from @[The Red Lantern|place-red-lantern], a converted warehouse in the Southern Docks. Her authority rests on reputation, practical knowledge of Georgetown’s criminal enterprises and a willingness to use force.\n\nShe remains an active worker within the community she leads. Her House Mothers manage their own establishments, supported by shared security drawn from ex-sailors and dock workers.\n\nAn inherited rebellion legend\nThe House Mother who raised Maven killed three Ships captains during the rebellion roughly seventy-five years ago. Maven inherited that woman’s position, along with old enemies and grudges. The story passed to her as readily as the office: dockside retellings sometimes credit Maven herself with the killings, and she rarely corrects them.\n\nThe legacy belongs to an earlier generation even though the present House Mother remains in her mid-thirties.\n\nProtection and temperament\nMaven is no-nonsense, confrontational and ruthlessly protective of the Roses’ workers. The faction trains its members in self-defense and knife fighting, and she favors decisive action when clients or outsiders threaten them. Her ties to smugglers and ship crews reinforce the Roses’ dockside influence.\n\nThe leadership triangle\nMaven regards @[Lady Arianthe Moonweaver|person-arianthe-moonweaver] as an elitist who would rather forget the rebellion that secured the factions’ freedom. Arianthe finds Maven crude and her criminal ties embarrassing. Their disputes often dominate monthly leadership meetings, leaving @[Madame Helena Blackwood|person-helena-blackwood] to mediate.\n\nWhen a common threat arises, Maven takes tactical command. Helena coordinates logistics and worker safety; Arianthe handles politics and social maneuvering. That division of responsibilities allows the alliance to act despite the personal rivalry.","category":"People","id":"person-maven-shadowheart","identityIllustration":{"alt":"Maven Shadowheart, a crimson tiefling in her mid-thirties, wearing a red sash in a dockside lounge.","caption":"Maven Shadowheart","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/person-maven-shadowheart.avif","visibility":"player","width":900},"links":["org-harbor-roses","person-arianthe-moonweaver","person-helena-blackwood","place-red-lantern"],"raceRelated":[],"sections":[{"body":"Maven is in her mid-thirties. She runs the @[Harbor Roses|org-harbor-roses] from @[The Red Lantern|place-red-lantern], a converted warehouse in the Southern Docks. Her authority rests on reputation, practical knowledge of Georgetown’s criminal enterprises and a willingness to use force.\n\nShe remains an active worker within the community she leads. Her House Mothers manage their own establishments, supported by shared security drawn from ex-sailors and dock workers.","heading":"A House Mother at the Southern Docks","visibility":"player"},{"body":"The House Mother who raised Maven killed three Ships captains during the rebellion roughly seventy-five years ago. Maven inherited that woman’s position, along with old enemies and grudges. The story passed to her as readily as the office: dockside retellings sometimes credit Maven herself with the killings, and she rarely corrects them.\n\nThe legacy belongs to an earlier generation even though the present House Mother remains in her mid-thirties.","heading":"An inherited rebellion legend","visibility":"player"},{"body":"Maven is no-nonsense, confrontational and ruthlessly protective of the Roses’ workers. The faction trains its members in self-defense and knife fighting, and she favors decisive action when clients or outsiders threaten them. Her ties to smugglers and ship crews reinforce the Roses’ dockside influence.","heading":"Protection and temperament","visibility":"player"},{"body":"Maven regards @[Lady Arianthe Moonweaver|person-arianthe-moonweaver] as an elitist who would rather forget the rebellion that secured the factions’ freedom. Arianthe finds Maven crude and her criminal ties embarrassing. Their disputes often dominate monthly leadership meetings, leaving @[Madame Helena Blackwood|person-helena-blackwood] to mediate.\n\nWhen a common threat arises, Maven takes tactical command. Helena coordinates logistics and worker safety; Arianthe handles politics and social maneuvering. That division of responsibilities allows the alliance to act despite the personal rivalry.","heading":"The leadership triangle","visibility":"player"}],"summary":"“Crimson” Maven Shadowheart is the crimson-skinned tiefling leader of Georgetown’s Harbor Roses, a House Mother and active courtesan known for fierce protection of her workers.","title":"Maven Shadowheart","type":"Person","visibility":"player"},{"body":"A practical kind of leadership\nHelena no longer works as a courtesan. She leads @[Twilight Guild|org-twilight-guild] through fairness, experience and a motherly concern for its members. Her office is in @[The Velvet Veil|place-velvet-veil], a converted townhouse with gardens and a courtyard at the edge of the Lows.\n\nHer Guild is organized into Houses with formal hierarchies and communal support. Good relations with craftspeople, merchants, healers and teachers sustain its place in the surrounding neighborhoods.\n\nHealth, learning and shared support\nHelena developed services that reach beyond her own Guild. Healthcare and education support workers in all three factions, helping make their independence workable in daily life. She coordinates logistics and worker safety during crises, drawing on relationships with the people who deliver that care and instruction.\n\nMediator of the alliance\n@[Maven Shadowheart|person-maven-shadowheart] and @[Lady Arianthe Moonweaver|person-arianthe-moonweaver] regularly clash at monthly leadership meetings. Helena is their practical mediator, and the value of her shared programs gives weight to her judgment.\n\nShe keeps the alliance focused on common protection even when its leaders disagree about manners, criminal ties or social standing. The factions’ workers cooperate well at ground level; Helena’s role helps preserve that cooperation at the top.","category":"People","id":"person-helena-blackwood","identityIllustration":{"alt":"Madame Helena Blackwood, a mature human woman in purple, with a butterfly token and tea beside a garden courtyard.","caption":"Madame Helena Blackwood","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/person-helena-blackwood.avif","visibility":"player","width":900},"links":["org-twilight-guild","person-arianthe-moonweaver","person-maven-shadowheart","place-velvet-veil"],"raceRelated":[],"sections":[{"body":"Helena no longer works as a courtesan. She leads @[Twilight Guild|org-twilight-guild] through fairness, experience and a motherly concern for its members. Her office is in @[The Velvet Veil|place-velvet-veil], a converted townhouse with gardens and a courtyard at the edge of the Lows.\n\nHer Guild is organized into Houses with formal hierarchies and communal support. Good relations with craftspeople, merchants, healers and teachers sustain its place in the surrounding neighborhoods.","heading":"A practical kind of leadership","visibility":"player"},{"body":"Helena developed services that reach beyond her own Guild. Healthcare and education support workers in all three factions, helping make their independence workable in daily life. She coordinates logistics and worker safety during crises, drawing on relationships with the people who deliver that care and instruction.","heading":"Health, learning and shared support","visibility":"player"},{"body":"@[Maven Shadowheart|person-maven-shadowheart] and @[Lady Arianthe Moonweaver|person-arianthe-moonweaver] regularly clash at monthly leadership meetings. Helena is their practical mediator, and the value of her shared programs gives weight to her judgment.\n\nShe keeps the alliance focused on common protection even when its leaders disagree about manners, criminal ties or social standing. The factions’ workers cooperate well at ground level; Helena’s role helps preserve that cooperation at the top.","heading":"Mediator of the alliance","visibility":"player"}],"summary":"Madame Helena Blackwood, known as Mother Blackwood, leads Georgetown’s Twilight Guild. A human former courtesan in her late forties or early fifties, she built the healthcare and education programs shared by the city’s three independent factions.","title":"Madame Helena Blackwood","type":"Person","visibility":"player"},{"body":"The Court and its expectations\nArianthe is intensely focused on the affluent side of the courtesan trade. She expects the women of @[Ivory Court|org-ivory-court] to belong in high society through accomplishment as well as appearance. Their training includes arts, music, politics and noble etiquette, with selective admission, apprenticeships and advice from a council of Patronesses.\n\nThe Court favors long-term companionship and arrangements. Its public salon, @[The Golden Lotus|place-golden-lotus], brings music, poetry, fine art and hospitality together in the Ivory Reaches.\n\nRivalry and common purpose\nArianthe looks down on @[Harbor Roses|org-harbor-roses] and especially @[Maven Shadowheart|person-maven-shadowheart]. Their rough manners and criminal relationships offend her view of the trade; Maven in turn considers her elitist and dismissive of the rebellion.\n\n@[Madame Helena Blackwood|person-helena-blackwood] often has to mediate their monthly meetings. When the factions face an outside threat, Arianthe handles politics and social maneuvering, complementing Maven’s tactical leadership and Helena’s logistical care.\n\nSocial influence\nArianthe’s skill in social manipulation and insistence on etiquette make her a formidable figure in Georgetown’s elite circles. The Court’s white jade jewelry, fine art, gold accents and landscaped interiors express the position she seeks to maintain.","category":"People","id":"person-arianthe-moonweaver","identityIllustration":{"alt":"Lady Arianthe Moonweaver, a golden-haired green-eyed adult Eldenar in ivory and jade garments, wearing white jade jewelry.","caption":"Lady Arianthe Moonweaver","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/person-arianthe-moonweaver.avif","visibility":"player","width":900},"links":["org-harbor-roses","org-ivory-court","person-helena-blackwood","person-maven-shadowheart","place-golden-lotus"],"raceRelated":[],"sections":[{"body":"Arianthe is intensely focused on the affluent side of the courtesan trade. She expects the women of @[Ivory Court|org-ivory-court] to belong in high society through accomplishment as well as appearance. Their training includes arts, music, politics and noble etiquette, with selective admission, apprenticeships and advice from a council of Patronesses.\n\nThe Court favors long-term companionship and arrangements. Its public salon, @[The Golden Lotus|place-golden-lotus], brings music, poetry, fine art and hospitality together in the Ivory Reaches.","heading":"The Court and its expectations","visibility":"player"},{"body":"Arianthe looks down on @[Harbor Roses|org-harbor-roses] and especially @[Maven Shadowheart|person-maven-shadowheart]. Their rough manners and criminal relationships offend her view of the trade; Maven in turn considers her elitist and dismissive of the rebellion.\n\n@[Madame Helena Blackwood|person-helena-blackwood] often has to mediate their monthly meetings. When the factions face an outside threat, Arianthe handles politics and social maneuvering, complementing Maven’s tactical leadership and Helena’s logistical care.","heading":"Rivalry and common purpose","visibility":"player"},{"body":"Arianthe’s skill in social manipulation and insistence on etiquette make her a formidable figure in Georgetown’s elite circles. The Court’s white jade jewelry, fine art, gold accents and landscaped interiors express the position she seeks to maintain.","heading":"Social influence","visibility":"player"}],"summary":"Lady Arianthe Moonweaver leads Georgetown’s Ivory Court. An Eldenar woman in her early hundreds, she is tall, golden-haired and green-eyed, with a carefully cultivated place in affluent society.","title":"Lady Arianthe Moonweaver","type":"Person","visibility":"player"},{"body":"A warehouse turned house\nThe building’s sturdy, practical origins suit @[Harbor Roses|org-harbor-roses]’ dockside character. Red lanterns, crimson accents and maritime themes place it within the faction’s visual tradition. It is a dedicated courtesan house.\n\nMaven’s base\n@[Maven Shadowheart|person-maven-shadowheart] works from the Red Lantern as leader of the Roses and a House Mother. Heavy security reflects her determination to protect workers and maintain the autonomy won from the Ships. The wider faction shares a guard force of ex-sailors and dock workers.","category":"Places","id":"place-red-lantern","links":["org-harbor-roses","person-maven-shadowheart"],"raceRelated":[],"sections":[{"body":"The building’s sturdy, practical origins suit @[Harbor Roses|org-harbor-roses]’ dockside character. Red lanterns, crimson accents and maritime themes place it within the faction’s visual tradition. It is a dedicated courtesan house.","heading":"A warehouse turned house","illustration":{"alt":"The Red Lantern","caption":"The Red Lantern","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-red-lantern.avif","visibility":"player","width":660},"visibility":"player"},{"body":"@[Maven Shadowheart|person-maven-shadowheart] works from the Red Lantern as leader of the Roses and a House Mother. Heavy security reflects her determination to protect workers and maintain the autonomy won from the Ships. The wider faction shares a guard force of ex-sailors and dock workers.","heading":"Maven’s base","visibility":"player"}],"summary":"The Red Lantern is a heavily guarded Harbor Roses house in a converted warehouse on Georgetown’s Southern Docks and the base of “Crimson” Maven Shadowheart.","title":"The Red Lantern","type":"Dedicated brothel","visibility":"player"},{"body":"A sailors’ house\nStrong drinks and formidable bouncers define the downstairs bar. Upstairs rooms provide the establishment’s other business. Its atmosphere fits a clientele of sailors, dock workers, travelers and foreign traders.\n\nWithin the Harbor Roses\nThe Siren’s Rest belongs to @[Harbor Roses|org-harbor-roses]’ decentralized network of houses. Its workers share the faction’s protections and independence, while the sturdy buildings, maritime decoration and crimson accents of the Roses suit its dockside setting.","category":"Places","id":"place-sirens-rest","links":["org-harbor-roses"],"raceRelated":[],"sections":[{"body":"Strong drinks and formidable bouncers define the downstairs bar. Upstairs rooms provide the establishment’s other business. Its atmosphere fits a clientele of sailors, dock workers, travelers and foreign traders.","heading":"A sailors’ house","illustration":{"alt":"The Siren’s Rest","caption":"The Siren’s Rest","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-sirens-rest.avif","visibility":"player","width":660},"visibility":"player"},{"body":"The Siren’s Rest belongs to @[Harbor Roses|org-harbor-roses]’ decentralized network of houses. Its workers share the faction’s protections and independence, while the sturdy buildings, maritime decoration and crimson accents of the Roses suit its dockside setting.","heading":"Within the Harbor Roses","visibility":"player"}],"summary":"The Siren’s Rest is a Harbor Roses tavern and brothel in Georgetown’s Southern Docks, combining a rough sailors’ bar below with upstairs rooms.","title":"The Siren’s Rest","type":"Tavern and brothel","visibility":"player"},{"body":"A more refined dockside table\nThe Pearl is slightly more upscale than the Roses’ rougher houses. Seafood and private rooms distinguish its hospitality, attracting patrons whose work connects commerce and the docks.\n\nAn independent house\nIt remains part of @[Harbor Roses|org-harbor-roses], sharing their practical dockside character and worker protections. Its workers retain the same autonomy as those in the faction’s other houses.","category":"Places","id":"place-crimson-pearl","links":["org-harbor-roses"],"raceRelated":[],"sections":[{"body":"The Pearl is slightly more upscale than the Roses’ rougher houses. Seafood and private rooms distinguish its hospitality, attracting patrons whose work connects commerce and the docks.","heading":"A more refined dockside table","illustration":{"alt":"The Crimson Pearl","caption":"The Crimson Pearl","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-crimson-pearl.avif","visibility":"player","width":660},"visibility":"player"},{"body":"It remains part of @[Harbor Roses|org-harbor-roses], sharing their practical dockside character and worker protections. Its workers retain the same autonomy as those in the faction’s other houses.","heading":"An independent house","visibility":"player"}],"summary":"The Crimson Pearl is a Harbor Roses tavern and pleasure house serving merchants and dock supervisors in Georgetown’s Southern Docks.","title":"The Crimson Pearl","type":"Tavern and pleasure house","visibility":"player"},{"body":"House and courtyard\nA welcoming townhouse setting, gardens and a courtyard distinguish the Velvet Veil. The Twilight Guild’s purple-and-silver style and private conversation nooks suit its emphasis on comfort and discretion.\n\nHelena’s office\n@[Madame Helena Blackwood|person-helena-blackwood] administers @[Twilight Guild|org-twilight-guild] from an office here. Her work includes the healthcare and education programs shared by all three independent courtesan factions and the mediation that holds their alliance together.","category":"Places","id":"place-velvet-veil","links":["org-twilight-guild","person-helena-blackwood"],"raceRelated":[],"sections":[{"body":"A welcoming townhouse setting, gardens and a courtyard distinguish the Velvet Veil. The Twilight Guild’s purple-and-silver style and private conversation nooks suit its emphasis on comfort and discretion.","heading":"House and courtyard","illustration":{"alt":"The Velvet Veil","caption":"The Velvet Veil","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-velvet-veil.avif","visibility":"player","width":660},"visibility":"player"},{"body":"@[Madame Helena Blackwood|person-helena-blackwood] administers @[Twilight Guild|org-twilight-guild] from an office here. Her work includes the healthcare and education programs shared by all three independent courtesan factions and the mediation that holds their alliance together.","heading":"Helena’s office","visibility":"player"}],"summary":"The Velvet Veil is a Twilight Guild house in a converted townhouse at the edge of Georgetown’s Lows. Its gardens and courtyard surround the establishment where Madame Helena Blackwood keeps her office.","title":"The Velvet Veil","type":"Dedicated brothel","visibility":"player"},{"body":"Hospitality near the market\nWealthy merchants and minor nobility form its principal clientele. Its kitchen and private dining provide a more affluent setting within the Twilight Guild’s wider neighborhood network.\n\nAt the edge of two social worlds\nThe house stands near the Market District, where @[Twilight Guild|org-twilight-guild]’s activity overlaps that of @[Ivory Court|org-ivory-court]. It belongs to the Guild and shares its communal support and discreet approach to companionship.","category":"Places","id":"place-twilight-house","links":["org-ivory-court","org-twilight-guild"],"raceRelated":[],"sections":[{"body":"Wealthy merchants and minor nobility form its principal clientele. Its kitchen and private dining provide a more affluent setting within the Twilight Guild’s wider neighborhood network.","heading":"Hospitality near the market","illustration":{"alt":"The Twilight House","caption":"The Twilight House","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-twilight-house.avif","visibility":"player","width":660},"visibility":"player"},{"body":"The house stands near the Market District, where @[Twilight Guild|org-twilight-guild]’s activity overlaps that of @[Ivory Court|org-ivory-court]. It belongs to the Guild and shares its communal support and discreet approach to companionship.","heading":"At the edge of two social worlds","visibility":"player"}],"summary":"The Twilight House is a Twilight Guild establishment near Georgetown’s Market District, known for its excellent kitchen and private dining.","title":"The Twilight House","type":"Courtesan establishment","visibility":"player"},{"body":"Wine and live music\nWine and live performances provide the Purple Rose’s public hospitality. Its clientele reflects the Twilight Guild’s relationships with the working and commercial neighborhoods around the market.\n\nA Guild house\nThe establishment belongs to @[Twilight Guild|org-twilight-guild], whose purple butterfly tokens, welcoming interiors and emphasis on discretion distinguish it from the Harbor Roses’ dockside houses and the Ivory Court’s elite salons.","category":"Places","id":"place-purple-rose","links":["org-twilight-guild"],"raceRelated":[],"sections":[{"body":"Wine and live performances provide the Purple Rose’s public hospitality. Its clientele reflects the Twilight Guild’s relationships with the working and commercial neighborhoods around the market.","heading":"Wine and live music","illustration":{"alt":"The Purple Rose","caption":"The Purple Rose","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-purple-rose.avif","visibility":"player","width":660},"visibility":"player"},{"body":"The establishment belongs to @[Twilight Guild|org-twilight-guild], whose purple butterfly tokens, welcoming interiors and emphasis on discretion distinguish it from the Harbor Roses’ dockside houses and the Ivory Court’s elite salons.","heading":"A Guild house","visibility":"player"}],"summary":"The Purple Rose is a Twilight Guild tavern and pleasure house on the border of Georgetown’s Market District, serving craftspeople and merchants.","title":"The Purple Rose","type":"Tavern and pleasure house","visibility":"player"},{"body":"Galleries, music and poetry\nThe mansion contains galleries and music rooms and hosts concerts and poetry readings. Its artistic life reflects the Court’s expectation that its workers possess real accomplishments in music, art and elite conversation.\n\nThe Court’s public house\nThe Golden Lotus is @[Ivory Court|org-ivory-court]’s one drop-in establishment. Other courtesans work through longer-term arrangements in private residences. The salon makes the Court’s cultivated social identity visible within the city’s affluent north-bank district.","category":"Places","id":"place-golden-lotus","links":["org-ivory-court"],"raceRelated":[],"sections":[{"body":"The mansion contains galleries and music rooms and hosts concerts and poetry readings. Its artistic life reflects the Court’s expectation that its workers possess real accomplishments in music, art and elite conversation.","heading":"Galleries, music and poetry","illustration":{"alt":"The Golden Lotus","caption":"The Golden Lotus","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-golden-lotus.avif","visibility":"player","width":660},"visibility":"player"},{"body":"The Golden Lotus is @[Ivory Court|org-ivory-court]’s one drop-in establishment. Other courtesans work through longer-term arrangements in private residences. The salon makes the Court’s cultivated social identity visible within the city’s affluent north-bank district.","heading":"The Court’s public house","visibility":"player"}],"summary":"The Golden Lotus is the Ivory Court’s public salon in Georgetown’s Ivory Reaches, a three-story mansion devoted to entertainment, drinks and companionship.","title":"The Golden Lotus","type":"Public salon","visibility":"player"},{"body":"Purpose and limits\n@[Lady Arianthe Moonweaver|person-arianthe-moonweaver] founded the club to keep wealthy patrons within @[Ivory Court|org-ivory-court]. Its discreet setting accommodates specialized adult companionship, with limits Arianthe will not cross.\n\nParticipation is voluntary. Workers choose whether to offer particular services, set their own boundaries, retain the right to refuse and receive very high pay.\n\nThree small memberships\nEmerald Key membership is capped at fifty and provides standard access. Imperial Key membership is capped at twenty-five and includes private rooms and special events. Dragon Key membership is capped at twelve, offers full access and requires Arianthe’s personal endorsement. Membership fees are exceptionally high, and rule-breakers are expelled.\n\nThe numbered jade pin\nEach member carries a unique, numbered jade lapel pin shaped like a key, made by a master jeweler. The pin may be a symbol rather than a functioning key.\n\nSafety, restoration and aftercare\nClerics and healers are retained for restoration. Private rooms have protective wards and panic systems, and aftercare is part of the arrangement. Memory modification is available on request.\n\nThe setting’s restorative magic can address otherwise devastating injury, including restoring limbs or reversing death. This does not override a worker’s consent or remove the right of refusal.","category":"Places","id":"place-jade-key-club","links":["org-ivory-court","person-arianthe-moonweaver"],"raceRelated":[],"sections":[{"body":"@[Lady Arianthe Moonweaver|person-arianthe-moonweaver] founded the club to keep wealthy patrons within @[Ivory Court|org-ivory-court]. Its discreet setting accommodates specialized adult companionship, with limits Arianthe will not cross.\n\nParticipation is voluntary. Workers choose whether to offer particular services, set their own boundaries, retain the right to refuse and receive very high pay.","heading":"Purpose and limits","visibility":"player"},{"body":"Emerald Key membership is capped at fifty and provides standard access. Imperial Key membership is capped at twenty-five and includes private rooms and special events. Dragon Key membership is capped at twelve, offers full access and requires Arianthe’s personal endorsement. Membership fees are exceptionally high, and rule-breakers are expelled.","heading":"Three small memberships","visibility":"player"},{"body":"Each member carries a unique, numbered jade lapel pin shaped like a key, made by a master jeweler. The pin may be a symbol rather than a functioning key.","heading":"The numbered jade pin","illustration":{"alt":"The Jade Key Club","caption":"The Jade Key Club","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-jade-key.avif","visibility":"player","width":660},"visibility":"player"},{"body":"Clerics and healers are retained for restoration. Private rooms have protective wards and panic systems, and aftercare is part of the arrangement. Memory modification is available on request.\n\nThe setting’s restorative magic can address otherwise devastating injury, including restoring limbs or reversing death. This does not override a worker’s consent or remove the right of refusal.","heading":"Safety, restoration and aftercare","visibility":"player"}],"summary":"The Jade Key Club is Arianthe Moonweaver’s exclusive Ivory Court club, offering voluntary adult companionship under firm personal boundaries and confidentiality.","title":"The Jade Key Club","type":"Private club","visibility":"player"},{"body":"The first uprising\nFornakin led the Abyssal elves in the first of two uprisings remembered in @[Yiltir|yiltir]’s history. During that conflict, @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f] died in the forest at his hands. The fallen demigod subsequently ascended to Releous’s side.\n\nThe later uprising\nA second Abyssal Elf uprising followed and was put down by @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37] and @[Alice Starweaver, known as Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018].","category":"People","id":"fornakin-bolin","identityIllustration":{"alt":"Fornakin Bolin, a gnome warlock in dark robes beneath forest trees.","caption":"Fornakin Bolin","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/fornakin-bolin-portrait.avif","visibility":"player","width":900},"links":["539914f0-a980-4ce9-8de6-d12e55607e37","5ae0c55e-626f-470b-9ab4-9ddca1fd1018","eff94f48-341d-4702-b6b2-a6a0aa9f9f5f","yiltir"],"raceRelated":[],"sections":[{"body":"Fornakin led the Abyssal elves in the first of two uprisings remembered in @[Yiltir|yiltir]’s history. During that conflict, @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f] died in the forest at his hands. The fallen demigod subsequently ascended to Releous’s side.","heading":"The first uprising","visibility":"player"},{"body":"A second Abyssal Elf uprising followed and was put down by @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37] and @[Alice Starweaver, known as Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018].","heading":"The later uprising","visibility":"player"}],"summary":"Fornakin Bolin is the abyssal warlock gnome who led the first Abyssal Elf uprising in Yiltir’s forest and killed Maximus, the Hero of Haven.","title":"Fornakin Bolin","type":"Person","visibility":"player"},{"body":"The caretaker’s appearance\nNix presents himself as an ancient, hunched goblinoid with leathery gray-green skin, large drooping ears and cloudy eyes. He wears mismatched cleaning rags fashioned into clothes and shuffles about with an old broom that seems more companion than cleaning tool.\n\nWork and manner\nPerpetually tired and apparently unimpressed, Nix speaks in short, matter-of-fact sentences. His dry humor emerges only occasionally. He calls visitors master or mistress with a hint of sardonic politeness, answers requests with a noncommittal hmmm or as you say, master, and mutters to himself while sweeping.","category":"People","id":"nix-patterns-end","identityIllustration":{"alt":"Nix, the weary goblinoid caretaker, leaning on his broom.","caption":"Nix and his old broom.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/nix-pattern-end-caretaker-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Nix presents himself as an ancient, hunched goblinoid with leathery gray-green skin, large drooping ears and cloudy eyes. He wears mismatched cleaning rags fashioned into clothes and shuffles about with an old broom that seems more companion than cleaning tool.","heading":"The caretaker’s appearance","visibility":"player"},{"body":"Perpetually tired and apparently unimpressed, Nix speaks in short, matter-of-fact sentences. His dry humor emerges only occasionally. He calls visitors master or mistress with a hint of sardonic politeness, answers requests with a noncommittal hmmm or as you say, master, and mutters to himself while sweeping.","heading":"Work and manner","visibility":"player"}],"summary":"Nix is a weary, broom-bearing caretaker with a hunched goblinoid appearance, short replies and a dry sense of humor.","title":"Nix, Caretaker of the Pattern’s End","type":"Person","visibility":"player"},{"body":"The Storm Matriarch\nHer Tharnic name is Thaurga Vurn’Kelda Thaur’Makra. Towering and muscular, she has storm-dark granite skin marked with glowing forge-tattoos and divine scars. Fireglass and meteoric iron thread her silver-black braids; her eyes are silver. She wields Skjarnhul, a reforged ancestral hammer forged at Hjor’Gandur’s peak.\n\nFamily and court\nHer wife, Kaelyra Windbound Flamehair, is Shield-Matron of the Skyborne Council. They met and earned mutual victory in the Trial of Thundering Unity. Their children are Varka Flamevoice, Durnan Ashstride, and Ylvi Stormchaser. The tiefling diplomat Nyx of House Virellin is a trusted tutor and liaison to their court.\n\nThe matriarch’s mantle\nThaurga wears Vurdrask-Vethuun, the white dragonhide Mantle of Storm and Fang. Reserved for matriarchs and passed down for more than 450 years, it combines the hides of Frostmaw the Ender and Hroth of the Cradle. It is said to protect against elemental forces and invite divine favor. The Fangbinder’s Brand is described as a divine scar that burns in the presence of falsehood.","category":"People","id":"thaurga-stormborn-flamewrought","identityIllustration":{"alt":"Thaurga Stormborn Flamewrought","caption":"Thaurga Stormborn Flamewrought","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/thaurga-storm-matriarch-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Her Tharnic name is Thaurga Vurn’Kelda Thaur’Makra. Towering and muscular, she has storm-dark granite skin marked with glowing forge-tattoos and divine scars. Fireglass and meteoric iron thread her silver-black braids; her eyes are silver. She wields Skjarnhul, a reforged ancestral hammer forged at Hjor’Gandur’s peak.","heading":"The Storm Matriarch","visibility":"player"},{"body":"Her wife, Kaelyra Windbound Flamehair, is Shield-Matron of the Skyborne Council. They met and earned mutual victory in the Trial of Thundering Unity. Their children are Varka Flamevoice, Durnan Ashstride, and Ylvi Stormchaser. The tiefling diplomat Nyx of House Virellin is a trusted tutor and liaison to their court.","heading":"Family and court","visibility":"player"},{"body":"Thaurga wears Vurdrask-Vethuun, the white dragonhide Mantle of Storm and Fang. Reserved for matriarchs and passed down for more than 450 years, it combines the hides of Frostmaw the Ender and Hroth of the Cradle. It is said to protect against elemental forces and invite divine favor. The Fangbinder’s Brand is described as a divine scar that burns in the presence of falsehood.","heading":"The matriarch’s mantle","visibility":"player"}],"summary":"Thaurga is the Storm Matriarch of Rahm’mafal, a goliath who has completed all five sacred trials and bears the Fangbinder’s Brand.","title":"Thaurga Stormborn Flamewrought","type":"Person","visibility":"player"},{"body":"Windbound Flamehair\nHer Tharnic name is Kaelyra Aruun’Dethra Vurn’Vethra. Nearly a foot shorter than Thaurga, she favors grace over bulk. Light stone-gray skin bears ritual scars and wind-carved tattoos, and her braids are copper-red and flame-gold. Quiet, calculating, and deeply loyal, she excels in strategy, diplomacy, and combat.\n\nA bond forged in trial\nKaelyra and Thaurga fought side by side during the Trial of Thundering Unity and succeeded together. They are the parents of Varka, Durnan, and Ylvi. Kaelyra forged her glaive Stormwake, also called Dren’Velkar, during the Sky-Anvil trial; it hums with wind and divine resonance.","category":"People","id":"kaelyra-windbound-flamehair","identityIllustration":{"alt":"Kaelyra Windbound Flamehair","caption":"Kaelyra Windbound Flamehair","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/kaelyra-shield-matron-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Her Tharnic name is Kaelyra Aruun’Dethra Vurn’Vethra. Nearly a foot shorter than Thaurga, she favors grace over bulk. Light stone-gray skin bears ritual scars and wind-carved tattoos, and her braids are copper-red and flame-gold. Quiet, calculating, and deeply loyal, she excels in strategy, diplomacy, and combat.","heading":"Windbound Flamehair","visibility":"player"},{"body":"Kaelyra and Thaurga fought side by side during the Trial of Thundering Unity and succeeded together. They are the parents of Varka, Durnan, and Ylvi. Kaelyra forged her glaive Stormwake, also called Dren’Velkar, during the Sky-Anvil trial; it hums with wind and divine resonance.","heading":"A bond forged in trial","visibility":"player"}],"summary":"Kaelyra is the Shield-Matron of the Skyborne Council and Thaurga’s wife, a goliath strategist and diplomat whose ceremonial glaive is Stormwake.","title":"Kaelyra Windbound Flamehair","type":"Person","visibility":"player"},{"body":"Priest-crafter in training\nVarka is a storm-channeler and future spiritual leader. She speaks in divine trances during storms and is said to hear Bragastir’s voice. Her anticipated calling is to oversee the Oath-Hearths, where clan promises are bound to storm and flame.\n\nThe promises of the Oath-Hearths\nThe Oath-Hearths are sacred braziers linked to @[Bragastir|73fde81d-b813-47b4-9a7c-2708d25d4aba]’s will. Clan promises spoken before them carry spiritual as well as personal weight. Children learn to understand the burden of a word given; breaking an oath is regarded as a rupture of that bond.\n\nVarka’s expected future responsibility places her priest-crafter training within this central practice of @[goliath life|notebook-13]. Ceremonial blacksmithing and storm-channeling meet in the duties she is preparing to undertake.","category":"People","id":"varka-flamevoice","identityIllustration":{"alt":"Varka Flamevoice","caption":"Varka Flamevoice","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/varka-flamevoice-identity.avif","visibility":"player","width":900},"links":["73fde81d-b813-47b4-9a7c-2708d25d4aba","notebook-13"],"raceRelated":[],"sections":[{"body":"Varka is a storm-channeler and future spiritual leader. She speaks in divine trances during storms and is said to hear Bragastir’s voice. Her anticipated calling is to oversee the Oath-Hearths, where clan promises are bound to storm and flame.","heading":"Priest-crafter in training","visibility":"player"},{"id":"enrichment2-varka-flamevoice-the-promises-of-the-oath-hearths","heading":"The promises of the Oath-Hearths","body":"The Oath-Hearths are sacred braziers linked to @[Bragastir|73fde81d-b813-47b4-9a7c-2708d25d4aba]’s will. Clan promises spoken before them carry spiritual as well as personal weight. Children learn to understand the burden of a word given; breaking an oath is regarded as a rupture of that bond.\n\nVarka’s expected future responsibility places her priest-crafter training within this central practice of @[goliath life|notebook-13]. Ceremonial blacksmithing and storm-channeling meet in the duties she is preparing to undertake.","visibility":"player"}],"summary":"Varka is Thaurga and Kaelyra’s eldest daughter, a goliath ceremonial blacksmith training to become a Hammer-Gothi.","title":"Varka Flamevoice","type":"Person","visibility":"player"},{"body":"The burden of Stoneheart\nSteady and unshakable, Durnan is associated with his mother’s gravity and the silence of flame. His trial is still in progress.\n\nThe ascent of Stoneheart\nThe @[Trial of Stoneheart|notebook-7] tests endurance, willpower and spiritual resilience through an ascent of Hjor’Gandur. An aspirant carries a heavy slab of storm-forged stone from the roots of a sacred mountain up its treacherous slope. Clan lore says that the burden bears the unfulfilled hopes of the carrier’s ancestors; biting winds and remembered voices make the climb a confrontation with doubt as well as exhaustion.\n\nAt the summit, the stone is offered upon the Altar of Klamharth. Those who complete the rite are called Stormbearers. Durnan is undertaking this rite, carrying its ancestral burden along a warrior’s path.","category":"People","id":"durnan-ashstride","identityIllustration":{"alt":"Durnan Ashstride","caption":"Durnan Ashstride","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/durnan-ashstride-identity.avif","visibility":"player","width":900},"links":["notebook-7"],"raceRelated":[],"sections":[{"body":"Steady and unshakable, Durnan is associated with his mother’s gravity and the silence of flame. His trial is still in progress.","heading":"The burden of Stoneheart","visibility":"player"},{"id":"enrichment2-durnan-ashstride-the-ascent-of-stoneheart","heading":"The ascent of Stoneheart","body":"The @[Trial of Stoneheart|notebook-7] tests endurance, willpower and spiritual resilience through an ascent of Hjor’Gandur. An aspirant carries a heavy slab of storm-forged stone from the roots of a sacred mountain up its treacherous slope. Clan lore says that the burden bears the unfulfilled hopes of the carrier’s ancestors; biting winds and remembered voices make the climb a confrontation with doubt as well as exhaustion.\n\nAt the summit, the stone is offered upon the Altar of Klamharth. Those who complete the rite are called Stormbearers. Durnan is undertaking this rite, carrying its ancestral burden along a warrior’s path.","visibility":"player"}],"summary":"Durnan is Thaurga and Kaelyra’s son, a stoic goliath warrior undergoing the Trial of Stoneheart.","title":"Durnan Ashstride","type":"Person","visibility":"player"},{"body":"An unwritten path\nMischievous and endlessly curious, Ylvi follows the tiefling diplomat Nyx around the court and treats her as a personal hero. She wears scrap-metal and bone trinkets that buzz when it rains. Her adult calling has not been settled.\n\nA family of different callings\nYlvi belongs to the household of @[Thaurga Stormborn Flamewrought|thaurga-stormborn-flamewrought] and @[Kaelyra Windbound Flamehair|kaelyra-windbound-flamehair]. Her elder sister, @[Varka|varka-flamevoice], trains as a priest-crafter, while her brother, @[Durnan|durnan-ashstride], follows a warrior’s path through the Trial of Stoneheart. Ylvi’s own calling remains unwritten.\n\n@[Nyx|nyx-house-virellin] brings a different example into that court. A tiefling diplomat from Haven, she serves as tutor and cultural liaison and is trusted with sacred rites despite being a non-goliath. Ylvi follows Nyx closely and treats her as a personal hero.","category":"People","id":"ylvi-stormchaser","identityIllustration":{"alt":"Ylvi Stormchaser","caption":"Ylvi Stormchaser","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/ylvi-stormchaser-identity.avif","visibility":"player","width":900},"links":["thaurga-stormborn-flamewrought","kaelyra-windbound-flamehair","varka-flamevoice","durnan-ashstride","nyx-house-virellin"],"raceRelated":[],"sections":[{"body":"Mischievous and endlessly curious, Ylvi follows the tiefling diplomat Nyx around the court and treats her as a personal hero. She wears scrap-metal and bone trinkets that buzz when it rains. Her adult calling has not been settled.","heading":"An unwritten path","visibility":"player"},{"id":"enrichment2-ylvi-stormchaser-a-family-of-different-callings","heading":"A family of different callings","body":"Ylvi belongs to the household of @[Thaurga Stormborn Flamewrought|thaurga-stormborn-flamewrought] and @[Kaelyra Windbound Flamehair|kaelyra-windbound-flamehair]. Her elder sister, @[Varka|varka-flamevoice], trains as a priest-crafter, while her brother, @[Durnan|durnan-ashstride], follows a warrior’s path through the Trial of Stoneheart. Ylvi’s own calling remains unwritten.\n\n@[Nyx|nyx-house-virellin] brings a different example into that court. A tiefling diplomat from Haven, she serves as tutor and cultural liaison and is trusted with sacred rites despite being a non-goliath. Ylvi follows Nyx closely and treats her as a personal hero.","visibility":"player"}],"summary":"Ylvi is Thaurga and Kaelyra’s youngest daughter, a fierce and curious preteen goliath fascinated by Nyx of House Virellin.","title":"Ylvi Stormchaser","type":"Person","visibility":"player"},{"body":"A trusted outsider\nNyx has midnight-red skin, curling black horns, and ember-gold eyes. Fiercely intelligent and trusted by Thaurga’s court, she has the rare honor of being a non-goliath entrusted with sacred rites. Ylvi Stormchaser admires her and follows her closely.\n\nBetween Haven and Rahm’mafal\nHer work joins diplomacy, teaching, and cultural exchange.\n\nThe court she serves belongs to @[Thaurga Stormborn Flamewrought|thaurga-stormborn-flamewrought] and her wife, @[Kaelyra Windbound Flamehair|kaelyra-windbound-flamehair], whose own partnership began in the Trial of Thundering Unity. Sacred trials, clan memory and oaths give that court its cultural setting.\n\nNyx’s place as a tutor and liaison from @[Haven|9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72] brings an outsider into those relationships without making her merely a visitor. Her trusted participation in sacred rites and Ylvi’s attachment to her make her part of the court’s personal life as well as its diplomacy.","category":"People","id":"nyx-house-virellin","identityIllustration":{"alt":"Nyx of House Virellin","caption":"Nyx of House Virellin","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/nyx-virellin-diplomat-identity.avif","visibility":"player","width":900},"links":["thaurga-stormborn-flamewrought","kaelyra-windbound-flamehair","9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72"],"raceRelated":[],"sections":[{"body":"Nyx has midnight-red skin, curling black horns, and ember-gold eyes. Fiercely intelligent and trusted by Thaurga’s court, she has the rare honor of being a non-goliath entrusted with sacred rites. Ylvi Stormchaser admires her and follows her closely.","heading":"A trusted outsider","visibility":"player"},{"body":"Her work joins diplomacy, teaching, and cultural exchange.\n\nThe court she serves belongs to @[Thaurga Stormborn Flamewrought|thaurga-stormborn-flamewrought] and her wife, @[Kaelyra Windbound Flamehair|kaelyra-windbound-flamehair], whose own partnership began in the Trial of Thundering Unity. Sacred trials, clan memory and oaths give that court its cultural setting.\n\nNyx’s place as a tutor and liaison from @[Haven|9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72] brings an outsider into those relationships without making her merely a visitor. Her trusted participation in sacred rites and Ylvi’s attachment to her make her part of the court’s personal life as well as its diplomacy.","heading":"Between Haven and Rahm’mafal","visibility":"player"}],"summary":"Nyx is a tiefling diplomat from Haven who serves as tutor and cultural liaison to the goliath court of Rahm’mafal.","title":"Nyx of House Virellin","type":"Person","visibility":"player"},{"body":"Storm and fang\nThe mantle combines the hides of two legendary beasts: Frostmaw the Ender, also called Vorrashkal’ithuun or Skarnul-Vethrak, and Hroth of the Cradle, called Karnur-Vethra. Frostmaw was a white dragon who ruled during the Dragon Age. Hroth was a colossal tundra lion slain in defense of a clan child.\n\nA matriarch’s authority\nPassed down for more than 450 years, the mantle is the formal badge of a matriarch’s authority. Thaurga Stormborn Flamewrought wears it. Traditions credit it with elemental protection and divine favor.\n\nFrostmaw and the Twilight Hunt\nFrostmaw’s hide recalls the @[Twilight Hunt|yrrna-stonevow], led by Yrrna Stonevow, the last matriarch of the Draconic Era. For seven months the clans pursued the white dragon across Rahm’mafal. Yrrna finally faced it alone at the Edge of Sky and slew it in single combat. Her body was never recovered; her hammer Gravemark is interred in the Anvil of Eternity.\n\nThe mantle carries that dragon’s hide alongside Hroth’s. One is associated with the end of a draconic ruler, the other with the defense of a clan child. Together they join the public authority of the matriarch to memories of danger faced for the clans.","category":"Artifacts","id":"vurdrask-vethuun","illustration":{"alt":"Vurdrask-Vethuun","caption":"Vurdrask-Vethuun","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/vurdrask-vethuun-ancestral-mantle.avif","visibility":"player","width":1140},"links":["yrrna-stonevow"],"raceRelated":[],"sections":[{"body":"The mantle combines the hides of two legendary beasts: Frostmaw the Ender, also called Vorrashkal’ithuun or Skarnul-Vethrak, and Hroth of the Cradle, called Karnur-Vethra. Frostmaw was a white dragon who ruled during the Dragon Age. Hroth was a colossal tundra lion slain in defense of a clan child.","heading":"Storm and fang","visibility":"player"},{"body":"Passed down for more than 450 years, the mantle is the formal badge of a matriarch’s authority. Thaurga Stormborn Flamewrought wears it. Traditions credit it with elemental protection and divine favor.","heading":"A matriarch’s authority","visibility":"player"},{"id":"enrichment2-vurdrask-vethuun-frostmaw-and-the-twilight-hunt","heading":"Frostmaw and the Twilight Hunt","body":"Frostmaw’s hide recalls the @[Twilight Hunt|yrrna-stonevow], led by Yrrna Stonevow, the last matriarch of the Draconic Era. For seven months the clans pursued the white dragon across Rahm’mafal. Yrrna finally faced it alone at the Edge of Sky and slew it in single combat. Her body was never recovered; her hammer Gravemark is interred in the Anvil of Eternity.\n\nThe mantle carries that dragon’s hide alongside Hroth’s. One is associated with the end of a draconic ruler, the other with the defense of a clan child. Together they join the public authority of the matriarch to memories of danger faced for the clans.","visibility":"player"}],"summary":"Vurdrask-Vethuun is the ancestral white dragonhide mantle reserved for the Storm Matriarchs of Rahm’mafal.","title":"Vurdrask-Vethuun, the Mantle of Storm and Fang","type":"Artifact","visibility":"player"},{"body":"The Twilight Hunt\nFor seven months, the clans pursued Frostmaw across Rahm’mafal. Yrrna faced the white dragon alone atop the Edge of Sky and slew it in single combat. Her body was never recovered. Her hammer Gravemark is interred in the Anvil of Eternity.\n\nFrostmaw’s hide forms part of @[Vurdrask-Vethuun|vurdrask-vethuun], the ancestral mantle reserved for Rahm’mafal’s matriarchs and now worn by @[Thaurga|thaurga-stormborn-flamewrought]. The relic also incorporates the hide of Hroth, a colossal tundra lion slain in defense of a clan child. The formal badge of matriarchal authority thus preserves the dragon defeated in Yrrna’s hunt alongside another remembered act of protection.","category":"People","id":"yrrna-stonevow","identityIllustration":{"alt":"Yrrna Stonevow","caption":"Yrrna Stonevow","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/yrrna-stonevow-identity.avif","visibility":"player","width":900},"links":["vurdrask-vethuun","thaurga-stormborn-flamewrought"],"raceRelated":[],"sections":[{"body":"For seven months, the clans pursued Frostmaw across Rahm’mafal. Yrrna faced the white dragon alone atop the Edge of Sky and slew it in single combat. Her body was never recovered. Her hammer Gravemark is interred in the Anvil of Eternity.\n\nFrostmaw’s hide forms part of @[Vurdrask-Vethuun|vurdrask-vethuun], the ancestral mantle reserved for Rahm’mafal’s matriarchs and now worn by @[Thaurga|thaurga-stormborn-flamewrought]. The relic also incorporates the hide of Hroth, a colossal tundra lion slain in defense of a clan child. The formal badge of matriarchal authority thus preserves the dragon defeated in Yrrna’s hunt alongside another remembered act of protection.","heading":"The Twilight Hunt","visibility":"player"}],"summary":"Yrrna Stonevow was the last matriarch of the Dragon Age and the leader of the Twilight Hunt against Frostmaw the Ender.","title":"Yrrna Stonevow","type":"Person","visibility":"player"},{"body":"The High Lumen\nThe High Lumen presides over an order of local priests, scholars, itinerant Dawnbearers, and Scribes of the Flame. Its temples teach collective reverence for the Divine, spiritual balance, and mortal responsibility. The institution has declined for decades and maintains no standing military.","category":"People","id":"high-lumen-caereth-valelorn","identityIllustration":{"alt":"High Lumen Caereth Valelorn","caption":"High Lumen Caereth Valelorn","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/caereth-valelorn-public-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"The High Lumen presides over an order of local priests, scholars, itinerant Dawnbearers, and Scribes of the Flame. Its temples teach collective reverence for the Divine, spiritual balance, and mortal responsibility. The institution has declined for decades and maintains no standing military.","heading":"The High Lumen","visibility":"player"}],"summary":"High Lumen Caereth Valelorn is the ancient elven theologian who leads the regionally based Order of the Sacred Light in Abbrond.","title":"High Lumen Caereth Valelorn","type":"Person","visibility":"player"},{"body":"Priest and handler\nVespera holds the rank of Priest in the Clergy and handles its work in @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f]. Her relationship with @[Bishop Thaylen|3d667a8b-5ce5-47f8-994d-12cb31035156] is openly hostile within that circle: she despises him with particular fervor. The goliath twins @[Hustle and Bustle|hustle-bustle] serve under her command.\n\nAppearance\nLady Vespera has long silver-white hair, pointed ears and a richly jeweled blue-and-red gown.","category":"People","id":"lady-vespera","identityIllustration":{"alt":"Lady Vespera","caption":"Lady Vespera","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/lady-vespera-author-ref.avif","visibility":"player","width":900},"links":["3d667a8b-5ce5-47f8-994d-12cb31035156","c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f","hustle-bustle"],"raceRelated":[],"sections":[{"body":"Vespera holds the rank of Priest in the Clergy and handles its work in @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f]. Her relationship with @[Bishop Thaylen|3d667a8b-5ce5-47f8-994d-12cb31035156] is openly hostile within that circle: she despises him with particular fervor. The goliath twins @[Hustle and Bustle|hustle-bustle] serve under her command.","heading":"Priest and handler","visibility":"player"},{"body":"Lady Vespera has long silver-white hair, pointed ears and a richly jeweled blue-and-red gown.","heading":"Appearance","visibility":"player"}],"summary":"Lady Vespera is an elven Clergy handler in Caelwyn who commands the goliath twins Hustle and Bustle.","title":"Lady Vespera","type":"Person","visibility":"player"},{"body":"The twins\nThe goliath twins serve under @[Lady Vespera|lady-vespera], also known as Vespra, within her Clergy operation in @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f].\n\nAppearance\nThe twins’ close resemblance, gray skin and bold black geometric tattoos make them a distinctive pair.","category":"People","id":"hustle-bustle","identityIllustration":{"alt":"Hustle and Bustle","caption":"Hustle and Bustle","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/hustle-bustle-author-ref.avif","visibility":"player","width":900},"links":["c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f","lady-vespera"],"raceRelated":[],"sections":[{"body":"The goliath twins serve under @[Lady Vespera|lady-vespera], also known as Vespra, within her Clergy operation in @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f].","heading":"The twins","visibility":"player"},{"body":"The twins’ close resemblance, gray skin and bold black geometric tattoos make them a distinctive pair.","heading":"Appearance","visibility":"player"}],"summary":"Hustle and Bustle are goliath twins commanded by Lady Vespera, the Clergy’s handler in Caelwyn.","title":"Hustle and Bustle","type":"Person","visibility":"player"},{"body":"A discovery beneath Valaria\nWorking in a treacherous cave system near the city, Kethara found a previously unknown deposit of @[Dieritium Arcanum|notebook-3]. Innovative research revealed distinctive properties of the mineral and yielded a new magical formula that revolutionized enchanted constructs.\n\nDieritium Arcanum receives and sustains magical workings as well as providing the adjustable buoyancy used in airships. Kethara’s contribution belongs particularly to the study of enchanted constructs: she helped turn knowledge of the mineral into a new means of magical making. Her discovery near @[Valaria|notebook-17] therefore mattered for the properties and formula she uncovered as well as for the deposit itself.\n\nAn enduring legacy\nHer work made her a respected figure among magical practitioners. Scholars continue to celebrate and study that legacy.\n\nThat legacy sits within Valaria’s wider culture of arcane research. At @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3], enchanters, alchemists and engineers study DA and its applications in constructs, lasting enchantments and unusual devices. Kethara’s work belongs to the continuing effort to understand a rare material whose uses reach well beyond the caves in which it is found.","category":"People","id":"kethara-shadowmist","identityIllustration":{"alt":"Kethara Shadowmist","caption":"Kethara Shadowmist","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/kethara-shadowmist-identity.avif","visibility":"player","width":900},"links":["notebook-3","notebook-17","af7892b9-fb6d-48f4-a661-c652cad841c3"],"raceRelated":[],"sections":[{"body":"Working in a treacherous cave system near the city, Kethara found a previously unknown deposit of @[Dieritium Arcanum|notebook-3]. Innovative research revealed distinctive properties of the mineral and yielded a new magical formula that revolutionized enchanted constructs.\n\nDieritium Arcanum receives and sustains magical workings as well as providing the adjustable buoyancy used in airships. Kethara’s contribution belongs particularly to the study of enchanted constructs: she helped turn knowledge of the mineral into a new means of magical making. Her discovery near @[Valaria|notebook-17] therefore mattered for the properties and formula she uncovered as well as for the deposit itself.","heading":"A discovery beneath Valaria","visibility":"player"},{"body":"Her work made her a respected figure among magical practitioners. Scholars continue to celebrate and study that legacy.\n\nThat legacy sits within Valaria’s wider culture of arcane research. At @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3], enchanters, alchemists and engineers study DA and its applications in constructs, lasting enchantments and unusual devices. Kethara’s work belongs to the continuing effort to understand a rare material whose uses reach well beyond the caves in which it is found.","heading":"An enduring legacy","visibility":"player"}],"summary":"Kethara Shadowmist was a tiefling arcanist and alchemist whose discovery near Valaria transformed the study of enchanted constructs.","title":"Kethara Shadowmist","type":"Person","visibility":"player"},{"body":"Kethra’s domain\nA long statue-lined corridor honors Chosen from different worlds, including Garold Gygaxian of Oerth, Solarian Devoria of Toril, and Vax’ildan of Exandria. Shadar-Kai guards are stationed through the palace. Outside, bleak land and sparse forest lie under storm-bound twilight; one side drops into a canyon at least a hundred feet deep. Souls pass through a dark, swirling halo in the sky.\n\nLife among the Chosen\nResting spaces offer fresh linens, clothing, warm bathing water, and a table whose food replenishes and changes to suit its guest. Garold keeps a chamber of miniature battlefields, Solarian cooks in a kitchen suited to his tastes, and Vax walks the sparse grounds. Time is difficult to gauge: what feels like several days might be weeks.\n\nTrials and fragments\nKethra’s trials confront memories rather than send participants back through history. Kael’s early ordeals yielded a dark-wood bow grip inscribed with acceptance and compassion, followed by a matching limb bearing acceptance and forgiveness. A later trial brought the final limb, inscribed with resilience and vengeance. At the forge, his choices of Responsibility, Acceptance and Resilience completed Talon’s Unyielding Grasp. Vax explains that such ordeals demand recognition of painful truths; there is no fixed timetable.\n\nThe audience, forge and training grounds\nKethra’s audience chamber opens to the sky and contains a throne formed from enormous ravens’ bones. A small forge among broken walls in the surrounding woods was where Kael completed his bow, aided by an unnamed elderly dwarf.\n\nAt the training grounds, shadow constructs answer an imagined course. Stationary and moving figures carry weapons for practice, while repeated training allows Kael to study movement through shadow. He then sought Zephyr as a living opponent when he recognized that repetition was becoming predictable.\n\nDisturbances beyond the walls\nZephyr reported increasing scattered disturbances, including wraith attacks upon Shadar-Kai. He assigned regular patrols to Kael and Elara, leaving their schedule to them. During a later flight, the pair found shadow mastiffs surrounding two unknown figures and began to intervene. The encounter’s outcome remains unresolved.","category":"Places","id":"citadel-of-memories","illustration":{"alt":"Citadel of Memories landscape","caption":"Citadel of Memories landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/citadel-memories-shadowfell-canyon-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"A long statue-lined corridor honors Chosen from different worlds, including Garold Gygaxian of Oerth, Solarian Devoria of Toril, and Vax’ildan of Exandria. Shadar-Kai guards are stationed through the palace. Outside, bleak land and sparse forest lie under storm-bound twilight; one side drops into a canyon at least a hundred feet deep. Souls pass through a dark, swirling halo in the sky.","heading":"Kethra’s domain","visibility":"player"},{"body":"Resting spaces offer fresh linens, clothing, warm bathing water, and a table whose food replenishes and changes to suit its guest. Garold keeps a chamber of miniature battlefields, Solarian cooks in a kitchen suited to his tastes, and Vax walks the sparse grounds. Time is difficult to gauge: what feels like several days might be weeks.","heading":"Life among the Chosen","visibility":"player"},{"body":"Kethra’s trials confront memories rather than send participants back through history. Kael’s early ordeals yielded a dark-wood bow grip inscribed with acceptance and compassion, followed by a matching limb bearing acceptance and forgiveness. A later trial brought the final limb, inscribed with resilience and vengeance. At the forge, his choices of Responsibility, Acceptance and Resilience completed Talon’s Unyielding Grasp. Vax explains that such ordeals demand recognition of painful truths; there is no fixed timetable.","heading":"Trials and fragments","illustration":{"alt":"Three bow components and the offered talon necklace","caption":"Three bow components and the offered talon necklace","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-three-choices-forge-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Kethra’s audience chamber opens to the sky and contains a throne formed from enormous ravens’ bones. A small forge among broken walls in the surrounding woods was where Kael completed his bow, aided by an unnamed elderly dwarf.\n\nAt the training grounds, shadow constructs answer an imagined course. Stationary and moving figures carry weapons for practice, while repeated training allows Kael to study movement through shadow. He then sought Zephyr as a living opponent when he recognized that repetition was becoming predictable.","heading":"The audience, forge and training grounds","illustration":{"alt":"Training among the Citadel’s shadow constructs","caption":"Training among the Citadel’s shadow constructs","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/citadel-shadow-course-training-grounds.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Zephyr reported increasing scattered disturbances, including wraith attacks upon Shadar-Kai. He assigned regular patrols to Kael and Elara, leaving their schedule to them. During a later flight, the pair found shadow mastiffs surrounding two unknown figures and began to intervene. The encounter’s outcome remains unresolved.","heading":"Disturbances beyond the walls","visibility":"player"}],"summary":"The Citadel of Memories is Kethra’s residence in the Shadowfell, where her Chosen rest, confront their past, and prepare for service.","title":"Citadel of Memories","type":"Location","visibility":"player"},{"body":"A fellow Chosen\nDark-eyed and dressed in dark leathers, Vax moves with deliberate grace and speaks with irreverent humor. Beneath that ease, he understands the grief of divine service. He guides Kael toward his first trial and offers companionship afterward. His wings carry him away for usher duty.\n\nThe cost of service\nVax tells Kael he appealed to the Queen in desperation for his sister and left a beloved person behind when duty called. He describes repeatedly reliving his mother’s death by dragon fire in his own trials, first blaming himself and his family before accepting what happened. Among the Citadel’s sparse trees and fauna, he remembers his connection with Keyleth, a druid from home.\n\nStories, counsel and the race\nVax shared stories of his former companions with Kael, allowing laughter and grief to coexist. He understood the pain of leaving Keyleth and the frustration of returning only when service allowed. His advice was to value the people present without pretending that old bonds had ceased to matter.\n\nAfter drinks, their attempted flying race around the Citadel ended with Vax caught upside down in a tree and Kael sprawled nearby. Elara found them both laughing. The friendship gave Kael relief from the trial’s pressure and the courage to approach her again. Over their drinks, Vax joked that Bane and Grog might be versions of a similar soul from different worlds. He offered it as a drunken thought rather than something he knew.\n\nA friend in trouble\nAfter returning to Dorn, Kael recorded in his journal that Vax was in trouble.\n\nConfidant to the Grand Reaper\nVax’ildan, long dead and still a Chosen, shared drinks with @[Elara|21d8a5af-467b-4ed6-ab1b-7b89138326ed] in the Castle of Memories after her transfiguration. Soul lanterns edged the gloom with gold. He had known both her and @[Kael|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] for decades, and served as her confidant while Kael was away in the mortal world, still unaware of the full extent of her transformation. The Shadowfell’s distorted time did not blunt her longing.\n\nElara believed Kael still recognized the fierce, irreverent woman from the moonlit well. She understood Kethra’s elevation as the gift of power after she had chosen Kael over the goddess, not punishment for that choice. Their bond, in her telling, survived time, death and divine pressure.","category":"People","id":"vaxildan-exandria","identityIllustration":{"alt":"Vax’ildan","caption":"Vax’ildan","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/vaxildan-chosen-portrait.avif","visibility":"player","width":900},"links":["21d8a5af-467b-4ed6-ab1b-7b89138326ed","a2aa551a-0450-4aa3-bf82-a4d03c64cdb5"],"raceRelated":[],"sections":[{"body":"Dark-eyed and dressed in dark leathers, Vax moves with deliberate grace and speaks with irreverent humor. Beneath that ease, he understands the grief of divine service. He guides Kael toward his first trial and offers companionship afterward. His wings carry him away for usher duty.","heading":"A fellow Chosen","visibility":"player"},{"body":"Vax tells Kael he appealed to the Queen in desperation for his sister and left a beloved person behind when duty called. He describes repeatedly reliving his mother’s death by dragon fire in his own trials, first blaming himself and his family before accepting what happened. Among the Citadel’s sparse trees and fauna, he remembers his connection with Keyleth, a druid from home.","heading":"The cost of service","visibility":"player"},{"body":"Vax shared stories of his former companions with Kael, allowing laughter and grief to coexist. He understood the pain of leaving Keyleth and the frustration of returning only when service allowed. His advice was to value the people present without pretending that old bonds had ceased to matter.\n\nAfter drinks, their attempted flying race around the Citadel ended with Vax caught upside down in a tree and Kael sprawled nearby. Elara found them both laughing. The friendship gave Kael relief from the trial’s pressure and the courage to approach her again. Over their drinks, Vax joked that Bane and Grog might be versions of a similar soul from different worlds. He offered it as a drunken thought rather than something he knew.","heading":"Stories, counsel and the race","illustration":{"alt":"The undignified end of Kael and Vax’s race","caption":"The undignified end of Kael and Vax’s race","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-vax-reckless-race-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"After returning to Dorn, Kael recorded in his journal that Vax was in trouble.","heading":"A friend in trouble","visibility":"player"},{"body":"Vax’ildan, long dead and still a Chosen, shared drinks with @[Elara|21d8a5af-467b-4ed6-ab1b-7b89138326ed] in the Castle of Memories after her transfiguration. Soul lanterns edged the gloom with gold. He had known both her and @[Kael|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] for decades, and served as her confidant while Kael was away in the mortal world, still unaware of the full extent of her transformation. The Shadowfell’s distorted time did not blunt her longing.\n\nElara believed Kael still recognized the fierce, irreverent woman from the moonlit well. She understood Kethra’s elevation as the gift of power after she had chosen Kael over the goddess, not punishment for that choice. Their bond, in her telling, survived time, death and divine pressure.","heading":"Confidant to the Grand Reaper","visibility":"player"}],"summary":"Vax’ildan, usually called Vax, is a Chosen from Exandria whom Kael met in Kethra’s Citadel of Memories.","title":"Vax’ildan of Exandria","type":"Person","visibility":"player"},{"body":"A celestial presence\nVast wings scatter the mists as Zephyr flies. His armor is dark and intricately etched; golden accents adorn a helmet that leaves his face in shadow. He speaks in a deep, resonant voice with ceremonial grandeur, yet respects Kael’s silence while they watch passing souls above the Citadel.\n\nGuidance and free will\nWhen Kael asks why he was not guided away from the Clergy sooner, Zephyr answers that mortal free will is sacred and divine shepherds cannot simply overturn it. He argues that hardship prepared Kael for the mantle he now bears, while admitting that even he may have been moved by Kethra’s plans. He says Kethra needs both a hunter and a leader, then directs Kael to the plateau of his second trial.\n\nThe Fallen Emissary\nZephyr admitted that he erased Kael’s memories and moved him after his break with the Clergy. He meant to protect a person valuable to Kethra, but acted without consent and failed to anticipate the effects upon other lives. In a memory shown during the final trial, Kethra stripped him of the title Prinarch Emissary and named him the Fallen Emissary of the Silent Requiem. He was bound to Kael until he rectified the error.\n\nKael eventually recognized the mistaken intention without judging the intervention right. Their shared task became a reason to act differently, rather than a means of undoing history.\n\nTwo threats and the limits of protection\nZephyr denied that Kethra had designed Lily’s suffering to make Kael useful. When despair overwhelmed him, the deva used a celestial ability resembling command and emotional calming to make him stand. He later explained that the cult’s rituals posed the immediate threat, while intervals between celestial events could offer time to act against the Clergy.\n\nWhen Kael asked for protection for his family during that campaign, Zephyr agreed to carry the request but promised no such safeguard. Kethra’s protection extended to her Chosen; she would not simply rewrite other threads of fate.\n\nTraining and patrol\nZephyr could reduce his towering stature for sparring. When he unveiled his face and took up his greatsword, Kael saw an expressiveness usually hidden by the hood. The deva’s swordsmanship and radiant power quickly overcame him. His lesson was to confront overwhelming force with allies and planning.\n\nAfter scattered attacks on Shadar-Kai, he assigned Kael and Elara regular patrols around the Citadel. He also upgraded Elara’s armor so that black raven wings could carry her beside Kael.\n\nWitness to the Book of the Unwritten\nDeep within the Castle of Memories, in the Citadel at the Edge of Memory, Zephyr read the Book of the Unwritten upon an obsidian-and-gold pedestal in a room illuminated by thought. Blank pages manifested golden and violet fate-threads and disclosed the soul-knotted bond between @[Elara|21d8a5af-467b-4ed6-ab1b-7b89138326ed] and @[Kael|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5]. One was born of shadow and the other remade in death; neither obeyed, yet both served.\n\nThe book stated reality rather than prophecy. Not even @[Kethra|8a396d5c-a8de-4341-9179-459e90069f8f], She Who Remembers and the Reaper Queen, could unbind their golden-bound threads. Unweaving one would unravel the other, and severing both would undo the tapestry itself. The words vanished when he closed the book, but their truth persisted. Zephyr bore witness to this revelation.","category":"People","id":"zephyr-deva","identityIllustration":{"alt":"Zephyr","caption":"Zephyr","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/zephyr-deva-portrait.avif","visibility":"player","width":900},"links":["21d8a5af-467b-4ed6-ab1b-7b89138326ed","8a396d5c-a8de-4341-9179-459e90069f8f","a2aa551a-0450-4aa3-bf82-a4d03c64cdb5"],"raceRelated":[],"sections":[{"body":"Vast wings scatter the mists as Zephyr flies. His armor is dark and intricately etched; golden accents adorn a helmet that leaves his face in shadow. He speaks in a deep, resonant voice with ceremonial grandeur, yet respects Kael’s silence while they watch passing souls above the Citadel.","heading":"A celestial presence","visibility":"player"},{"body":"When Kael asks why he was not guided away from the Clergy sooner, Zephyr answers that mortal free will is sacred and divine shepherds cannot simply overturn it. He argues that hardship prepared Kael for the mantle he now bears, while admitting that even he may have been moved by Kethra’s plans. He says Kethra needs both a hunter and a leader, then directs Kael to the plateau of his second trial.","heading":"Guidance and free will","visibility":"player"},{"body":"Zephyr admitted that he erased Kael’s memories and moved him after his break with the Clergy. He meant to protect a person valuable to Kethra, but acted without consent and failed to anticipate the effects upon other lives. In a memory shown during the final trial, Kethra stripped him of the title Prinarch Emissary and named him the Fallen Emissary of the Silent Requiem. He was bound to Kael until he rectified the error.\n\nKael eventually recognized the mistaken intention without judging the intervention right. Their shared task became a reason to act differently, rather than a means of undoing history.","heading":"The Fallen Emissary","illustration":{"alt":"The remembered judgment of Zephyr’s office","caption":"The remembered judgment of Zephyr’s office","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-zephyr-court-memory-v2.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Zephyr denied that Kethra had designed Lily’s suffering to make Kael useful. When despair overwhelmed him, the deva used a celestial ability resembling command and emotional calming to make him stand. He later explained that the cult’s rituals posed the immediate threat, while intervals between celestial events could offer time to act against the Clergy.\n\nWhen Kael asked for protection for his family during that campaign, Zephyr agreed to carry the request but promised no such safeguard. Kethra’s protection extended to her Chosen; she would not simply rewrite other threads of fate.","heading":"Two threats and the limits of protection","illustration":{"alt":"Kael and Zephyr distinguishing two struggles","caption":"Kael and Zephyr distinguishing two struggles","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-zephyr-two-dangers-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Zephyr could reduce his towering stature for sparring. When he unveiled his face and took up his greatsword, Kael saw an expressiveness usually hidden by the hood. The deva’s swordsmanship and radiant power quickly overcame him. His lesson was to confront overwhelming force with allies and planning.\n\nAfter scattered attacks on Shadar-Kai, he assigned Kael and Elara regular patrols around the Citadel. He also upgraded Elara’s armor so that black raven wings could carry her beside Kael.","heading":"Training and patrol","illustration":{"alt":"A training lesson against Zephyr’s reduced stature","caption":"A training lesson against Zephyr’s reduced stature","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-zephyr-eight-foot-sparring-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Deep within the Castle of Memories, in the Citadel at the Edge of Memory, Zephyr read the Book of the Unwritten upon an obsidian-and-gold pedestal in a room illuminated by thought. Blank pages manifested golden and violet fate-threads and disclosed the soul-knotted bond between @[Elara|21d8a5af-467b-4ed6-ab1b-7b89138326ed] and @[Kael|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5]. One was born of shadow and the other remade in death; neither obeyed, yet both served.\n\nThe book stated reality rather than prophecy. Not even @[Kethra|8a396d5c-a8de-4341-9179-459e90069f8f], She Who Remembers and the Reaper Queen, could unbind their golden-bound threads. Unweaving one would unravel the other, and severing both would undo the tapestry itself. The words vanished when he closed the book, but their truth persisted. Zephyr bore witness to this revelation.","heading":"Witness to the Book of the Unwritten","visibility":"player"}],"summary":"Zephyr is a towering deva and the Fallen Emissary of the Silent Requiem. His intervention in Kael Hawthorne’s life bound their fates together.","title":"Zephyr","type":"Person","visibility":"player"},{"body":"The war-games chamber\nHandcrafted terrain and figurines cover large tables in his dedicated chamber. He treats reenactments of historical and imagined battles as a study of conflict, not merely recreation. Kael accepts his invitation to play, and their games alternate wins and losses.\n\nA strategist’s lessons\nGarold teaches flexibility, misdirection, surprise, and the use of terrain. A disadvantage may become an advantage when a commander changes the rules of engagement or anticipates an opponent’s next move. He offers Kael command of an orc army in a reenactment from Oerth.\n\nHis remembered life\nGarold says he began devising games as a young wizard captivated by battle lore. His life as a general distanced him from family. During a disastrous battle, the Queen called him to a greater struggle spanning worlds and time; centuries have passed since he walked Oerth. His descriptions include the Dragon Spine Mountains, the Frozen North of Hyperboria, and Castle Greyhawk. He does not know Dorn. He explains that travelers returning from shared realms usually reach their own material world and calls spelljammers a marvel known to him only through tales.","category":"People","id":"garold-gygaxian","identityIllustration":{"alt":"Garold Gygaxian","caption":"Garold Gygaxian","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/garold-gygaxian-portrait.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Handcrafted terrain and figurines cover large tables in his dedicated chamber. He treats reenactments of historical and imagined battles as a study of conflict, not merely recreation. Kael accepts his invitation to play, and their games alternate wins and losses.","heading":"The war-games chamber","visibility":"player"},{"body":"Garold teaches flexibility, misdirection, surprise, and the use of terrain. A disadvantage may become an advantage when a commander changes the rules of engagement or anticipates an opponent’s next move. He offers Kael command of an orc army in a reenactment from Oerth.","heading":"A strategist’s lessons","visibility":"player"},{"body":"Garold says he began devising games as a young wizard captivated by battle lore. His life as a general distanced him from family. During a disastrous battle, the Queen called him to a greater struggle spanning worlds and time; centuries have passed since he walked Oerth. His descriptions include the Dragon Spine Mountains, the Frozen North of Hyperboria, and Castle Greyhawk. He does not know Dorn. He explains that travelers returning from shared realms usually reach their own material world and calls spelljammers a marvel known to him only through tales.","heading":"His remembered life","visibility":"player"}],"summary":"Garold is a wizard and former war general from Oerth, now a Chosen in the Citadel of Memories who teaches strategy through miniature war games.","title":"Garold Gygaxian of Oerth","type":"Person","visibility":"player"},{"body":"The quiet sentinel\nComposed and watchful, Solarian stands on the Citadel’s outer wall with a sharp, discerning gaze. His measured speech reflects on the balance of light and darkness, life and death. Asked why he is there, he offers one word: service.\n\nRespite in the kitchen\nCooking is his chosen relief from duty. In a kitchen fashioned to his tastes, he makes pastries and delicacies inspired by his home. He is somewhat more talkative while cooking, although often absorbed in the task. Elara calls him the resident sentinel and praises his Cythian Apple Crumble.","category":"People","id":"solarian-devoria","identityIllustration":{"alt":"Solarian Devoria","caption":"Solarian Devoria","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/solarian-devoria-citadel-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Composed and watchful, Solarian stands on the Citadel’s outer wall with a sharp, discerning gaze. His measured speech reflects on the balance of light and darkness, life and death. Asked why he is there, he offers one word: service.","heading":"The quiet sentinel","visibility":"player"},{"body":"Cooking is his chosen relief from duty. In a kitchen fashioned to his tastes, he makes pastries and delicacies inspired by his home. He is somewhat more talkative while cooking, although often absorbed in the task. Elara calls him the resident sentinel and praises his Cythian Apple Crumble.","heading":"Respite in the kitchen","visibility":"player"}],"summary":"Solarian is a dark-purple tiefling from Toril, one of the Chosen in Kethra’s Citadel of Memories.","title":"Solarian Devoria of Toril","type":"Person","visibility":"player"},{"body":"Family and character\nLight-brown-haired and warm in expression, Tessa was the practical and pragmatic one among Kael’s siblings. Her bond with Lily was once close. Kael remembers the comfort they gave one another while growing up.","category":"People","id":"tessa","identityIllustration":{"alt":"Tessa","caption":"Tessa","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/tessa-family-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Light-brown-haired and warm in expression, Tessa was the practical and pragmatic one among Kael’s siblings. Her bond with Lily was once close. Kael remembers the comfort they gave one another while growing up.","heading":"Family and character","visibility":"player"}],"summary":"Tessa is Kael’s younger sister and Lily’s former best friend, remembered for her practical, forgiving nature.","title":"Tessa","type":"Person","visibility":"player"},{"body":"The Emberheart’s power\nDrawn to the fiery gem’s natural magic, the dragon ravaged the land with corrosive breath and sought to absorb its power. Lo’rilandia, an elf of the Emberheart Circle, absorbed about a third of that energy before he could take it all, preventing a god-like concentration of power.\n\nA poisoned legacy\nThe altered landscape remains the Embershade Marshes. Zalathax’s skeleton is among its notable remnants. The surviving Emberheart Tree has a hollow center where the gem once stood.\n\nThe marshes stretch along the southern coast of the @[Embervale Basin|0a280549-4ec6-4302-aa8b-458280842be0]. Gnarled trees, bogs, quicksand and carnivorous plants make travel perilous, while luminous fungi and algae brighten parts of the wetland. The dragon’s destruction left a changed environment that later inhabitants have learned to navigate.\n\nDarkscale @[Kobolds|race-kobolds] occupy the dragon’s skeletal remains. Elsewhere, settlements and communities of different peoples live within or at the edges of the marshes. The skeleton is both a remnant of the catastrophe and a place inhabited in the landscape that followed it.","category":"Creatures","id":"zalathax-valanrith","illustration":{"alt":"Zalathax’valanrith","caption":"Zalathax’valanrith","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/zalathax-valanrith-black-dragon.avif","visibility":"player","width":1536},"links":["0a280549-4ec6-4302-aa8b-458280842be0","race-kobolds"],"raceRelated":[],"sections":[{"body":"Drawn to the fiery gem’s natural magic, the dragon ravaged the land with corrosive breath and sought to absorb its power. Lo’rilandia, an elf of the Emberheart Circle, absorbed about a third of that energy before he could take it all, preventing a god-like concentration of power.","heading":"The Emberheart’s power","visibility":"player"},{"body":"The altered landscape remains the Embershade Marshes. Zalathax’s skeleton is among its notable remnants. The surviving Emberheart Tree has a hollow center where the gem once stood.\n\nThe marshes stretch along the southern coast of the @[Embervale Basin|0a280549-4ec6-4302-aa8b-458280842be0]. Gnarled trees, bogs, quicksand and carnivorous plants make travel perilous, while luminous fungi and algae brighten parts of the wetland. The dragon’s destruction left a changed environment that later inhabitants have learned to navigate.\n\nDarkscale @[Kobolds|race-kobolds] occupy the dragon’s skeletal remains. Elsewhere, settlements and communities of different peoples live within or at the edges of the marshes. The skeleton is both a remnant of the catastrophe and a place inhabited in the landscape that followed it.","heading":"A poisoned legacy","visibility":"player"}],"summary":"Zalathax’valanrith was the black dragon whose attack destroyed Emberheart Hallow and transformed the Embershade Forest into marshland.","title":"Zalathax’valanrith, the Abyssal Devastation","type":"Creature","visibility":"player"},{"body":"The druid’s intervention\nA member of the Emberheart Circle, Lo’rilandia absorbed about a third of the gem’s energy before the black dragon could take it all. Her act prevented him from becoming all-powerful and infused her own bloodline with that energy.\n\nThe wildfire lineage\nHer descendants became the lineage called the Wildfire Spirit Druids.\n\nThe settlement she helped defend did not survive unchanged. Its forest became the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a], and the great tree remained with a hollow center where the gem had stood. Lo’rilandia’s descendants preserved a different remnant: the energy carried within her bloodline.\n\nThe history is also preserved through @[Burgan Trovask|burgan-trovask]’s expedition and chronicle, held with recovered artifacts at the @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3]. Ruins, scholarly records and the wildfire lineage carry different parts of Emberheart Hallow’s inheritance forward.","category":"People","id":"lorilandia","identityIllustration":{"alt":"Lo’rilandia","caption":"Lo’rilandia","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/lorilandia-wildfire-druid-identity.avif","visibility":"player","width":900},"links":["927cb3b1-f52f-43e6-903c-445261da670a","burgan-trovask","af7892b9-fb6d-48f4-a661-c652cad841c3"],"raceRelated":[],"sections":[{"body":"A member of the Emberheart Circle, Lo’rilandia absorbed about a third of the gem’s energy before the black dragon could take it all. Her act prevented him from becoming all-powerful and infused her own bloodline with that energy.","heading":"The druid’s intervention","visibility":"player"},{"body":"Her descendants became the lineage called the Wildfire Spirit Druids.\n\nThe settlement she helped defend did not survive unchanged. Its forest became the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a], and the great tree remained with a hollow center where the gem had stood. Lo’rilandia’s descendants preserved a different remnant: the energy carried within her bloodline.\n\nThe history is also preserved through @[Burgan Trovask|burgan-trovask]’s expedition and chronicle, held with recovered artifacts at the @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3]. Ruins, scholarly records and the wildfire lineage carry different parts of Emberheart Hallow’s inheritance forward.","heading":"The wildfire lineage","visibility":"player"}],"summary":"Lo’rilandia was the elf druid who preserved part of the Emberheart’s power during Zalathax’valanrith’s attack.","title":"Lo’rilandia","type":"Person","visibility":"player"},{"body":"Gem and tree\nThe tree’s intertwined branches and root-like vines enclosed the gem, whose natural energies sustained the druidic settlement blessed by Faella. The tree survives as a massive, banyan-like structure in the marshes; its hollow center marks the gem’s absence.\n\nThe settlement sustained by the gem\nThe gem stood at the center of @[Emberheart Hallow|08818a53-cd19-4899-90ed-ad25dfb68857], a druidic community blessed by Faella. Around its great tree, stone buildings intertwined with climbing plants, treehouses moved in the wind, and mud-and-grass dwellings rose from the ground. Paths of smooth stones and living roots joined those different homes.\n\nThe @[Emberheart Circle|org-emberheart-circle] brought several druidic traditions into that settlement. The gem’s natural energy was therefore bound to the life of a whole community, with the tree sheltering it at the heart of the inhabited forest.\n\nA divided power\nZalathax’valanrith attacked to drain the gem. Lo’rilandia absorbed about a third of its energy, carrying it into her bloodline and the Wildfire Spirit Druids.\n\nThe hollow center and the chronicle\nThe surviving tree now stands amid the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a]. Mist, luminous fungi and overgrown ruins surround the place where the forest settlement once flourished. Its empty center preserves the shape of the gem’s absence within a landscape altered by the attack.\n\n@[Burgan Trovask|burgan-trovask] and the gnome wizard Tivilan Heffney recovered artifacts and information during a three-month expedition. Trovask’s chronicle, The Flaming Emberheart: The History of Growth, Destruction, and Renewal, and the recovered collection are held at @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3] in Valaria. The material legacy of the gem is thus preserved both at the ruined tree and through the study of the settlement it sustained.","category":"Artifacts","id":"emberheart","illustration":{"alt":"The Emberheart within its tree","caption":"The Emberheart within its tree","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/emberheart-gem-within-banyan.avif","visibility":"player","width":1140},"links":["08818a53-cd19-4899-90ed-ad25dfb68857","org-emberheart-circle","927cb3b1-f52f-43e6-903c-445261da670a","burgan-trovask","af7892b9-fb6d-48f4-a661-c652cad841c3"],"raceRelated":[],"sections":[{"body":"The tree’s intertwined branches and root-like vines enclosed the gem, whose natural energies sustained the druidic settlement blessed by Faella. The tree survives as a massive, banyan-like structure in the marshes; its hollow center marks the gem’s absence.","heading":"Gem and tree","visibility":"player"},{"id":"enrichment2-emberheart-the-settlement-sustained-by-the-gem","heading":"The settlement sustained by the gem","body":"The gem stood at the center of @[Emberheart Hallow|08818a53-cd19-4899-90ed-ad25dfb68857], a druidic community blessed by Faella. Around its great tree, stone buildings intertwined with climbing plants, treehouses moved in the wind, and mud-and-grass dwellings rose from the ground. Paths of smooth stones and living roots joined those different homes.\n\nThe @[Emberheart Circle|org-emberheart-circle] brought several druidic traditions into that settlement. The gem’s natural energy was therefore bound to the life of a whole community, with the tree sheltering it at the heart of the inhabited forest.","visibility":"player"},{"body":"Zalathax’valanrith attacked to drain the gem. Lo’rilandia absorbed about a third of its energy, carrying it into her bloodline and the Wildfire Spirit Druids.","heading":"A divided power","visibility":"player"},{"id":"enrichment2-emberheart-the-hollow-center-and-the-chronicle","heading":"The hollow center and the chronicle","body":"The surviving tree now stands amid the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a]. Mist, luminous fungi and overgrown ruins surround the place where the forest settlement once flourished. Its empty center preserves the shape of the gem’s absence within a landscape altered by the attack.\n\n@[Burgan Trovask|burgan-trovask] and the gnome wizard Tivilan Heffney recovered artifacts and information during a three-month expedition. Trovask’s chronicle, The Flaming Emberheart: The History of Growth, Destruction, and Renewal, and the recovered collection are held at @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3] in Valaria. The material legacy of the gem is thus preserved both at the ruined tree and through the study of the settlement it sustained.","visibility":"player"}],"summary":"The Emberheart was a fiery gem six feet tall and three feet wide, held within the great tree at the center of Emberheart Hallow.","title":"The Emberheart","type":"Artifact","visibility":"player"},{"body":"Three months in the ruins\nWith the help of gnome wizard Tivilan Heffney, Trovask spent three months exploring the ruined settlement and recovered artifacts and information. His findings became The Flaming Emberheart: The History of Growth, Destruction, and Renewal.\n\nThe chronicle at the Solarium\nThe book and recovered objects are housed at the Solarium Inspirato in Valaria, where they serve scholars and adventurers studying the forest’s destruction, the Emberheart, and Lo’rilandia’s legacy.\n\nRecovering a changed landscape\nTrovask’s expedition worked in the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a], where mist, luminous fungi and overgrown ruins surround the hollow Emberheart Tree. The landscape preserves the remains of a community whose homes once joined stone, living plants, treehouses and paths of roots.\n\nHis chronicle connects those remnants to the life before the dragon’s attack and to the consequences of @[Lo’rilandia|lorilandia]’s intervention. The collection at the Solarium brings objects recovered from that dangerous country into a place where their history can be examined alongside the written account.","category":"People","id":"burgan-trovask","identityIllustration":{"alt":"Burgan Trovask","caption":"Burgan Trovask","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/burgan-trovask-historian-identity.avif","visibility":"player","width":900},"links":["927cb3b1-f52f-43e6-903c-445261da670a","lorilandia"],"raceRelated":[],"sections":[{"body":"With the help of gnome wizard Tivilan Heffney, Trovask spent three months exploring the ruined settlement and recovered artifacts and information. His findings became The Flaming Emberheart: The History of Growth, Destruction, and Renewal.","heading":"Three months in the ruins","visibility":"player"},{"body":"The book and recovered objects are housed at the Solarium Inspirato in Valaria, where they serve scholars and adventurers studying the forest’s destruction, the Emberheart, and Lo’rilandia’s legacy.","heading":"The chronicle at the Solarium","visibility":"player"},{"id":"enrichment6-burgan-trovask-recovering-a-changed-landscape","heading":"Recovering a changed landscape","body":"Trovask’s expedition worked in the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a], where mist, luminous fungi and overgrown ruins surround the hollow Emberheart Tree. The landscape preserves the remains of a community whose homes once joined stone, living plants, treehouses and paths of roots.\n\nHis chronicle connects those remnants to the life before the dragon’s attack and to the consequences of @[Lo’rilandia|lorilandia]’s intervention. The collection at the Solarium brings objects recovered from that dangerous country into a place where their history can be examined alongside the written account.","visibility":"player"}],"summary":"Burgan Trovask is the firbolg adventurer, historian, and treasure hunter who recovered the history of Emberheart Hallow.","title":"Burgan Trovask","type":"Person","visibility":"player"},{"body":"A rival in the passage of time\nFollowers of that tradition oppose Idall’s interference. They distinguish permitted small manipulations of time from its outright corruption.","category":"Divine","id":"idall","identityIllustration":{"alt":"Idall","caption":"Idall","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-idall-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Idall and time’s corruption","caption":"Idall and time’s corruption","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/idall-corruption-of-time-wide.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Followers of that tradition oppose Idall’s interference. They distinguish permitted small manipulations of time from its outright corruption.","heading":"A rival in the passage of time","visibility":"player"}],"summary":"Idall is a god associated with the corruption of time’s flow in a temporal tradition of Kee’Osis.","title":"Idall","type":"Deity","visibility":"player"},{"body":"The Baron’s hold\nMadam Zyina told Alice of the vampire and his hold on the area. Local accounts place him at the center of fears involving werewolves and other threats. Castle Ravenloft is his home.","category":"People","id":"baron-von-standovich","identityIllustration":{"alt":"Baron von Standovich","caption":"Baron von Standovich","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/baron-standovich-vampire-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Madam Zyina told Alice of the vampire and his hold on the area. Local accounts place him at the center of fears involving werewolves and other threats. Castle Ravenloft is his home.","heading":"The Baron’s hold","visibility":"player"}],"summary":"Baron von Standovich is a vampire associated with the troubled lands around Layris on Lebren.","title":"Baron von Standovich","type":"Person","visibility":"player"},{"body":"The fabric beneath magic\nAethermancy acts upon the Aether running through time, space, gravity, probability and the existential planes. Its reach is therefore into the laws that sustain reality, rather than only into the visible elements and forces within it. The danger follows from that depth: a failed working can threaten existence itself.\n\nThe coalition that studied it under dragon rule approached this knowledge through ancient texts and long, secret experimentation. Their work was both a pursuit of understanding and a practical effort to escape oppression. The eventual @[Aetheric Conflux|aetheric-conflux] brought those purposes together in a weapon designed to sever dragons’ existential ties.\n\nThe foundations of existence\nA coalition of scholars, mages, and rebels learned this primordial art from ancient texts while seeking a way to end draconic dominion. Its power demanded decades of secret research, perilous experiments, and sacrifices: a mistake could unravel reality.\n\nPower and responsibility\nThe coalition’s Aetheric Conflux unmade most dragons in Dorn. Surviving Aethermancers preserved their knowledge as teachers, advisors, and discreet guardians. Their legacy emphasizes restraint, responsible use, and preventing misuse of reality-altering power.\n\nThose who survived the work took on responsibilities beyond victory. Some taught and mentored later practitioners; others advised leaders during reconstruction or discreetly guarded dangerous knowledge against misuse. The same art that had ended draconic supremacy demanded restraint from those entrusted with it.\n\nThis legacy belongs to the rebuilding of Dorn as well as to the catastrophe of the Purge. Knowledge had made liberation possible, but preserving it responsibly required caution, teaching and continued attention to the consequences of great power.","category":"Lore","id":"aethermancy","illustration":{"alt":"Aethermantic calibration","caption":"Aethermantic calibration","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/aethermancy-restrained-calibration.avif","visibility":"player","width":1140},"links":["aetheric-conflux"],"raceRelated":[],"sections":[{"id":"enrichment2-aethermancy-the-fabric-beneath-magic","heading":"The fabric beneath magic","body":"Aethermancy acts upon the Aether running through time, space, gravity, probability and the existential planes. Its reach is therefore into the laws that sustain reality, rather than only into the visible elements and forces within it. The danger follows from that depth: a failed working can threaten existence itself.\n\nThe coalition that studied it under dragon rule approached this knowledge through ancient texts and long, secret experimentation. Their work was both a pursuit of understanding and a practical effort to escape oppression. The eventual @[Aetheric Conflux|aetheric-conflux] brought those purposes together in a weapon designed to sever dragons’ existential ties.","visibility":"player"},{"body":"A coalition of scholars, mages, and rebels learned this primordial art from ancient texts while seeking a way to end draconic dominion. Its power demanded decades of secret research, perilous experiments, and sacrifices: a mistake could unravel reality.","heading":"The foundations of existence","visibility":"player"},{"body":"The coalition’s Aetheric Conflux unmade most dragons in Dorn. Surviving Aethermancers preserved their knowledge as teachers, advisors, and discreet guardians. Their legacy emphasizes restraint, responsible use, and preventing misuse of reality-altering power.\n\nThose who survived the work took on responsibilities beyond victory. Some taught and mentored later practitioners; others advised leaders during reconstruction or discreetly guarded dangerous knowledge against misuse. The same art that had ended draconic supremacy demanded restraint from those entrusted with it.\n\nThis legacy belongs to the rebuilding of Dorn as well as to the catastrophe of the Purge. Knowledge had made liberation possible, but preserving it responsibly required caution, teaching and continued attention to the consequences of great power.","heading":"Power and responsibility","visibility":"player"}],"summary":"Aethermancy works upon the underlying Aether of time, space, gravity, probability, and existential planes, altering reality’s foundational laws.","title":"Aethermancy","type":"Concept","visibility":"player"},{"body":"The coalition against dragon rule\nThe Conflux grew from resistance to a dominion that had lasted for centuries. Dragons imposed a rigid hierarchy upon Dorn’s peoples, demanding tribute in gold, magic and lives. They suppressed cultures and curtailed freedoms, leaving ordinary resistance little prospect of overcoming their power.\n\nScholars, mages and rebels from several peoples formed a clandestine coalition. Ancient texts introduced them to @[Aethermancy|aethermancy], the art of acting upon the underlying fabric of existence. Their purpose was liberation, but the forces they sought to harness could unravel the world they meant to free. Decades of research, dangerous experiments and sacrifice preceded the creation of the weapon.\n\nThe grand ritual\nAfter decades of Aethermantic research, the coalition prepared calibrated ley lines, aligned celestial events, and a ritual involving thousands of participants. The Conflux was an instrument of existential severance rather than conventional destruction.\n\nThe nexus was designed to break the ties by which dragons existed, dispersing their essence instead of relying upon wounds inflicted on their bodies. Its operation depended on far more than assembling a powerful object: the coalition had to bring the landscape’s magical channels, the heavens and the work of thousands of participants into a single prepared act.\n\nUnder a sky of converging stars, the ritual released a surge of energy across Dorn. @[Dieritium Arcanum|notebook-3] powered the Conflux. The mineral supplied the weapon’s power, while Aethermancy provided the means of reaching beneath ordinary magic to the foundations of existence.\n\nThe Purge and survivors\nIts activation eradicated approximately ninety percent of Dorn’s dragons, while survivors hid in humanoid forms.\n\nThe destruction ended draconic rule and transformed the conditions under which Dorn’s peoples lived. Formerly oppressed communities formed alliances and rebuilt. Arts, literature and philosophy flourished beyond draconic censorship, while explorers entered lands once forbidden and scholars pursued new avenues of magic and science.\n\nFreedom did not remove every conflict or rivalry. It changed who could shape the world: the peoples who had lived beneath draconic authority could now make their own institutions and renew their own cultures. Surviving dragons faced that reversal from concealment, living among those they had once ruled.\n\nDieritium after the catastrophe\nDieritium Arcanum was thought lost in the aftermath of the Purge. Valaria later rediscovered the mineral. The exact rediscovery year is unspecified.\n\nIts later importance reaches far beyond the destructive purpose of the Conflux. In @[Valaria|notebook-17], renewed study of DA supported airships, enchanted constructs, lasting magical devices and communication screens. @[Kethara Shadowmist|kethara-shadowmist]’s work on a deposit near the capital yielded a formula that advanced enchanted constructs. The material that had powered the liberation of Dorn became a foundation of its arcane industry.","category":"Artifacts","id":"aetheric-conflux","illustration":{"alt":"The Aetheric Conflux","caption":"The Aetheric Conflux","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/aetheric-conflux-nexus-detail.avif","visibility":"player","width":1140},"links":["aethermancy","notebook-3","notebook-17","kethara-shadowmist"],"raceRelated":[],"sections":[{"id":"enrichment2-aetheric-conflux-the-coalition-against-dragon-rule","heading":"The coalition against dragon rule","body":"The Conflux grew from resistance to a dominion that had lasted for centuries. Dragons imposed a rigid hierarchy upon Dorn’s peoples, demanding tribute in gold, magic and lives. They suppressed cultures and curtailed freedoms, leaving ordinary resistance little prospect of overcoming their power.\n\nScholars, mages and rebels from several peoples formed a clandestine coalition. Ancient texts introduced them to @[Aethermancy|aethermancy], the art of acting upon the underlying fabric of existence. Their purpose was liberation, but the forces they sought to harness could unravel the world they meant to free. Decades of research, dangerous experiments and sacrifice preceded the creation of the weapon.","visibility":"player"},{"body":"After decades of Aethermantic research, the coalition prepared calibrated ley lines, aligned celestial events, and a ritual involving thousands of participants. The Conflux was an instrument of existential severance rather than conventional destruction.\n\nThe nexus was designed to break the ties by which dragons existed, dispersing their essence instead of relying upon wounds inflicted on their bodies. Its operation depended on far more than assembling a powerful object: the coalition had to bring the landscape’s magical channels, the heavens and the work of thousands of participants into a single prepared act.\n\nUnder a sky of converging stars, the ritual released a surge of energy across Dorn. @[Dieritium Arcanum|notebook-3] powered the Conflux. The mineral supplied the weapon’s power, while Aethermancy provided the means of reaching beneath ordinary magic to the foundations of existence.","heading":"The grand ritual","visibility":"player"},{"body":"Its activation eradicated approximately ninety percent of Dorn’s dragons, while survivors hid in humanoid forms.\n\nThe destruction ended draconic rule and transformed the conditions under which Dorn’s peoples lived. Formerly oppressed communities formed alliances and rebuilt. Arts, literature and philosophy flourished beyond draconic censorship, while explorers entered lands once forbidden and scholars pursued new avenues of magic and science.\n\nFreedom did not remove every conflict or rivalry. It changed who could shape the world: the peoples who had lived beneath draconic authority could now make their own institutions and renew their own cultures. Surviving dragons faced that reversal from concealment, living among those they had once ruled.","heading":"The Purge and survivors","visibility":"player"},{"body":"Dieritium Arcanum was thought lost in the aftermath of the Purge. Valaria later rediscovered the mineral. The exact rediscovery year is unspecified.\n\nIts later importance reaches far beyond the destructive purpose of the Conflux. In @[Valaria|notebook-17], renewed study of DA supported airships, enchanted constructs, lasting magical devices and communication screens. @[Kethara Shadowmist|kethara-shadowmist]’s work on a deposit near the capital yielded a formula that advanced enchanted constructs. The material that had powered the liberation of Dorn became a foundation of its arcane industry.","heading":"Dieritium after the catastrophe","visibility":"player"}],"summary":"The Aetheric Conflux was the Dieritium-powered nexus designed to sever dragons’ existential ties and unmake them.","title":"The Aetheric Conflux","type":"Artifact","visibility":"player"},{"body":"The city’s tiers\nThe city is divided into the lower District of the Sun, the upper District of the Moon, and the District of the Stars spanning upper and lower ground. The Common Grounds occupy its southern center. The Sovereign Center lies amid water, and the city’s northern landmarks include the Nexus and Bard’s College. Walls enclose these districts among dense forest.\n\nAldo Barren’s birthplace\nAldo Barren was born in Yiltir. He left young to travel and learn trade, eventually settling in Hope and establishing Barren’s Goods.\n\nThe first Abyssal Elf uprising\nYiltir’s forest was the setting of the first Abyssal Elf uprising, led by @[Fornakin Bolin|fornakin-bolin]. During that uprising, @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f], the demigod Hero of Haven, died in the forest. Fornakin, an abyssal warlock gnome, was his killer. Maximus ascended to the side of his divine father, Releous.\n\nThe second Abyssal Elf uprising\nA later, separate uprising was put down by @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37] and @[Alice Starweaver, known as Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018]. Their victory belongs to the second uprising, after the earlier conflict in which Maximus died.\n\nMaximus and Tordek\n@[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62] was Maximus’s friend and ally. In later life he became High Loremaster of the Sanctum of the Anvil in Georgetown. His connection to the fallen hero links Yiltir’s history with the scholars of Georgetown.\n\nLiving craft and the forest\nYiltir's Sylvanar craftspeople work in botanical remedies, sustainable forestry and wood imbued with nature magic. Living art grows and changes after it is made. Treespeakers interpret the needs of forest and city, while smaller forest communities keep connections through old paths and magic.","category":"Places","id":"yiltir","illustration":{"alt":"Yiltir landscape","caption":"Yiltir landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/yiltir-terraced-river-sovereign-hero.avif","visibility":"player","width":1536},"links":["07966a74-5302-4466-825f-0f642a4b9b62","539914f0-a980-4ce9-8de6-d12e55607e37","5ae0c55e-626f-470b-9ab4-9ddca1fd1018","eff94f48-341d-4702-b6b2-a6a0aa9f9f5f","fornakin-bolin"],"raceRelated":[],"sections":[{"body":"The city is divided into the lower District of the Sun, the upper District of the Moon, and the District of the Stars spanning upper and lower ground. The Common Grounds occupy its southern center. The Sovereign Center lies amid water, and the city’s northern landmarks include the Nexus and Bard’s College. Walls enclose these districts among dense forest.","heading":"The city’s tiers","visibility":"player"},{"body":"Aldo Barren was born in Yiltir. He left young to travel and learn trade, eventually settling in Hope and establishing Barren’s Goods.","heading":"Aldo Barren’s birthplace","visibility":"player"},{"body":"Yiltir’s forest was the setting of the first Abyssal Elf uprising, led by @[Fornakin Bolin|fornakin-bolin]. During that uprising, @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f], the demigod Hero of Haven, died in the forest. Fornakin, an abyssal warlock gnome, was his killer. Maximus ascended to the side of his divine father, Releous.","heading":"The first Abyssal Elf uprising","visibility":"player"},{"body":"A later, separate uprising was put down by @[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37] and @[Alice Starweaver, known as Alice the Ranger|5ae0c55e-626f-470b-9ab4-9ddca1fd1018]. Their victory belongs to the second uprising, after the earlier conflict in which Maximus died.","heading":"The second Abyssal Elf uprising","visibility":"player"},{"body":"@[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62] was Maximus’s friend and ally. In later life he became High Loremaster of the Sanctum of the Anvil in Georgetown. His connection to the fallen hero links Yiltir’s history with the scholars of Georgetown.","heading":"Maximus and Tordek","visibility":"player"},{"body":"Yiltir's Sylvanar craftspeople work in botanical remedies, sustainable forestry and wood imbued with nature magic. Living art grows and changes after it is made. Treespeakers interpret the needs of forest and city, while smaller forest communities keep connections through old paths and magic.","heading":"Living craft and the forest","visibility":"player"}],"summary":"Yiltir is the elven city and kingdom of the Lady Sovereign, reached from Haven’s lake towns through the Rise of the Ancients.","title":"Yiltir","type":"Settlement","visibility":"player"},{"body":"Messages and refuge\nAlice carried a package and message to her from Townmaster Rigby. The Lady rejected further contact from him and sent Alice back with a response. Later, when Alice returned with news of townmaster collusion and monsters in Haven, she asked for time to consider a response and granted Alice lodging at the Queen and Cup through a special writ.\n\nThe Sovereign Center\nHer tower is marked on Yiltir’s map, and the city’s Sovereign Center occupies its central water-bound precinct.","category":"People","id":"lady-sovereign-yiltir","identityIllustration":{"alt":"The Lady Sovereign of Yiltir","caption":"The Lady Sovereign of Yiltir","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/lady-sovereign-yiltir-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Alice carried a package and message to her from Townmaster Rigby. The Lady rejected further contact from him and sent Alice back with a response. Later, when Alice returned with news of townmaster collusion and monsters in Haven, she asked for time to consider a response and granted Alice lodging at the Queen and Cup through a special writ.","heading":"Messages and refuge","visibility":"player"},{"body":"Her tower is marked on Yiltir’s map, and the city’s Sovereign Center occupies its central water-bound precinct.","heading":"The Sovereign Center","visibility":"player"}],"summary":"The Lady Sovereign rules Yiltir, the elven kingdom whose influence shapes politics in Haven.","title":"The Lady Sovereign of Yiltir","type":"Person","visibility":"player"},{"body":"A council ally\nTobias placed Alice under his protection and assigned his personal guard, Kalak, to accompany her. His mansion stood in Keeper’s Grove.","category":"People","id":"tobias-bestain","identityIllustration":{"alt":"Tobias Bestain","caption":"Tobias Bestain","displayScale":"paired","height":1198,"layout":"portrait","src":"assets/worldbook/tobias-bestain-council-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Tobias placed Alice under his protection and assigned his personal guard, Kalak, to accompany her. His mansion stood in Keeper’s Grove.","heading":"A council ally","visibility":"player"}],"summary":"Tobias Bestain was a human member of Georgetown’s council who sheltered Alice during the contest over Yiltir’s influence.","title":"Tobias Bestain","type":"Person","visibility":"player"},{"body":"Tobias’s guard\nKalak accompanied Alice through the city and rejoined her after she fought guards alone on the way to Tobias’s mansion.","category":"People","id":"kalak","identityIllustration":{"alt":"Kalak","caption":"Kalak","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/kalak-personal-guard-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Kalak accompanied Alice through the city and rejoined her after she fought guards alone on the way to Tobias’s mansion.","heading":"Tobias’s guard","visibility":"player"}],"summary":"Kalak is Tobias Bestain’s personal guard, who protected Alice during her struggle in Georgetown.","title":"Kalak","type":"Person","visibility":"player"},{"body":"Prophecy and lycanthropy\nZyina told Alice about the vampire Baron von Standovich and his hold on the area. After Alice contracted lycanthropy, Zyina offered a cure that Alice could not afford. She also explained that the changes might be controlled and offered potions intended to assist that effort.","category":"People","id":"madam-zyina","identityIllustration":{"alt":"Madam Zyina","caption":"Madam Zyina","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/madam-zyina-fortune-teller-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Zyina told Alice about the vampire Baron von Standovich and his hold on the area. After Alice contracted lycanthropy, Zyina offered a cure that Alice could not afford. She also explained that the changes might be controlled and offered potions intended to assist that effort.","heading":"Prophecy and lycanthropy","visibility":"player"}],"summary":"Madam Zyina is the fortune-teller Alice consulted after arriving on Lebren.","title":"Madam Zyina","type":"Person","visibility":"player"},{"body":"The wizard\nA middle-aged man of slim build, Grim stands five feet ten inches tall. Intricate blue facial tattoos cover his bald head; his eyes are piercing gray. Deep purple robes bear magical symbols, and a glowing crystal crowns his gnarled oak staff. He shares the Bladebreakers’ broken-blade tattoo.","category":"People","id":"torgrim-netherbane","identityIllustration":{"alt":"Torgrim “Grim” Netherbane","caption":"Torgrim “Grim” Netherbane","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/grim-bladebreaker-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"A middle-aged man of slim build, Grim stands five feet ten inches tall. Intricate blue facial tattoos cover his bald head; his eyes are piercing gray. Deep purple robes bear magical symbols, and a glowing crystal crowns his gnarled oak staff. He shares the Bladebreakers’ broken-blade tattoo.","heading":"The wizard","visibility":"player"}],"summary":"Torgrim Netherbane is the human wizard of the Bladebreakers, known as Grim.","title":"Torgrim “Grim” Netherbane","type":"Person","visibility":"player"},{"body":"The rogue\nVeyra stands five feet six inches tall, with a lithe build, long black hair usually gathered in a loose ponytail, and deep green eyes. Subtle tattoos mark her fair skin. Fitted leather armor conceals daggers and other small weapons, and she shares the company’s broken-blade tattoo.","category":"People","id":"veyra-thornwind","identityIllustration":{"alt":"Veyra Thornwind","caption":"Veyra Thornwind","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/veyra-bladebreaker-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Veyra stands five feet six inches tall, with a lithe build, long black hair usually gathered in a loose ponytail, and deep green eyes. Subtle tattoos mark her fair skin. Fitted leather armor conceals daggers and other small weapons, and she shares the company’s broken-blade tattoo.","heading":"The rogue","visibility":"player"}],"summary":"Veyra Thornwind is the half-elf rogue of the Bladebreakers, a nimble fighter who keeps an assortment of daggers close.","title":"Veyra Thornwind","type":"Person","visibility":"player"},{"body":"The cleric\nStanding four feet five inches tall, Kildrak has salt-and-pepper hair and beard. His chainmail bears his deity’s symbol. Two spiked maces ride at his back. He shares the Bladebreakers’ broken-blade tattoo.","category":"People","id":"kildrak-ironfist","identityIllustration":{"alt":"Kildrak Ironfist","caption":"Kildrak Ironfist","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/kildrak-bladebreaker-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Standing four feet five inches tall, Kildrak has salt-and-pepper hair and beard. His chainmail bears his deity’s symbol. Two spiked maces ride at his back. He shares the Bladebreakers’ broken-blade tattoo.","heading":"The cleric","visibility":"player"}],"summary":"Kildrak Ironfist is the dwarven cleric of the Bladebreakers, a stocky veteran with a stern manner and paired spiked maces.","title":"Kildrak Ironfist","type":"Person","visibility":"player"},{"body":"The Ascendancy is Eman’s ruling body of seven archmages. It governs through arcane authority and works with the city’s six High Families.\n\nGovernment and priorities\n\nThe Ascendancy rules @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] on @[Creslin|ea45b794-91b0-4c36-a647-ad00c6bc8632], prioritizing power, stability and its own interests. Its political philosophy ranges from neutral to lawful evil. Mundane and magical enforcement preserve order while limiting the freedoms of dissenters and the Lowborn.\n\nThe seven archmages\n\n“Seeker” @[Eldoria Valen|person-eldoria-valen], a tiefling, specializes in arcane research and discovery. “Shield” @[Thalor Ironspine|person-thalor-ironspine], a dragonborn, focuses on defensive magic and wards. “Stormcaller” @[Lyra Windrider|person-lyra-windrider], an air genasi, specializes in elemental mastery. “Dreamweaver” @[Voren Shadowveil|person-voren-shadowveil], a half-orc, works with illusion and enchantment. “Artificer” @[Kelandra Stoneforge|person-kelandra-stoneforge], a human, studies magical engineering and constructs. “Deathbringer” @[Darius Nightbane|person-darius-nightbane], a drow, specializes in necromancy and undead control. “Relic” @[Tiberius Stoneheart|person-tiberius-stoneheart], a dwarf, studies antiquities and ancient artifacts.\n\nThe High Families\n\nEman’s six High Families control major economic enterprises and hold considerable wealth and political influence. They work with the Ascendancy, although their relationships are sometimes strained. @[House Blackstone|org-house-blackstone], @[House Silvermere|org-house-silvermere], @[House Ironclad|org-house-ironclad], @[House Varkas|org-house-varkas], @[House Shahlo|org-house-shahlo] and @[House Stonehaven|org-house-stonehaven] have distinct leaders, enterprises and crests.\n\nClass and religion\n\nThe rulers and nobility manage a society in which debt, destitution or criminal activity can lead the Lowborn into indentured service. Forced acquisition through nefarious means also occurs. The Ascendancy oversees arcane research and development. Its rulers commonly regard religion as unnecessary or archaic; worship is legal, but believers may practice discreetly to avoid mockery or harassment.\n\nInfluence in Holden\n\nThe Ascendancy’s influence also shapes @[Holden|41699cf8-bacc-417c-80c9-3b24cab46d72], a port on Creslin’s western Notika Ocean coast. Spellcasters there must obtain expensive, bureaucratic licenses from the Arcanist’s Tower. Unlicensed magic can bring imprisonment or forced arcane suppression. The Enforcers patrol for violations, and their fortified barracks is protected against magical intrusion or escape. Wealthier residents are better placed to secure licensed access to magic, deepening the port’s social divide.","category":"Factions","factionGroup":"Ruling powers & governments","id":"org-ascendancy","illustration":{"alt":"The Ascendancy’s authority","caption":"The Ascendancy’s authority","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/ascendancy-arcane-government.avif","visibility":"player","width":1536},"links":["41699cf8-bacc-417c-80c9-3b24cab46d72","63904922-f75a-418e-9b27-b0a6e545fb27","ea45b794-91b0-4c36-a647-ad00c6bc8632","org-house-blackstone","org-house-ironclad","org-house-shahlo","org-house-silvermere","org-house-stonehaven","org-house-varkas","person-eldoria-valen","person-thalor-ironspine","person-lyra-windrider","person-voren-shadowveil","person-kelandra-stoneforge","person-darius-nightbane","person-tiberius-stoneheart"],"raceRelated":[],"sections":[{"body":"The Ascendancy rules @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] on @[Creslin|ea45b794-91b0-4c36-a647-ad00c6bc8632], prioritizing power, stability and its own interests. Its political philosophy ranges from neutral to lawful evil. Mundane and magical enforcement preserve order while limiting the freedoms of dissenters and the Lowborn.","heading":"Government and priorities","visibility":"player"},{"body":"“Seeker” @[Eldoria Valen|person-eldoria-valen], a tiefling, specializes in arcane research and discovery. “Shield” @[Thalor Ironspine|person-thalor-ironspine], a dragonborn, focuses on defensive magic and wards. “Stormcaller” @[Lyra Windrider|person-lyra-windrider], an air genasi, specializes in elemental mastery. “Dreamweaver” @[Voren Shadowveil|person-voren-shadowveil], a half-orc, works with illusion and enchantment. “Artificer” @[Kelandra Stoneforge|person-kelandra-stoneforge], a human, studies magical engineering and constructs. “Deathbringer” @[Darius Nightbane|person-darius-nightbane], a drow, specializes in necromancy and undead control. “Relic” @[Tiberius Stoneheart|person-tiberius-stoneheart], a dwarf, studies antiquities and ancient artifacts.","heading":"The seven archmages","visibility":"player"},{"body":"Eman’s six High Families control major economic enterprises and hold considerable wealth and political influence. They work with the Ascendancy, although their relationships are sometimes strained. @[House Blackstone|org-house-blackstone], @[House Silvermere|org-house-silvermere], @[House Ironclad|org-house-ironclad], @[House Varkas|org-house-varkas], @[House Shahlo|org-house-shahlo] and @[House Stonehaven|org-house-stonehaven] have distinct leaders, enterprises and crests.","heading":"The High Families","visibility":"player"},{"body":"The rulers and nobility manage a society in which debt, destitution or criminal activity can lead the Lowborn into indentured service. Forced acquisition through nefarious means also occurs. The Ascendancy oversees arcane research and development. Its rulers commonly regard religion as unnecessary or archaic; worship is legal, but believers may practice discreetly to avoid mockery or harassment.","heading":"Class and religion","visibility":"player"},{"body":"The Ascendancy’s influence also shapes @[Holden|41699cf8-bacc-417c-80c9-3b24cab46d72], a port on Creslin’s western Notika Ocean coast. Spellcasters there must obtain expensive, bureaucratic licenses from the Arcanist’s Tower. Unlicensed magic can bring imprisonment or forced arcane suppression. The Enforcers patrol for violations, and their fortified barracks is protected against magical intrusion or escape. Wealthier residents are better placed to secure licensed access to magic, deepening the port’s social divide.","heading":"Influence in Holden","illustration":{"alt":"The Arcanist’s Tower license counter","caption":"The Arcanist’s Tower license counter","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ascendancy-holden-license-counter.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The Ascendancy is Eman’s ruling body of seven archmages. It governs through arcane authority and works with the city’s six High Families.","title":"The Ascendancy","type":"Organization","visibility":"player","relationshipVisibility":{"person-eldoria-valen":"player","person-thalor-ironspine":"player","person-lyra-windrider":"player","person-voren-shadowveil":"player","person-kelandra-stoneforge":"player","person-darius-nightbane":"player","person-tiberius-stoneheart":"player"}},{"body":"Standing in Eman\nHouse Blackstone is a human noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Lord Hector Blackstone heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].\n\nEnterprises and crest\nThe house’s principal enterprises include indentured labor operations and mining of iron and coal. Its crest depicts a black tower on a crimson field.\n\nLabor accounts and mining\nLord Hector Blackstone's established power in iron, coal and indentured labor connects extraction with control over the people performing it. The house offices maintain separate accounts for equipment, output and labor obligations. That separation makes coercion appear administratively ordinary: a worker's future can be transferred on paper alongside the cost of a tool.","category":"Factions","factionGroup":"Houses & lineages","id":"org-house-blackstone","illustration":{"alt":"House Blackstone’s accounts","caption":"House Blackstone’s accounts","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/house-blackstone-labor-ledgers.avif","visibility":"player","width":1140},"links":["63904922-f75a-418e-9b27-b0a6e545fb27","org-ascendancy"],"raceRelated":[],"sections":[{"body":"House Blackstone is a human noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Lord Hector Blackstone heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].","heading":"Standing in Eman","visibility":"player"},{"body":"The house’s principal enterprises include indentured labor operations and mining of iron and coal. Its crest depicts a black tower on a crimson field.","heading":"Enterprises and crest","visibility":"player"},{"body":"Lord Hector Blackstone's established power in iron, coal and indentured labor connects extraction with control over the people performing it. The house offices maintain separate accounts for equipment, output and labor obligations. That separation makes coercion appear administratively ordinary: a worker's future can be transferred on paper alongside the cost of a tool.","heading":"Labor accounts and mining","visibility":"player"}],"summary":"House Blackstone is one of Eman’s six High Families, led by Lord Hector Blackstone. Its wealth comes from indentured labor operations and mining of iron and coal.","title":"House Blackstone","type":"Organization","visibility":"player"},{"body":"Standing in Eman\nHouse Silvermere is an elven noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Lady Elara Silvermere heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].\n\nEnterprises and crest\nThe house’s principal enterprises include shipping fleets, trade routes and luxury goods. Its crest depicts a silver crescent moon over a calm lake.\n\nTrade and reputation\nLady Elara Silvermere's fleets, trade routes and luxury business depend on reputation as well as movement. Buyers pay for confidence that a costly object has the origin and quality claimed for it. The house therefore maintains trusted appraisers and factors whose judgment can shape the fortunes of distant makers.","category":"Factions","factionGroup":"Houses & lineages","id":"org-house-silvermere","illustration":{"alt":"House Silvermere’s appraisal","caption":"House Silvermere’s appraisal","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/house-silvermere-appraisal.avif","visibility":"player","width":1140},"links":["63904922-f75a-418e-9b27-b0a6e545fb27","org-ascendancy"],"raceRelated":[],"sections":[{"body":"House Silvermere is an elven noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Lady Elara Silvermere heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].","heading":"Standing in Eman","visibility":"player"},{"body":"The house’s principal enterprises include shipping fleets, trade routes and luxury goods. Its crest depicts a silver crescent moon over a calm lake.","heading":"Enterprises and crest","visibility":"player"},{"body":"Lady Elara Silvermere's fleets, trade routes and luxury business depend on reputation as well as movement. Buyers pay for confidence that a costly object has the origin and quality claimed for it. The house therefore maintains trusted appraisers and factors whose judgment can shape the fortunes of distant makers.","heading":"Trade and reputation","visibility":"player"}],"summary":"House Silvermere is one of Eman’s six High Families, led by Lady Elara Silvermere. Its wealth comes from shipping fleets, trade routes and luxury goods.","title":"House Silvermere","type":"Organization","visibility":"player"},{"body":"Standing in Eman\nHouse Ironclad is a dwarven noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Lord Thaddeus Ironclad heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].\n\nEnterprises and crest\nThe house’s principal enterprises include metalworking, engineering and construction. Its crest depicts a crossed hammer and anvil on dark green.\n\nWorkshops and specialist knowledge\nLord Thaddeus Ironclad's metalworking and engineering concerns maintain specialist knowledge through workshops, supervised designs and long apprenticeships. Workers can acquire substantial skill while remaining dependent on facilities and commissions the house controls. Magical engineering increases that dependence when an expensive apparatus cannot be reproduced by an independent maker.","category":"Factions","factionGroup":"Houses & lineages","id":"org-house-ironclad","illustration":{"alt":"House Ironclad’s workshop","caption":"House Ironclad’s workshop","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/house-ironclad-supervised-design.avif","visibility":"player","width":1140},"links":["63904922-f75a-418e-9b27-b0a6e545fb27","org-ascendancy"],"raceRelated":[],"sections":[{"body":"House Ironclad is a dwarven noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Lord Thaddeus Ironclad heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].","heading":"Standing in Eman","visibility":"player"},{"body":"The house’s principal enterprises include metalworking, engineering and construction. Its crest depicts a crossed hammer and anvil on dark green.","heading":"Enterprises and crest","visibility":"player"},{"body":"Lord Thaddeus Ironclad's metalworking and engineering concerns maintain specialist knowledge through workshops, supervised designs and long apprenticeships. Workers can acquire substantial skill while remaining dependent on facilities and commissions the house controls. Magical engineering increases that dependence when an expensive apparatus cannot be reproduced by an independent maker.","heading":"Workshops and specialist knowledge","visibility":"player"}],"summary":"House Ironclad is one of Eman’s six High Families, led by Lord Thaddeus Ironclad. Its wealth comes from metalworking, engineering and construction.","title":"House Ironclad","type":"Organization","visibility":"player"},{"body":"Standing in Eman\nHouse Varkas is a Kovard noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Lord Nivlan Varkas heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].\n\nEnterprises and crest\nThe house’s principal enterprises include maritime trade and overseas shipping. Its crest depicts a storm cloud with lightning on a dark blue field.\n\nShipping and representation\nHouse Varkas and @[House Silvermere|org-house-silvermere] have overlapping commercial interests.\n\nLord Nivlan Varkas's maritime and overseas shipping interests place greater emphasis on carrying capacity, scheduling and reliable representation in different ports. These are overlapping emphases, not absolute monopolies. Both houses can compete for the same profitable cargo, and neither controls every vessel using Eman's lake and ocean connection.","category":"Factions","factionGroup":"Houses & lineages","id":"org-house-varkas","illustration":{"alt":"House Varkas’s shipping","caption":"House Varkas’s shipping","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/house-varkas-shipping-schedules.avif","visibility":"player","width":1140},"links":["63904922-f75a-418e-9b27-b0a6e545fb27","org-ascendancy","org-house-silvermere"],"raceRelated":[],"sections":[{"body":"House Varkas is a Kovard noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Lord Nivlan Varkas heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].","heading":"Standing in Eman","visibility":"player"},{"body":"The house’s principal enterprises include maritime trade and overseas shipping. Its crest depicts a storm cloud with lightning on a dark blue field.","heading":"Enterprises and crest","visibility":"player"},{"body":"House Varkas and @[House Silvermere|org-house-silvermere] have overlapping commercial interests.\n\nLord Nivlan Varkas's maritime and overseas shipping interests place greater emphasis on carrying capacity, scheduling and reliable representation in different ports. These are overlapping emphases, not absolute monopolies. Both houses can compete for the same profitable cargo, and neither controls every vessel using Eman's lake and ocean connection.","heading":"Shipping and representation","visibility":"player"}],"summary":"House Varkas is one of Eman’s six High Families, led by Lord Nivlan Varkas. Its wealth comes from maritime trade and overseas shipping.","title":"House Varkas","type":"Organization","visibility":"player"},{"body":"Standing in Eman\nHouse Shahlo is a human noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. @[Lord Vincent Shahlo|vincent-shahlo] heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].\n\nEnterprises and crest\nThe house’s principal enterprises include banking, finance and espionage. Its crest depicts a silver wolf’s head on a black field.\n\nCredit and information\nLord Vincent Shahlo's banking and financial influence reaches across the other houses. His established involvement in espionage gives the family reasons to value information beyond the immediate worth of a loan. The credit offices preserve the history of failed applications as carefully as successful ones; a person refused money may still reveal what they hoped to accomplish.","category":"Factions","factionGroup":"Houses & lineages","id":"org-house-shahlo","illustration":{"alt":"House Shahlo’s records","caption":"House Shahlo’s records","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/house-shahlo-credit-records.avif","visibility":"player","width":1140},"links":["63904922-f75a-418e-9b27-b0a6e545fb27","org-ascendancy","vincent-shahlo"],"raceRelated":[],"sections":[{"body":"House Shahlo is a human noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. @[Lord Vincent Shahlo|vincent-shahlo] heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].","heading":"Standing in Eman","visibility":"player"},{"body":"The house’s principal enterprises include banking, finance and espionage. Its crest depicts a silver wolf’s head on a black field.","heading":"Enterprises and crest","visibility":"player"},{"body":"Lord Vincent Shahlo's banking and financial influence reaches across the other houses. His established involvement in espionage gives the family reasons to value information beyond the immediate worth of a loan. The credit offices preserve the history of failed applications as carefully as successful ones; a person refused money may still reveal what they hoped to accomplish.","heading":"Credit and information","visibility":"player"}],"summary":"House Shahlo is one of Eman’s six High Families, led by Lord Vincent Shahlo. Its wealth comes from banking, finance and espionage.","title":"House Shahlo","type":"Organization","visibility":"player"},{"body":"Standing in Eman\nHouse Stonehaven is a half-orc noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Lady Morgana Stonehaven heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].\n\nEnterprises and crest\nThe house’s principal enterprises include construction, stone quarrying and mercenary companies. Its crest depicts a stone fortress on a red field.\n\nBuilding, transport and security\nHouse Stonehaven and @[House Blackstone|org-house-blackstone] cooperate where useful while remaining separate institutions.\n\nLady Morgana Stonehaven's quarries, construction interests and mercenary companies produce a different dependence. Building requires material, transport and security at the same time. A purchaser accepting the whole arrangement may find that changing one supplier threatens the entire project. The two houses cooperate where useful without becoming a single institution.","category":"Factions","factionGroup":"Houses & lineages","id":"org-house-stonehaven","illustration":{"alt":"House Stonehaven’s works","caption":"House Stonehaven’s works","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/house-stonehaven-quarry-contract.avif","visibility":"player","width":1140},"links":["63904922-f75a-418e-9b27-b0a6e545fb27","org-ascendancy","org-house-blackstone"],"raceRelated":[],"sections":[{"body":"House Stonehaven is a half-orc noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Lady Morgana Stonehaven heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].","heading":"Standing in Eman","visibility":"player"},{"body":"The house’s principal enterprises include construction, stone quarrying and mercenary companies. Its crest depicts a stone fortress on a red field.","heading":"Enterprises and crest","visibility":"player"},{"body":"House Stonehaven and @[House Blackstone|org-house-blackstone] cooperate where useful while remaining separate institutions.\n\nLady Morgana Stonehaven's quarries, construction interests and mercenary companies produce a different dependence. Building requires material, transport and security at the same time. A purchaser accepting the whole arrangement may find that changing one supplier threatens the entire project. The two houses cooperate where useful without becoming a single institution.","heading":"Building, transport and security","visibility":"player"}],"summary":"House Stonehaven is one of Eman’s six High Families, led by Lady Morgana Stonehaven. Its wealth comes from construction, stone quarrying and mercenary companies.","title":"House Stonehaven","type":"Organization","visibility":"player"},{"body":"Command and training\nThe sentinels of @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653] are known as the Hammers. High Sentinel Commander Elara Stonefist oversees their training. They are warriors and survivalists, adept at fighting in the mountain environment.\n\nGuardian’s Watch\nFastenbard’s Guardian’s Watch district houses the city’s militia and defenses, including training grounds and armories. Its named facilities include Sentinel’s Peak Barracks, the High Sentinel’s Tower and Shieldbearer’s Hall.\n\nThe city’s defenders\nThe militia operates within Fastenbard’s wider defensive preparations. All dwarves receive basic defense training so that citizens can defend their homes when needed. Signal fires and bells warn the city and allow rapid mobilization. Trained cave bears and other native mountain creatures serve alongside the dwarven militia in dire circumstances. Elite response squads train to counter breaches or infiltrations.","category":"Factions","factionGroup":"Guards & fighting companies","id":"org-hammers","illustration":{"alt":"The Hammers’ readiness","caption":"The Hammers’ readiness","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hammers-mountain-readiness.avif","visibility":"player","width":1140},"links":["bd8d33dd-f336-4f27-906e-ec835d298653"],"raceRelated":[],"sections":[{"body":"The sentinels of @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653] are known as the Hammers. High Sentinel Commander Elara Stonefist oversees their training. They are warriors and survivalists, adept at fighting in the mountain environment.","heading":"Command and training","visibility":"player"},{"body":"Fastenbard’s Guardian’s Watch district houses the city’s militia and defenses, including training grounds and armories. Its named facilities include Sentinel’s Peak Barracks, the High Sentinel’s Tower and Shieldbearer’s Hall.","heading":"Guardian’s Watch","visibility":"player"},{"body":"The militia operates within Fastenbard’s wider defensive preparations. All dwarves receive basic defense training so that citizens can defend their homes when needed. Signal fires and bells warn the city and allow rapid mobilization. Trained cave bears and other native mountain creatures serve alongside the dwarven militia in dire circumstances. Elite response squads train to counter breaches or infiltrations.","heading":"The city’s defenders","visibility":"player"}],"summary":"The Hammers are Fastenbard’s dwarven militia, trained in mountain warfare and survival under High Sentinel Commander Elara Stonefist.","title":"The Hammers","type":"Military unit","visibility":"player"},{"body":"Rebellion and dissent\nThe Crimson Fist opposes the Ebon Rose in Amarin and challenges the Judicators through dissent. These commitments place resistance to both groups at the center of its cause.\n\nThe temple in Holden\nThe Crimson Fist Temple near the heart of @[Holden|41699cf8-bacc-417c-80c9-3b24cab46d72] is a large stone building that serves as a place of worship and a center for underground activity. Members of the Fist are rumored to know more about the town’s darker dealings than they reveal.\n\nDissent against Astreon’s enforcers\nThe Crimson Fist’s dissent challenges @[the Astreon Judicators|notebook-1], the divine-law order serving @[Astreon|deity-astreon]. Its opposition takes place in Amarin alongside its fight against the Ebon Rose.","category":"Factions","factionGroup":"Rival movements","id":"org-crimson-fist","illustration":{"alt":"Crimson Fist observance","caption":"Crimson Fist observance","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/crimson-fist-holden-vigil.avif","visibility":"player","width":1140},"links":["41699cf8-bacc-417c-80c9-3b24cab46d72","deity-astreon","ebon-rose","notebook-1"],"raceRelated":[],"sections":[{"body":"The Crimson Fist opposes the Ebon Rose in Amarin and challenges the Judicators through dissent. These commitments place resistance to both groups at the center of its cause.","heading":"Rebellion and dissent","visibility":"player"},{"body":"The Crimson Fist Temple near the heart of @[Holden|41699cf8-bacc-417c-80c9-3b24cab46d72] is a large stone building that serves as a place of worship and a center for underground activity. Members of the Fist are rumored to know more about the town’s darker dealings than they reveal.","heading":"The temple in Holden","visibility":"player"},{"body":"The Crimson Fist’s dissent challenges @[the Astreon Judicators|notebook-1], the divine-law order serving @[Astreon|deity-astreon]. Its opposition takes place in Amarin alongside its fight against the Ebon Rose.","heading":"Dissent against Astreon’s enforcers","visibility":"player"}],"summary":"The Crimson Fist is a rebellion group in Amarin. It fights @[the Ebon Rose|ebon-rose] and voices dissent against @[the Judicators|notebook-1].","title":"The Crimson Fist","type":"Organization","visibility":"player"},{"body":"Mandate and licensing\nThe Enforcers enforce @[Holden|41699cf8-bacc-417c-80c9-3b24cab46d72]’s restrictions on magic. They patrol the streets, watch for magical activity and respond quickly to illicit spellcasting. Legal practice requires an official license from the Arcanist’s Tower; unlicensed use can bring imprisonment or the forced application of arcane suppressors. The licensing process is expensive and bureaucratic.\n\nThe Tower and barracks\nThe Arcanist’s Tower is the hub of Holden’s magical licensing and enforcement, and an operational base for the city’s Arcanists. Master Valtheron leads the Tower. The Enforcers’ Barracks provides a heavily fortified base for the officers, protected by wards and defensive spells against magical intrusion or escape.\n\nTraining and city order\nThe Enforcers train in combat and magic suppression. They act swiftly against people using magic without licenses and quickly quash uprisings against the city’s restrictive order. Their work takes place amid a sharp divide between wealthy residents who can secure licensed magic and those with fewer resources.","category":"Factions","factionGroup":"Guards & fighting companies","id":"org-holden-enforcers","illustration":{"alt":"Holden’s license inspection","caption":"Holden’s license inspection","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/holden-enforcers-license-check.avif","visibility":"player","width":1140},"links":["41699cf8-bacc-417c-80c9-3b24cab46d72"],"raceRelated":[],"sections":[{"body":"The Enforcers enforce @[Holden|41699cf8-bacc-417c-80c9-3b24cab46d72]’s restrictions on magic. They patrol the streets, watch for magical activity and respond quickly to illicit spellcasting. Legal practice requires an official license from the Arcanist’s Tower; unlicensed use can bring imprisonment or the forced application of arcane suppressors. The licensing process is expensive and bureaucratic.","heading":"Mandate and licensing","visibility":"player"},{"body":"The Arcanist’s Tower is the hub of Holden’s magical licensing and enforcement, and an operational base for the city’s Arcanists. Master Valtheron leads the Tower. The Enforcers’ Barracks provides a heavily fortified base for the officers, protected by wards and defensive spells against magical intrusion or escape.","heading":"The Tower and barracks","visibility":"player"},{"body":"The Enforcers train in combat and magic suppression. They act swiftly against people using magic without licenses and quickly quash uprisings against the city’s restrictive order. Their work takes place amid a sharp divide between wealthy residents who can secure licensed magic and those with fewer resources.","heading":"Training and city order","visibility":"player"}],"summary":"The Enforcers are Holden’s magical law enforcement officers. They patrol for unlicensed spellcasting and are trained in combat and magic suppression.","title":"The Enforcers of Holden","type":"Law enforcement organization","visibility":"player"},{"body":"Three choices and an offered name\nAn elderly dwarf brought Kael to a small forge among broken walls in the Shadowfell and gave him the final bow limb. The other two components waited nearby. As the pieces rose above the anvil, Kael chose Responsibility over Power, Acceptance over Compassion and Resilience over Vengeance. The choices expressed the duties he would retain after the Clergy was defeated, his acceptance of an irreversible past and the endurance he shared with those who stood beside him.\n\nThe weapon then sought an identity. Kael placed his griffon-talon necklace upon it, offering the name Talon while declaring himself Kael Hawthorne again. Celestial light absorbed the necklace into the bow. He named it the Unyielding Grasp for his refusal to release either an enemy he had resolved to stop or a person entrusted to his protection.\n\nDark wood and living shadow\nDark wood and subdued silver inlay unite the grip and limbs. The completed bow bears the chosen words Responsibility, Acceptance and Resilience in Celestial script. Its string is formed from shadow essence. Drawing it brings a shadow arrow into being without an ordinary arrow being nocked.\n\nAt its first test, Kael shot a barrel about thirty yards away. The impact knocked the barrel over, and the arrow disappeared shortly afterward.\n\nThe bond with Kael\nThe Grasp can vanish and return to Kael’s hand at his will. Its sentience reaches him through feelings, conveying direction associated with Kethra rather than ordinary conversation. After his difficult sparring session with Zephyr, it communicated satisfaction and approval.\n\nHe practiced changing from scimitar and dagger to the summoned bow, learning its capabilities alongside new movement through shadow. During his first patrol with Elara after the forging, he fired at a shadow mastiff surrounding two unknown figures.","category":"Artifacts","id":"talons-unyielding-grasp","illustration":{"alt":"Talon’s Unyielding Grasp","caption":"Talon’s Unyielding Grasp","displayScale":"paired","height":1350,"layout":"portrait","src":"assets/worldbook/talons-unyielding-grasp-assembled-v2.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"An elderly dwarf brought Kael to a small forge among broken walls in the Shadowfell and gave him the final bow limb. The other two components waited nearby. As the pieces rose above the anvil, Kael chose Responsibility over Power, Acceptance over Compassion and Resilience over Vengeance. The choices expressed the duties he would retain after the Clergy was defeated, his acceptance of an irreversible past and the endurance he shared with those who stood beside him.\n\nThe weapon then sought an identity. Kael placed his griffon-talon necklace upon it, offering the name Talon while declaring himself Kael Hawthorne again. Celestial light absorbed the necklace into the bow. He named it the Unyielding Grasp for his refusal to release either an enemy he had resolved to stop or a person entrusted to his protection.","heading":"Three choices and an offered name","illustration":{"alt":"Three bow components and the offered talon necklace","caption":"Three bow components and the offered talon necklace","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-three-choices-forge-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Dark wood and subdued silver inlay unite the grip and limbs. The completed bow bears the chosen words Responsibility, Acceptance and Resilience in Celestial script. Its string is formed from shadow essence. Drawing it brings a shadow arrow into being without an ordinary arrow being nocked.\n\nAt its first test, Kael shot a barrel about thirty yards away. The impact knocked the barrel over, and the arrow disappeared shortly afterward.","heading":"Dark wood and living shadow","illustration":{"alt":"The Grasp’s first shadow-arrow test","caption":"The Grasp’s first shadow-arrow test","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/grasp-first-shadow-arrow-barrel-test.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Grasp can vanish and return to Kael’s hand at his will. Its sentience reaches him through feelings, conveying direction associated with Kethra rather than ordinary conversation. After his difficult sparring session with Zephyr, it communicated satisfaction and approval.\n\nHe practiced changing from scimitar and dagger to the summoned bow, learning its capabilities alongside new movement through shadow. During his first patrol with Elara after the forging, he fired at a shadow mastiff surrounding two unknown figures.","heading":"The bond with Kael","illustration":{"alt":"The first patrol after Elara’s winged armor upgrade","caption":"The first patrol after Elara’s winged armor upgrade","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-elara-first-winged-patrol-v1.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"Talon’s Unyielding Grasp is Kael Hawthorne’s bound longbow, completed from the pieces earned in Kethra’s trials. Its name preserves the identity he surrendered when he chose to reclaim his own.","title":"Talon’s Unyielding Grasp","type":"Artifact","visibility":"player"},{"body":"A life restored\nLythari guarded the Summer Court and upheld the natural order of life and death through the sword. When Elara died prematurely, her mother appealed to Kethra. The Queen restored Elara, and Lythari promised service in return.\n\nElara remembers her mother’s devotion and strength with reverence. The bargain lies behind both her gratitude toward Kethra and the pain woven into her own service.\n\nTwo losses\nLythari later died in battle in the Feywild against forces that disrupted the cycle she protected. Kethra chose her spirit to continue that work in the Shadowfell. She fought many further battles as one of the Chosen.\n\nHer final confrontation was with an unnamed necromantic sorceress from the Winter Court. A curse shattered her essence and erased her soul. For Elara, the loss therefore included the hope of reunion after death.\n\nElara’s inheritance\nElara took up the service her mother had carried and vowed to oppose those who defied the natural order. In the Citadel, she eventually entrusted the full history to Kael Hawthorne, saying she had never shared it with another soul. His willingness to hear her grief made their companionship reciprocal rather than resting only on the troubles he brought to her.","category":"People","id":"lythari-summer-guardian","identityIllustration":{"alt":"Lythari","caption":"Lythari","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/lythari-summer-guardian-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Lythari guarded the Summer Court and upheld the natural order of life and death through the sword. When Elara died prematurely, her mother appealed to Kethra. The Queen restored Elara, and Lythari promised service in return.\n\nElara remembers her mother’s devotion and strength with reverence. The bargain lies behind both her gratitude toward Kethra and the pain woven into her own service.","heading":"A life restored","visibility":"player"},{"body":"Lythari later died in battle in the Feywild against forces that disrupted the cycle she protected. Kethra chose her spirit to continue that work in the Shadowfell. She fought many further battles as one of the Chosen.\n\nHer final confrontation was with an unnamed necromantic sorceress from the Winter Court. A curse shattered her essence and erased her soul. For Elara, the loss therefore included the hope of reunion after death.","heading":"Two losses","visibility":"player"},{"body":"Elara took up the service her mother had carried and vowed to oppose those who defied the natural order. In the Citadel, she eventually entrusted the full history to Kael Hawthorne, saying she had never shared it with another soul. His willingness to hear her grief made their companionship reciprocal rather than resting only on the troubles he brought to her.","heading":"Elara’s inheritance","visibility":"player"}],"summary":"Lythari was Elara Silverfrond’s mother and a guardian of the Summer Court. A bargain with Kethra restored her daughter’s life and bound Lythari to the Queen’s service.","title":"Lythari","type":"Person","visibility":"player"},{"body":"","category":"People","id":"matthias-tully","identityIllustration":{"alt":"Matthias Tully","caption":"Matthias Tully","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/matthias-tully-leatherworker-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[],"summary":"Matthias Tully was a leatherworker in Ravenwood.","title":"Matthias Tully","type":"Person","visibility":"player"},{"body":"The empty barn\nShadowy smoke had swallowed Kael, Direheart and Eamon Blackwood during the confrontation near Greenhaven. When the three disappeared, the party had only moments to decide how to follow. Kaldras cast Locate Object upon Kael’s bow and found a direction. They heard one shot, began moving toward it and heard a second before reaching the barn on the outskirts of town.\n\nKael lay dead, with wounds in his thigh and chest. Bane tried to stem the bleeding. Kaldras attempted Spare the Dying, but the spell could not restore someone who had already died. Direheart and Eamon were gone. Searching the scene, Kaldras found a large, celestial-touched raven feather that disappeared. The companions concluded that Kethra had taken Kael’s soul.\n\nCarmi then used Speak with Dead. Kael’s answer named Lily as his killer, confirming that Direheart was the woman he had once loved and that she now worked with the Clergy.\n\nThe rites for Kael\nRaven remembered Kethra’s funeral edicts. Bane built the pyre, and Mazikeen led the ceremony. Each companion spoke about Kael after the rites began. Their grief and fidelity to the ceremony drew Kethra and one of her angelic servants to watch from the shadows. Bane and Mazikeen noticed the visitors; Carmi, whose warlock patron was Kethra, ignored her presence.\n\nWhen the fire had burned out, each companion took some of the ashes. They intended to scatter their portion when the moment felt right. The group returned to the inn in Greenhaven and slept.\n\nRelas and the road north\nThe party woke in the afternoon and met Relas, a Winter Eladrin blood hunter and monk. His manner was elitist, but their destinations aligned. He agreed to watch over them while they traveled north toward the Iron Tusk Confederacy. Their intended route would carry them through the Ash along the Road of Lost Souls.\n\nAt the Ashen Guard Outpost, the surrounding gloom pressed close even by day. Heavy overcast dimmed the sunlight, and sound carried poorly, without the familiar echoes of a livelier settlement. Seraphine Dawnbringer was the refuge’s de facto leader. Her somber, deadpan manner reflected the strain shared by its defenders.\n\nWarmth in the Ashen Hearth\nThe Ashen Hearth offered a startling contrast to the outpost’s oppressive surroundings. It was warm and inviting, with food and drink served by Habbak, its cook and proprietor. The companions met his pet Brewscale, an ale drake, and learned of Habbak’s fondness for tea.\n\nTheir conversations also brought news of Aelric the Eternal, the lich who watched over the Ash and kept its undead in check. His Direlamps warded the Road of Lost Souls, turning undead away from its course. Kaldras wanted to understand the lamps and later returned to Habbak for more information.\n\nThe ghoul alarm\nAn alarm interrupted the respite. The party rushed outside to find roughly twenty ghouls charging the outer wall from the Ash. Seraphine and members of her Dawnguard fought beside them. Together they repelled the attack, but one Dawnguard defender died.\n\nAfterward, Carmi played more music at the Ashen Hearth. Kaldras continued his inquiries about the Direlamps. Bane drank with Seraphine, declined her invitation to spend an intimate night together and retired.\n\nBane’s celestial pact\nThat night, Bane made a pact with the Celestial Smith of his goliath faith, the son of its prime goddess. Skjaldur’s smithing power became his celestial patronage, and Bane began to develop as a warlock alongside his existing martial strength. The companions gained experience from the journey and the defense of the outpost.","category":"Lore","id":"session-2024-04-06","links":[],"raceRelated":[],"sections":[{"body":"Shadowy smoke had swallowed Kael, Direheart and Eamon Blackwood during the confrontation near Greenhaven. When the three disappeared, the party had only moments to decide how to follow. Kaldras cast Locate Object upon Kael’s bow and found a direction. They heard one shot, began moving toward it and heard a second before reaching the barn on the outskirts of town.\n\nKael lay dead, with wounds in his thigh and chest. Bane tried to stem the bleeding. Kaldras attempted Spare the Dying, but the spell could not restore someone who had already died. Direheart and Eamon were gone. Searching the scene, Kaldras found a large, celestial-touched raven feather that disappeared. The companions concluded that Kethra had taken Kael’s soul.\n\nCarmi then used Speak with Dead. Kael’s answer named Lily as his killer, confirming that Direheart was the woman he had once loved and that she now worked with the Clergy.","heading":"The empty barn","illustration":{"alt":"Kaldras finds the vanishing celestial raven feather","caption":"Kaldras finds the vanishing celestial raven feather","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-barn-celestial-feather-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Raven remembered Kethra’s funeral edicts. Bane built the pyre, and Mazikeen led the ceremony. Each companion spoke about Kael after the rites began. Their grief and fidelity to the ceremony drew Kethra and one of her angelic servants to watch from the shadows. Bane and Mazikeen noticed the visitors; Carmi, whose warlock patron was Kethra, ignored her presence.\n\nWhen the fire had burned out, each companion took some of the ashes. They intended to scatter their portion when the moment felt right. The group returned to the inn in Greenhaven and slept.","heading":"The rites for Kael","illustration":{"alt":"Mazikeen leads Kethra's funeral rites for Kael in Greenhaven","caption":"Mazikeen leads Kethra's funeral rites for Kael in Greenhaven","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-greenhaven-pyre-rites-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The party woke in the afternoon and met Relas, a Winter Eladrin blood hunter and monk. His manner was elitist, but their destinations aligned. He agreed to watch over them while they traveled north toward the Iron Tusk Confederacy. Their intended route would carry them through the Ash along the Road of Lost Souls.\n\nAt the Ashen Guard Outpost, the surrounding gloom pressed close even by day. Heavy overcast dimmed the sunlight, and sound carried poorly, without the familiar echoes of a livelier settlement. Seraphine Dawnbringer was the refuge’s de facto leader. Her somber, deadpan manner reflected the strain shared by its defenders.","heading":"Relas and the road north","illustration":{"alt":"Seraphine receives the travelers at the bleak outpost","caption":"Seraphine receives the travelers at the bleak outpost","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-outpost-arrival-gloom-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Ashen Hearth offered a startling contrast to the outpost’s oppressive surroundings. It was warm and inviting, with food and drink served by Habbak, its cook and proprietor. The companions met his pet Brewscale, an ale drake, and learned of Habbak’s fondness for tea.\n\nTheir conversations also brought news of Aelric the Eternal, the lich who watched over the Ash and kept its undead in check. His Direlamps warded the Road of Lost Souls, turning undead away from its course. Kaldras wanted to understand the lamps and later returned to Habbak for more information.","heading":"Warmth in the Ashen Hearth","illustration":{"alt":"Warmth, tea and Brewscale inside the Ashen Hearth","caption":"Warmth, tea and Brewscale inside the Ashen Hearth","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ashen-hearth-tea-and-drake-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"An alarm interrupted the respite. The party rushed outside to find roughly twenty ghouls charging the outer wall from the Ash. Seraphine and members of her Dawnguard fought beside them. Together they repelled the attack, but one Dawnguard defender died.\n\nAfterward, Carmi played more music at the Ashen Hearth. Kaldras continued his inquiries about the Direlamps. Bane drank with Seraphine, declined her invitation to spend an intimate night together and retired.","heading":"The ghoul alarm","illustration":{"alt":"Seraphine, Bane and the Dawnguard defend the outer wall","caption":"Seraphine, Bane and the Dawnguard defend the outer wall","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/ash-outpost-ghoul-defense-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"That night, Bane made a pact with the Celestial Smith of his goliath faith, the son of its prime goddess. Skjaldur’s smithing power became his celestial patronage, and Bane began to develop as a warlock alongside his existing martial strength. The companions gained experience from the journey and the defense of the outpost.","heading":"Bane’s celestial pact","visibility":"player"}],"summary":"After finding Kael Hawthorne dead near Greenhaven, his companions honored him with Kethra’s funeral rites. Their journey continued north with Relas and brought them to the Ashen Guard Outpost, where they helped repel a ghoul attack.","title":"Kael’s Funeral and the Ashen Outpost: 6 April 2024","type":"Session account","visibility":"player"},{"body":"A shared destination\nRelas met the companions in Greenhaven after Kael’s funeral. His manner carried an air of superiority, and his offer was to watch over them rather than simply follow their lead. Nevertheless, a shared destination brought them together for the road to the Ashen Guard Outpost and onward toward the Iron Tusk Confederacy.\n\nHe traveled with the party through its encounter with the outpost’s defenders and its subsequent northward journey on the Road of Lost Souls.\n\nThe Spring Equinox assignment\nWhen Mazikeen later asked about his mission, Relas described possible trouble during the Spring Equinox and his need to reach the Iron Tusk Confederacy. His concern connected the journey to an assignment beyond ordinary travel.\n\nThe planned lead also made him the bearer of information about a second lock timed for that equinox.\n\nThe Moonlit Mandate\nRelas belonged to the Moonlit Hunt cabal, whose ancient texts referred to the Moon Temple beneath Boâl’s Grand Library. His assignment was to find the temple and recover its information. When Vaelith the Seer demanded to know how he had learned of it, he explained that his order possessed those references. Her response was a psychic assault that left him in considerable pain.\n\nHe continued with the party into the temple, where Terandyn attacked and the companions recovered tablets written in the language of the Primes. The partial translation pointed north to Balmoral. That journey would also let Relas report to his cabal, while the nearby Gleaming Tempest summit offered another planned destination.","category":"People","id":"relas-winter-eladrin","identityIllustration":{"alt":"Relas","caption":"Relas","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/relas-winter-eladrin-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Relas met the companions in Greenhaven after Kael’s funeral. His manner carried an air of superiority, and his offer was to watch over them rather than simply follow their lead. Nevertheless, a shared destination brought them together for the road to the Ashen Guard Outpost and onward toward the Iron Tusk Confederacy.\n\nHe traveled with the party through its encounter with the outpost’s defenders and its subsequent northward journey on the Road of Lost Souls.","heading":"A shared destination","visibility":"player"},{"body":"When Mazikeen later asked about his mission, Relas described possible trouble during the Spring Equinox and his need to reach the Iron Tusk Confederacy. His concern connected the journey to an assignment beyond ordinary travel.\n\nThe planned lead also made him the bearer of information about a second lock timed for that equinox.","heading":"The Spring Equinox assignment","visibility":"player"},{"body":"Relas belonged to the Moonlit Hunt cabal, whose ancient texts referred to the Moon Temple beneath Boâl’s Grand Library. His assignment was to find the temple and recover its information. When Vaelith the Seer demanded to know how he had learned of it, he explained that his order possessed those references. Her response was a psychic assault that left him in considerable pain.\n\nHe continued with the party into the temple, where Terandyn attacked and the companions recovered tablets written in the language of the Primes. The partial translation pointed north to Balmoral. That journey would also let Relas report to his cabal, while the nearby Gleaming Tempest summit offered another planned destination.","heading":"The Moonlit Mandate","visibility":"player"}],"summary":"Relas is a Winter Eladrin blood hunter and monk.","title":"Relas","type":"Person","visibility":"player"},{"body":"Vorn’ðelar: the Great Betrayal\nThe first Eldenar settlement on Dorn had barely begun to take shape when division threatened it from within. Cal’Caelor was working to establish Ael’Quessir, but some of his people had become restless under the hardships of life beyond the Feywild. Gorshak sought to turn that discontent against them. His unrequited love for Apheena had become a desire to corrupt what she cherished. He sent a cunning fiend whose beauty and apparent wisdom made its promises seem like guidance.\n\nSar’Morlith, once a trusted member of Cal’Caelor’s inner circle, fell under that influence and gathered followers in secluded groves at the settlement’s edge. They believed they could master their unfamiliar world by taking power from their own kin. On a moonless night, they attempted to seize the Thal’esir, the sacred artifact that maintained the Eldenar’s connection to their Feywild heritage. Fighting spread through Ael’Quessir’s half-built streets.\n\nCal’Caelor led the defense. By dawn, the rebellion had been defeated, but the victory had cost the Eldenar dearly. The rebels were branded traitors and banished. Sar’Morlith lost his honorific and led them into Dorn’s unknown wilds, vowing vengeance upon the king and those who remained loyal.\n\nThe exiles and the Eternal Watch\nAncient Eldenar accounts accuse the exiles of falling under Gorshak’s continuing influence through his fiendish agent. Those accounts claim that their forms changed across centuries, identifying them with the orcs and calling them Elda’voð, ‘false Eldenar.’ The name is an ancient elven slur. The accusation does not establish the ancestry of the orcs.\n\nThe betrayal moved Cal’Caelor to establish the Ael’tiri, the Eternal Watch. Its charge extended to internal strife as well as dangers beyond the settlement. Vorn’ðelar became a lesson carried through generations: the new home could be endangered by ambition within its own people as surely as by enemies outside it.","category":"History","id":"vorn-delar","links":[],"raceRelated":[],"sections":[{"body":"The first Eldenar settlement on Dorn had barely begun to take shape when division threatened it from within. Cal’Caelor was working to establish Ael’Quessir, but some of his people had become restless under the hardships of life beyond the Feywild. Gorshak sought to turn that discontent against them. His unrequited love for Apheena had become a desire to corrupt what she cherished. He sent a cunning fiend whose beauty and apparent wisdom made its promises seem like guidance.\n\nSar’Morlith, once a trusted member of Cal’Caelor’s inner circle, fell under that influence and gathered followers in secluded groves at the settlement’s edge. They believed they could master their unfamiliar world by taking power from their own kin. On a moonless night, they attempted to seize the Thal’esir, the sacred artifact that maintained the Eldenar’s connection to their Feywild heritage. Fighting spread through Ael’Quessir’s half-built streets.\n\nCal’Caelor led the defense. By dawn, the rebellion had been defeated, but the victory had cost the Eldenar dearly. The rebels were branded traitors and banished. Sar’Morlith lost his honorific and led them into Dorn’s unknown wilds, vowing vengeance upon the king and those who remained loyal.","heading":"Vorn’ðelar: the Great Betrayal","illustration":{"alt":"Discontent gathers at the edge of the first Eldenar settlement","caption":"Discontent gathers at the edge of the first Eldenar settlement","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/vorn-delar-grove-conspiracy-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Ancient Eldenar accounts accuse the exiles of falling under Gorshak’s continuing influence through his fiendish agent. Those accounts claim that their forms changed across centuries, identifying them with the orcs and calling them Elda’voð, ‘false Eldenar.’ The name is an ancient elven slur. The accusation does not establish the ancestry of the orcs.\n\nThe betrayal moved Cal’Caelor to establish the Ael’tiri, the Eternal Watch. Its charge extended to internal strife as well as dangers beyond the settlement. Vorn’ðelar became a lesson carried through generations: the new home could be endangered by ambition within its own people as surely as by enemies outside it.","heading":"The exiles and the Eternal Watch","illustration":{"alt":"The Eternal Watch guards against danger from within and without","caption":"The Eternal Watch guards against danger from within and without","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/vorn-delar-eternal-watch-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Vorn’ðelar is the early Eldenar betrayal remembered in the history of Ael’Quessir. Sar’Morlith’s attempted seizure of the Thal’esir led to the rebels’ exile and the founding of the Eternal Watch.","title":"Vorn’ðelar: The Great Betrayal","type":"Historical tradition","visibility":"player"},{"body":"A permanent home\nSoon after the Great Crossing, Cal’Caelor led the search for a capital. Scouts spent months seeking resources, natural defenses and magical qualities reminiscent of the Feywild. They selected a mountain valley with clear streams, forest, a view of the stars and converging ley lines. Ael’Quessir began there.\n\nThe first settlers faced unfamiliar rhythms and dangers after leaving the timeless Feywild. Cal’Caelor’s leadership joined caution to the determination to build a lasting home.\n\nThe betrayal and the Watch\nSar’Morlith, a trusted figure within his inner circle, gathered discontented Eldenar under Gorshak’s influence. Their attempted theft of the Thal’esir brought fighting into the half-built settlement. Cal’Caelor led the defense and defeated the rebellion by dawn.\n\nHe banished the surviving rebels and subsequently founded the Ael’tiri, the Eternal Watch, to guard against internal division as well as external threats. The memory of that decision became inseparable from the lessons of Vorn’ðelar.","category":"People","id":"cal-caelor","identityIllustration":{"alt":"Cal’Caelor","caption":"Cal’Caelor","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/cal-caelor-first-king-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Soon after the Great Crossing, Cal’Caelor led the search for a capital. Scouts spent months seeking resources, natural defenses and magical qualities reminiscent of the Feywild. They selected a mountain valley with clear streams, forest, a view of the stars and converging ley lines. Ael’Quessir began there.\n\nThe first settlers faced unfamiliar rhythms and dangers after leaving the timeless Feywild. Cal’Caelor’s leadership joined caution to the determination to build a lasting home.","heading":"A permanent home","visibility":"player"},{"body":"Sar’Morlith, a trusted figure within his inner circle, gathered discontented Eldenar under Gorshak’s influence. Their attempted theft of the Thal’esir brought fighting into the half-built settlement. Cal’Caelor led the defense and defeated the rebellion by dawn.\n\nHe banished the surviving rebels and subsequently founded the Ael’tiri, the Eternal Watch, to guard against internal division as well as external threats. The memory of that decision became inseparable from the lessons of Vorn’ðelar.","heading":"The betrayal and the Watch","visibility":"player"}],"summary":"Cal’Caelor was the first king of the Eldenar on Dorn. He led the founding of Ael’Quessir and defended the fledgling settlement during Vorn’ðelar.","title":"Cal’Caelor","type":"Person","visibility":"player"},{"body":"An adviser’s rebellion\nOnce respected within Cal’Caelor’s inner circle, Sar’Morlith became the leader of Eldenar discontented with their new life on Dorn. Gorshak’s fiendish agent persuaded them through promises of power and mastery over the unfamiliar world. They met in secluded groves outside the fledgling Ael’Quessir and planned to seize the Thal’esir.\n\nTheir attack brought Eldenar against Eldenar in the settlement’s half-built streets. Cal’Caelor’s defense crushed the rebellion by dawn, at a heavy cost.\n\nExile and the Elda’voð\nStripped of his honorific, Sar’Morlith led his followers into unknown country and vowed vengeance upon their former king and loyal kin. Ancient Eldenar accounts accuse the exiles of being corrupted by Gorshak and identify them with orcs through the slur Elda’voð, ‘false Eldenar.’ This accusation does not establish an ancestral relationship between the peoples.\n\nHis fate became a warning about ambition and division, while the rebellion prompted Cal’Caelor to establish the Eternal Watch.","category":"People","id":"sar-morlith","identityIllustration":{"alt":"Sar’Morlith","caption":"Sar’Morlith","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/sar-morlith-rebel-adviser-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Once respected within Cal’Caelor’s inner circle, Sar’Morlith became the leader of Eldenar discontented with their new life on Dorn. Gorshak’s fiendish agent persuaded them through promises of power and mastery over the unfamiliar world. They met in secluded groves outside the fledgling Ael’Quessir and planned to seize the Thal’esir.\n\nTheir attack brought Eldenar against Eldenar in the settlement’s half-built streets. Cal’Caelor’s defense crushed the rebellion by dawn, at a heavy cost.","heading":"An adviser’s rebellion","visibility":"player"},{"body":"Stripped of his honorific, Sar’Morlith led his followers into unknown country and vowed vengeance upon their former king and loyal kin. Ancient Eldenar accounts accuse the exiles of being corrupted by Gorshak and identify them with orcs through the slur Elda’voð, ‘false Eldenar.’ This accusation does not establish an ancestral relationship between the peoples.\n\nHis fate became a warning about ambition and division, while the rebellion prompted Cal’Caelor to establish the Eternal Watch.","heading":"Exile and the Elda’voð","visibility":"player"}],"summary":"Sar’Morlith was an early Eldenar adviser who led the rebellion against Cal’Caelor at Ael’Quessir. His exile stands at the center of the Vorn’ðelar tradition.","title":"Sar’Morlith","type":"Person","visibility":"player"},{"body":"Power and inherited damage\nThe proposed age carries the scars of divine conflict, dragon dominion and mortal magical overreach. Its themes concern reclamation and memory, hidden empires, dormant apocalypses, divine neglect and whether arcane progress has outrun wisdom. Mythic threats are grounded in people’s loyalties, compromises and political choices.\n\nHaven, the Iron Tusk Confederacy, Eman’s Ascendancy, Lyasa and Abbrond provide competing centers of influence. Their loyalties, compromises and political choices give the proposed campaign a human scale alongside its mythic threats.\n\nMagical and ancestral distinctions\nDieritium Arcanum stores and enhances magical energy without changing the Weave itself. Skyships, trains and other arcane infrastructure make its economic importance visible. Eman’s restrictions on lowborn magic contrast with the Solarium Inspirato’s broad teaching in Valaria.\n\nClanks are rare and enigmatic, commonly mistaken for constructs rather than living people. Aethermancy is a forbidden legacy associated with probability, time and planar reality. Goliath ancestry emphasizes endurance, communal trials, sacred memory and matriarchal custom.\n\nCommunity backgrounds\nFieldborne characters come from shared seasonal work; Hearthborne from endurance, ancestral strength and the sacred fire of survival. Highborne backgrounds emphasize elite bloodlines and arcane dynasties, while Loreborne characters grow among scholars, historians and magical researchers.\n\nOrderborne lives are shaped by doctrine and assigned duties. Ridgeborne backgrounds draw on mountain weather, balance and survival; Seaborne on tides, ships and risky trade routes. Slyborne characters learn surveillance, deception and the costs of misplaced trust. Underborne backgrounds concern tunnels, stone, echoes and hidden dangers.\n\nWanderborne characters grow through roads, stories and constant change. Wildborne lives follow the rhythms of forests, swamps and other untamed places. The background prompts ask about inherited obligations, lost ships, broken rules, difficult truths, rites of passage, feared voices and old pacts.\n\nCharacter and table principles\nThe framework permits all ancestries, communities and classes. Brawlers raise questions about the rules governing physical violence. Warlocks invite questions about the price, secrecy and public understanding of their pacts. Wrathborn characters consider whether rage arises from protection, survival or vengeance, and how it shapes their bonds.\n\nPlayers are encouraged to let inherited history matter, make peace personally costly, treat fear as a route toward truth, and allow trust to deepen or fracture through meaningful choices.\n\nSession-zero questions\nCharacter creation asks what rumors a character has heard about the dragons’ return, what their family owes to Dieritium, who taught them the gods’ wishes, and whether another war or another god frightens them more.","category":"Lore","id":"dorn-age-of-rebirth-campaign-frame","links":[],"raceRelated":[],"sections":[{"body":"The proposed age carries the scars of divine conflict, dragon dominion and mortal magical overreach. Its themes concern reclamation and memory, hidden empires, dormant apocalypses, divine neglect and whether arcane progress has outrun wisdom. Mythic threats are grounded in people’s loyalties, compromises and political choices.\n\nHaven, the Iron Tusk Confederacy, Eman’s Ascendancy, Lyasa and Abbrond provide competing centers of influence. Their loyalties, compromises and political choices give the proposed campaign a human scale alongside its mythic threats.","heading":"Power and inherited damage","illustration":{"alt":"Memory and competing powers shape the proposed age","caption":"Memory and competing powers shape the proposed age","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/rebirth-inherited-damage-council-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Dieritium Arcanum stores and enhances magical energy without changing the Weave itself. Skyships, trains and other arcane infrastructure make its economic importance visible. Eman’s restrictions on lowborn magic contrast with the Solarium Inspirato’s broad teaching in Valaria.\n\nClanks are rare and enigmatic, commonly mistaken for constructs rather than living people. Aethermancy is a forbidden legacy associated with probability, time and planar reality. Goliath ancestry emphasizes endurance, communal trials, sacred memory and matriarchal custom.","heading":"Magical and ancestral distinctions","illustration":{"alt":"Dieritium infrastructure and ordinary work in the proposed campaign frame","caption":"Dieritium infrastructure and ordinary work in the proposed campaign frame","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/rebirth-arcane-infrastructure-work-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Fieldborne characters come from shared seasonal work; Hearthborne from endurance, ancestral strength and the sacred fire of survival. Highborne backgrounds emphasize elite bloodlines and arcane dynasties, while Loreborne characters grow among scholars, historians and magical researchers.\n\nOrderborne lives are shaped by doctrine and assigned duties. Ridgeborne backgrounds draw on mountain weather, balance and survival; Seaborne on tides, ships and risky trade routes. Slyborne characters learn surveillance, deception and the costs of misplaced trust. Underborne backgrounds concern tunnels, stone, echoes and hidden dangers.\n\nWanderborne characters grow through roads, stories and constant change. Wildborne lives follow the rhythms of forests, swamps and other untamed places. The background prompts ask about inherited obligations, lost ships, broken rules, difficult truths, rites of passage, feared voices and old pacts.","heading":"Community backgrounds","illustration":{"alt":"Wanderborne life joins roads, stories and shared work","caption":"Wanderborne life joins roads, stories and shared work","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/rebirth-community-road-fire-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The framework permits all ancestries, communities and classes. Brawlers raise questions about the rules governing physical violence. Warlocks invite questions about the price, secrecy and public understanding of their pacts. Wrathborn characters consider whether rage arises from protection, survival or vengeance, and how it shapes their bonds.\n\nPlayers are encouraged to let inherited history matter, make peace personally costly, treat fear as a route toward truth, and allow trust to deepen or fracture through meaningful choices.","heading":"Character and table principles","visibility":"player"},{"body":"Character creation asks what rumors a character has heard about the dragons’ return, what their family owes to Dieritium, who taught them the gods’ wishes, and whether another war or another god frightens them more.","heading":"Session-zero questions","visibility":"player"}],"summary":"Age of Rebirth is a proposed later-age campaign for Dorn, exploring the dragons’ return, inherited damage, political power and the choices of communities and characters. Its opening outcomes remain campaign premises rather than established history.","title":"Dorn: Age of Rebirth — Campaign Frame","type":"Campaign guide","visibility":"player"},{"body":"Valaria and captivity in Ezin\nKira Moonmantle grew up in Valaria with her parents, Elenor and Thadius, artisans who made enchanted jewelry. Her early home was loving, and her curiosity drew her through the city’s busy streets. At six, during a festival celebrating Valaria’s heritage, agents of the Black Hand Society abducted her. They took her across the continent to Ezin, a port at the edge of the Ezin Desert.\n\nThe Society subjected her to prolonged sexual abuse and exploitation. Varro, a high-ranking guild leader, was a principal abuser. During the years of captivity, Kira watched the guild’s members and secretly practiced stealth, survival and combat. When she could, she shared quiet hopes of freedom with other captives.\n\nThe death of Varro and escape\nIn her late teens, internal conflict weakened security within the Society’s stronghold. Kira entered Varro’s private quarters in its Ezin fortress at night and confronted him. He underestimated her. The struggle ended in his death, her first killing and the beginning of her escape.\n\nShe used the ensuing chaos to reach the docks and hide aboard a merchant ship bound for Georgetown, avoiding its crew and passengers throughout the voyage. Varro’s death struck at the guild’s power in Ezin. Stories of an assassin who had broken its hold later circulated among the city’s people, although those whispers grew beyond the personal vengeance that had driven her.\n\nLoss in Georgetown\nIn Georgetown, Kira learned that her parents had died under mysterious circumstances shortly after her abduction. Rumors connected their deaths to the kidnapping or retaliation against the family, but she had no established answer. Grief deepened her anger and isolation.\n\nShe survived through small jobs in Georgetown’s underworld, refining the skills that had brought her out of Ezin. Eventually she traveled north into the Iron Tusk Confederacy, seeking a fresh start and further training.\n\nMorik and the Nightshade identity\nMorik, a seasoned half-orc assassin known for skill and discretion, became her mentor in the Confederacy. He taught advanced assassination, strategy and the principles behind their clandestine work. Discipline, self-reliance and choosing her own path mattered as much as technique. Their mutual respect made him a confidant and one of her few trusted companions.\n\nKira adopted the name Nightshade and built a formidable reputation across Kirth for precise, unobtrusive work. She accepted contracts from varied clients, often against corrupt officials, crime lords and exploiters. Some killings brought relief to oppressed communities; her own moral code remained more complicated than that reputation might suggest. Informants, suppliers and clients form a professional network sustained by discretion and mutual benefit.\n\nMethods and equipment\nKira plans meticulously and adapts quickly when circumstances change. Stealth, infiltration and survival support close combat with daggers, short swords and unarmed techniques. Her insight into others helps her anticipate their responses.\n\nHer custom twin daggers are named Retribution and Shadow’s Edge. Flexible, concealable clothing and a cloak help her disappear into darkness. Light armor protects her without sacrificing mobility, while lockpicks, poisons and other tools equip her for assignments.\n\nFaith and guarded connections\nKira is not openly devout, but interprets some whispers and omens as signs from Syanthis, goddess of shadows, death and blood. She sometimes offers quiet prayers or rituals before important assignments.\n\nShe values independence and keeps trust rare. The loss of her family and the trauma of captivity still trouble her, leaving anger, isolation and doubts about the morality of her choices. Kindness and shared experience occasionally draw her toward connection and the possibility of healing, even when her guarded habits resist it.","category":"People","id":"kira-moonmantle-nightshade","links":[],"raceRelated":[],"sections":[{"body":"Kira Moonmantle grew up in Valaria with her parents, Elenor and Thadius, artisans who made enchanted jewelry. Her early home was loving, and her curiosity drew her through the city’s busy streets. At six, during a festival celebrating Valaria’s heritage, agents of the Black Hand Society abducted her. They took her across the continent to Ezin, a port at the edge of the Ezin Desert.\n\nThe Society subjected her to prolonged sexual abuse and exploitation. Varro, a high-ranking guild leader, was a principal abuser. During the years of captivity, Kira watched the guild’s members and secretly practiced stealth, survival and combat. When she could, she shared quiet hopes of freedom with other captives.","heading":"Valaria and captivity in Ezin","visibility":"player"},{"body":"In her late teens, internal conflict weakened security within the Society’s stronghold. Kira entered Varro’s private quarters in its Ezin fortress at night and confronted him. He underestimated her. The struggle ended in his death, her first killing and the beginning of her escape.\n\nShe used the ensuing chaos to reach the docks and hide aboard a merchant ship bound for Georgetown, avoiding its crew and passengers throughout the voyage. Varro’s death struck at the guild’s power in Ezin. Stories of an assassin who had broken its hold later circulated among the city’s people, although those whispers grew beyond the personal vengeance that had driven her.","heading":"The death of Varro and escape","visibility":"player"},{"body":"In Georgetown, Kira learned that her parents had died under mysterious circumstances shortly after her abduction. Rumors connected their deaths to the kidnapping or retaliation against the family, but she had no established answer. Grief deepened her anger and isolation.\n\nShe survived through small jobs in Georgetown’s underworld, refining the skills that had brought her out of Ezin. Eventually she traveled north into the Iron Tusk Confederacy, seeking a fresh start and further training.","heading":"Loss in Georgetown","illustration":{"alt":"The quiet northern road from Georgetown carries Kira’s search for a fresh start","caption":"The quiet northern road from Georgetown carries Kira’s search for a fresh start","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kira-georgetown-road-north-context-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Morik, a seasoned half-orc assassin known for skill and discretion, became her mentor in the Confederacy. He taught advanced assassination, strategy and the principles behind their clandestine work. Discipline, self-reliance and choosing her own path mattered as much as technique. Their mutual respect made him a confidant and one of her few trusted companions.\n\nKira adopted the name Nightshade and built a formidable reputation across Kirth for precise, unobtrusive work. She accepted contracts from varied clients, often against corrupt officials, crime lords and exploiters. Some killings brought relief to oppressed communities; her own moral code remained more complicated than that reputation might suggest. Informants, suppliers and clients form a professional network sustained by discretion and mutual benefit.","heading":"Morik and the Nightshade identity","illustration":{"alt":"A quiet training context for Kira’s discipline and chosen Nightshade identity","caption":"A quiet training context for Kira’s discipline and chosen Nightshade identity","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kira-morik-empty-strategy-room-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Kira plans meticulously and adapts quickly when circumstances change. Stealth, infiltration and survival support close combat with daggers, short swords and unarmed techniques. Her insight into others helps her anticipate their responses.\n\nHer custom twin daggers are named Retribution and Shadow’s Edge. Flexible, concealable clothing and a cloak help her disappear into darkness. Light armor protects her without sacrificing mobility, while lockpicks, poisons and other tools equip her for assignments.","heading":"Methods and equipment","illustration":{"alt":"Nightshade’s equipment","caption":"Nightshade’s equipment","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kira-nightshade-equipment-vignette.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Kira is not openly devout, but interprets some whispers and omens as signs from Syanthis, goddess of shadows, death and blood. She sometimes offers quiet prayers or rituals before important assignments.\n\nShe values independence and keeps trust rare. The loss of her family and the trauma of captivity still trouble her, leaving anger, isolation and doubts about the morality of her choices. Kindness and shared experience occasionally draw her toward connection and the possibility of healing, even when her guarded habits resist it.","heading":"Faith and guarded connections","illustration":{"alt":"An empty private prayer setting supports Kira’s guarded faith","caption":"An empty private prayer setting supports Kira’s guarded faith","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kira-quiet-shadow-prayer-context-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Kira Moonmantle, known as Nightshade, is a formidable assassin whose escape from captivity in Ezin led through Georgetown to training under Morik in the Iron Tusk Confederacy.","title":"Kira Moonmantle","type":"Person","visibility":"player"},{"body":"The northern village\nBalmoral stands on the northern coast of @[Kirth|2a875534-132f-4e11-b63d-ca1d86202aea], in the cold Northern Sweeps of @[Hythiran Province|notebook-0]. The country supports only the hardiest plants and animals, and the village is known for the toughness of its residents. Farther south lie the province’s snowy evergreen forests and the river country around @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f].\n\nSummer monster hunts\nSummer brings Balmoral’s monster-hunting competitions, the tradition for which the northern village is famous. These seasonal celebrations are part of Hythiran’s communal life, joining the settlement’s reputation for hardy residents to its reputation for the hunt.","category":"Places","id":"place-balmoral","illustration":{"alt":"Balmoral on Kirth’s northern coast","caption":"Balmoral on Kirth’s northern coast","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/balmoral-northern-village.avif","visibility":"player","width":1536},"links":["2a875534-132f-4e11-b63d-ca1d86202aea","c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f","notebook-0"],"raceRelated":[],"sections":[{"body":"Balmoral stands on the northern coast of @[Kirth|2a875534-132f-4e11-b63d-ca1d86202aea], in the cold Northern Sweeps of @[Hythiran Province|notebook-0]. The country supports only the hardiest plants and animals, and the village is known for the toughness of its residents. Farther south lie the province’s snowy evergreen forests and the river country around @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f].","heading":"The northern village","visibility":"player"},{"body":"Summer brings Balmoral’s monster-hunting competitions, the tradition for which the northern village is famous. These seasonal celebrations are part of Hythiran’s communal life, joining the settlement’s reputation for hardy residents to its reputation for the hunt.","heading":"Summer monster hunts","illustration":{"alt":"Preparing for Balmoral’s summer hunts","caption":"Preparing for Balmoral’s summer hunts","displayScale":"paired","height":1024,"layout":"landscape","src":"assets/worldbook/balmoral-summer-hunt.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"Balmoral is a northern village in Hythiran Province’s cold Northern Sweeps, known for hardy residents and summer monster-hunting competitions.","title":"Balmoral","type":"Settlement","visibility":"player"},{"body":"Counselor Kharizan\nKharizan the Clever, an earth genasi born and raised in Ezin, holds the title of Counselor. His influence makes him the city’s de facto leader. Charismatic and quick-thinking, he presents himself as a protector of its people and uses personal connections to keep the peace.\n\nThe Dust Devils\nThe Ezin Dust Devils are a human and tiefling @[Ironball|e7b617a4-e217-4089-b544-77aba394fcef] team known for unpredictable play and determination. Their celebrated phalanx, Zephyr “The Windwalker” Ashsoul, combines offense and defense with exceptional leaps and acrobatic movement. Her performances have made her a role model for young tiefling supporters.\n\nTravel through Ezin’s deserts\nIn the wider deserts of Ezin, Sandstrider @[Eclians|48ca9102-3f8d-461e-bbe4-1151bc61465f] are the principal personal mounts. Their padded feet spread their weight across sand; specialized nasal passages conserve moisture and filter grit. Heat-dissipating appendages and stored solar energy help them endure harsh travel.\n\nLarge-scale breeding supports travel and trade across the region. Breeders are working toward greater tolerance of increasing aridity while preserving the animals’ characteristic strengths. The mounts’ endurance has shaped routes and exploration beyond the city.\n\nRegional trade and relief\n@[Quan’Ma|1727c233-267b-4794-ad8d-92ebda106302] imports exotic foods, spices, herbs and glass from Ezin through its wider trading network. The @[Order of the Redeemers|order-of-redeemers] is also known across Ezin’s deserts for gold-robed healers and relief workers. Their open-hand-and-wheat emblem marks the aid they provide.","category":"Places","id":"ezin","links":["1727c233-267b-4794-ad8d-92ebda106302","48ca9102-3f8d-461e-bbe4-1151bc61465f","e7b617a4-e217-4089-b544-77aba394fcef","order-of-redeemers"],"raceRelated":[],"sections":[{"body":"Kharizan the Clever, an earth genasi born and raised in Ezin, holds the title of Counselor. His influence makes him the city’s de facto leader. Charismatic and quick-thinking, he presents himself as a protector of its people and uses personal connections to keep the peace.","heading":"Counselor Kharizan","visibility":"player"},{"body":"The Ezin Dust Devils are a human and tiefling @[Ironball|e7b617a4-e217-4089-b544-77aba394fcef] team known for unpredictable play and determination. Their celebrated phalanx, Zephyr “The Windwalker” Ashsoul, combines offense and defense with exceptional leaps and acrobatic movement. Her performances have made her a role model for young tiefling supporters.","heading":"The Dust Devils","visibility":"player"},{"body":"In the wider deserts of Ezin, Sandstrider @[Eclians|48ca9102-3f8d-461e-bbe4-1151bc61465f] are the principal personal mounts. Their padded feet spread their weight across sand; specialized nasal passages conserve moisture and filter grit. Heat-dissipating appendages and stored solar energy help them endure harsh travel.\n\nLarge-scale breeding supports travel and trade across the region. Breeders are working toward greater tolerance of increasing aridity while preserving the animals’ characteristic strengths. The mounts’ endurance has shaped routes and exploration beyond the city.","heading":"Travel through Ezin’s deserts","illustration":{"alt":"Travel through the Ezin desert region","caption":"Travel through the Ezin desert region","displayScale":"paired","height":1024,"layout":"landscape","src":"assets/worldbook/ezin-travel.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"@[Quan’Ma|1727c233-267b-4794-ad8d-92ebda106302] imports exotic foods, spices, herbs and glass from Ezin through its wider trading network. The @[Order of the Redeemers|order-of-redeemers] is also known across Ezin’s deserts for gold-robed healers and relief workers. Their open-hand-and-wheat emblem marks the aid they provide.","heading":"Regional trade and relief","visibility":"player"}],"structured":{"facts":[{"label":"Type","value":"Desert city","visibility":"player"},{"label":"Counselor","value":"Kharizan the Clever","visibility":"player"},{"label":"Ironball team","value":"Ezin Dust Devils","visibility":"player"}],"groups":[],"kind":"place"},"summary":"Ezin is a desert city led by Counselor Kharizan the Clever. Its wider desert connections include Sandstrider mounts, long-distance trade and the fiercely competitive Ezin Dust Devils.","title":"Ezin","type":"Settlement","visibility":"player"},{"body":"Captain and trade\nZyra Blackscale is a cunning, ruthless female tiefling whose influence rests on strategy. She captains Ship Blackscale, an underworld guild associated with smuggling rare and dangerous goods. Smaller factions handle different parts of its business.","category":"Factions","factionGroup":"The Ships of Georgetown","id":"org-ship-blackscale","links":["1beb63f6-e297-4b71-b81c-ca231f2847f8"],"raceRelated":[],"sections":[{"body":"Zyra Blackscale is a cunning, ruthless female tiefling whose influence rests on strategy. She captains Ship Blackscale, an underworld guild associated with smuggling rare and dangerous goods. Smaller factions handle different parts of its business.","heading":"Captain and trade","illustration":{"alt":"Ship Blackscale","caption":"Ship Blackscale","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-ship-blackscale.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"Ship Blackscale is one of the five @[Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8], led by Zyra Blackscale.","title":"Ship Blackscale","type":"Organization","visibility":"player"},{"body":"Captain and trade\nGalen Silvermane is a charismatic male half-elf skilled in diplomacy and manipulation. His guild works from a lavish mansion in Ivoryreach and trades in luxury goods, fine wines and exotic spices. Smaller factions manage the different parts of the Silvermane trading empire.","category":"Factions","factionGroup":"The Ships of Georgetown","id":"org-ship-silvermane","links":["1beb63f6-e297-4b71-b81c-ca231f2847f8"],"raceRelated":[],"sections":[{"body":"Galen Silvermane is a charismatic male half-elf skilled in diplomacy and manipulation. His guild works from a lavish mansion in Ivoryreach and trades in luxury goods, fine wines and exotic spices. Smaller factions manage the different parts of the Silvermane trading empire.","heading":"Captain and trade","illustration":{"alt":"Ship Silvermane luxury trade in Ivoryreach","caption":"Ship Silvermane luxury trade in Ivoryreach","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/georgetown-silvermane-luxury.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Ship Silvermane is one of the five @[Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8], led by Galen Silvermane.","title":"Ship Silvermane","type":"Organization","visibility":"player"},{"body":"Captain and trade\nThorne Ironsail is a tough, grizzled male dwarf with an iron will and a blunt manner. His guild occupies a massive two-story warehouse in the Docks. It trades in metals, weapons and armor, with operations that extend into black-market goods and mercenary contracts. Smaller groups oversee procurement, distribution and the other parts of the business.\n\nAmong the Docks guilds\n\n@[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s Docks lie at the mouth of the Yilt River, amid piers, stores and workshops. Ironsail’s dealings in metals, weapons and armor belong to this dense commercial setting.\n\n@[Seastrider|org-ship-seastrider] also operates in the Docks, though its trade centers on rare herbs, exotic animals and unusual goods. Elsewhere, @[Silvermane|org-ship-silvermane] deals in luxuries from an Ivoryreach mansion. These different goods and headquarters give the Ships of Georgetown distinct places in the city’s economy.","category":"Factions","factionGroup":"The Ships of Georgetown","id":"org-ship-ironsail","links":["1beb63f6-e297-4b71-b81c-ca231f2847f8","d55b4ecd-c049-438e-a3f8-06a8742ac080","org-ship-seastrider","org-ship-silvermane"],"raceRelated":[],"sections":[{"body":"Thorne Ironsail is a tough, grizzled male dwarf with an iron will and a blunt manner. His guild occupies a massive two-story warehouse in the Docks. It trades in metals, weapons and armor, with operations that extend into black-market goods and mercenary contracts. Smaller groups oversee procurement, distribution and the other parts of the business.","heading":"Captain and trade","illustration":{"alt":"Ship Ironsail metals and weapons warehouse","caption":"Ship Ironsail metals and weapons warehouse","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/georgetown-ironsail-warehouse.avif","visibility":"player","width":1140},"visibility":"player"},{"id":"enrichment-org-ship-ironsail-among-the-docks-guilds","heading":"Among the Docks guilds","body":"@[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s Docks lie at the mouth of the Yilt River, amid piers, stores and workshops. Ironsail’s dealings in metals, weapons and armor belong to this dense commercial setting.\n\n@[Seastrider|org-ship-seastrider] also operates in the Docks, though its trade centers on rare herbs, exotic animals and unusual goods. Elsewhere, @[Silvermane|org-ship-silvermane] deals in luxuries from an Ivoryreach mansion. These different goods and headquarters give the Ships of Georgetown distinct places in the city’s economy.","visibility":"player"}],"summary":"Ship Ironsail is one of the five @[Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8], led by Thorne Ironsail.","title":"Ship Ironsail","type":"Organization","visibility":"player"},{"body":"Captain and trade\nLira Seastrider is a shrewd, resourceful human woman experienced in Georgetown’s underworld. Her guild operates from a discreet building in the Docks near the busy port. It trades in exotic animals, rare herbs and unusual goods that command high prices in distant markets. Smaller crews specialize in the different parts of its trade network.","category":"Factions","factionGroup":"The Ships of Georgetown","id":"org-ship-seastrider","links":["1beb63f6-e297-4b71-b81c-ca231f2847f8"],"raceRelated":[],"sections":[{"body":"Lira Seastrider is a shrewd, resourceful human woman experienced in Georgetown’s underworld. Her guild operates from a discreet building in the Docks near the busy port. It trades in exotic animals, rare herbs and unusual goods that command high prices in distant markets. Smaller crews specialize in the different parts of its trade network.","heading":"Captain and trade","illustration":{"alt":"Ship Seastrider’s rare herbs and animal trade","caption":"Ship Seastrider’s rare herbs and animal trade","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/georgetown-seastrider-goods.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Ship Seastrider is one of the five @[Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8], led by Lira Seastrider.","title":"Ship Seastrider","type":"Organization","visibility":"player"},{"body":"Captain and trade\n@[Dravak Stormhide|f2cc2dee-4793-493a-b0f7-c0dc048fbcfa] is a formidable male minotaur known for brutal strength and strategic intelligence. His guild occupies a heavily guarded compound in the Lows, Georgetown’s crowded working-class district. It pursues piracy, extortion and high-stakes smuggling. Smaller factions manage its illicit businesses and help keep Ship Stormhide a dominant force in the city.","category":"Factions","factionGroup":"The Ships of Georgetown","id":"org-ship-stormhide","links":["1beb63f6-e297-4b71-b81c-ca231f2847f8","f2cc2dee-4793-493a-b0f7-c0dc048fbcfa"],"raceRelated":[],"sections":[{"body":"@[Dravak Stormhide|f2cc2dee-4793-493a-b0f7-c0dc048fbcfa] is a formidable male minotaur known for brutal strength and strategic intelligence. His guild occupies a heavily guarded compound in the Lows, Georgetown’s crowded working-class district. It pursues piracy, extortion and high-stakes smuggling. Smaller factions manage its illicit businesses and help keep Ship Stormhide a dominant force in the city.","heading":"Captain and trade","illustration":{"alt":"Ship Stormhide’s guarded compound in the Lows","caption":"Ship Stormhide’s guarded compound in the Lows","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/georgetown-stormhide-compound.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Ship Stormhide is one of the five @[Ships of Georgetown|1beb63f6-e297-4b71-b81c-ca231f2847f8], led by @[Dravak Stormhide|f2cc2dee-4793-493a-b0f7-c0dc048fbcfa].","title":"Ship Stormhide","type":"Organization","visibility":"player"},{"body":"Watchers of the living woods\nThe Wardens patrol the forest and safeguard their communities. Greenfoot homes occupy the hollows of living trees, and communal life gathers around a revered central tree. The Hollow is the best-known of these settlements.","category":"Factions","factionGroup":"Guards & fighting companies","id":"org-leafshroud-wardens","links":["race-greenfoot-halflings"],"raceRelated":[],"sections":[{"body":"The Wardens patrol the forest and safeguard their communities. Greenfoot homes occupy the hollows of living trees, and communal life gathers around a revered central tree. The Hollow is the best-known of these settlements.","heading":"Watchers of the living woods","illustration":{"alt":"Leafshroud Wardens","caption":"Leafshroud Wardens","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-leafshroud.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"The Leafshroud Wardens protect the woodland clans of the @[Greenfoot Halflings|race-greenfoot-halflings].","title":"Leafshroud Wardens","type":"Organization","visibility":"player"},{"body":"Rangers beyond the palisades\n@[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306] is a human ranger of the Ash Bounders. He reports to @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd] at the outpost, and his work on the @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0] connects the refuge with travelers beyond its walls.\n\nThe road’s protection depends on its pale-green Direlamps, created and maintained by @[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5] and reinforced by Seraphine’s blessings. The surrounding wasteland remains populated by undead; a guarded route does not make every stretch equally secure.\n\nBastion’s aid to a northbound party shows the practical importance of help beyond the palisades. When a damaged stretch exposed the travelers to Defilers, @[Raven|raven] and @[Bane|141a88f1-9d94-4d1d-8058-004caaceda22] were afflicted with Necrosis Vomit, and Raven fell unconscious. Bastion assisted them, healed the two companions afterward and offered a guided return to the outpost.","category":"Factions","factionGroup":"Guards & fighting companies","id":"org-ash-bounders","links":["274cf988-d703-4e79-b530-6cdbfb7834fc","672f3c22-80fc-4fa8-a439-64902fa020cd","a98200e5-e6e1-4843-8109-402bae0c8306","b47f0a84-c380-499c-baf4-4efef0fc7c9e","eba02322-f5a9-4b54-a2d2-00a888c614f0","dac8c468-98b8-483e-9d28-901dc58410a5","raven","141a88f1-9d94-4d1d-8058-004caaceda22"],"raceRelated":[],"sections":[{"body":"@[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306] is a human ranger of the Ash Bounders. He reports to @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd] at the outpost, and his work on the @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0] connects the refuge with travelers beyond its walls.\n\nThe road’s protection depends on its pale-green Direlamps, created and maintained by @[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5] and reinforced by Seraphine’s blessings. The surrounding wasteland remains populated by undead; a guarded route does not make every stretch equally secure.\n\nBastion’s aid to a northbound party shows the practical importance of help beyond the palisades. When a damaged stretch exposed the travelers to Defilers, @[Raven|raven] and @[Bane|141a88f1-9d94-4d1d-8058-004caaceda22] were afflicted with Necrosis Vomit, and Raven fell unconscious. Bastion assisted them, healed the two companions afterward and offered a guided return to the outpost.","heading":"Rangers beyond the palisades","illustration":{"alt":"Ash Bounders","caption":"Ash Bounders","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-ash-bounders.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"The Ash Bounders work in @[the Ash|b47f0a84-c380-499c-baf4-4efef0fc7c9e], supported by the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc].","title":"Ash Bounders","type":"Organization","visibility":"player"},{"body":"The Goodwater household\nThe company’s prosperity supports the Goodwater merchant household. Alistar’s daughter, @[Isabella Goodwater|f62c221a-409a-45c8-bbd7-76830d12e661], grew up in @[Valaria|notebook-17] with the advantages of that wealth.\n\nThe household’s connection to @[Mazikeen|mazikeen] began when adventurers rescued Isabella from bandits on a journey to a wedding in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]. Her friendship with Mazikeen links the Goodwaters to the companions beyond the immediate rescue.","category":"Factions","factionGroup":"Companies & trade associations","id":"org-goodwater-trade","links":["af7a85fb-e29f-414f-825b-ca14cb6aa84f","f62c221a-409a-45c8-bbd7-76830d12e661","notebook-17","mazikeen","d55b4ecd-c049-438e-a3f8-06a8742ac080"],"raceRelated":[],"sections":[{"body":"The company’s prosperity supports the Goodwater merchant household. Alistar’s daughter, @[Isabella Goodwater|f62c221a-409a-45c8-bbd7-76830d12e661], grew up in @[Valaria|notebook-17] with the advantages of that wealth.\n\nThe household’s connection to @[Mazikeen|mazikeen] began when adventurers rescued Isabella from bandits on a journey to a wedding in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]. Her friendship with Mazikeen links the Goodwaters to the companions beyond the immediate rescue.","heading":"The Goodwater household","illustration":{"alt":"Goodwater Trade Company","caption":"Goodwater Trade Company","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-goodwater-trade.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"The Goodwater Trade Company is a major regional consortium headed by @[Alistar Goodwater|af7a85fb-e29f-414f-825b-ca14cb6aa84f].","title":"Goodwater Trade Company","type":"Organization","visibility":"player"},{"body":"The charge of the Watch\nThe Watch was charged with guarding against internal division as well as external threats. Its founding followed the defeat and banishment of rebels who had attempted to seize the Thal’esir in Ael’Quessir. The betrayal made vigilance within the community part of its defense.\n\nThat danger arose while the @[Eldenar|race-eldenar] were still adjusting to life beyond the timeless Feywild. They had sought a permanent capital with resources, natural defenses and magical qualities recalling their former home. The attack came before the settlement was complete, bringing kin against kin in its unfinished streets.\n\nThe Watch belongs to the response to that early vulnerability. Cal’Caelor’s defense defeated the rebellion, but banishment did not erase the cost of division. The Eternal Watch carried the lesson into an enduring charge: protecting the new home meant remaining attentive to threats arising among its own people as well as beyond them.","category":"Factions","factionGroup":"Guards & fighting companies","id":"org-aeltiri","links":["cal-caelor","vorn-delar","race-eldenar"],"raceRelated":[],"sections":[{"body":"The Watch was charged with guarding against internal division as well as external threats. Its founding followed the defeat and banishment of rebels who had attempted to seize the Thal’esir in Ael’Quessir. The betrayal made vigilance within the community part of its defense.\n\nThat danger arose while the @[Eldenar|race-eldenar] were still adjusting to life beyond the timeless Feywild. They had sought a permanent capital with resources, natural defenses and magical qualities recalling their former home. The attack came before the settlement was complete, bringing kin against kin in its unfinished streets.\n\nThe Watch belongs to the response to that early vulnerability. Cal’Caelor’s defense defeated the rebellion, but banishment did not erase the cost of division. The Eternal Watch carried the lesson into an enduring charge: protecting the new home meant remaining attentive to threats arising among its own people as well as beyond them.","heading":"The charge of the Watch","illustration":{"alt":"The Eternal Watch guards against danger from within and without","caption":"The Eternal Watch guards against danger from within and without","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/vorn-delar-eternal-watch-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"@[Cal’Caelor|cal-caelor] founded the Ael’tiri, the Eternal Watch, after @[Vorn’ðelar|vorn-delar], the betrayal that threatened the first Eldenar settlement on Dorn.","title":"Ael’tiri, the Eternal Watch","type":"Organization","visibility":"player"},{"body":"Traditions around the Emberheart\nThe Circle welcomed druids of the Moon, Land, Stars, Dreams, Spores and Shepherd traditions. Their settlement grew around the great @[Emberheart|emberheart] Tree and the gem sheltered within it.\n\nA fellowship in the forest\nThe Circle’s home combined stone structures entwined with climbing plants, treehouses and dwellings of mud and grass. Smooth stones and living roots formed paths between them. These different forms of habitation belonged to one settlement gathered around the Emberheart Tree.\n\nThe fellowship’s range of Moon, Land, Stars, Dreams, Spores and Shepherd traditions gave the community several approaches to druidic practice. Its common center was the gem’s sustaining natural energy and Faella’s blessing. When the dragon attacked, the loss reached beyond an individual relic to the homes and shared life surrounding it.\n\nLo’rilandia’s intervention\n@[Lo’rilandia|lorilandia] belonged to the Circle. When @[Zalathax’valanrith|zalathax-valanrith] sought to absorb the Emberheart’s power, she took about a third of its energy before he could claim it all, preventing him from becoming all-powerful and carrying that energy into her own bloodline.","category":"Factions","factionGroup":"Faiths & charities","id":"org-emberheart-circle","links":["08818a53-cd19-4899-90ed-ad25dfb68857","emberheart","lorilandia","zalathax-valanrith"],"raceRelated":[],"sections":[{"body":"The Circle welcomed druids of the Moon, Land, Stars, Dreams, Spores and Shepherd traditions. Their settlement grew around the great @[Emberheart|emberheart] Tree and the gem sheltered within it.","heading":"Traditions around the Emberheart","illustration":{"alt":"HISTORICAL BEFORE DESTRUCTION view of Emberheart Hallow, a flourishing forest druidic city. Existing","caption":"HISTORICAL BEFORE DESTRUCTION view of Emberheart Hallow, a flourishing forest druidic city. Existing","displayScale":"paired","height":1024,"layout":"landscape","src":"assets/worldbook/emberheart-living-city-gem.avif","visibility":"player","width":1536},"visibility":"player"},{"id":"enrichment2-org-emberheart-circle-a-fellowship-in-the-forest","heading":"A fellowship in the forest","body":"The Circle’s home combined stone structures entwined with climbing plants, treehouses and dwellings of mud and grass. Smooth stones and living roots formed paths between them. These different forms of habitation belonged to one settlement gathered around the Emberheart Tree.\n\nThe fellowship’s range of Moon, Land, Stars, Dreams, Spores and Shepherd traditions gave the community several approaches to druidic practice. Its common center was the gem’s sustaining natural energy and Faella’s blessing. When the dragon attacked, the loss reached beyond an individual relic to the homes and shared life surrounding it.","visibility":"player"},{"body":"@[Lo’rilandia|lorilandia] belonged to the Circle. When @[Zalathax’valanrith|zalathax-valanrith] sought to absorb the Emberheart’s power, she took about a third of its energy before he could claim it all, preventing him from becoming all-powerful and carrying that energy into her own bloodline.","heading":"Lo’rilandia’s intervention","visibility":"player"}],"summary":"The Emberheart Circle was the druidic fellowship of @[Emberheart Hallow|08818a53-cd19-4899-90ed-ad25dfb68857].","title":"Emberheart Circle","type":"Organization","visibility":"player"},{"body":"The threat of release\nThe cult’s purpose is to free Lilith from the celestial prison that holds her. The danger extends beyond conquest or a change of rulers. In the War of Unmaking, she sought to unravel gods, mortals and reality itself; the locks restrain a power that the gods could not safely destroy.\n\nThe @[Gleaming Tempest|gleaming-tempest] made this threat part of Dorn’s public affairs. Appearing openly before capital cities, the metallic dragons warned that Lilith’s cult intended to release a deity who would unmake reality. Aurix offered the flight’s strength, magic and knowledge and called upon the nations to cooperate. The resulting alliance answers the scale of the danger the Children seek to unleash.\n\nOpposition at the summit\nThe council formed through the summit coordinates resistance to the cult. @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f] serves as an advisor, and the @[Gleaming Tempest|gleaming-tempest] offers support without claiming command over the represented nations. The struggle against the Children continues despite this new cooperation.","category":"Factions","factionGroup":"Faiths & charities","id":"org-children-unmaker","links":["2ea2df52-9430-4207-97b5-ab848f6994cc","dragon-summit","eff94f48-341d-4702-b6b2-a6a0aa9f9f5f","gleaming-tempest"],"raceRelated":[],"sections":[{"id":"enrichment2-org-children-unmaker-the-threat-of-release","heading":"The threat of release","body":"The cult’s purpose is to free Lilith from the celestial prison that holds her. The danger extends beyond conquest or a change of rulers. In the War of Unmaking, she sought to unravel gods, mortals and reality itself; the locks restrain a power that the gods could not safely destroy.\n\nThe @[Gleaming Tempest|gleaming-tempest] made this threat part of Dorn’s public affairs. Appearing openly before capital cities, the metallic dragons warned that Lilith’s cult intended to release a deity who would unmake reality. Aurix offered the flight’s strength, magic and knowledge and called upon the nations to cooperate. The resulting alliance answers the scale of the danger the Children seek to unleash.","visibility":"player"},{"body":"The council formed through the summit coordinates resistance to the cult. @[Maximus|eff94f48-341d-4702-b6b2-a6a0aa9f9f5f] serves as an advisor, and the @[Gleaming Tempest|gleaming-tempest] offers support without claiming command over the represented nations. The struggle against the Children continues despite this new cooperation.","heading":"Opposition at the summit","illustration":{"alt":"Children of the Unmaker","caption":"Children of the Unmaker","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-children-unmaker.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"The Children of the Unmaker are the cult whose effort to release @[Lilith|2ea2df52-9430-4207-97b5-ab848f6994cc] brought the powers of Dorn together at the @[Dragon Summit|dragon-summit].","title":"Children of the Unmaker","type":"Organization","visibility":"player"},{"body":"Opposition to returning dragonkind\nThe Ashenguard are an anti-dragon faction active as dragonkind returns to Dorn.","category":"Factions","id":"org-ashenguard","links":[],"raceRelated":[],"sections":[{"body":"The Ashenguard are an anti-dragon faction active as dragonkind returns to Dorn.","heading":"Opposition to returning dragonkind","illustration":{"alt":"Members discuss their opposition to returning dragonkind.","caption":"The Ashenguard (illustrative).","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-ashenguard.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"The Ashenguard are an anti-dragon faction active as dragonkind returns to Dorn.","title":"Ashenguard","type":"Organization","visibility":"player"},{"body":"Territories and authority\nIts members oversee major territories or strategic sectors. Below them, Bishops direct large operations, Priests lead cells, and lower ranks provide specialists and operatives.","category":"Factions","id":"org-council-shadows","links":[],"raceRelated":[],"sections":[{"body":"Its members oversee major territories or strategic sectors. Below them, Bishops direct large operations, Priests lead cells, and lower ranks provide specialists and operatives.","heading":"Territories and authority","visibility":"player"}],"summary":"The Council of Shadows is the Clergy’s senior body of Cardinals, overseeing major territories or strategic sectors.","title":"Council of Shadows","type":"Organization","visibility":"player","illustration":{"src":"assets/worldbook/council-shadows-public-administration-v1.avif","caption":"Council of Shadows","alt":"Council of Shadows","visibility":"player","altVisibility":"player","captionVisibility":"player","layout":"landscape","displayScale":"wide","width":1536,"height":1024}},{"body":"Abduction and captivity\nIts agents abducted @[Kira Moonmantle|kira-moonmantle-nightshade] from @[Valaria|notebook-17] as a child and took her to Ezin. The Society held and exploited her for years. Varro, a high-ranking guild leader, was one of her principal abusers.\n\nInternal conflict\nInternal conflict weakened security at the Society’s stronghold during Kira’s late teens. Her eventual killing of Varro struck at the guild’s power in Ezin.","category":"Factions","id":"org-black-hand-society","links":["ezin","kira-moonmantle-nightshade","notebook-17"],"raceRelated":[],"sections":[{"body":"Its agents abducted @[Kira Moonmantle|kira-moonmantle-nightshade] from @[Valaria|notebook-17] as a child and took her to Ezin. The Society held and exploited her for years. Varro, a high-ranking guild leader, was one of her principal abusers.","heading":"Abduction and captivity","illustration":{"alt":"Black Hand Society","caption":"Black Hand Society","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-black-hand.avif","visibility":"player","width":660},"visibility":"player"},{"body":"Internal conflict weakened security at the Society’s stronghold during Kira’s late teens. Her eventual killing of Varro struck at the guild’s power in Ezin.","heading":"Internal conflict","visibility":"player"}],"summary":"The Black Hand Society is a criminal guild with a stronghold in @[Ezin|ezin].","title":"Black Hand Society","type":"Organization","visibility":"player"},{"body":"","category":"Factions","factionGroup":"Guards & fighting companies","id":"org-dawnguard","links":["274cf988-d703-4e79-b530-6cdbfb7834fc","672f3c22-80fc-4fa8-a439-64902fa020cd"],"raceRelated":[],"sections":[],"summary":"The Dawnguard are defenders who fight alongside @[Seraphine Dawnbringer|672f3c22-80fc-4fa8-a439-64902fa020cd] at the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc].","title":"Dawnguard","type":"Organization","visibility":"player","illustration":{"src":"assets/worldbook/dawnguard-public-watch-v1.avif","caption":"Dawnguard watch at the Ashen Guard Outpost","alt":"Dawnguard watch at the Ashen Guard Outpost","visibility":"player","altVisibility":"player","captionVisibility":"player","layout":"landscape","displayScale":"wide","width":1536,"height":1024}},{"body":"Captain and city security\nCassian, a gnome, represents the city’s guards and military forces and coordinates security. He works closely with @[Aurelia Silverdawn|ecf797a5-1547-4ac3-a3fa-07641642dc68], the Sovereign Protector, on defense. He cooperates with Consul Paxis while avoiding broader political disputes.\n\nGeorgetown’s Senate brings together representatives of merchants, artisans, religious bodies, outlanders and the city’s security forces. Cassian’s seat gives guards and military personnel a voice within that arrangement, while the Sovereign Protector works alongside the Senate in governing and defending the city.\n\n@[The Boltwing Sentinels|506dd2fd-ec1e-473f-a4e0-3dfedf909a63] provide Georgetown’s aerial defense from griffinback, with their own commander and flight organization. The port’s security is thus represented through several named institutions with different responsibilities.","category":"Factions","factionGroup":"Guards & fighting companies","id":"org-lictor-guard","links":["d55b4ecd-c049-438e-a3f8-06a8742ac080","ecf797a5-1547-4ac3-a3fa-07641642dc68","506dd2fd-ec1e-473f-a4e0-3dfedf909a63"],"raceRelated":[],"sections":[{"body":"Cassian, a gnome, represents the city’s guards and military forces and coordinates security. He works closely with @[Aurelia Silverdawn|ecf797a5-1547-4ac3-a3fa-07641642dc68], the Sovereign Protector, on defense. He cooperates with Consul Paxis while avoiding broader political disputes.\n\nGeorgetown’s Senate brings together representatives of merchants, artisans, religious bodies, outlanders and the city’s security forces. Cassian’s seat gives guards and military personnel a voice within that arrangement, while the Sovereign Protector works alongside the Senate in governing and defending the city.\n\n@[The Boltwing Sentinels|506dd2fd-ec1e-473f-a4e0-3dfedf909a63] provide Georgetown’s aerial defense from griffinback, with their own commander and flight organization. The port’s security is thus represented through several named institutions with different responsibilities.","heading":"Captain and city security","illustration":{"alt":"Lictor Guard","caption":"Lictor Guard","displayScale":"paired","height":440,"layout":"landscape","src":"assets/worldbook/recent-lictor-guard.avif","visibility":"player","width":660},"visibility":"player"}],"summary":"The Lictor Guard is a guard institution of @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], represented in the Senate by Captain Cassian Vorenus.","title":"Lictor Guard","type":"Organization","visibility":"player"},{"body":"The Shimmering Deep\nRidges enclose the lake on the northern side of Boâl’s mountain country. Forested slopes extend toward the capital and the greener lands to the south, while the Great Ezin Desert lies beyond the mountain barrier to the north and northeast. The lake belongs to the highland landscape of the Confederacy, whose territory reaches from the Shiltar Range down into the grasslands north of the Ash.\n\nThe mountains carry another name among the orcs and their allies: the Gor’khanar Peaks, roughly translated as the Spine of the World. For Boâl, these are both protective heights and a source of metals and gems. Draz’Gul Gri’Sha is one of the named waters within that mountain setting.\n\nThe lake and the capital\nBoâl stands south of the lake, its terraces spreading across mountain valleys and climbing the slopes. The capital’s old fortress walls now enclose broad streets, public gardens, markets, academies, and diplomatic buildings. The lake and the city belong to the same highland landscape, but their characters differ: one is a body of water enclosed by ridges, the other a dense center of government and craft.\n\nBrak’jadar is marked southwest of the lake, near the northern approaches to Boâl. Farther south lies @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7], where the capital’s steam-rail route crosses a major river and meets an agricultural center of docks, grain stores, markets, and breeding grounds. These places situate the Shimmering Deep within the Confederacy’s northern heartland.\n\nWater and electrical power\nThe Confederacy’s dam at the lake belongs to the engineering landscape of Boâl. The @[hydroelectric works|boal-hydroelectric-dam] provide the capital with an early form of electricity. Copper lines reinforced with @[Dieritium Arcanum|notebook-3] carry power into the city, and substations use the same substance to store it.\n\nElectricity reaches major political buildings, the arena, and high-end shops. Early electric or gas-style streetlamps are another visible part of the capital’s infrastructure. The lake is associated with one of the Confederacy’s distinctive combinations of engineering and arcane materials.\n\nA highland landmark in a changing Confederacy\nThe wider @[Iron Tusk Confederacy|44cac6e7-6974-44fd-b1e7-1ea199fbe2bd] brings together orcs, goblins, and hobgoblins in a society investing in agriculture, mining, early factories, and coal-burning trains. In the capital, metalworkers, glassblowers, leatherworkers, enchanters, and teachers share in the growth of the Orcish Renaissance.\n\nThe Shimmering Deep stands within the mountain country beside that transformation. Its associated power works connect the highlands to the illuminated public spaces of Boâl; the surrounding regional routes connect the capital to Gralthor and the frontier at Ragzul Urzok. Together, the lake, city, and southern grasslands show the variety of a Confederacy whose prosperity depends on more than any single trade.","category":"Places","id":"drazgul-grisha","illustration":{"alt":"Draz’Gul Gri’Sha, the Shimmering Deep","caption":"Draz’Gul Gri’Sha, the Shimmering Deep","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/lake-shimmering-deep.avif","visibility":"player","width":1536},"links":["2a875534-132f-4e11-b63d-ca1d86202aea","44cac6e7-6974-44fd-b1e7-1ea199fbe2bd","813910c4-07e0-4f31-a9a5-0ee4f7c781bd","92710cbd-bdbe-478d-bcac-7ed22499690e","boal-hydroelectric-dam","fbc3ea9b-8391-4db1-9146-725f2cfe7ba7","notebook-3"],"raceRelated":[],"sections":[{"body":"Ridges enclose the lake on the northern side of Boâl’s mountain country. Forested slopes extend toward the capital and the greener lands to the south, while the Great Ezin Desert lies beyond the mountain barrier to the north and northeast. The lake belongs to the highland landscape of the Confederacy, whose territory reaches from the Shiltar Range down into the grasslands north of the Ash.\n\nThe mountains carry another name among the orcs and their allies: the Gor’khanar Peaks, roughly translated as the Spine of the World. For Boâl, these are both protective heights and a source of metals and gems. Draz’Gul Gri’Sha is one of the named waters within that mountain setting.","heading":"The Shimmering Deep","visibility":"player"},{"body":"Boâl stands south of the lake, its terraces spreading across mountain valleys and climbing the slopes. The capital’s old fortress walls now enclose broad streets, public gardens, markets, academies, and diplomatic buildings. The lake and the city belong to the same highland landscape, but their characters differ: one is a body of water enclosed by ridges, the other a dense center of government and craft.\n\nBrak’jadar is marked southwest of the lake, near the northern approaches to Boâl. Farther south lies @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7], where the capital’s steam-rail route crosses a major river and meets an agricultural center of docks, grain stores, markets, and breeding grounds. These places situate the Shimmering Deep within the Confederacy’s northern heartland.","heading":"The lake and the capital","visibility":"player"},{"body":"The Confederacy’s dam at the lake belongs to the engineering landscape of Boâl. The @[hydroelectric works|boal-hydroelectric-dam] provide the capital with an early form of electricity. Copper lines reinforced with @[Dieritium Arcanum|notebook-3] carry power into the city, and substations use the same substance to store it.\n\nElectricity reaches major political buildings, the arena, and high-end shops. Early electric or gas-style streetlamps are another visible part of the capital’s infrastructure. The lake is associated with one of the Confederacy’s distinctive combinations of engineering and arcane materials.","heading":"Water and electrical power","visibility":"player"},{"body":"The wider @[Iron Tusk Confederacy|44cac6e7-6974-44fd-b1e7-1ea199fbe2bd] brings together orcs, goblins, and hobgoblins in a society investing in agriculture, mining, early factories, and coal-burning trains. In the capital, metalworkers, glassblowers, leatherworkers, enchanters, and teachers share in the growth of the Orcish Renaissance.\n\nThe Shimmering Deep stands within the mountain country beside that transformation. Its associated power works connect the highlands to the illuminated public spaces of Boâl; the surrounding regional routes connect the capital to Gralthor and the frontier at Ragzul Urzok. Together, the lake, city, and southern grasslands show the variety of a Confederacy whose prosperity depends on more than any single trade.","heading":"A highland landmark in a changing Confederacy","visibility":"player"}],"summary":"Draz’Gul Gri’Sha, the Shimmering Deep, is a mountain lake in the @[Iron Tusk Confederacy|813910c4-07e0-4f31-a9a5-0ee4f7c781bd] on @[Kirth|2a875534-132f-4e11-b63d-ca1d86202aea]. It lies in the Shiltar Range north of @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e], within the mountainous country that surrounds the Confederacy’s capital.","title":"Draz’Gul Gri’Sha","type":"Geographic Location","visibility":"player"},{"body":"Water power and arcane infrastructure\nThe dam generates power for Boâl’s electrical system. From the works, power passes through copper lines reinforced with Dieritium Arcanum. Within the city, substations use Dieritium to store power. Generation, distribution, and storage are therefore distinct parts of the same network.\n\nDieritium’s role gives the system its particular character. Copper carries the network through the city, while the arcane substance reinforces the lines and enables the substations’ energy storage. The result is an early electrical infrastructure woven into the capital’s existing traditions of craft and magic.\n\nWhere the power goes\nThe network serves major political centers, the arena, and high-end shops. Its presence is especially visible in the places where government, public entertainment, and expensive commerce gather. Streets are illuminated by early electric or gas-style lamps.\n\nThe arena is more than a sports ground. Ironball and Skyhoop bring teams and spectators together there, while exhibitions, conventions, debates, ceremonies, and other gatherings give it a broad civic role. Supplying the arena places the electrical system within the capital’s public life, alongside its use in government buildings and elite shops.\n\nA city of engineering and craft\nBoâl’s surrounding mountains supply metals and gems, while its workshops produce metalwork, glass, leather goods, and enchanted items. Engineering is taught and practiced within this varied craft economy. Ironfire District concentrates forges, metalworking shops, and technical study; its Ironfire Technical School teaches metalworking and engineering.\n\nThe Tinker’s Workshop in Shadowglen works with mechanical and magical curiosities, while the city’s broader academies teach science, magic, diplomacy, and the arts. These institutions belong to the same culture of practical inquiry in which the capital’s electrical infrastructure operates. Their work sustains the city’s varied technical life.\n\nDifferent kinds of power\nThe Confederacy’s industrial development encompasses several technologies. Its early trains burn coal, and the steam-rail route from Boâl passes through @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7] toward Ragzul Urzok. Gralthor also has river-powered mills that process grain and other crops. Boâl’s electrical network is one part of this wider range of transport and productive work.\n\nThe capital also maintains a magical sanitation team responsible for waste disposal, water purification, and hygiene. That service is another part of the city’s infrastructure. Public cleanliness, transport, milling, and lighting all contribute to urban life through their own methods.\n\nAn achievement of the Orcish Renaissance\nUnder Grishara Bloodhammer, Boâl has developed into a center of culture, diplomacy, and innovation. Community, family, and strength remain important values, while academies and artisans give new expression to the Confederacy’s ambitions. The dam and its associated electrical system are a concrete part of that development.\n\nTheir significance lies in the complete working chain: water power near the capital, copper lines strengthened with an arcane substance, storage within the city, and a defined set of buildings and public spaces receiving the benefit. This is an established civic technology in an orcish and goblin city, supported by a society that values technical learning alongside art and trade.","category":"Places","id":"boal-hydroelectric-dam","illustration":{"alt":"The hydroelectric works near Boâl","caption":"The hydroelectric works near Boâl","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/dam-highland-works.avif","visibility":"player","width":1536},"links":["92710cbd-bdbe-478d-bcac-7ed22499690e","drazgul-grisha","fbc3ea9b-8391-4db1-9146-725f2cfe7ba7","notebook-3"],"raceRelated":[],"sections":[{"body":"The dam generates power for Boâl’s electrical system. From the works, power passes through copper lines reinforced with Dieritium Arcanum. Within the city, substations use Dieritium to store power. Generation, distribution, and storage are therefore distinct parts of the same network.\n\nDieritium’s role gives the system its particular character. Copper carries the network through the city, while the arcane substance reinforces the lines and enables the substations’ energy storage. The result is an early electrical infrastructure woven into the capital’s existing traditions of craft and magic.","heading":"Water power and arcane infrastructure","illustration":{"alt":"Power distribution in Boâl","caption":"Power distribution in Boâl","displayScale":"paired","height":1024,"layout":"landscape","src":"assets/worldbook/dam-distribution.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The network serves major political centers, the arena, and high-end shops. Its presence is especially visible in the places where government, public entertainment, and expensive commerce gather. Streets are illuminated by early electric or gas-style lamps.\n\nThe arena is more than a sports ground. Ironball and Skyhoop bring teams and spectators together there, while exhibitions, conventions, debates, ceremonies, and other gatherings give it a broad civic role. Supplying the arena places the electrical system within the capital’s public life, alongside its use in government buildings and elite shops.","heading":"Where the power goes","visibility":"player"},{"body":"Boâl’s surrounding mountains supply metals and gems, while its workshops produce metalwork, glass, leather goods, and enchanted items. Engineering is taught and practiced within this varied craft economy. Ironfire District concentrates forges, metalworking shops, and technical study; its Ironfire Technical School teaches metalworking and engineering.\n\nThe Tinker’s Workshop in Shadowglen works with mechanical and magical curiosities, while the city’s broader academies teach science, magic, diplomacy, and the arts. These institutions belong to the same culture of practical inquiry in which the capital’s electrical infrastructure operates. Their work sustains the city’s varied technical life.","heading":"A city of engineering and craft","illustration":{"alt":"Engineering craft in Boâl","caption":"Engineering craft in Boâl","displayScale":"paired","height":1024,"layout":"landscape","src":"assets/worldbook/dam-craft-workers.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The Confederacy’s industrial development encompasses several technologies. Its early trains burn coal, and the steam-rail route from Boâl passes through @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7] toward Ragzul Urzok. Gralthor also has river-powered mills that process grain and other crops. Boâl’s electrical network is one part of this wider range of transport and productive work.\n\nThe capital also maintains a magical sanitation team responsible for waste disposal, water purification, and hygiene. That service is another part of the city’s infrastructure. Public cleanliness, transport, milling, and lighting all contribute to urban life through their own methods.","heading":"Different kinds of power","visibility":"player"},{"body":"Under Grishara Bloodhammer, Boâl has developed into a center of culture, diplomacy, and innovation. Community, family, and strength remain important values, while academies and artisans give new expression to the Confederacy’s ambitions. The dam and its associated electrical system are a concrete part of that development.\n\nTheir significance lies in the complete working chain: water power near the capital, copper lines strengthened with an arcane substance, storage within the city, and a defined set of buildings and public spaces receiving the benefit. This is an established civic technology in an orcish and goblin city, supported by a society that values technical learning alongside art and trade.","heading":"An achievement of the Orcish Renaissance","visibility":"player"}],"summary":"The hydroelectric dam near @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e] supplies the capital of the Iron Tusk Confederacy with an early form of electricity. Associated with @[Draz’Gul Gri’Sha|drazgul-grisha], its power system combines copper distribution lines with the energy-carrying and storage uses of @[Dieritium Arcanum|notebook-3].","title":"Boâl Hydroelectric Dam","type":"Building / Landmark","visibility":"player"},{"body":"Balance, justice and law\nAstreon is a god of Balance, Justice and Law, counted among the Divine Host of the @[Dorn Pantheon|notebook-4]. His worship is broad, reaching beyond a single people or culture. The upright sword with scales on either side of its hilt is his emblem.\n\nHis most formidable religious institution is @[the Astreon Judicators|notebook-1], whose authority joins worship, judgment and enforcement. Within their doctrine, order is sacred and justice is its expression. Written law and divine judgment offer certainty where other people see disputed motives, competing claims or circumstances that call for compromise. The Judicators regard that certainty as an obligation: the faithful must bring law into effect, rather than merely honor it in prayer.\n\nThe sword and the scales\nAstreon’s symbol unites an upright sword with scales placed to either side of the hilt. The balance is part of the sword’s emblem, identifying the god whose concern encompasses both judgment and law.\n\nAstreon belongs to the Divine Host. @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d], the Prime of Good, Honor and Justice, bears his own emblem of an upright sword over a sun. Both faiths speak of justice, while each retains its own divine patron and religious identity.\n\nThe temple and the court\nAcross Lyasa, temples dedicated to Astreon also serve as courtrooms. Divine observance and the administration of justice occupy the same sacred institution. Riteskeepers preserve the divine law and perform holy rites; Judicators hear matters, deliver verdicts and carry out sentences.\n\nThis places the faith within the ordinary machinery of civic life. A temple is a place where a judgment can acquire both religious force and an enforcer. To appear before the order is to enter a court whose officers understand their duty as service to Astreon. Their sacred law shapes decisions with consequences beyond the altar, extending into the streets and the lives of the accused.\n\nHardin and the High Arbiter\nThe city-state of Hardin, on Lyasa, is the administrative and spiritual center of Judicator power. Its regulated design reflects the order’s devotion to discipline. The High Arbiter commands from stone-walled courts, presiding over an institution able to pass laws, interpret doctrine and dispatch agents across the continent.\n\nHardin concentrates powers that elsewhere might belong to separate civic and religious authorities. The same order guards the meaning of divine law and sends those charged with enforcing it. Its agents carry an authority rooted in the god’s will and directed from the High Arbiter’s seat.\n\nRanks, robes and armor\nThe High Arbiter commands the entire order. Judicators render verdicts and execute sentences. Riteskeepers safeguard divine law and conduct its holy observances. Initiates are disciplined through fire and doctrine as the next generation of lawbringers.\n\nMany senior members have the bearing and dress of judges. Many others are grim, armored enforcers with the presence of paladins, carrying the authority to judge into dangerous streets and distant lands. Robes and armor alike bear Astreon’s colors. The order’s judicial offices and martial strength are expressions of the same calling: a sentence must have someone willing and able to carry it out.\n\nThe Right of Balancing\nThe most feared of the order’s rituals is @[the Right of Balancing|notebook-18]. Through this divine invocation, the soul of an accused person is weighed beneath Astreon’s scrutiny. Lies wither and guilt is exposed through divine judgment rather than testimony.\n\nFor the Judicators, the invocation gives sacred judgment an immediacy beyond an argument over witnesses or evidence. Their authority rests upon the belief that Astreon himself can expose what an accused person would conceal. The rite stands at the heart of the order’s fearsome reputation.\n\nThe Pale Covenant, an excommunicated radical offshoot of the Judicators, is forbidden to invoke the Right of Balancing. Its exclusion draws a severe boundary within the religious tradition: descent from the order does not preserve permission to wield its most feared invocation.\n\nVaritas and the price of judgment\nNorthwest along the coast from Hardin lies Varitas, at the Mouth of Justice. This narrow strait opens from the sea into Hardin Bay. The old city prospered as a trading port, but piracy, street crime and corruption within its government drew the Judicators’ attention.\n\nThe order judged Varitas beyond redemption and burned the whole city. Innocents perished alongside criminals. The Judicators treated that destruction as a sacrifice required to restore divine order, imposing punishment upon the city as a whole.\n\nA new city of stone now houses the order’s sacred academies, training halls and doctrinal archives. Beyond its walls, the blackened ruins remain untouched. The place where the Judicators train and preserve their teachings stands beside the visible aftermath of their harshest judgment. Varitas gives lasting substance to both their promise to end corruption and the fear of what that promise may cost.\n\nTribunals beyond Lyasa\nJudicator detachments travel beyond Lyasa as roving tribunals. They enforce Astreon’s justice wherever they go, regardless of local laws or customs. Many communities grant them room to act rather than risk resisting their authority.\n\nTheir arrival therefore brings a claim upon the affairs of places outside Hardin’s own territory. A local ruler may be accustomed to controlling courts and punishment, yet find divine enforcers prepared to act according to a different mandate. The Judicators’ work abroad carries the same unyielding conviction that governs their home cities.\n\nRespect, fear and dissent\nThe Judicators are feared by many, respected by more and loved by few. Nobles rely upon their authority while resenting its intrusion. Criminals fear their approach; ordinary people may hope never to encounter one outside a court. Their reputation holds together two powerful images: defenders of civilized order and punishing tyrants clothed in divine authority.\n\nThe Gilded Thorn and Iron Veil are known to the order, though neither is a declared enemy. Their agents may still face trial or imprisonment when espionage, manipulation or secret dealings cross the Judicators’ understanding of the law.\n\nIn Amarin, @[the Crimson Fist|org-crimson-fist] gives voice to dissent against the Judicators. This rebellion group also fights @[the Ebon Rose|ebon-rose]. Its resistance is a distinct challenge to Judicator authority, arising outside the order’s own hierarchy and doctrine.","category":"Divine","id":"deity-astreon","identityIllustration":{"alt":"Astreon","caption":"Astreon","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-astreon-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Astreon","caption":"Astreon","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pantheon-astreon.avif","visibility":"player","width":1536},"links":["ebon-rose","efecd1c2-4f09-4bdc-9cdd-0506d275c44d","notebook-1","notebook-18","notebook-4","org-crimson-fist"],"raceRelated":[],"sections":[{"body":"Astreon is a god of Balance, Justice and Law, counted among the Divine Host of the @[Dorn Pantheon|notebook-4]. His worship is broad, reaching beyond a single people or culture. The upright sword with scales on either side of its hilt is his emblem.\n\nHis most formidable religious institution is @[the Astreon Judicators|notebook-1], whose authority joins worship, judgment and enforcement. Within their doctrine, order is sacred and justice is its expression. Written law and divine judgment offer certainty where other people see disputed motives, competing claims or circumstances that call for compromise. The Judicators regard that certainty as an obligation: the faithful must bring law into effect, rather than merely honor it in prayer.","heading":"Balance, justice and law","visibility":"player"},{"body":"Astreon’s symbol unites an upright sword with scales placed to either side of the hilt. The balance is part of the sword’s emblem, identifying the god whose concern encompasses both judgment and law.\n\nAstreon belongs to the Divine Host. @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d], the Prime of Good, Honor and Justice, bears his own emblem of an upright sword over a sun. Both faiths speak of justice, while each retains its own divine patron and religious identity.","heading":"The sword and the scales","visibility":"player"},{"body":"Across Lyasa, temples dedicated to Astreon also serve as courtrooms. Divine observance and the administration of justice occupy the same sacred institution. Riteskeepers preserve the divine law and perform holy rites; Judicators hear matters, deliver verdicts and carry out sentences.\n\nThis places the faith within the ordinary machinery of civic life. A temple is a place where a judgment can acquire both religious force and an enforcer. To appear before the order is to enter a court whose officers understand their duty as service to Astreon. Their sacred law shapes decisions with consequences beyond the altar, extending into the streets and the lives of the accused.","heading":"The temple and the court","visibility":"player"},{"body":"The city-state of Hardin, on Lyasa, is the administrative and spiritual center of Judicator power. Its regulated design reflects the order’s devotion to discipline. The High Arbiter commands from stone-walled courts, presiding over an institution able to pass laws, interpret doctrine and dispatch agents across the continent.\n\nHardin concentrates powers that elsewhere might belong to separate civic and religious authorities. The same order guards the meaning of divine law and sends those charged with enforcing it. Its agents carry an authority rooted in the god’s will and directed from the High Arbiter’s seat.","heading":"Hardin and the High Arbiter","visibility":"player"},{"body":"The High Arbiter commands the entire order. Judicators render verdicts and execute sentences. Riteskeepers safeguard divine law and conduct its holy observances. Initiates are disciplined through fire and doctrine as the next generation of lawbringers.\n\nMany senior members have the bearing and dress of judges. Many others are grim, armored enforcers with the presence of paladins, carrying the authority to judge into dangerous streets and distant lands. Robes and armor alike bear Astreon’s colors. The order’s judicial offices and martial strength are expressions of the same calling: a sentence must have someone willing and able to carry it out.","heading":"Ranks, robes and armor","illustration":{"alt":"Grim armored Judicators stand before the temple-court at Hardin while senior robed judges oversee proceedings.","caption":"Armored Judicators enforce the law at Hardin while senior judges preside above the temple steps.","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/judicators-armored-hardin.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The most feared of the order’s rituals is @[the Right of Balancing|notebook-18]. Through this divine invocation, the soul of an accused person is weighed beneath Astreon’s scrutiny. Lies wither and guilt is exposed through divine judgment rather than testimony.\n\nFor the Judicators, the invocation gives sacred judgment an immediacy beyond an argument over witnesses or evidence. Their authority rests upon the belief that Astreon himself can expose what an accused person would conceal. The rite stands at the heart of the order’s fearsome reputation.\n\nThe Pale Covenant, an excommunicated radical offshoot of the Judicators, is forbidden to invoke the Right of Balancing. Its exclusion draws a severe boundary within the religious tradition: descent from the order does not preserve permission to wield its most feared invocation.","heading":"The Right of Balancing","visibility":"player"},{"body":"Northwest along the coast from Hardin lies Varitas, at the Mouth of Justice. This narrow strait opens from the sea into Hardin Bay. The old city prospered as a trading port, but piracy, street crime and corruption within its government drew the Judicators’ attention.\n\nThe order judged Varitas beyond redemption and burned the whole city. Innocents perished alongside criminals. The Judicators treated that destruction as a sacrifice required to restore divine order, imposing punishment upon the city as a whole.\n\nA new city of stone now houses the order’s sacred academies, training halls and doctrinal archives. Beyond its walls, the blackened ruins remain untouched. The place where the Judicators train and preserve their teachings stands beside the visible aftermath of their harshest judgment. Varitas gives lasting substance to both their promise to end corruption and the fear of what that promise may cost.","heading":"Varitas and the price of judgment","visibility":"player"},{"body":"Judicator detachments travel beyond Lyasa as roving tribunals. They enforce Astreon’s justice wherever they go, regardless of local laws or customs. Many communities grant them room to act rather than risk resisting their authority.\n\nTheir arrival therefore brings a claim upon the affairs of places outside Hardin’s own territory. A local ruler may be accustomed to controlling courts and punishment, yet find divine enforcers prepared to act according to a different mandate. The Judicators’ work abroad carries the same unyielding conviction that governs their home cities.","heading":"Tribunals beyond Lyasa","illustration":{"alt":"Armored Astreon law-enforcers guard a roving tribunal beside a stone bridge, with a robed judge and clerk hearing testimony.","caption":"A roving tribunal carries Astreon’s law beyond Lyasa, accompanied by armored enforcers.","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/judicators-armored-road-tribunal.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Judicators are feared by many, respected by more and loved by few. Nobles rely upon their authority while resenting its intrusion. Criminals fear their approach; ordinary people may hope never to encounter one outside a court. Their reputation holds together two powerful images: defenders of civilized order and punishing tyrants clothed in divine authority.\n\nThe Gilded Thorn and Iron Veil are known to the order, though neither is a declared enemy. Their agents may still face trial or imprisonment when espionage, manipulation or secret dealings cross the Judicators’ understanding of the law.\n\nIn Amarin, @[the Crimson Fist|org-crimson-fist] gives voice to dissent against the Judicators. This rebellion group also fights @[the Ebon Rose|ebon-rose]. Its resistance is a distinct challenge to Judicator authority, arising outside the order’s own hierarchy and doctrine.","heading":"Respect, fear and dissent","visibility":"player"}],"structured":{"facts":[{"label":"Divine order","value":"Divine Host","visibility":"player"},{"label":"Domains","value":"Balance, Justice, Law","visibility":"player"},{"label":"Worship","value":"Broad worship","visibility":"player"},{"label":"Emblem","value":"An upright sword with scales on each side of the hilt","visibility":"player"}],"groups":[],"kind":"deity"},"summary":"Astreon is the god of Balance, Justice and Law, broadly worshipped across Dorn. His sword-and-scales emblem is bound to a formidable religious tradition in which temples become courts and the Judicators carry divine judgment into civic life.","title":"Astreon","type":"Deity","visibility":"player"},{"body":"A line already carrying promise\nThe First Freight Winter was the first cold season in which the railway between Boâl, Gralthor and Ragzul Urzok carried a dependable schedule of bulk goods. Earlier trains had carried passengers, trial loads and irregular consignments. The winter schedule made the line part of ordinary planning: a merchant could promise delivery, a garrison could reduce the reserves it kept on hand, and a farmer could sell to a buyer who had never visited the farm.\n\nThe gains were immediate. Heavy tools and fuel moved more cheaply. Boâl's workshops received provisions with greater regularity. Gralthor's growers reached larger markets, and the northern approach to the Ash no longer depended entirely on the pace of individual carts.\n\nThe week the bins emptied\nThe trouble began with success. Buyers purchased grain for distant delivery before local households had secured their winter supplies. Grain still stood in Gralthor's warehouses, but ownership had passed to merchants whose contracts required it elsewhere. Prices rose beside visibly full stores.\n\nA stoppage at the freight yard followed. Mill workers and household representatives refused to assist outgoing grain loads until the town's needs were counted. Railway crews resisted being made responsible for decisions they had not taken. No army was called into Gralthor, but guards were posted around the yard after a crowd broke the gate of a private storehouse.\n\nThe event became known as the week the bins emptied even though most of the grain never physically left. The name described what it meant to residents to see food near at hand and discover they no longer had a claim upon it.\n\nThe settlement\nThe town negotiated purchases of a local reserve before releasing the delayed consignments. Farmers were paid rather than ordered to surrender their crops. Merchants received revised loading dates, and railway crews were paid for the days they had been held idle. The compromise was expensive, but it avoided teaching producers that public need automatically nullified a sale.\n\nIn the seasons that followed, Gralthor separated a protected household reserve from ordinary commercial storage. Its established free allotment gained a more dependable supply behind it. The winter also strengthened the argument for relief spending along the treaty corridor: a closure at one end could create hunger and debt far beyond the closed stretch itself.\n\nPolitical consequences\nSlink Sharpwit's commercial allies accepted the reserve as the price of reliable trade. Agricultural representatives gained a stronger voice in transport planning. In Boâl, the council learned that infrastructure could redistribute power faster than the institutions meant to govern it.\n\nThe railway remained popular. The memory did not become a rejection of machinery. Instead, the First Freight Winter entered public teaching as the moment the Confederacy learned that faster movement of goods required clearer obligations toward the people who produced and depended on them.\n\nThe winter in public memory\nIn Gralthor, children encounter the event through two stories. One praises the households who demanded food. The other praises the people who kept the stopped trains intact so that service could resume. Adults still disagree over which deserves greater emphasis.\n\nA section of the old freight-yard gate hangs in the Farmers' Guild Hall. It bears no heroic figure, only the names of the town, the railway crews and the growers who supplied the reserve. The order of those names was argued over almost as fiercely as the original settlement.","category":"History","id":"hist-freight-winter","links":[],"raceRelated":[],"sections":[{"body":"The First Freight Winter was the first cold season in which the railway between Boâl, Gralthor and Ragzul Urzok carried a dependable schedule of bulk goods. Earlier trains had carried passengers, trial loads and irregular consignments. The winter schedule made the line part of ordinary planning: a merchant could promise delivery, a garrison could reduce the reserves it kept on hand, and a farmer could sell to a buyer who had never visited the farm.\n\nThe gains were immediate. Heavy tools and fuel moved more cheaply. Boâl's workshops received provisions with greater regularity. Gralthor's growers reached larger markets, and the northern approach to the Ash no longer depended entirely on the pace of individual carts.","heading":"A line already carrying promise","illustration":{"alt":"The first dependable winter freight","caption":"The first dependable winter freight","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/freight-winter-first-loads-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The trouble began with success. Buyers purchased grain for distant delivery before local households had secured their winter supplies. Grain still stood in Gralthor's warehouses, but ownership had passed to merchants whose contracts required it elsewhere. Prices rose beside visibly full stores.\n\nA stoppage at the freight yard followed. Mill workers and household representatives refused to assist outgoing grain loads until the town's needs were counted. Railway crews resisted being made responsible for decisions they had not taken. No army was called into Gralthor, but guards were posted around the yard after a crowd broke the gate of a private storehouse.\n\nThe event became known as the week the bins emptied even though most of the grain never physically left. The name described what it meant to residents to see food near at hand and discover they no longer had a claim upon it.","heading":"The week the bins emptied","illustration":{"alt":"Gralthor’s stopped grain consignments","caption":"Gralthor’s stopped grain consignments","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/freight-winter-stopped-grain-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The town negotiated purchases of a local reserve before releasing the delayed consignments. Farmers were paid rather than ordered to surrender their crops. Merchants received revised loading dates, and railway crews were paid for the days they had been held idle. The compromise was expensive, but it avoided teaching producers that public need automatically nullified a sale.\n\nIn the seasons that followed, Gralthor separated a protected household reserve from ordinary commercial storage. Its established free allotment gained a more dependable supply behind it. The winter also strengthened the argument for relief spending along the treaty corridor: a closure at one end could create hunger and debt far beyond the closed stretch itself.","heading":"The settlement","illustration":{"alt":"A paid local reserve and revised dates","caption":"A paid local reserve and revised dates","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/freight-winter-reserve-settlement-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Slink Sharpwit's commercial allies accepted the reserve as the price of reliable trade. Agricultural representatives gained a stronger voice in transport planning. In Boâl, the council learned that infrastructure could redistribute power faster than the institutions meant to govern it.\n\nThe railway remained popular. The memory did not become a rejection of machinery. Instead, the First Freight Winter entered public teaching as the moment the Confederacy learned that faster movement of goods required clearer obligations toward the people who produced and depended on them.","heading":"Political consequences","visibility":"player"},{"body":"In Gralthor, children encounter the event through two stories. One praises the households who demanded food. The other praises the people who kept the stopped trains intact so that service could resume. Adults still disagree over which deserves greater emphasis.\n\nA section of the old freight-yard gate hangs in the Farmers' Guild Hall. It bears no heroic figure, only the names of the town, the railway crews and the growers who supplied the reserve. The order of those names was argued over almost as fiercely as the original settlement.","heading":"The winter in public memory","illustration":{"alt":"The old freight-yard gate in the Guild Hall","caption":"The old freight-yard gate in the Guild Hall","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/freight-winter-gate-memory-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The first winter of dependable bulk rail service changed food prices, local authority and expectations of the state.","title":"The First Freight Winter","type":"Historical event","visibility":"player"},{"body":"A childhood among carriers\nVeska Marr was born into a family of wagon workers serving the settlements south of Gralthor. Her mother, Dorga, repaired harness and managed the household's contracts. Her father, Renn, drove freight and had a habit of promising arrival times that weather made impossible. Veska learned early that confidence and reliability were different qualities.\n\nShe spent part of each year with relatives in Gralthor while her parents traveled. This gave her a divided childhood: the settled rhythm of markets and shared meals on one side, the temporary companionship of carrier camps on the other. She became comfortable among strangers without assuming that friendliness meant trust.\n\nThe young escort\nVeska entered escort service because it offered wages independent of her family's contracts and a way to travel without waiting for permission. She was strong, attentive and quick to learn the habits of frightened animals. Her first commanders valued her willingness to take difficult positions near a convoy's rear, where a failing wheel or exhausted traveler could be missed by those watching the road ahead.\n\nHer early reputation included a rescue during a severe road accident. She helped free two trapped carriers while other guards secured the animals. The incident brought promotion and a public commendation. For several years she accepted the heroic version of the story, although one of the rescued men later told her that what he remembered most was a stranger keeping pressure on his wound while she worked.\n\nThe injury at the broken wagon\nThe injury to her left hand came during a later escort, when an overloaded wagon collapsed during a hurried movement. Veska caught a shifting load long enough for a younger guard to clear it and suffered permanent damage. The hand healed stiffly; she could still serve, but some techniques she had practiced since youth were no longer dependable.\n\nThe inquiry found several failures rather than a single act of malice. The load had passed inspection, the driver had concealed a damaged fitting and the escort had accepted a schedule with too little margin. Veska had also ignored an earlier complaint because the traveler making it was habitually difficult.\n\nRecovery changed her professional interests. She studied retrieval drills, inspection routines and the decisions that preceded emergencies. She remained capable of courage in a crisis but became increasingly impatient with organizations that used courage to compensate for preventable carelessness.\n\nMarriage and a permanent home\nVeska married Enna Reed, a human cook who had worked in carrier lodgings before moving to Ragzul Urzok. Enna had no romantic view of escort service; she had fed too many exhausted crews to confuse a uniform with competence. Their household became a place where younger guards could eat without being required to perform confidence.\n\nThey have no children of their own. Enna's widowed brother and his daughter lived with them for several years, and Veska remains closely involved in her niece's education. Family obligations have made her resistant to commanders who speak of service as though soldiers have no life beyond it.\n\nCommand at Ragzul\nVeska's appointment as Watch-Captain followed years of increasingly responsible escort work. She inherited a garrison with good individual fighters and uneven common procedures. Her first reforms emphasized retrieval, wagon failure and communication under pressure. Some veterans resented being made to practice tasks they considered beneath them. They changed their minds slowly, after seeing newer soldiers perform well without needing to imitate a veteran's instincts.\n\nShe works closely with Pell Sootreed, whose freight office can identify risks before the guard sees a convoy. Their disagreements usually concern acceptable delay. Pell knows that goods, wages and food can be lost through excessive caution; Veska knows how readily a commercial urgency is transferred onto the bodies of those sent to meet it.\n\nThe woman behind the office\nVeska is dryly funny, economical with praise and poor at receiving care. She favors simple meals because elaborate hospitality makes her feel obliged to remain longer than she wishes. Enna is one of the few people who can tell her to stop working without turning the request into an argument about duty.\n\nHer private expenditure on recovering the missing began with a former subordinate whose family could not pay a guide. It has continued in smaller cases, sometimes beyond what the household can comfortably afford. She regards this as a personal debt of command. Enna regards the impulse with affection and growing concern, because a good intention does not make their savings inexhaustible.","category":"People","id":"hist-veska","identityIllustration":{"alt":"Veska Marr","caption":"Veska Marr","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/veska-marr-watch-captain-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Veska Marr was born into a family of wagon workers serving the settlements south of Gralthor. Her mother, Dorga, repaired harness and managed the household's contracts. Her father, Renn, drove freight and had a habit of promising arrival times that weather made impossible. Veska learned early that confidence and reliability were different qualities.\n\nShe spent part of each year with relatives in Gralthor while her parents traveled. This gave her a divided childhood: the settled rhythm of markets and shared meals on one side, the temporary companionship of carrier camps on the other. She became comfortable among strangers without assuming that friendliness meant trust.","heading":"A childhood among carriers","visibility":"player"},{"body":"Veska entered escort service because it offered wages independent of her family's contracts and a way to travel without waiting for permission. She was strong, attentive and quick to learn the habits of frightened animals. Her first commanders valued her willingness to take difficult positions near a convoy's rear, where a failing wheel or exhausted traveler could be missed by those watching the road ahead.\n\nHer early reputation included a rescue during a severe road accident. She helped free two trapped carriers while other guards secured the animals. The incident brought promotion and a public commendation. For several years she accepted the heroic version of the story, although one of the rescued men later told her that what he remembered most was a stranger keeping pressure on his wound while she worked.","heading":"The young escort","illustration":{"alt":"Veska's early road rescue shows courage and the work around it","caption":"Veska's early road rescue shows courage and the work around it","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/veska-young-escort-retrieval-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The injury to her left hand came during a later escort, when an overloaded wagon collapsed during a hurried movement. Veska caught a shifting load long enough for a younger guard to clear it and suffered permanent damage. The hand healed stiffly; she could still serve, but some techniques she had practiced since youth were no longer dependable.\n\nThe inquiry found several failures rather than a single act of malice. The load had passed inspection, the driver had concealed a damaged fitting and the escort had accepted a schedule with too little margin. Veska had also ignored an earlier complaint because the traveler making it was habitually difficult.\n\nRecovery changed her professional interests. She studied retrieval drills, inspection routines and the decisions that preceded emergencies. She remained capable of courage in a crisis but became increasingly impatient with organizations that used courage to compensate for preventable carelessness.","heading":"The injury at the broken wagon","illustration":{"alt":"Recovery turns Veska toward the decisions before emergencies","caption":"Recovery turns Veska toward the decisions before emergencies","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/veska-broken-fitting-inquiry-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Veska married Enna Reed, a human cook who had worked in carrier lodgings before moving to Ragzul Urzok. Enna had no romantic view of escort service; she had fed too many exhausted crews to confuse a uniform with competence. Their household became a place where younger guards could eat without being required to perform confidence.\n\nThey have no children of their own. Enna's widowed brother and his daughter lived with them for several years, and Veska remains closely involved in her niece's education. Family obligations have made her resistant to commanders who speak of service as though soldiers have no life beyond it.","heading":"Marriage and a permanent home","illustration":{"alt":"Veska and Enna's household offers rest without performed confidence","caption":"Veska and Enna's household offers rest without performed confidence","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/veska-enna-household-table-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Veska's appointment as Watch-Captain followed years of increasingly responsible escort work. She inherited a garrison with good individual fighters and uneven common procedures. Her first reforms emphasized retrieval, wagon failure and communication under pressure. Some veterans resented being made to practice tasks they considered beneath them. They changed their minds slowly, after seeing newer soldiers perform well without needing to imitate a veteran's instincts.\n\nShe works closely with Pell Sootreed, whose freight office can identify risks before the guard sees a convoy. Their disagreements usually concern acceptable delay. Pell knows that goods, wages and food can be lost through excessive caution; Veska knows how readily a commercial urgency is transferred onto the bodies of those sent to meet it.","heading":"Command at Ragzul","illustration":{"alt":"Veska reforms retrieval and communication in the garrison","caption":"Veska reforms retrieval and communication in the garrison","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/veska-ragzul-retrieval-drill-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Veska is dryly funny, economical with praise and poor at receiving care. She favors simple meals because elaborate hospitality makes her feel obliged to remain longer than she wishes. Enna is one of the few people who can tell her to stop working without turning the request into an argument about duty.\n\nHer private expenditure on recovering the missing began with a former subordinate whose family could not pay a guide. It has continued in smaller cases, sometimes beyond what the household can comfortably afford. She regards this as a personal debt of command. Enna regards the impulse with affection and growing concern, because a good intention does not make their savings inexhaustible.","heading":"The woman behind the office","visibility":"player"}],"summary":"An orc officer whose career turned from celebrated escort work to the less visible discipline of bringing people home.","title":"Veska Marr","type":"Person","visibility":"player"},{"body":"The repairer's daughter\nSenna Reedbrace grew up in Driz’na, where her father repaired boats and her mother traded fish, cordage and household goods. Neither parent called their work engineering. Senna's education began with fitting materials together when the correct piece was unavailable and with learning why a cheap repair could become the most expensive choice a household made.\n\nShe showed little patience for tasks whose purpose was left unexplained. As a child she dismantled a borrowed winding mechanism and could not restore it before its owner arrived. Her father made her assist in replacing the lost day's work as well as repairing the object. She retained both lessons: curiosity was useful, and someone else should not automatically pay for it.\n\nThe years away\nA trading connection secured Senna a place in a Boâl workshop producing pumps and small mechanisms. The city gave her access to better tools and a language for principles she had already encountered in practice. It also exposed her to the difference between being praised for quick hands and being recognized as someone capable of designing the work.\n\nShe stayed long enough to become a skilled fitter, then left after a design she had substantially corrected was presented under her master's name. The disagreement did not end in a dramatic public vindication. Senna received the wages owed and returned to Driz’na with useful knowledge, several tools and a lasting suspicion of praise that did not include credit.\n\nA school assembled from failures\nBack in the basin, Senna began collecting failed mechanisms instead of throwing them away. She marked each with the fault, the repair and the conditions in which it had been used. Neighbors brought objects to her yard because an explanation was often included in the price.\n\nApprentices gathered gradually. Some were children of boatworkers; others had left formal instruction because their households needed wages. Senna arranged work so that useful learning and paid repairs could occur together. Students did not progress by age alone. A pupil who could make a sound joint but could not explain its limits was not allowed to certify another person's safety.\n\nThe workshop became known as the Basin School, although it retained the appearance of a busy repair yard. Lessons could be interrupted by a fishing household whose pump had failed or a carrier needing a wheel before departure. Senna treated these interruptions as part of the curriculum.\n\nRecognition and its terms\nGrishara's wider patronage of practical education eventually brought an assessor to Driz’na. The resulting grant paid for better measuring tools and a covered teaching space. Senna accepted it on the condition that local repair work remain part of instruction rather than an inconvenience to be removed.\n\nThe arrangement gave the school standing without making it a branch of a Boâl academy. Its students can seek further training in the capital, and visiting instructors exchange methods with Senna. She remains combative about attribution but has learned that institutional recognition can benefit pupils even when it arrives late for their teacher.\n\nThe school now\nThe Basin School is small, crowded and unusually open to adults who have worked for years without formal training. Fishers attend short sessions on maintaining their own equipment; experienced craftspeople come to understand a new fitting or compare methods. A pupil's first completed tool is stamped with their own mark beside the school's, making responsibility and credit visible together.\n\nSenna is proudest when a former student returns with a correction to something she taught. She is less gracious in the moment than in the story she later tells about it. Her friends know that she will argue for an hour and then quietly alter the teaching example before the next class.","category":"People","id":"hist-senna","identityIllustration":{"alt":"Senna Reedbrace","caption":"Senna Reedbrace","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/senna-reedbrace-repairer-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Senna Reedbrace grew up in Driz’na, where her father repaired boats and her mother traded fish, cordage and household goods. Neither parent called their work engineering. Senna's education began with fitting materials together when the correct piece was unavailable and with learning why a cheap repair could become the most expensive choice a household made.\n\nShe showed little patience for tasks whose purpose was left unexplained. As a child she dismantled a borrowed winding mechanism and could not restore it before its owner arrived. Her father made her assist in replacing the lost day's work as well as repairing the object. She retained both lessons: curiosity was useful, and someone else should not automatically pay for it.","heading":"The repairer's daughter","visibility":"player"},{"body":"A trading connection secured Senna a place in a Boâl workshop producing pumps and small mechanisms. The city gave her access to better tools and a language for principles she had already encountered in practice. It also exposed her to the difference between being praised for quick hands and being recognized as someone capable of designing the work.\n\nShe stayed long enough to become a skilled fitter, then left after a design she had substantially corrected was presented under her master's name. The disagreement did not end in a dramatic public vindication. Senna received the wages owed and returned to Driz’na with useful knowledge, several tools and a lasting suspicion of praise that did not include credit.","heading":"The years away","illustration":{"alt":"Senna carries tools and knowledge away from uncredited work","caption":"Senna carries tools and knowledge away from uncredited work","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/senna-leaves-uncredited-workshop-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Back in the basin, Senna began collecting failed mechanisms instead of throwing them away. She marked each with the fault, the repair and the conditions in which it had been used. Neighbors brought objects to her yard because an explanation was often included in the price.\n\nApprentices gathered gradually. Some were children of boatworkers; others had left formal instruction because their households needed wages. Senna arranged work so that useful learning and paid repairs could occur together. Students did not progress by age alone. A pupil who could make a sound joint but could not explain its limits was not allowed to certify another person's safety.\n\nThe workshop became known as the Basin School, although it retained the appearance of a busy repair yard. Lessons could be interrupted by a fishing household whose pump had failed or a carrier needing a wheel before departure. Senna treated these interruptions as part of the curriculum.","heading":"A school assembled from failures","illustration":{"alt":"Senna turns failed mechanisms and paid repairs into a school","caption":"Senna turns failed mechanisms and paid repairs into a school","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/senna-school-from-failed-mechanisms-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Grishara's wider patronage of practical education eventually brought an assessor to Driz’na. The resulting grant paid for better measuring tools and a covered teaching space. Senna accepted it on the condition that local repair work remain part of instruction rather than an inconvenience to be removed.\n\nThe arrangement gave the school standing without making it a branch of a Boâl academy. Its students can seek further training in the capital, and visiting instructors exchange methods with Senna. She remains combative about attribution but has learned that institutional recognition can benefit pupils even when it arrives late for their teacher.","heading":"Recognition and its terms","illustration":{"alt":"Senna accepts support without losing local repair work","caption":"Senna accepts support without losing local repair work","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/senna-recognition-on-local-terms-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Basin School is small, crowded and unusually open to adults who have worked for years without formal training. Fishers attend short sessions on maintaining their own equipment; experienced craftspeople come to understand a new fitting or compare methods. A pupil's first completed tool is stamped with their own mark beside the school's, making responsibility and credit visible together.\n\nSenna is proudest when a former student returns with a correction to something she taught. She is less gracious in the moment than in the story she later tells about it. Her friends know that she will argue for an hour and then quietly alter the teaching example before the next class.","heading":"The school now","illustration":{"alt":"A former pupil returns a useful correction to Senna's teaching","caption":"A former pupil returns a useful correction to Senna's teaching","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/senna-former-pupil-corrects-lesson-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A goblin repairer built a school from the work that wealthier institutions had learned to overlook.","title":"Senna Reedbrace","type":"Person","visibility":"player"},{"body":"A place made by arrivals\nNâz grew through the gathering of households that could not simply resume their lives after the wars. Its early community included laborers, soldiers' families, traders and craftspeople drawn toward the security and resources of the Shiltar country. Unlike a settlement dominated by one old lineage, it had to establish ways for strangers to become neighbors.\n\nThe first civic authorities were concerned with claims that overlapped: a household had cleared land another believed it had inherited, a trader occupied a building raised by a military crew, a widow sought recognition of a promise made to a husband who had not returned. Nâz developed a reputation for hearings in which testimony of work and residence mattered alongside ancestry.\n\nThis beginning remains part of the city's identity. Established families proudly recite the occupations of their founders, including trades that a more aristocratic city might omit from a pedigree.\n\nThe work below the mountains\nNâz's commerce depends on preparing and exchanging what the surrounding country produces. Ore is sorted and graded before moving onward. Tools, fittings, leather goods and provisions are purchased for workers who spend long periods away from the city. Workshops specialize in robust, repairable equipment rather than the ceremonial pieces for which richer patrons pay most generously.\n\nThe city has a substantial ceramics trade, supplying crucibles, storage vessels and heat-resistant fittings. The craft requires close cooperation between potters and metalworkers, and failures are remembered in both professions. A beautifully formed vessel that breaks in use is not excused by its appearance.\n\nThe eastern market receives merchants from across the Confederacy. Nishkan's trusted measures have become important to this trade, while Magol's yards help distribute goods that cannot profitably be held in expensive city storage. Nâz's prosperity therefore depends on smaller places whose names rarely appear on the most impressive invoices.\n\nThree working quarters\nThe Lower Market contains lodging courts, provision sellers and the offices of carriers. Its buildings change use frequently; a storehouse becomes a workshop, a workshop a lodging house. The quarter is crowded and commercially restless, with enough passing trade that an unfamiliar face attracts little notice.\n\nThe Kilnward holds the city's ceramics workshops and much of its fuel storage. Broad spaces between firing areas serve as drying yards and gathering places when work permits. Residents prize practical knowledge of materials and resent regulations written by people who have never watched a firing through the night.\n\nThe Upper Courts contain civic buildings, older household compounds and gardens maintained by families whose wealth now comes from rents as well as trade. Their residents present themselves as guardians of the city's founding fairness. People in the Lower Market ask why a city founded by newcomers has become so expensive for newcomers to inhabit.\n\nCivic standing\nNâz grants local standing through residence, a recognized trade or household, and the acceptance of civic duties. The process is more accessible than inherited membership alone, but it is not effortless. A person moving repeatedly for seasonal work may remain outside the formal community despite contributing to its economy for years.\n\nThe city council includes representatives of its working quarters and major trades. Its most durable political division is between those who want Nâz to remain a practical market city and those who want institutions capable of rivaling Boâl's cultural prestige. Public funds have recently gone toward a technical hall and a permanent archive of local judgments, a compromise intended to serve both ambitions.\n\nPresent character\nNâz is direct in its manners and attentive to competence. Clothing suitable for work carries no automatic stigma, although successful merchants can be as ostentatious as those anywhere else. Meals favor food that can be prepared in quantity for workers returning at different hours: stews, flatbreads, roasted roots and sharply seasoned preserved vegetables.\n\nThe city's strongest civic pride concerns the belief that a person can build a place here through useful work. Its hardest present question is whether that belief remains true for people arriving without capital, relatives or the time to wait for recognition.","category":"Places","id":"hist-naz","illustration":{"alt":"Nâz landscape","caption":"Nâz landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/naz-kilnward-mountain-market-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Nâz grew through the gathering of households that could not simply resume their lives after the wars. Its early community included laborers, soldiers' families, traders and craftspeople drawn toward the security and resources of the Shiltar country. Unlike a settlement dominated by one old lineage, it had to establish ways for strangers to become neighbors.\n\nThe first civic authorities were concerned with claims that overlapped: a household had cleared land another believed it had inherited, a trader occupied a building raised by a military crew, a widow sought recognition of a promise made to a husband who had not returned. Nâz developed a reputation for hearings in which testimony of work and residence mattered alongside ancestry.\n\nThis beginning remains part of the city's identity. Established families proudly recite the occupations of their founders, including trades that a more aristocratic city might omit from a pedigree.","heading":"A place made by arrivals","visibility":"player"},{"body":"Nâz's commerce depends on preparing and exchanging what the surrounding country produces. Ore is sorted and graded before moving onward. Tools, fittings, leather goods and provisions are purchased for workers who spend long periods away from the city. Workshops specialize in robust, repairable equipment rather than the ceremonial pieces for which richer patrons pay most generously.\n\nThe city has a substantial ceramics trade, supplying crucibles, storage vessels and heat-resistant fittings. The craft requires close cooperation between potters and metalworkers, and failures are remembered in both professions. A beautifully formed vessel that breaks in use is not excused by its appearance.\n\nThe eastern market receives merchants from across the Confederacy. Nishkan's trusted measures have become important to this trade, while Magol's yards help distribute goods that cannot profitably be held in expensive city storage. Nâz's prosperity therefore depends on smaller places whose names rarely appear on the most impressive invoices.","heading":"The work below the mountains","illustration":{"alt":"Nâz — The work below the mountains","caption":"Nâz — The work below the mountains","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/naz-crucible-potter-metalworker.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Lower Market contains lodging courts, provision sellers and the offices of carriers. Its buildings change use frequently; a storehouse becomes a workshop, a workshop a lodging house. The quarter is crowded and commercially restless, with enough passing trade that an unfamiliar face attracts little notice.\n\nThe Kilnward holds the city's ceramics workshops and much of its fuel storage. Broad spaces between firing areas serve as drying yards and gathering places when work permits. Residents prize practical knowledge of materials and resent regulations written by people who have never watched a firing through the night.\n\nThe Upper Courts contain civic buildings, older household compounds and gardens maintained by families whose wealth now comes from rents as well as trade. Their residents present themselves as guardians of the city's founding fairness. People in the Lower Market ask why a city founded by newcomers has become so expensive for newcomers to inhabit.","heading":"Three working quarters","visibility":"player"},{"body":"Nâz grants local standing through residence, a recognized trade or household, and the acceptance of civic duties. The process is more accessible than inherited membership alone, but it is not effortless. A person moving repeatedly for seasonal work may remain outside the formal community despite contributing to its economy for years.\n\nThe city council includes representatives of its working quarters and major trades. Its most durable political division is between those who want Nâz to remain a practical market city and those who want institutions capable of rivaling Boâl's cultural prestige. Public funds have recently gone toward a technical hall and a permanent archive of local judgments, a compromise intended to serve both ambitions.","heading":"Civic standing","illustration":{"alt":"Nâz — Civic standing","caption":"Nâz — Civic standing","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/naz-civic-residence-hearing.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Nâz is direct in its manners and attentive to competence. Clothing suitable for work carries no automatic stigma, although successful merchants can be as ostentatious as those anywhere else. Meals favor food that can be prepared in quantity for workers returning at different hours: stews, flatbreads, roasted roots and sharply seasoned preserved vegetables.\n\nThe city's strongest civic pride concerns the belief that a person can build a place here through useful work. Its hardest present question is whether that belief remains true for people arriving without capital, relatives or the time to wait for recognition.","heading":"Present character","illustration":{"alt":"Nâz — Present character","caption":"Nâz — Present character","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/naz-workers-stews-flatbreads.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A city shaped by resettlement, mineral commerce and the meeting of mountain work with the wider Confederate market.","title":"Nâz","type":"Settlement","visibility":"player"},{"body":"The town before the fire\nMagol's early storage yards were separate enterprises crowded together by the same convenient route. Each keeper rented space, hired workers and arranged protection independently. Customers chose according to price and personal trust. Fire lanes existed where owners happened to leave room, and a prosperous season encouraged everyone to fill whatever space remained.\n\nThe Long Yards fire began in a repair shed during a period of heavy storage. It spread through packing material and closely stacked timber before enough people could move the nearby goods. Wind carried burning fragments across a lane thought wide enough to serve as a break. By morning, several businesses had been destroyed and workers' lodgings damaged.\n\nThe losses\nFive residents died, including two laborers who returned to free animals from a threatened enclosure. Many more lost wages, tools or possessions. Merchants from outside Magol arrived expecting to recover goods that had already been sold onward on paper. Some keepers had insufficient money to compensate them; others disputed whether they had ever accepted responsibility beyond renting a patch of ground.\n\nThe confusion harmed surviving businesses as well as ruined ones. Carriers began avoiding Magol because a cheap yard could no longer be trusted to provide a recoverable claim. Households that had escaped the fire found themselves losing work because of it.\n\nRebuilding the trade\nThe settlement's yardkeepers agreed to a common compensation fund and minimum storage practices. Contributions were tied to the business held rather than a flat payment, so a large keeper could not leave smaller competitors paying an equal share of unequal risk. The fund did not restore every loss. It established that goods formally accepted into care carried obligations beyond the rent already collected.\n\nReconstruction widened lanes and separated sleeping rooms from the most hazardous stores. Common water reserves were established, and workers gained the right to report dangerous stacking without going through the person who had ordered it. These changes cost space and profit. They also made Magol's trade viable again.\n\nPeople remembered\nThe dead are commemorated on a low stone beside the rebuilt yards. Families chose it in preference to a grand arch proposed by a visiting merchant. The stone gives names and occupations, including the two laborers whose employers had initially described them only as hired hands.\n\nThe town's shared ovens acquired particular importance during reconstruction, when many households had nowhere safe to cook. The practice survived after private kitchens were rebuilt because it reduced fuel costs and preserved relationships formed during the emergency.\n\nThe present settlement\nJorren Clayjaw inherited the common account from the tallyman who first administered the rebuilt trade. His slow, public checking of claims reflects the memory of losses once made worse by uncertain ownership and hurried promises. The yard bond is now one of Magol's principal commercial advantages.\n\nThe fire is not remembered as a miraculous purification of a dishonest town. Several people behaved generously before it, and several exploited others afterward. Its lasting effect was institutional: Magol made responsibility more explicit because goodwill alone had proved insufficient when losses became too large for one household to bear.","category":"History","id":"hist-magol-fire","links":[],"raceRelated":[],"sections":[{"body":"Magol's early storage yards were separate enterprises crowded together by the same convenient route. Each keeper rented space, hired workers and arranged protection independently. Customers chose according to price and personal trust. Fire lanes existed where owners happened to leave room, and a prosperous season encouraged everyone to fill whatever space remained.\n\nThe Long Yards fire began in a repair shed during a period of heavy storage. It spread through packing material and closely stacked timber before enough people could move the nearby goods. Wind carried burning fragments across a lane thought wide enough to serve as a break. By morning, several businesses had been destroyed and workers' lodgings damaged.","heading":"The town before the fire","illustration":{"alt":"Fire crossing Magol’s crowded storage lanes","caption":"Fire crossing Magol’s crowded storage lanes","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/magol-long-yards-burning-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Five residents died, including two laborers who returned to free animals from a threatened enclosure. Many more lost wages, tools or possessions. Merchants from outside Magol arrived expecting to recover goods that had already been sold onward on paper. Some keepers had insufficient money to compensate them; others disputed whether they had ever accepted responsibility beyond renting a patch of ground.\n\nThe confusion harmed surviving businesses as well as ruined ones. Carriers began avoiding Magol because a cheap yard could no longer be trusted to provide a recoverable claim. Households that had escaped the fire found themselves losing work because of it.","heading":"The losses","illustration":{"alt":"The Long Yards after the fire","caption":"The Long Yards after the fire","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/magol-losses-at-dawn-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The settlement's yardkeepers agreed to a common compensation fund and minimum storage practices. Contributions were tied to the business held rather than a flat payment, so a large keeper could not leave smaller competitors paying an equal share of unequal risk. The fund did not restore every loss. It established that goods formally accepted into care carried obligations beyond the rent already collected.\n\nReconstruction widened lanes and separated sleeping rooms from the most hazardous stores. Common water reserves were established, and workers gained the right to report dangerous stacking without going through the person who had ordered it. These changes cost space and profit. They also made Magol's trade viable again.","heading":"Rebuilding the trade","illustration":{"alt":"Wider lanes and a common water reserve","caption":"Wider lanes and a common water reserve","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/magol-common-water-rebuilding-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The dead are commemorated on a low stone beside the rebuilt yards. Families chose it in preference to a grand arch proposed by a visiting merchant. The stone gives names and occupations, including the two laborers whose employers had initially described them only as hired hands.\n\nThe town's shared ovens acquired particular importance during reconstruction, when many households had nowhere safe to cook. The practice survived after private kitchens were rebuilt because it reduced fuel costs and preserved relationships formed during the emergency.","heading":"People remembered","illustration":{"alt":"A low memorial stone beside shared ovens","caption":"A low memorial stone beside shared ovens","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/magol-low-stone-and-ovens-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Jorren Clayjaw inherited the common account from the tallyman who first administered the rebuilt trade. His slow, public checking of claims reflects the memory of losses once made worse by uncertain ownership and hurried promises. The yard bond is now one of Magol's principal commercial advantages.\n\nThe fire is not remembered as a miraculous purification of a dishonest town. Several people behaved generously before it, and several exploited others afterward. Its lasting effect was institutional: Magol made responsibility more explicit because goodwill alone had proved insufficient when losses became too large for one household to bear.","heading":"The present settlement","visibility":"player"}],"summary":"A destructive fire made Magol responsible for the goods in its care and changed the ownership of its storage trade.","title":"The Burning of the Long Yards","type":"Historical event","visibility":"player"},{"body":"A company without one great owner\nThe Reedwater Company began as an agreement among boat households and overland carriers serving the lake settlements. Potters wanted fewer broken goods, woodworkers wanted reliable handling of shaped pieces, and carriers wanted payment terms that did not leave them bearing every loss. The company joined these interests without purchasing all the boats and wagons involved.\n\nMembers retained their own equipment and households. They contributed to shared storage, repair facilities and compensation reserves, and accepted common practices for packing, recording and transferring loads. The association's value lay in making a journey involving several carriers feel like one dependable service to the customer.\n\nThe Bune agreement\nThe decisive early agreement was negotiated with Bune's pottery workshops. Makers accepted responsibility for vessels inadequately prepared or packed before collection; carriers accepted responsibility for mishandling after receipt. Damage was inspected jointly whenever possible. The arrangement did not eliminate quarrels, but it made them specific enough to settle.\n\nBune's reedworkers benefited because good packing became part of a recognized service rather than an expense cut first when prices fell. The company began purchasing mats, bindings and protective frames in regular quantities, giving smaller households a more predictable income.\n\nKilan and Draton\nKilan supplied shaped wooden goods and repair skill. Draton supplied larger quantities of raw and worked lumber. These were different trades, requiring different handling and serving different buyers. The Reedwater Company grew by understanding the distinction rather than treating every piece of wood as interchangeable freight.\n\nDraton's participation increased the scale of the company's business and its exposure to powerful purchasers. Georgetown merchants could offer large contracts in exchange for priority. Members argued over whether accepting them would leave smaller local customers waiting behind goods that were more profitable but less necessary to their communities.\n\nGovernance and membership\nThe company is governed by delegates of its member households, with voting weight limited so that the wealthiest carrier cannot turn equipment ownership directly into unrestricted control. Delegates are expected to account publicly for their own household's dealings with the company. The rules arose after an early officer routed desirable work toward relatives while distributing difficult loads more widely.\n\nMembership requires a contribution of equipment, skilled labor or capital and a period of demonstrated work. This leaves some seasonal workers outside the association's benefits even when they are essential during busy periods. The company has begun admitting organized groups of workers as members, a change supported by younger delegates and resisted by households that remember paying the original costs.\n\nThe company today\nReedwater markings appear on storage doors, packing frames and invoices rather than on one uniform fleet. Customers trust the name because a complaint can follow a load through several hands without disappearing at the first transfer.\n\nThe association is neither a charitable body nor a criminal guild. It is a commercial institution whose members have learned that reliability can be more valuable than winning every individual bargain. Its present influence comes from the ordinary fact that many households cannot reach their best market without it.","category":"Factions","factionGroup":"Companies & trade associations","id":"hist-reedwater","illustration":{"alt":"Reedwater’s shared carriage","caption":"Reedwater’s shared carriage","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/reedwater-multi-carrier-transfer.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Reedwater Company began as an agreement among boat households and overland carriers serving the lake settlements. Potters wanted fewer broken goods, woodworkers wanted reliable handling of shaped pieces, and carriers wanted payment terms that did not leave them bearing every loss. The company joined these interests without purchasing all the boats and wagons involved.\n\nMembers retained their own equipment and households. They contributed to shared storage, repair facilities and compensation reserves, and accepted common practices for packing, recording and transferring loads. The association's value lay in making a journey involving several carriers feel like one dependable service to the customer.","heading":"A company without one great owner","visibility":"player"},{"body":"The decisive early agreement was negotiated with Bune's pottery workshops. Makers accepted responsibility for vessels inadequately prepared or packed before collection; carriers accepted responsibility for mishandling after receipt. Damage was inspected jointly whenever possible. The arrangement did not eliminate quarrels, but it made them specific enough to settle.\n\nBune's reedworkers benefited because good packing became part of a recognized service rather than an expense cut first when prices fell. The company began purchasing mats, bindings and protective frames in regular quantities, giving smaller households a more predictable income.","heading":"The Bune agreement","illustration":{"alt":"Joint inspection of pottery freight","caption":"Joint inspection of pottery freight","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/reedwater-joint-damage-inspection.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Kilan supplied shaped wooden goods and repair skill. Draton supplied larger quantities of raw and worked lumber. These were different trades, requiring different handling and serving different buyers. The Reedwater Company grew by understanding the distinction rather than treating every piece of wood as interchangeable freight.\n\nDraton's participation increased the scale of the company's business and its exposure to powerful purchasers. Georgetown merchants could offer large contracts in exchange for priority. Members argued over whether accepting them would leave smaller local customers waiting behind goods that were more profitable but less necessary to their communities.","heading":"Kilan and Draton","illustration":{"alt":"Shaped goods and timber freight","caption":"Shaped goods and timber freight","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/reedwater-shaped-and-raw-timber.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The company is governed by delegates of its member households, with voting weight limited so that the wealthiest carrier cannot turn equipment ownership directly into unrestricted control. Delegates are expected to account publicly for their own household's dealings with the company. The rules arose after an early officer routed desirable work toward relatives while distributing difficult loads more widely.\n\nMembership requires a contribution of equipment, skilled labor or capital and a period of demonstrated work. This leaves some seasonal workers outside the association's benefits even when they are essential during busy periods. The company has begun admitting organized groups of workers as members, a change supported by younger delegates and resisted by households that remember paying the original costs.","heading":"Governance and membership","illustration":{"alt":"Household delegates at work","caption":"Household delegates at work","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/reedwater-household-delegates.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Reedwater markings appear on storage doors, packing frames and invoices rather than on one uniform fleet. Customers trust the name because a complaint can follow a load through several hands without disappearing at the first transfer.\n\nThe association is neither a charitable body nor a criminal guild. It is a commercial institution whose members have learned that reliability can be more valuable than winning every individual bargain. Its present influence comes from the ordinary fact that many households cannot reach their best market without it.","heading":"The company today","visibility":"player"}],"summary":"A carrier association built to move fragile and awkward goods became an economic link among Bune, Kilan, Draton and Georgetown.","title":"The Reedwater Company","type":"Organization","visibility":"player"},{"body":"A boundary that moved beneath its names\nThe contention between Hythiran authorities and Fastenbard concerns a valuable mithril mine near a border affected by a changing river course. Each side can point to descriptions that once seemed clear and now support incompatible claims. The metal's value has made a technical uncertainty into a recurring political conflict.\n\nMinor skirmishes under Elrohan Valara's rule worsened the atmosphere in which a settlement had to be negotiated. Workers and merchants bore consequences before either government admitted that ordinary business had become part of the confrontation.\n\nThe decision to measure together\nThe River Survey followed a period in which separate maps had made negotiations less productive rather than more precise. Arianne Valara helped secure agreement that surveyors from both sides would observe the same ground and retain copies of the same measurements. The agreement did not require either government to concede sovereignty.\n\nFastenbard's delegation was led by Dolren Silverbind, a surveyor whose professional reputation rested on work in difficult mountain conditions. The Hythiran party included river workers familiar with seasonal changes as well as officials trained to record boundaries. Their first disagreement concerned which observations belonged in the final record. Dolren insisted that the testimony of people who worked the river should be preserved even when it could not be reduced to a single line on a map.\n\nThe shared record\nThe survey established that the river had changed substantially enough to make reliance on a simple present-day bank misleading. It also recorded old workings, access paths and places where seasonal conditions affected movement. These findings narrowed some factual disputes while making the legal question more explicit: did ownership follow an older boundary, a current channel or a different understanding of the original agreement?\n\nThe final record contained points of agreement and separately signed statements of interpretation. Neither side was permitted to circulate an extract as though the other had accepted conclusions it had expressly disputed. Copies were deposited with both authorities.\n\nWhat the survey changed\nThe immediate result was a limited working arrangement for access, warnings and the treatment of civilian crews. It reduced accidental confrontations and gave local officers something more precise than general instructions to defend their side's claim. The mine's ultimate status remained disputed.\n\nArianne's standing improved among people who valued progress short of a grand settlement. Elrohan accepted the practical arrangement while refusing to treat it as evidence that his wider distrust was misplaced. In Fastenbard, some praised Dolren for preserving the city's claims; others complained that shared procedure had lent legitimacy to Hythiran obstruction.\n\nThe present border\nThe survey is still used, consulted and argued over. Its importance lies in making disagreement more specific and limiting what can honestly be claimed about the other side's position. It has not removed the incentive to control a valuable resource.\n\nFamilies working in the region have become accustomed to distinguishing a quiet period from a settled peace. Trade continues, sometimes through intermediaries who can maintain relationships neither leadership wishes to celebrate. The dispute remains part of current politics, but it no longer consists solely of rival assertions unsupported by a shared view of the ground.","category":"History","id":"hist-river-survey","links":[],"raceRelated":[],"sections":[{"body":"The contention between Hythiran authorities and Fastenbard concerns a valuable mithril mine near a border affected by a changing river course. Each side can point to descriptions that once seemed clear and now support incompatible claims. The metal's value has made a technical uncertainty into a recurring political conflict.\n\nMinor skirmishes under Elrohan Valara's rule worsened the atmosphere in which a settlement had to be negotiated. Workers and merchants bore consequences before either government admitted that ordinary business had become part of the confrontation.","heading":"A boundary that moved beneath its names","illustration":{"alt":"The changed river and disputed mithril country","caption":"The changed river and disputed mithril country","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/river-survey-shifting-banks-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The River Survey followed a period in which separate maps had made negotiations less productive rather than more precise. Arianne Valara helped secure agreement that surveyors from both sides would observe the same ground and retain copies of the same measurements. The agreement did not require either government to concede sovereignty.\n\nFastenbard's delegation was led by Dolren Silverbind, a surveyor whose professional reputation rested on work in difficult mountain conditions. The Hythiran party included river workers familiar with seasonal changes as well as officials trained to record boundaries. Their first disagreement concerned which observations belonged in the final record. Dolren insisted that the testimony of people who worked the river should be preserved even when it could not be reduced to a single line on a map.","heading":"The decision to measure together","illustration":{"alt":"A joint crew measuring the same river bank","caption":"A joint crew measuring the same river bank","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/river-survey-common-measure-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The survey established that the river had changed substantially enough to make reliance on a simple present-day bank misleading. It also recorded old workings, access paths and places where seasonal conditions affected movement. These findings narrowed some factual disputes while making the legal question more explicit: did ownership follow an older boundary, a current channel or a different understanding of the original agreement?\n\nThe final record contained points of agreement and separately signed statements of interpretation. Neither side was permitted to circulate an extract as though the other had accepted conclusions it had expressly disputed. Copies were deposited with both authorities.","heading":"The shared record","illustration":{"alt":"Copies of a common survey and separate interpretations","caption":"Copies of a common survey and separate interpretations","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/river-survey-paired-records-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The immediate result was a limited working arrangement for access, warnings and the treatment of civilian crews. It reduced accidental confrontations and gave local officers something more precise than general instructions to defend their side's claim. The mine's ultimate status remained disputed.\n\nArianne's standing improved among people who valued progress short of a grand settlement. Elrohan accepted the practical arrangement while refusing to treat it as evidence that his wider distrust was misplaced. In Fastenbard, some praised Dolren for preserving the city's claims; others complained that shared procedure had lent legitimacy to Hythiran obstruction.","heading":"What the survey changed","visibility":"player"},{"body":"The survey is still used, consulted and argued over. Its importance lies in making disagreement more specific and limiting what can honestly be claimed about the other side's position. It has not removed the incentive to control a valuable resource.\n\nFamilies working in the region have become accustomed to distinguishing a quiet period from a settled peace. Trade continues, sometimes through intermediaries who can maintain relationships neither leadership wishes to celebrate. The dispute remains part of current politics, but it no longer consists solely of rival assertions unsupported by a shared view of the ground.","heading":"The present border","illustration":{"alt":"Trade continuing along an unsettled working border","caption":"Trade continuing along an unsettled working border","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/river-survey-working-border-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A joint survey established facts about the disputed mithril country without ending the political disagreement over who should control it.","title":"The River Survey and the Unsettled Border","type":"Historical event","visibility":"player"},{"body":"Between two households\nMara Venn was raised in Aerilon by a human mother who kept accounts for river carriers and an elven father who worked as a copyist. Their household received people with different languages, levels of literacy and expectations of what an agreement meant. Mara learned that understanding words was only part of understanding a speaker.\n\nHer mother's work taught her to respect practical detail. Her father's taught her the value and danger of a carefully preserved text. A document could protect someone who had less power, but it could also preserve an unfairness so neatly that later readers mistook clarity for justice.\n\nLearning the profession\nMara began as an assistant translating routine commercial conversations. She was paid less than established interpreters and was expected to make delays disappear rather than explain their cause. During one early negotiation she softened a carrier's refusal into a statement that sounded like conditional agreement. The resulting dispute cost the carrier work and damaged her own reputation.\n\nShe corrected the record and repaid part of her fee, a decision that made some employers regard her as troublesome. It also brought her work from people who valued an interpreter willing to distinguish what had been said from what a client wanted heard.\n\nMara subsequently studied provincial legal forms and the specialized vocabulary of shipping, storage and labor. She did not become a magistrate. Her expertise lay in recognizing when participants were speaking as though they understood the same obligation while attaching different consequences to it.\n\nThe harbor testimony\nHer standing grew after she interpreted testimony in a dispute involving a foreign crew, an Aerilon merchant and damaged cargo. The merchant's account was coherent and supported by documents. The crew's account appeared contradictory until Mara recognized that several speakers were describing different stages of the same transfer.\n\nThe judgment apportioned responsibility rather than assigning the entire loss to one side. Mara received no dramatic public honor, but captains and clerks began requesting her by name. She acquired the kind of reputation that is repeated privately before an important meeting.\n\nWork with the provincial household\nArianne Valara first employed Mara during meetings with visitors whose commercial grievance had become entangled with provincial politics. Their working relationship developed through a shared dislike of agreements made to sound more complete than they were.\n\nMara respects Arianne's patience and understands the limits imposed by her family position. Arianne values Mara's willingness to say that a phrase cannot honestly be made more convenient. Neither relationship makes Mara a permanent servant of the Regent's household. She continues to work for carriers, merchants and other clients, preserving enough independence to decline an assignment.\n\nTeaching and livelihood\nMara trains a small number of younger interpreters, charging those who can pay and arranging practical work for those who cannot. Instruction includes memory, specialized vocabulary and the discipline of acknowledging uncertainty before it becomes another person's obligation.\n\nHer most advanced former pupil, Nellis Oran, accepted well-paid private employment with a merchant house. Mara was hurt by the departure and initially treated it as a rejection of her values. She later apologized. Nellis's household needed the income, and integrity was easier to praise when someone else was paying for food.\n\nThey remain in correspondence. Nellis supplies examples of difficult commercial language, stripped of clients' identities, for use in teaching. Mara has learned to value a former student's separate life rather than measuring success by continued dependence on her.\n\nPresent life\nMara maintains modest rooms near the working harbor and keeps her best clothes ready for meetings in which appearance affects whether anyone listens. She dislikes ceremonial conversation but enjoys the theatrical energy of a busy kitchen. Friends describe her as warm when she is off duty and almost painfully exact when she is not.\n\nHer ambition is to establish a training practice that can survive her absence. She has spent enough years making other people's meanings clear to recognize how easily a profession becomes dependent on the memory and goodwill of a few overworked individuals.","category":"People","id":"hist-mara","identityIllustration":{"alt":"Mara Venn","caption":"Mara Venn","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/mara-venn-interpreter-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Mara Venn was raised in Aerilon by a human mother who kept accounts for river carriers and an elven father who worked as a copyist. Their household received people with different languages, levels of literacy and expectations of what an agreement meant. Mara learned that understanding words was only part of understanding a speaker.\n\nHer mother's work taught her to respect practical detail. Her father's taught her the value and danger of a carefully preserved text. A document could protect someone who had less power, but it could also preserve an unfairness so neatly that later readers mistook clarity for justice.","heading":"Between two households","visibility":"player"},{"body":"Mara began as an assistant translating routine commercial conversations. She was paid less than established interpreters and was expected to make delays disappear rather than explain their cause. During one early negotiation she softened a carrier's refusal into a statement that sounded like conditional agreement. The resulting dispute cost the carrier work and damaged her own reputation.\n\nShe corrected the record and repaid part of her fee, a decision that made some employers regard her as troublesome. It also brought her work from people who valued an interpreter willing to distinguish what had been said from what a client wanted heard.\n\nMara subsequently studied provincial legal forms and the specialized vocabulary of shipping, storage and labor. She did not become a magistrate. Her expertise lay in recognizing when participants were speaking as though they understood the same obligation while attaching different consequences to it.","heading":"Learning the profession","illustration":{"alt":"Mara corrects a convenient mistranslation and repays part of her fee","caption":"Mara corrects a convenient mistranslation and repays part of her fee","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/mara-corrects-the-record-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Her standing grew after she interpreted testimony in a dispute involving a foreign crew, an Aerilon merchant and damaged cargo. The merchant's account was coherent and supported by documents. The crew's account appeared contradictory until Mara recognized that several speakers were describing different stages of the same transfer.\n\nThe judgment apportioned responsibility rather than assigning the entire loss to one side. Mara received no dramatic public honor, but captains and clerks began requesting her by name. She acquired the kind of reputation that is repeated privately before an important meeting.","heading":"The harbor testimony","illustration":{"alt":"Mara hears different stages of the same cargo transfer","caption":"Mara hears different stages of the same cargo transfer","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/mara-harbor-transfer-testimony-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Arianne Valara first employed Mara during meetings with visitors whose commercial grievance had become entangled with provincial politics. Their working relationship developed through a shared dislike of agreements made to sound more complete than they were.\n\nMara respects Arianne's patience and understands the limits imposed by her family position. Arianne values Mara's willingness to say that a phrase cannot honestly be made more convenient. Neither relationship makes Mara a permanent servant of the Regent's household. She continues to work for carriers, merchants and other clients, preserving enough independence to decline an assignment.","heading":"Work with the provincial household","visibility":"player"},{"body":"Mara trains a small number of younger interpreters, charging those who can pay and arranging practical work for those who cannot. Instruction includes memory, specialized vocabulary and the discipline of acknowledging uncertainty before it becomes another person's obligation.\n\nHer most advanced former pupil, Nellis Oran, accepted well-paid private employment with a merchant house. Mara was hurt by the departure and initially treated it as a rejection of her values. She later apologized. Nellis's household needed the income, and integrity was easier to praise when someone else was paying for food.\n\nThey remain in correspondence. Nellis supplies examples of difficult commercial language, stripped of clients' identities, for use in teaching. Mara has learned to value a former student's separate life rather than measuring success by continued dependence on her.","heading":"Teaching and livelihood","illustration":{"alt":"Mara teaches interpreters to acknowledge uncertainty before obligation","caption":"Mara teaches interpreters to acknowledge uncertainty before obligation","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/mara-teaches-acknowledging-uncertainty-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Mara maintains modest rooms near the working harbor and keeps her best clothes ready for meetings in which appearance affects whether anyone listens. She dislikes ceremonial conversation but enjoys the theatrical energy of a busy kitchen. Friends describe her as warm when she is off duty and almost painfully exact when she is not.\n\nHer ambition is to establish a training practice that can survive her absence. She has spent enough years making other people's meanings clear to recognize how easily a profession becomes dependent on the memory and goodwill of a few overworked individuals.","heading":"Present life","illustration":{"alt":"Off duty, Mara enjoys the energy of a busy kitchen","caption":"Off duty, Mara enjoys the energy of a busy kitchen","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/mara-off-duty-kitchen-warmth-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"An interpreter’s life reveals the people who keep provincial and maritime society intelligible to one another.","title":"Mara Venn","type":"Person","visibility":"player"},{"body":"The first permanent shore houses\nShallows grew from seasonal fishing places into a permanent settlement when several boat households began leaving family members ashore through the colder months. Stores, repair shelters and reliable cooking spaces made it possible to remain without depending on a larger port for every necessity.\n\nThe early households were joined by sailors who no longer wanted distant voyages, laborers leaving bad employers and people whose prospects elsewhere had narrowed through debt or disgrace. Some brought tools and savings. Others brought little beyond a willingness to work. The settlement's reputation for accommodating imperfect histories developed from these arrivals rather than from a formal declaration of sanctuary.\n\nThe taking of a second name\nA newcomer could be known by the name they offered, even when neighbors suspected it was not the one used elsewhere. This custom served people escaping humiliation or coercion, but it also attracted those hoping to escape responsibility. Shallows learned to distinguish privacy from a claim to unquestioned trust.\n\nCrew membership became the practical test. A person might earn meals through casual labor before being entrusted with equipment, wages or another person's safety at sea. Repeated reliability created standing. A useful skill could open a door, but it did not require everyone to ignore dangerous conduct.\n\nOver time, chosen surnames became part of the town's ordinary genealogy. Children inherited names that had begun as a refusal to explain an earlier life. Residents now carry them without assuming that an ancestor's silence was either noble or shameful.\n\nThe broken charter\nOne of the settlement's defining disputes involved a fishing employer who claimed exclusive rights over several crews on the strength of advances paid during a poor season. The crews argued that the advances had been repaid through work; the employer treated every later expense as a new debt.\n\nThe dispute ended through a provincial judgment limiting the employer's claim and requiring clearer terms for future advances. Shallows residents remembered the result as proof that outside law could sometimes protect them, even when officials arrived with manners they disliked. It prevented the town's independence from becoming a simple refusal of all authority.\n\nThe custom of having agreements read aloud before witnesses grew stronger afterward. Oren Vale's later work helping residents answer official letters belongs to this tradition of using formal language without surrendering to it.\n\nDema Salt's arrival\nDema Salt came to Shallows after leaving work on military supply vessels. She had objected to accepting repairs she believed unsafe and eventually refused an assignment rather than certify it. The departure cost her established employment and relationships, though it did not make her a celebrated whistleblower. Most people in Shallows first knew her as a capable dwarf who needed work and did not wish to talk much.\n\nHer boatyard grew because she accepted difficult repairs and trained workers other employers dismissed too readily. She also developed a reputation for firing people who endangered a crew. Her generosity is demanding because she understands how easily one person's carelessness becomes another person's injury.\n\nMending and memory\nShared mending evenings emerged from the practical advantage of combining light, fuel and skilled hands during poor weather. They became social institutions where stories could be told without every omission being challenged. Food is pooled according to what households can contribute, and the work provides a reason to gather without requiring anyone to admit loneliness.\n\nThese evenings preserve much of Shallows' history. They also regulate belonging. A joke repeated kindly can make a newcomer part of the town; the same joke used without mercy can keep someone permanently outside it.\n\nThe town now\nShallows remains a working fishing community within the province, not a sovereign refuge or a hidden pirate state. Its tolerance is real and conditional. Residents are willing to question a respectable stranger's account of a neighbor, but they have learned that affection is not proof of innocence.\n\nThe town's strongest civic habit is to allow a person's current conduct to matter. Its unresolved difficulty is deciding how much of the past must be known before that judgment can be fair.","category":"Places","id":"hist-shallows","illustration":{"alt":"Shallows landscape","caption":"Shallows landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/shallows-working-fishing-refuge-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Shallows grew from seasonal fishing places into a permanent settlement when several boat households began leaving family members ashore through the colder months. Stores, repair shelters and reliable cooking spaces made it possible to remain without depending on a larger port for every necessity.\n\nThe early households were joined by sailors who no longer wanted distant voyages, laborers leaving bad employers and people whose prospects elsewhere had narrowed through debt or disgrace. Some brought tools and savings. Others brought little beyond a willingness to work. The settlement's reputation for accommodating imperfect histories developed from these arrivals rather than from a formal declaration of sanctuary.","heading":"The first permanent shore houses","visibility":"player"},{"body":"A newcomer could be known by the name they offered, even when neighbors suspected it was not the one used elsewhere. This custom served people escaping humiliation or coercion, but it also attracted those hoping to escape responsibility. Shallows learned to distinguish privacy from a claim to unquestioned trust.\n\nCrew membership became the practical test. A person might earn meals through casual labor before being entrusted with equipment, wages or another person's safety at sea. Repeated reliability created standing. A useful skill could open a door, but it did not require everyone to ignore dangerous conduct.\n\nOver time, chosen surnames became part of the town's ordinary genealogy. Children inherited names that had begun as a refusal to explain an earlier life. Residents now carry them without assuming that an ancestor's silence was either noble or shameful.","heading":"The taking of a second name","illustration":{"alt":"Shallows — The taking of a second name","caption":"Shallows — The taking of a second name","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/shallows-new-crew-reliability.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"One of the settlement's defining disputes involved a fishing employer who claimed exclusive rights over several crews on the strength of advances paid during a poor season. The crews argued that the advances had been repaid through work; the employer treated every later expense as a new debt.\n\nThe dispute ended through a provincial judgment limiting the employer's claim and requiring clearer terms for future advances. Shallows residents remembered the result as proof that outside law could sometimes protect them, even when officials arrived with manners they disliked. It prevented the town's independence from becoming a simple refusal of all authority.\n\nThe custom of having agreements read aloud before witnesses grew stronger afterward. Oren Vale's later work helping residents answer official letters belongs to this tradition of using formal language without surrendering to it.","heading":"The broken charter","illustration":{"alt":"Shallows — The broken charter","caption":"Shallows — The broken charter","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/shallows-witnessed-crew-agreement.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Dema Salt came to Shallows after leaving work on military supply vessels. She had objected to accepting repairs she believed unsafe and eventually refused an assignment rather than certify it. The departure cost her established employment and relationships, though it did not make her a celebrated whistleblower. Most people in Shallows first knew her as a capable dwarf who needed work and did not wish to talk much.\n\nHer boatyard grew because she accepted difficult repairs and trained workers other employers dismissed too readily. She also developed a reputation for firing people who endangered a crew. Her generosity is demanding because she understands how easily one person's carelessness becomes another person's injury.","heading":"Dema Salt's arrival","visibility":"player"},{"body":"Shared mending evenings emerged from the practical advantage of combining light, fuel and skilled hands during poor weather. They became social institutions where stories could be told without every omission being challenged. Food is pooled according to what households can contribute, and the work provides a reason to gather without requiring anyone to admit loneliness.\n\nThese evenings preserve much of Shallows' history. They also regulate belonging. A joke repeated kindly can make a newcomer part of the town; the same joke used without mercy can keep someone permanently outside it.","heading":"Mending and memory","illustration":{"alt":"Shallows — Mending and memory","caption":"Shallows — Mending and memory","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/shallows-shared-net-mending-evening.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Shallows remains a working fishing community within the province, not a sovereign refuge or a hidden pirate state. Its tolerance is real and conditional. Residents are willing to question a respectable stranger's account of a neighbor, but they have learned that affection is not proof of innocence.\n\nThe town's strongest civic habit is to allow a person's current conduct to matter. Its unresolved difficulty is deciding how much of the past must be known before that judgment can be fair.","heading":"The town now","illustration":{"alt":"Neighbors considering present conduct in Shallows","caption":"Neighbors considering present conduct in Shallows","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/shallows-present-conduct-neighbor-concern.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A fishing settlement became known for accepting useful newcomers while learning the limits of refuge.","title":"Shallows","type":"Settlement","visibility":"player"},{"body":"An interruption without an enemy\nThe Night of Dark Windows began as a failure within Valaria's distribution infrastructure. A fault in a service junction was followed by protective shutdowns elsewhere, leaving districts without systems they had come to treat as dependable. Lamps went out, screens fell silent and portions of the Etherway stopped carrying passengers.\n\nThe event was frightening because it interrupted familiar patterns at once. People in elevated or crowded places needed guidance. Workers expected elsewhere could not arrive. Households searched for stored lamps and discovered that some had not been used in years.\n\nThe interruption was not an attack. Later investigation found a combination of deferred maintenance, incomplete information and decisions that had seemed reasonable when considered separately. The city's advanced systems had accumulated dependencies faster than its common understanding of them.\n\nThe night itself\nCivic Watch officers, maintainers and ordinary residents guided people away from stopped services and unsafe congestion. Taverns and community rooms opened their doors to travelers unable to complete a journey. At Commonbrook Hall, volunteers organized food, blankets and information rather than waiting for a single central instruction to reach everyone.\n\nSome neighborhoods coped better than others. Wealthier households often possessed alternatives. Workshops accustomed to practical repairs improvised useful equipment. Residents dependent on a single public service had fewer options, and people with limited mobility faced particular difficulty reaching assistance.\n\nThe return of service\nRestoration occurred in stages. Essential services received priority, but the process exposed gaps in the city's knowledge of who depended on what. A connection recorded as serving a modest residential block also supplied equipment used by a local care facility. An apparently redundant route carried workers whose absence affected services elsewhere.\n\nMagiTech and civic specialists worked with local maintainers to identify these dependencies. The most useful information often came from people whose work had not previously been represented in high-level planning. The event gave them temporary authority that some officials were reluctant to surrender afterward.\n\nThe public inquiry\nThe inquiry did not find a single person responsible for the entire failure. It did find that warning reports had been divided among offices, that maintenance was easier to postpone when its benefits remained invisible, and that celebrated new work attracted attention more readily than preserving old systems.\n\nThe resulting reforms created clearer responsibility for shared infrastructure and required local service users to be consulted before changes that affected them. Public demonstrations and civic maintenance were accounted for more distinctly, making it harder to present both as interchangeable evidence of progress.\n\nThe reforms also strengthened the standing of repair specialists such as Ilyen Ashglass, whose practical observations had previously been treated as less authoritative than formal designs. Ilyen did not become the city's chief engineer. She became harder to dismiss when she identified a fault.\n\nMemory in the Hearthstone District\nIn several courtyards, the evening gatherings that began during the outage continued after service returned. Residents brought instruments, shared food and talked without a public screen. The custom became one of the district's ordinary pleasures rather than a declaration against magical technology.\n\nThe Night of Dark Windows is now remembered as an interruption that revealed Valaria to itself. The city retained its ambitions and its wonders. It also acquired a more public appreciation of the people who keep ordinary systems working, and a clearer record of how unevenly failure is experienced.","category":"History","id":"hist-valaria-blackout","links":[],"raceRelated":[],"sections":[{"body":"The Night of Dark Windows began as a failure within Valaria's distribution infrastructure. A fault in a service junction was followed by protective shutdowns elsewhere, leaving districts without systems they had come to treat as dependable. Lamps went out, screens fell silent and portions of the Etherway stopped carrying passengers.\n\nThe event was frightening because it interrupted familiar patterns at once. People in elevated or crowded places needed guidance. Workers expected elsewhere could not arrive. Households searched for stored lamps and discovered that some had not been used in years.\n\nThe interruption was not an attack. Later investigation found a combination of deferred maintenance, incomplete information and decisions that had seemed reasonable when considered separately. The city's advanced systems had accumulated dependencies faster than its common understanding of them.","heading":"An interruption without an enemy","illustration":{"alt":"Valaria’s lamps and Etherway falling silent","caption":"Valaria’s lamps and Etherway falling silent","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/valaria-blackout-dark-services-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Civic Watch officers, maintainers and ordinary residents guided people away from stopped services and unsafe congestion. Taverns and community rooms opened their doors to travelers unable to complete a journey. At Commonbrook Hall, volunteers organized food, blankets and information rather than waiting for a single central instruction to reach everyone.\n\nSome neighborhoods coped better than others. Wealthier households often possessed alternatives. Workshops accustomed to practical repairs improvised useful equipment. Residents dependent on a single public service had fewer options, and people with limited mobility faced particular difficulty reaching assistance.","heading":"The night itself","illustration":{"alt":"Commonbrook Hall’s neighborhood assistance","caption":"Commonbrook Hall’s neighborhood assistance","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/valaria-blackout-commonbrook-shelter-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Restoration occurred in stages. Essential services received priority, but the process exposed gaps in the city's knowledge of who depended on what. A connection recorded as serving a modest residential block also supplied equipment used by a local care facility. An apparently redundant route carried workers whose absence affected services elsewhere.\n\nMagiTech and civic specialists worked with local maintainers to identify these dependencies. The most useful information often came from people whose work had not previously been represented in high-level planning. The event gave them temporary authority that some officials were reluctant to surrender afterward.","heading":"The return of service","illustration":{"alt":"Local maintainers finding unseen dependencies","caption":"Local maintainers finding unseen dependencies","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/valaria-blackout-restoration-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The inquiry did not find a single person responsible for the entire failure. It did find that warning reports had been divided among offices, that maintenance was easier to postpone when its benefits remained invisible, and that celebrated new work attracted attention more readily than preserving old systems.\n\nThe resulting reforms created clearer responsibility for shared infrastructure and required local service users to be consulted before changes that affected them. Public demonstrations and civic maintenance were accounted for more distinctly, making it harder to present both as interchangeable evidence of progress.\n\nThe reforms also strengthened the standing of repair specialists such as Ilyen Ashglass, whose practical observations had previously been treated as less authoritative than formal designs. Ilyen did not become the city's chief engineer. She became harder to dismiss when she identified a fault.","heading":"The public inquiry","illustration":{"alt":"Valaria’s public maintenance inquiry","caption":"Valaria’s public maintenance inquiry","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/valaria-blackout-public-inquiry-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"In several courtyards, the evening gatherings that began during the outage continued after service returned. Residents brought instruments, shared food and talked without a public screen. The custom became one of the district's ordinary pleasures rather than a declaration against magical technology.\n\nThe Night of Dark Windows is now remembered as an interruption that revealed Valaria to itself. The city retained its ambitions and its wonders. It also acquired a more public appreciation of the people who keep ordinary systems working, and a clearer record of how unevenly failure is experienced.","heading":"Memory in the Hearthstone District","illustration":{"alt":"Evening music after the lamps returned","caption":"Evening music after the lamps returned","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/valaria-blackout-courtyard-memory-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A citywide interruption made Valaria recognize the ordinary labor and unequal dependencies beneath its magical infrastructure.","title":"The Night of Dark Windows","type":"Historical event","visibility":"player"},{"body":"A trade learned at home\nHessa Mor learned sewing in a household where repairing clothing was a necessity before it was a profession. Her mother took in alterations, and Hessa's earliest paid work involved finishing seams and replacing fastenings on garments whose owners could not afford to discard them.\n\nShe developed an eye for fit and for the small changes that allowed a person to continue wearing something after illness, pregnancy, injury or a change of work. This practical skill brought customers who valued discretion as much as fine stitching. Hessa learned to ask what a garment needed to do before deciding what it ought to look like.\n\nMarriage and the move to Valaria\nHessa married a carrier named Tomas Mor, whose work brought them to Valaria. The city offered steadier demand for her trade and more opportunities than either household had known before. Their early years were modest but comfortable, organized around irregular work, shared meals and friendships with neighbors in similar circumstances.\n\nTomas died after a prolonged illness. Hessa's savings diminished during his care, and the loss left her with both grief and the practical task of rebuilding a livelihood that had depended on two people. Assistance from neighbors and a Redeemer clinic helped her remain in her rooms while she resumed work.\n\nHer gratitude to the Order was therefore personal before it became institutional. She remembered particular people who had treated Tomas with patience and had not made her explain her poverty repeatedly.\n\nEntering the clothing room\nHessa began volunteering by repairing donated garments that would otherwise have been discarded. She improved the room's usefulness by sorting clothing according to fit and condition rather than treating every donated item as equally suitable. She also insisted that recipients be allowed preferences whenever supplies made choice possible.\n\nThe work expanded. Hessa trained volunteers to make common alterations, identified reliable donors and arranged the room so that people could seek assistance with some privacy. Her authority came from competence and constancy. She was present often enough to recognize households and notice when their circumstances changed.\n\nA form of dignity\nHessa considers clothing practical and social at the same time. A coat must keep someone warm, but its fit and condition also affect how they are treated when seeking work or entering a public office. She has seen a small repair make an official conversation easier and resents the fact that it can matter so much.\n\nHer room keeps serviceable work clothes alongside garments suitable for formal occasions. A person may borrow something needed for an interview, hearing or family ceremony and return it without being required to describe the occasion publicly. Volunteers know that curiosity is not a condition of assistance.\n\nRelationships within the Order\nHessa is proud of the Redeemers and protective of the people who work beside her. She finds elaborate donor visits disruptive and has become adept at keeping ordinary distribution moving while someone important expects to be thanked.\n\nHer closest colleague is Nima Pell, an older halfling who manages incoming clothing and has a gift for obtaining useful goods without allowing donors to dictate who deserves them. Their friendship includes frequent arguments about how firmly to refuse unreasonable requests. Hessa tends to make an exception for a person she knows; Nima worries about the people neither of them has yet met.","category":"People","id":"hist-hessa","identityIllustration":{"alt":"Hessa Mor","caption":"Hessa Mor","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/hessa-mor-seamstress-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Hessa Mor learned sewing in a household where repairing clothing was a necessity before it was a profession. Her mother took in alterations, and Hessa's earliest paid work involved finishing seams and replacing fastenings on garments whose owners could not afford to discard them.\n\nShe developed an eye for fit and for the small changes that allowed a person to continue wearing something after illness, pregnancy, injury or a change of work. This practical skill brought customers who valued discretion as much as fine stitching. Hessa learned to ask what a garment needed to do before deciding what it ought to look like.","heading":"A trade learned at home","visibility":"player"},{"body":"Hessa married a carrier named Tomas Mor, whose work brought them to Valaria. The city offered steadier demand for her trade and more opportunities than either household had known before. Their early years were modest but comfortable, organized around irregular work, shared meals and friendships with neighbors in similar circumstances.\n\nTomas died after a prolonged illness. Hessa's savings diminished during his care, and the loss left her with both grief and the practical task of rebuilding a livelihood that had depended on two people. Assistance from neighbors and a Redeemer clinic helped her remain in her rooms while she resumed work.\n\nHer gratitude to the Order was therefore personal before it became institutional. She remembered particular people who had treated Tomas with patience and had not made her explain her poverty repeatedly.","heading":"Marriage and the move to Valaria","visibility":"player"},{"body":"Hessa began volunteering by repairing donated garments that would otherwise have been discarded. She improved the room's usefulness by sorting clothing according to fit and condition rather than treating every donated item as equally suitable. She also insisted that recipients be allowed preferences whenever supplies made choice possible.\n\nThe work expanded. Hessa trained volunteers to make common alterations, identified reliable donors and arranged the room so that people could seek assistance with some privacy. Her authority came from competence and constancy. She was present often enough to recognize households and notice when their circumstances changed.","heading":"Entering the clothing room","illustration":{"alt":"Hessa makes donated clothes useful through fit and choice","caption":"Hessa makes donated clothes useful through fit and choice","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hessa-clothing-room-useful-sorting-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Hessa considers clothing practical and social at the same time. A coat must keep someone warm, but its fit and condition also affect how they are treated when seeking work or entering a public office. She has seen a small repair make an official conversation easier and resents the fact that it can matter so much.\n\nHer room keeps serviceable work clothes alongside garments suitable for formal occasions. A person may borrow something needed for an interview, hearing or family ceremony and return it without being required to describe the occasion publicly. Volunteers know that curiosity is not a condition of assistance.","heading":"A form of dignity","illustration":{"alt":"A repaired coat gives its borrower choice without public explanation","caption":"A repaired coat gives its borrower choice without public explanation","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hessa-dignity-private-coat-choice-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Hessa is proud of the Redeemers and protective of the people who work beside her. She finds elaborate donor visits disruptive and has become adept at keeping ordinary distribution moving while someone important expects to be thanked.\n\nHer closest colleague is Nima Pell, an older halfling who manages incoming clothing and has a gift for obtaining useful goods without allowing donors to dictate who deserves them. Their friendship includes frequent arguments about how firmly to refuse unreasonable requests. Hessa tends to make an exception for a person she knows; Nima worries about the people neither of them has yet met.","heading":"Relationships within the Order","illustration":{"alt":"Hessa and Nima protect ordinary service from disruptive donor demands","caption":"Hessa and Nima protect ordinary service from disruptive donor demands","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hessa-nima-keeps-service-moving-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Hessa Mor is a seamstress in Valaria who volunteers with the Order of the Redeemers, repairing donated clothing and helping recipients find garments that fit their needs.","title":"Hessa Mor and the Clothing Room","type":"Person","visibility":"player"},{"body":"From stopping place to town\nLornmarket began around an overnight stopping place used by carriers bringing farm produce and worked goods toward Eman. The site offered firm ground, a dependable well and enough room to turn heavily loaded wagons. Sellers discovered that exchanging goods there could save a journey into the city, and a periodic market became permanent streets.\n\nThe oldest quarter, the Cart Ring, retains the shape of that first working space. Buildings face inward toward a broad common yard. Upper rooms extend over workshops, and several houses still have doors wide enough to admit the kind of cart their original owners repaired. Newer streets follow the demands of storage rather than the elegance of a plan.\n\nA dependent prosperity\nThe town produces cloth, leather goods, prepared food and simple metal fittings. Its workshops are too small to rival Eman's industrial power, but they can supply varied orders without requiring a wealthy purchaser to maintain every trade directly. Factors connected to the High Families buy much of the output.\n\nThis relationship brings regular work and restricts independence. A household can lose several customers at once when those customers ultimately answer to the same purchasing office. Lornmarket's makers have learned to distinguish the name on an order from the power behind it.\n\nThe town's own market council regulates stalls, storage and local measures. It does not possess authority to exempt residents from obligations imposed by greater powers. Its political skill lies in making the town useful enough that interference has a cost.\n\nThe unlicensed household\nMagic is present in Lornmarket, but access to expensive instruction and authorized urban practice is uneven. Families distinguish carefully between a relative's small useful talent and work that attracts formal scrutiny. A garment repaired by ordinary skill may sell more safely than one whose maker boasts of an enchantment they cannot document.\n\nThe result is a culture that values understated competence. Public claims are cautious; private demonstrations can be exuberant. This does not make every workshop part of an underground magical trade. Most people are trying to make a living without giving a more powerful person a reason to examine it.\n\nNessa and the common dyehouse\nNessa Brill, a human dyer whose grandparents arrived as agricultural laborers, supervises a dyehouse jointly owned by several workshops. Shared equipment lets small makers produce consistent cloth without surrendering their businesses to a single large employer. Nessa's authority depends on protecting the common investment while giving new members a fair chance to use it.\n\nHer husband, the halfling bookbinder Corren Vey, keeps copies of contracts for households that cannot safely rely on the purchaser's copy alone. Their home has become a place where people bring questions they are embarrassed to ask in a formal office.\n\nThe town today\nLornmarket is neither free of Eman's hierarchy nor wholly defined by it. Weddings fill the Cart Ring with cloth banners; worship continues in household rooms; children learn trades beside people whose families arrived by very different routes. The town's strongest local loyalty is to the belief that a maker should be able to keep a household together through skilled work. Its residents know how often the surrounding economy makes that harder than it sounds.","category":"Places","id":"new-lornmarket","illustration":{"alt":"Lornmarket landscape","caption":"Lornmarket landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/lornmarket-cart-ring-makers-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Lornmarket began around an overnight stopping place used by carriers bringing farm produce and worked goods toward Eman. The site offered firm ground, a dependable well and enough room to turn heavily loaded wagons. Sellers discovered that exchanging goods there could save a journey into the city, and a periodic market became permanent streets.\n\nThe oldest quarter, the Cart Ring, retains the shape of that first working space. Buildings face inward toward a broad common yard. Upper rooms extend over workshops, and several houses still have doors wide enough to admit the kind of cart their original owners repaired. Newer streets follow the demands of storage rather than the elegance of a plan.","heading":"From stopping place to town","visibility":"player"},{"body":"The town produces cloth, leather goods, prepared food and simple metal fittings. Its workshops are too small to rival Eman's industrial power, but they can supply varied orders without requiring a wealthy purchaser to maintain every trade directly. Factors connected to the High Families buy much of the output.\n\nThis relationship brings regular work and restricts independence. A household can lose several customers at once when those customers ultimately answer to the same purchasing office. Lornmarket's makers have learned to distinguish the name on an order from the power behind it.\n\nThe town's own market council regulates stalls, storage and local measures. It does not possess authority to exempt residents from obligations imposed by greater powers. Its political skill lies in making the town useful enough that interference has a cost.","heading":"A dependent prosperity","illustration":{"alt":"Lornmarket — A dependent prosperity","caption":"Lornmarket — A dependent prosperity","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lornmarket-small-makers-buyer.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Magic is present in Lornmarket, but access to expensive instruction and authorized urban practice is uneven. Families distinguish carefully between a relative's small useful talent and work that attracts formal scrutiny. A garment repaired by ordinary skill may sell more safely than one whose maker boasts of an enchantment they cannot document.\n\nThe result is a culture that values understated competence. Public claims are cautious; private demonstrations can be exuberant. This does not make every workshop part of an underground magical trade. Most people are trying to make a living without giving a more powerful person a reason to examine it.","heading":"The unlicensed household","illustration":{"alt":"Lornmarket — The unlicensed household","caption":"Lornmarket — The unlicensed household","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lornmarket-quiet-household-mending.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Nessa Brill, a human dyer whose grandparents arrived as agricultural laborers, supervises a dyehouse jointly owned by several workshops. Shared equipment lets small makers produce consistent cloth without surrendering their businesses to a single large employer. Nessa's authority depends on protecting the common investment while giving new members a fair chance to use it.\n\nHer husband, the halfling bookbinder Corren Vey, keeps copies of contracts for households that cannot safely rely on the purchaser's copy alone. Their home has become a place where people bring questions they are embarrassed to ask in a formal office.","heading":"Nessa and the common dyehouse","illustration":{"alt":"Lornmarket — Nessa and the common dyehouse","caption":"Lornmarket — Nessa and the common dyehouse","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lornmarket-common-dyehouse-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Lornmarket is neither free of Eman's hierarchy nor wholly defined by it. Weddings fill the Cart Ring with cloth banners; worship continues in household rooms; children learn trades beside people whose families arrived by very different routes. The town's strongest local loyalty is to the belief that a maker should be able to keep a household together through skilled work. Its residents know how often the surrounding economy makes that harder than it sounds.","heading":"The town today","visibility":"player"}],"summary":"A market town outside Eman’s immediate urban life, where small makers depend on the same powerful buyers they resent.","title":"Lornmarket","type":"Settlement","visibility":"player"},{"body":"The shore before the capital's reach\nVeyr Quay occupies a sheltered stretch of the great lake associated with Eman, beyond the capital's continuous streets. Its oldest households lived from fishing, reed cutting and carrying goods between small shore communities. They built low houses with replaceable lower walls, accepting that water would occasionally enter rather than pretending a permanent barrier could prevent it forever.\n\nDuring the later Age of Dominion, the settlement became a recognized gathering point for lake carriers. Stone landings replaced some of the older timber structures, and merchants built stores above the customary flood level. The difference between the lower working shore and the higher storage streets remains visible.\n\nUnder draconic demands\nDraconic rule turned the lake's carrying capacity into an instrument of tribute. Veyr crews transported grain, worked metal and luxury goods they had no power to refuse. Household boats were counted and assigned duties, while the best vessels were taken for more permanent service.\n\nFamilies preserved knowledge of their boats through carved scale models. These were practical records of hull forms and fittings, but they also became memorials when the full-sized vessel and its crew did not return. The custom survived the end of draconic dominion and remains part of local remembrance.\n\nReedward life\nThe reed gardens are managed as working grounds rather than decorative marsh. Residents cut different growth for mats, roofing, baskets and packing. Channels are kept open for boats and fish, while some areas are left uncut to renew the beds. Rights are held by households but reviewed when a family can no longer perform the work.\n\nA marriage commonly involves gifts made by both households: a woven mat, a model boat, a chest raised on short legs to keep its contents dry. These objects acknowledge the practical formation of a new home rather than the transfer of one partner into another's ownership.\n\nEman's long shadow\nEman's growth brought richer markets and stronger pressure on the shore. Merchants wanted larger landing rights, private gardens and reliable supplies. Some Veyr families prospered by selling land and working for urban purchasers. Others retained their shore rights and now occupy valuable ground without the money associated with it.\n\nThe local shore assembly can govern communal channels and household claims, but it cannot ignore the interests of the High Families. Its most effective defense has been to demonstrate that the reed beds and small carriers perform work that grander developments would be expensive to replace.\n\nPresent character\nVeyr Quay is busy early and quiet during the hottest part of the day. Fish is smoked beneath open-sided roofs, reeds dry in bundles, and children learn to move between boats before they are trusted with the wider lake. Urban visitors often describe the place as timeless. Residents find the description irritating: they remember confiscations, changing buyers, altered shorelines and the work required to remain where they are.","category":"Places","id":"new-veyrequay","illustration":{"alt":"Veyr Quay landscape","caption":"Veyr Quay landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/veyr-quay-reed-gardens-lakeshore-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Veyr Quay occupies a sheltered stretch of the great lake associated with Eman, beyond the capital's continuous streets. Its oldest households lived from fishing, reed cutting and carrying goods between small shore communities. They built low houses with replaceable lower walls, accepting that water would occasionally enter rather than pretending a permanent barrier could prevent it forever.\n\nDuring the later Age of Dominion, the settlement became a recognized gathering point for lake carriers. Stone landings replaced some of the older timber structures, and merchants built stores above the customary flood level. The difference between the lower working shore and the higher storage streets remains visible.","heading":"The shore before the capital's reach","visibility":"player"},{"body":"Draconic rule turned the lake's carrying capacity into an instrument of tribute. Veyr crews transported grain, worked metal and luxury goods they had no power to refuse. Household boats were counted and assigned duties, while the best vessels were taken for more permanent service.\n\nFamilies preserved knowledge of their boats through carved scale models. These were practical records of hull forms and fittings, but they also became memorials when the full-sized vessel and its crew did not return. The custom survived the end of draconic dominion and remains part of local remembrance.","heading":"Under draconic demands","illustration":{"alt":"Veyr Quay — Under draconic demands","caption":"Veyr Quay — Under draconic demands","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/veyr-model-boat-household-memory.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The reed gardens are managed as working grounds rather than decorative marsh. Residents cut different growth for mats, roofing, baskets and packing. Channels are kept open for boats and fish, while some areas are left uncut to renew the beds. Rights are held by households but reviewed when a family can no longer perform the work.\n\nA marriage commonly involves gifts made by both households: a woven mat, a model boat, a chest raised on short legs to keep its contents dry. These objects acknowledge the practical formation of a new home rather than the transfer of one partner into another's ownership.","heading":"Reedward life","illustration":{"alt":"Veyr Quay — Reedward life","caption":"Veyr Quay — Reedward life","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/veyr-reedward-household-gifts.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Eman's growth brought richer markets and stronger pressure on the shore. Merchants wanted larger landing rights, private gardens and reliable supplies. Some Veyr families prospered by selling land and working for urban purchasers. Others retained their shore rights and now occupy valuable ground without the money associated with it.\n\nThe local shore assembly can govern communal channels and household claims, but it cannot ignore the interests of the High Families. Its most effective defense has been to demonstrate that the reed beds and small carriers perform work that grander developments would be expensive to replace.","heading":"Eman's long shadow","illustration":{"alt":"Veyr Quay — Eman's long shadow","caption":"Veyr Quay — Eman's long shadow","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/veyr-shore-assembly-channel-rights.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Veyr Quay is busy early and quiet during the hottest part of the day. Fish is smoked beneath open-sided roofs, reeds dry in bundles, and children learn to move between boats before they are trusted with the wider lake. Urban visitors often describe the place as timeless. Residents find the description irritating: they remember confiscations, changing buyers, altered shorelines and the work required to remain where they are.","heading":"Present character","illustration":{"alt":"Veyr Quay — Present character","caption":"Veyr Quay — Present character","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/veyr-noon-fish-smoking-rest.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"An old lakeside community whose boat households and reed gardens survive within the economic reach of Eman.","title":"Veyr Quay","type":"Settlement","visibility":"player"},{"body":"The school of measured forms\nHollowglass was established in the middle Age of Dominion by a coalition of prosperous households and learned practitioners. Its founders believed that architecture, sound and light could be studied together as a disciplined art. The college became known for chambers designed to produce particular acoustic effects and for windows assembled from many small panes rather than a single costly sheet.\n\nStudents learned geometry, material preparation, music and controlled enchantment. The school produced builders and instrument-makers as well as mages. Its surviving work includes public halls in which a speaker could be heard clearly without shouting, and small domestic devices valued more for reliability than spectacle.\n\nThe labor beneath the reputation\nThe college's prestige depended on quarry workers, glassmakers, cooks and servants who did not receive the same education as its admitted students. Skilled laborers sometimes corrected designs without being named in the finished work. A division grew between those credited with understanding a principle and those expected to make it function.\n\nMereth Sorn's teaching challenged that division during the college's later flourishing. Her insistence that makers be able to explain and question designs brought useful knowledge into formal instruction and angered patrons who preferred a more orderly distinction between service and scholarship.\n\nDecline and destruction\nPolitical fragmentation late in the Age of Dominion reduced the endowments on which Hollowglass depended. The college sold properties, combined courses and deferred repairs. During the Draconic Era, its surviving workshops were compelled to produce objects for a regional tribute administration.\n\nThe final destruction occurred in the rebellion remembered as the Breaking of the Tin Crown. Fires damaged timber roofs and stores, while deliberate dismantling afterward removed useful metal and cut stone. The college ceased to exist as an institution. Its knowledge survived unevenly through dispersed teachers, copied books and workshop practice.\n\nThe present ruins\nThe site stands inland from Creslin's heavily worked commercial country, on a rise chosen for drainage and exposure to light. Visitors encounter roofless teaching courts, buried service passages and walls whose different building phases remain legible. The famous glass is mostly gone. Small colored fragments still appear after rain, although many sold in distant markets are ordinary pieces given an attractive history.\n\nA resident conservation crew stabilizes the most vulnerable structures and keeps a modest shelter for scholars. Their work is funded irregularly by patrons whose interests range from genuine study to the acquisition of prestigious objects. The crew's leader, the dwarf Adren Coil, refuses to remove carved makers' marks merely because a purchaser prefers a cleaner surface.\n\nWhat Hollowglass means now\nThe Ascendancy's scholars value the site as evidence of sophisticated earlier practice. Independent makers value it for a different reason: its surviving records show that formal institutions have always depended on knowledge they did not fully acknowledge. Hollowglass has become a place where arguments about the ownership of learning can be conducted through actual objects rather than flattering accounts of progress.","category":"Places","id":"new-hollowglass","illustration":{"alt":"Hollowglass: The Broken College landscape","caption":"Hollowglass: The Broken College landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/hollowglass-roofless-college-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Hollowglass was established in the middle Age of Dominion by a coalition of prosperous households and learned practitioners. Its founders believed that architecture, sound and light could be studied together as a disciplined art. The college became known for chambers designed to produce particular acoustic effects and for windows assembled from many small panes rather than a single costly sheet.\n\nStudents learned geometry, material preparation, music and controlled enchantment. The school produced builders and instrument-makers as well as mages. Its surviving work includes public halls in which a speaker could be heard clearly without shouting, and small domestic devices valued more for reliability than spectacle.","heading":"The school of measured forms","illustration":{"alt":"Hollowglass: The Broken College — The school of measured forms","caption":"Hollowglass: The Broken College — The school of measured forms","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hollowglass-measured-forms-lesson.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The college's prestige depended on quarry workers, glassmakers, cooks and servants who did not receive the same education as its admitted students. Skilled laborers sometimes corrected designs without being named in the finished work. A division grew between those credited with understanding a principle and those expected to make it function.\n\nMereth Sorn's teaching challenged that division during the college's later flourishing. Her insistence that makers be able to explain and question designs brought useful knowledge into formal instruction and angered patrons who preferred a more orderly distinction between service and scholarship.","heading":"The labor beneath the reputation","illustration":{"alt":"Hollowglass: The Broken College — The labor beneath the reputation","caption":"Hollowglass: The Broken College — The labor beneath the reputation","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hollowglass-glassmaker-workshop-labor.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Political fragmentation late in the Age of Dominion reduced the endowments on which Hollowglass depended. The college sold properties, combined courses and deferred repairs. During the Draconic Era, its surviving workshops were compelled to produce objects for a regional tribute administration.\n\nThe final destruction occurred in the rebellion remembered as the Breaking of the Tin Crown. Fires damaged timber roofs and stores, while deliberate dismantling afterward removed useful metal and cut stone. The college ceased to exist as an institution. Its knowledge survived unevenly through dispersed teachers, copied books and workshop practice.","heading":"Decline and destruction","visibility":"player"},{"body":"The site stands inland from Creslin's heavily worked commercial country, on a rise chosen for drainage and exposure to light. Visitors encounter roofless teaching courts, buried service passages and walls whose different building phases remain legible. The famous glass is mostly gone. Small colored fragments still appear after rain, although many sold in distant markets are ordinary pieces given an attractive history.\n\nA resident conservation crew stabilizes the most vulnerable structures and keeps a modest shelter for scholars. Their work is funded irregularly by patrons whose interests range from genuine study to the acquisition of prestigious objects. The crew's leader, the dwarf Adren Coil, refuses to remove carved makers' marks merely because a purchaser prefers a cleaner surface.","heading":"The present ruins","illustration":{"alt":"Conserving the vulnerable Hollowglass ruins","caption":"Conserving the vulnerable Hollowglass ruins","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hollowglass-present-conservation-crew.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Ascendancy's scholars value the site as evidence of sophisticated earlier practice. Independent makers value it for a different reason: its surviving records show that formal institutions have always depended on knowledge they did not fully acknowledge. Hollowglass has become a place where arguments about the ownership of learning can be conducted through actual objects rather than flattering accounts of progress.","heading":"What Hollowglass means now","visibility":"player"}],"summary":"A ruined school of the Age of Dominion whose surviving fabric records both intellectual ambition and the hierarchy that supported it.","title":"Hollowglass: The Broken College","type":"Landmark","visibility":"player"},{"body":"A landscape made twice\nThe Cinder Terraces were once a series of wooded slopes and shallow mineral workings in Creslin's mountain country. Quarrying, charcoal production and small furnaces gradually altered the ground. Waste accumulated behind retaining walls, paths widened into haul roads, and families built houses on benches cut for work rather than habitation.\n\nThe name refers to the dark material mixed into the soil, not to a volcanic catastrophe. Older residents can identify former kilns beneath gardens and distinguish natural stone from discarded furnace waste. The landscape records changing methods of work as clearly as a city records changing styles of building.\n\nThe terrace households\nPermanent households formed because extraction required more than rotating crews. Animals needed tending, tools repairing and food preparing. Some families earned wages from the workings; others supplied services or cultivated small plots on ground more prosperous farmers ignored.\n\nGardens became a source of local pride. Residents improved poor soil over generations with compost, imported earth and careful drainage. Fruit trees were trained against warm walls, and hardy vegetables grown in sheltered pockets. The resulting greenery does not erase the industrial history beneath it. It shows how people made a home in a landscape designed to consume labor.\n\nOwnership and dependence\nThe expansion of Eman's great families brought many small workings under larger commercial arrangements. Some local owners sold outright; others retained nominal rights while becoming dependent on finance and exclusive purchasing agreements. House Blackstone's wider mining interests and House Stonehaven's construction trade make the region economically legible to the capital even when individual terraces remain obscure.\n\nFree wage workers, contracted households and people subject to coercive labor arrangements occupy different parts of the same economy. Residents are careful about describing another household's status. A change in debt can alter a family's freedom without changing the door through which its members leave for work.\n\nThe common stairs\nThe steep public stairs are maintained through neighborhood labor because a damaged stair can isolate several houses at once. Their landings serve as places to rest, exchange news and leave goods for an older neighbor. Painted marks identify safe routes during heavy rain or periods of active work.\n\nFuneral processions pause at the landing associated with the deceased's household. The practice developed because carrying a body through the terraces required coordinated effort. It has become a public acknowledgment that a person's life occupied a place within the community, even when their employer records little beyond work performed.\n\nThe terraces now\nSome cuts remain productive, while others have become stores, workshops or dangerous empty ground. Younger residents seek work in Eman, but many return to households whose small properties and relationships provide more security than an uncertain city wage.\n\nThe Cinder Terraces are often described from outside as ruined country. The description captures the cost of extraction and misses the people who continue to live there. Their present political demand is simple to state and difficult to secure: that the value taken from the uplands should contribute to keeping them habitable.","category":"Places","id":"new-cinder-terraces","illustration":{"alt":"The Cinder Terraces landscape","caption":"The Cinder Terraces landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/cinder-terraces-household-gardens-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Cinder Terraces were once a series of wooded slopes and shallow mineral workings in Creslin's mountain country. Quarrying, charcoal production and small furnaces gradually altered the ground. Waste accumulated behind retaining walls, paths widened into haul roads, and families built houses on benches cut for work rather than habitation.\n\nThe name refers to the dark material mixed into the soil, not to a volcanic catastrophe. Older residents can identify former kilns beneath gardens and distinguish natural stone from discarded furnace waste. The landscape records changing methods of work as clearly as a city records changing styles of building.","heading":"A landscape made twice","visibility":"player"},{"body":"Permanent households formed because extraction required more than rotating crews. Animals needed tending, tools repairing and food preparing. Some families earned wages from the workings; others supplied services or cultivated small plots on ground more prosperous farmers ignored.\n\nGardens became a source of local pride. Residents improved poor soil over generations with compost, imported earth and careful drainage. Fruit trees were trained against warm walls, and hardy vegetables grown in sheltered pockets. The resulting greenery does not erase the industrial history beneath it. It shows how people made a home in a landscape designed to consume labor.","heading":"The terrace households","illustration":{"alt":"A garden court on the Cinder Terraces","caption":"A garden court on the Cinder Terraces","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/cinder-wall-trained-garden-households.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The expansion of Eman's great families brought many small workings under larger commercial arrangements. Some local owners sold outright; others retained nominal rights while becoming dependent on finance and exclusive purchasing agreements. House Blackstone's wider mining interests and House Stonehaven's construction trade make the region economically legible to the capital even when individual terraces remain obscure.\n\nFree wage workers, contracted households and people subject to coercive labor arrangements occupy different parts of the same economy. Residents are careful about describing another household's status. A change in debt can alter a family's freedom without changing the door through which its members leave for work.","heading":"Ownership and dependence","illustration":{"alt":"Households discussing a terrace work agreement","caption":"Households discussing a terrace work agreement","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/cinder-workyard-household-agreement.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The steep public stairs are maintained through neighborhood labor because a damaged stair can isolate several houses at once. Their landings serve as places to rest, exchange news and leave goods for an older neighbor. Painted marks identify safe routes during heavy rain or periods of active work.\n\nFuneral processions pause at the landing associated with the deceased's household. The practice developed because carrying a body through the terraces required coordinated effort. It has become a public acknowledgment that a person's life occupied a place within the community, even when their employer records little beyond work performed.","heading":"The common stairs","illustration":{"alt":"The Cinder Terraces — The common stairs","caption":"The Cinder Terraces — The common stairs","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/cinder-common-stair-neighbor-repair.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Some cuts remain productive, while others have become stores, workshops or dangerous empty ground. Younger residents seek work in Eman, but many return to households whose small properties and relationships provide more security than an uncertain city wage.\n\nThe Cinder Terraces are often described from outside as ruined country. The description captures the cost of extraction and misses the people who continue to live there. Their present political demand is simple to state and difficult to secure: that the value taken from the uplands should contribute to keeping them habitable.","heading":"The terraces now","visibility":"player"}],"summary":"A worked upland of kilns, exhausted cuts and stubborn household gardens, shaped by generations of extraction around Eman’s economy.","title":"The Cinder Terraces","type":"Location","visibility":"player"},{"body":"Water before boundaries\nBellwether Reach occupies low ground within Creslin's broader lake-and-river economy. Its meadows are fertile because water crosses them, and vulnerable for the same reason. Settlement concentrated on natural rises, with fields, grazing grounds and channels extending between them.\n\nThe oldest dikes were built by neighboring households to protect particular crops. Over time, one household's defense could divert water onto another's land. The Reach developed a history of disputes in which apparently private improvements had consequences far beyond the property where they began.\n\nThe ringing places\nSmall bell structures stand at several raised meeting places. Their original purpose was to summon workers when water threatened a bank or a channel needed clearing before conditions worsened. The bells later marked meetings, funerals and changes in communal grazing arrangements.\n\nNo single village controls the whole Reach. Local representatives meet according to the channels and defenses they share. This gives practical geography a political importance that does not always match older land titles. A wealthy owner may possess extensive fields and still depend on the cooperation of households with very little land.\n\nFood and labor\nThe Reach supplies grain, dairy products and preserved vegetables to nearby markets, including Lornmarket and the lake settlements. Work follows water conditions as much as a fixed agricultural calendar. Households maintain boats and raised stores because a road can become temporarily useless without the country being in permanent disaster.\n\nSeasonal workers form an important part of the population. Some return to the same households for many years and acquire relationships nearly as durable as those of permanent residents. Their claims to assistance remain weaker when a poor season reduces employment, creating a persistent division between people whose work is welcomed and people whose presence is recognized as belonging.\n\nThe Bell Compact\nThe Bell Compact emerged after a series of damaging disputes over redirected water. It requires proposed changes to major shared defenses to be inspected by representatives of the affected communities. Compensation is possible where one area must bear a burden for the wider Reach, but the agreement does not make every loss equal or every decision popular.\n\nIts authority depends on the recognition that no owner can safely govern water alone. Urban purchasers sometimes regard the Compact as an obstacle to more efficient agriculture. Residents regard it as the reason efficiency in one place does not become ruin in another.\n\nA changing countryside\nEman's demand for dependable food has increased pressure to regularize the Reach. Larger enterprises favor uniform crops and controlled channels. Smaller households preserve mixed farming, shared grazing and flexible use of wet ground.\n\nThe disagreement is not simply between innovation and tradition. Both sides use new methods when they serve their interests. What remains at stake is who will be allowed to make decisions about a landscape whose productivity has always depended on people accepting obligations beyond their own boundary stones.","category":"Places","id":"new-bellwether","illustration":{"alt":"Bellwether Reach landscape","caption":"Bellwether Reach landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/bellwether-flood-meadows-bell-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Bellwether Reach occupies low ground within Creslin's broader lake-and-river economy. Its meadows are fertile because water crosses them, and vulnerable for the same reason. Settlement concentrated on natural rises, with fields, grazing grounds and channels extending between them.\n\nThe oldest dikes were built by neighboring households to protect particular crops. Over time, one household's defense could divert water onto another's land. The Reach developed a history of disputes in which apparently private improvements had consequences far beyond the property where they began.","heading":"Water before boundaries","visibility":"player"},{"body":"Small bell structures stand at several raised meeting places. Their original purpose was to summon workers when water threatened a bank or a channel needed clearing before conditions worsened. The bells later marked meetings, funerals and changes in communal grazing arrangements.\n\nNo single village controls the whole Reach. Local representatives meet according to the channels and defenses they share. This gives practical geography a political importance that does not always match older land titles. A wealthy owner may possess extensive fields and still depend on the cooperation of households with very little land.","heading":"The ringing places","illustration":{"alt":"Neighbors gathering at a raised bell place","caption":"Neighbors gathering at a raised bell place","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/bellwether-raised-bell-neighbor-gathering.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Reach supplies grain, dairy products and preserved vegetables to nearby markets, including Lornmarket and the lake settlements. Work follows water conditions as much as a fixed agricultural calendar. Households maintain boats and raised stores because a road can become temporarily useless without the country being in permanent disaster.\n\nSeasonal workers form an important part of the population. Some return to the same households for many years and acquire relationships nearly as durable as those of permanent residents. Their claims to assistance remain weaker when a poor season reduces employment, creating a persistent division between people whose work is welcomed and people whose presence is recognized as belonging.","heading":"Food and labor","illustration":{"alt":"Preserving vegetables in Bellwether Reach","caption":"Preserving vegetables in Bellwether Reach","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/bellwether-preserved-food-seasonal-workers.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Bell Compact emerged after a series of damaging disputes over redirected water. It requires proposed changes to major shared defenses to be inspected by representatives of the affected communities. Compensation is possible where one area must bear a burden for the wider Reach, but the agreement does not make every loss equal or every decision popular.\n\nIts authority depends on the recognition that no owner can safely govern water alone. Urban purchasers sometimes regard the Compact as an obstacle to more efficient agriculture. Residents regard it as the reason efficiency in one place does not become ruin in another.","heading":"The Bell Compact","illustration":{"alt":"Inspecting a shared water defense","caption":"Inspecting a shared water defense","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/bellwether-shared-channel-defense-inspection.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Eman's demand for dependable food has increased pressure to regularize the Reach. Larger enterprises favor uniform crops and controlled channels. Smaller households preserve mixed farming, shared grazing and flexible use of wet ground.\n\nThe disagreement is not simply between innovation and tradition. Both sides use new methods when they serve their interests. What remains at stake is who will be allowed to make decisions about a landscape whose productivity has always depended on people accepting obligations beyond their own boundary stones.","heading":"A changing countryside","visibility":"player"}],"summary":"A lowland of flood meadows, dikes and scattered villages whose agricultural wealth depends on cooperation across property lines.","title":"Bellwether Reach","type":"Location","visibility":"player"},{"body":"The first linked households\nThe Saltthread Houses began as a small association of merchants dealing in preserved food, cloth and the ordinary goods that traveled between Creslin's inland markets and ports. The name came from two dependable trades rather than from a noble founder. Members offered storage, introductions and limited credit to one another while retaining separate businesses.\n\nThe association survived changes of government because its work was useful and seldom grand enough to invite immediate seizure. During draconic rule, members were forced to participate in tribute systems, and some profited from that position. Later accounts within the Houses acknowledge this unevenly; prosperous lineages tend to remember endurance more readily than collaboration.\n\nThe present arrangement\nA Saltthread House is a commercial household recognized by the association, not a member of Eman's six High Families. Some have accumulated considerable wealth, but none possesses the same political standing. Their influence rests on a distributed network of smaller relationships that would be costly for a larger concern to reproduce individually.\n\nThe Houses provide introductions for makers seeking buyers outside a single purchasing office. They also pool certain losses and maintain records of unreliable customers. This can protect a workshop from being isolated by a powerful buyer, although the protection is limited by the association's own willingness to risk business.\n\nMembership and exclusion\nMembership is inherited only provisionally. A successor must demonstrate that the household can meet its obligations, and a house can lose recognition through repeated failure or dishonesty. New entrants require sponsors and a period of shared work, which preserves trust while favoring people who already possess connections.\n\nThe association's critics point out that independence for established merchants can coexist with dependence among the workers they employ. Saltthread members are capable of defending a craftsperson against a noble purchaser while resisting better terms for their own carriers.\n\nRecords as power\nThe Houses maintain duplicate records in separate settlements. The practice arose from fires, confiscations and the disappearance of individual keepers. It makes the association more durable than a single archive and gives families evidence of obligations that might otherwise be denied.\n\nThese records also preserve uncomfortable history. Mereth Sorn's surviving correspondence entered later collections through merchant copies rather than an unbroken academic archive. Some Houses now sponsor publication of such material, gaining cultural standing from knowledge preserved for originally commercial reasons.\n\nTheir place in Creslin\nThe Saltthread Houses neither overturn the Ascendancy's order nor stand entirely outside it. They negotiate, accommodate and occasionally resist. Their importance lies in giving smaller communities more than one path to a market and in preserving relationships that do not all pass through a single great household.\n\nLornmarket, Veyr Quay and Bellwether Reach each use the association differently. Makers seek buyers, carriers seek dependable payment, and agricultural communities seek terms that recognize the risks of a season. The Houses bind these interests together without making them identical.","category":"Factions","factionGroup":"Companies & trade associations","id":"new-saltthread","illustration":{"alt":"Saltthread household exchange","caption":"Saltthread household exchange","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/saltthread-makers-market-network.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Saltthread Houses began as a small association of merchants dealing in preserved food, cloth and the ordinary goods that traveled between Creslin's inland markets and ports. The name came from two dependable trades rather than from a noble founder. Members offered storage, introductions and limited credit to one another while retaining separate businesses.\n\nThe association survived changes of government because its work was useful and seldom grand enough to invite immediate seizure. During draconic rule, members were forced to participate in tribute systems, and some profited from that position. Later accounts within the Houses acknowledge this unevenly; prosperous lineages tend to remember endurance more readily than collaboration.","heading":"The first linked households","illustration":{"alt":"Tribute cargo and household trade","caption":"Tribute cargo and household trade","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/saltthread-tributary-commercial-past.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A Saltthread House is a commercial household recognized by the association, not a member of Eman's six High Families. Some have accumulated considerable wealth, but none possesses the same political standing. Their influence rests on a distributed network of smaller relationships that would be costly for a larger concern to reproduce individually.\n\nThe Houses provide introductions for makers seeking buyers outside a single purchasing office. They also pool certain losses and maintain records of unreliable customers. This can protect a workshop from being isolated by a powerful buyer, although the protection is limited by the association's own willingness to risk business.","heading":"The present arrangement","visibility":"player"},{"body":"Membership is inherited only provisionally. A successor must demonstrate that the household can meet its obligations, and a house can lose recognition through repeated failure or dishonesty. New entrants require sponsors and a period of shared work, which preserves trust while favoring people who already possess connections.\n\nThe association's critics point out that independence for established merchants can coexist with dependence among the workers they employ. Saltthread members are capable of defending a craftsperson against a noble purchaser while resisting better terms for their own carriers.","heading":"Membership and exclusion","illustration":{"alt":"Shared work and sponsorship","caption":"Shared work and sponsorship","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/saltthread-sponsored-shared-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Houses maintain duplicate records in separate settlements. The practice arose from fires, confiscations and the disappearance of individual keepers. It makes the association more durable than a single archive and gives families evidence of obligations that might otherwise be denied.\n\nThese records also preserve uncomfortable history. Mereth Sorn's surviving correspondence entered later collections through merchant copies rather than an unbroken academic archive. Some Houses now sponsor publication of such material, gaining cultural standing from knowledge preserved for originally commercial reasons.","heading":"Records as power","illustration":{"alt":"Duplicate records for separate journeys","caption":"Duplicate records for separate journeys","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/saltthread-distributed-record-copies.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Saltthread Houses neither overturn the Ascendancy's order nor stand entirely outside it. They negotiate, accommodate and occasionally resist. Their importance lies in giving smaller communities more than one path to a market and in preserving relationships that do not all pass through a single great household.\n\nLornmarket, Veyr Quay and Bellwether Reach each use the association differently. Makers seek buyers, carriers seek dependable payment, and agricultural communities seek terms that recognize the risks of a season. The Houses bind these interests together without making them identical.","heading":"Their place in Creslin","visibility":"player"}],"summary":"Commercial households preserve a limited space for independent makers within Creslin’s concentrated economy.","title":"The Saltthread Houses","type":"Organization","visibility":"player"},{"body":"The tribute office\nIn the earlier part of the Draconic Era, a regional administration in Creslin collected goods and labor for the dragon ruler Arzeth Vorn. Its mortal superintendent wore a narrow tin crown during assessments, a deliberately inferior imitation of the wealth he collected. The object became a local symbol of authority exercised by someone powerful enough to punish neighbors and too weak to refuse his own master.\n\nThe administration used surviving workshops at Hollowglass and requisitioned boats from lake communities, including Veyr Quay. Tribute was not confined to luxury. Grain, tools and skilled labor were demanded according to needs that local households were not permitted to examine.\n\nThe refusal\nThe rebellion began when several assessed communities withheld their assigned labor together. Their leaders believed that a coordinated refusal would force the superintendent to negotiate before the wider draconic authority intervened. They misjudged the speed and severity of the response.\n\nThe superintendent seized relatives of the organizers and ordered stores confiscated. Fighting followed between his enforcers and residents attempting to recover the prisoners. The office was overrun, the tin crown broken and the superintendent killed. Hollowglass's remaining stores and roofs burned during the conflict.\n\nDefeat and dispersal\nThe destruction of the local office did not end draconic rule. A punitive force restored collection under a new administration. Several organizers were executed, households were displaced and surviving skilled workers were reassigned. The rebellion failed in its immediate political aim.\n\nIts consequences were nevertheless lasting. Families scattered from the affected communities carried workshop knowledge and accounts of the uprising elsewhere. Some records escaped because merchants had already copied them for commercial use. Hollowglass ceased to function as a school, but parts of its intellectual tradition survived outside the institution.\n\nThe memory after liberation\nAfter the end of draconic dominion, the uprising was celebrated more readily than its failure was discussed. Public accounts praised defiance and often omitted the organizers' mistaken expectations, the reprisals and the people who had argued against revolt because they feared precisely those consequences.\n\nLake households preserved a less triumphant memory through the names attached to model boats and missing crews. Their accounts did not deny the courage of the rebels. They insisted that courage and cost belonged in the same history.\n\nWhat remains\nFragments claimed to come from the crown circulate among collectors, but no complete chain of ownership establishes an authentic surviving piece. The event itself is attested in local accounts by accounts that disagree on details while agreeing on its sequence and outcome.\n\nArzeth Vorn's later fate is not central to that record. The Breaking of the Tin Crown concerns the mortals who lived under his demands and the consequences of a particular rebellion, not a new account of how draconic dominion ended across Dorn.","category":"History","id":"new-tin-crown","links":[],"raceRelated":[],"sections":[{"body":"In the earlier part of the Draconic Era, a regional administration in Creslin collected goods and labor for the dragon ruler Arzeth Vorn. Its mortal superintendent wore a narrow tin crown during assessments, a deliberately inferior imitation of the wealth he collected. The object became a local symbol of authority exercised by someone powerful enough to punish neighbors and too weak to refuse his own master.\n\nThe administration used surviving workshops at Hollowglass and requisitioned boats from lake communities, including Veyr Quay. Tribute was not confined to luxury. Grain, tools and skilled labor were demanded according to needs that local households were not permitted to examine.","heading":"The tribute office","illustration":{"alt":"The superintendent’s deliberately inferior crown","caption":"The superintendent’s deliberately inferior crown","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tin-crown-tribute-assessment-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The rebellion began when several assessed communities withheld their assigned labor together. Their leaders believed that a coordinated refusal would force the superintendent to negotiate before the wider draconic authority intervened. They misjudged the speed and severity of the response.\n\nThe superintendent seized relatives of the organizers and ordered stores confiscated. Fighting followed between his enforcers and residents attempting to recover the prisoners. The office was overrun, the tin crown broken and the superintendent killed. Hollowglass's remaining stores and roofs burned during the conflict.","heading":"The refusal","illustration":{"alt":"The broken crown in the overrun tribute office","caption":"The broken crown in the overrun tribute office","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tin-crown-refusal-broken-office-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The destruction of the local office did not end draconic rule. A punitive force restored collection under a new administration. Several organizers were executed, households were displaced and surviving skilled workers were reassigned. The rebellion failed in its immediate political aim.\n\nIts consequences were nevertheless lasting. Families scattered from the affected communities carried workshop knowledge and accounts of the uprising elsewhere. Some records escaped because merchants had already copied them for commercial use. Hollowglass ceased to function as a school, but parts of its intellectual tradition survived outside the institution.","heading":"Defeat and dispersal","illustration":{"alt":"Displaced households carrying knowledge away","caption":"Displaced households carrying knowledge away","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tin-crown-dispersed-workshop-memory-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"After the end of draconic dominion, the uprising was celebrated more readily than its failure was discussed. Public accounts praised defiance and often omitted the organizers' mistaken expectations, the reprisals and the people who had argued against revolt because they feared precisely those consequences.\n\nLake households preserved a less triumphant memory through the names attached to model boats and missing crews. Their accounts did not deny the courage of the rebels. They insisted that courage and cost belonged in the same history.","heading":"The memory after liberation","illustration":{"alt":"Courage and cost remembered through model boats","caption":"Courage and cost remembered through model boats","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tin-crown-lake-model-boats-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Fragments claimed to come from the crown circulate among collectors, but no complete chain of ownership establishes an authentic surviving piece. The event itself is attested in local accounts by accounts that disagree on details while agreeing on its sequence and outcome.\n\nArzeth Vorn's later fate is not central to that record. The Breaking of the Tin Crown concerns the mortals who lived under his demands and the consequences of a particular rebellion, not a new account of how draconic dominion ended across Dorn.","heading":"What remains","visibility":"player"}],"summary":"A failed local rebellion during the Draconic Era destroyed a tribute administration while leaving its survivors to endure the consequences.","title":"The Breaking of the Tin Crown","type":"Historical event","visibility":"player"},{"body":"From the service court\nMereth Sorn was born to an Eldenar mother employed as a copyist and a human father who maintained instruments at Hollowglass. Her mixed household belonged to the college's working community rather than its prestigious teaching circles. She learned to read through discarded drafts and to understand apparatus through repair.\n\nAn instructor recognized her ability and secured admission to formal study. The opportunity changed her life without erasing her awareness of those left outside it. She continued working in the service courts and became known for asking technicians questions other students considered beneath the dignity of scholarship.\n\nA different account of invention\nMereth's early work concerned the relationship between a design and the materials through which it became real. She recorded changes made by glassworkers, masons and instrument-makers during construction, demonstrating that successful work often depended on judgments absent from the original plan.\n\nHer first major treatise named these contributors alongside the scholars whose designs they adapted. The practice drew criticism from patrons who believed institutional rank should determine public credit. Mereth answered through further documentation rather than through a claim that all kinds of work were identical.\n\nThe open workshop\nAs a teacher, she established sessions in which students and experienced makers examined failed objects together. Participants were expected to explain what they had observed and distinguish it from what they assumed. A skilled worker could challenge a professor's account, although the social consequences of doing so remained uneven.\n\nThe sessions produced improvements in teaching and a lasting body of practical notes. They also made Mereth enemies among people who depended on a clear separation between intellectual authority and paid labor. Her position remained secure only while sympathetic patrons were willing to support it.\n\nHer final years\nMereth lived long enough to see political instability reduce Hollowglass's resources. She spent her later years copying and distributing useful material to former students rather than trusting that the college would preserve everything. She died late in the Age of Dominion, before the draconic appropriation of its surviving workshops.\n\nHer burial was modest, and the exact grave was lost during later rebuilding. Her work endured through copies held by makers and merchants, including collections later gathered by the Saltthread Houses.\n\nThe contested inheritance\nModern scholars admire Mereth as an ancestor of disciplined practical inquiry. Independent makers emphasize her insistence on naming the people who changed an idea into a working object. Wealthy patrons sometimes celebrate her while continuing to fund institutions that reproduce the exclusions she criticized.\n\nHer significance lies less in a single device than in a method of attention. She left accounts detailed enough to show where knowledge came from, making it harder for later admirers to reduce her life to a flattering emblem of progress.","category":"People","id":"new-mereth","identityIllustration":{"alt":"Mereth Sorn","caption":"Mereth Sorn","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/mereth-sorn-scholar-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Mereth Sorn was born to an Eldenar mother employed as a copyist and a human father who maintained instruments at Hollowglass. Her mixed household belonged to the college's working community rather than its prestigious teaching circles. She learned to read through discarded drafts and to understand apparatus through repair.\n\nAn instructor recognized her ability and secured admission to formal study. The opportunity changed her life without erasing her awareness of those left outside it. She continued working in the service courts and became known for asking technicians questions other students considered beneath the dignity of scholarship.","heading":"From the service court","illustration":{"alt":"Mereth learns from the working service court as well as formal study","caption":"Mereth learns from the working service court as well as formal study","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/mereth-service-court-apparatus-questions-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Mereth's early work concerned the relationship between a design and the materials through which it became real. She recorded changes made by glassworkers, masons and instrument-makers during construction, demonstrating that successful work often depended on judgments absent from the original plan.\n\nHer first major treatise named these contributors alongside the scholars whose designs they adapted. The practice drew criticism from patrons who believed institutional rank should determine public credit. Mereth answered through further documentation rather than through a claim that all kinds of work were identical.","heading":"A different account of invention","illustration":{"alt":"Mereth records makers’ practical changes beside an original design","caption":"Mereth records makers’ practical changes beside an original design","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/mereth-names-the-material-makers-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"As a teacher, she established sessions in which students and experienced makers examined failed objects together. Participants were expected to explain what they had observed and distinguish it from what they assumed. A skilled worker could challenge a professor's account, although the social consequences of doing so remained uneven.\n\nThe sessions produced improvements in teaching and a lasting body of practical notes. They also made Mereth enemies among people who depended on a clear separation between intellectual authority and paid labor. Her position remained secure only while sympathetic patrons were willing to support it.","heading":"The open workshop","illustration":{"alt":"Mereth opens failed objects to discussion by students and experienced makers","caption":"Mereth opens failed objects to discussion by students and experienced makers","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/mereth-open-workshop-evidence-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Mereth lived long enough to see political instability reduce Hollowglass's resources. She spent her later years copying and distributing useful material to former students rather than trusting that the college would preserve everything. She died late in the Age of Dominion, before the draconic appropriation of its surviving workshops.\n\nHer burial was modest, and the exact grave was lost during later rebuilding. Her work endured through copies held by makers and merchants, including collections later gathered by the Saltthread Houses.","heading":"Her final years","illustration":{"alt":"Mereth’s later years distribute useful copies beyond a weakened college","caption":"Mereth’s later years distribute useful copies beyond a weakened college","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/mereth-late-copies-for-former-students-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Modern scholars admire Mereth as an ancestor of disciplined practical inquiry. Independent makers emphasize her insistence on naming the people who changed an idea into a working object. Wealthy patrons sometimes celebrate her while continuing to fund institutions that reproduce the exclusions she criticized.\n\nHer significance lies less in a single device than in a method of attention. She left accounts detailed enough to show where knowledge came from, making it harder for later admirers to reduce her life to a flattering emblem of progress.","heading":"The contested inheritance","visibility":"player"}],"summary":"A scholar of the Age of Dominion changed who could be recognized as a maker of knowledge.","title":"Mereth Sorn of Hollowglass","type":"Person","visibility":"player"},{"body":"The wells below the houses\nTamar's Deep is built around a group of deep wells reached through shaded courts. The town rises in terraces around them, with gardens occupying protected pockets and storage rooms cut partly into the ground. Its compact form conserves shade as well as space. Broad exposed squares are uncommon; public life gathers beneath covered ways and at the meeting of several courtyards.\n\nThe name preserves Tamar, a water-finder of uncertain ancestry whose work established the first dependable source. Later generations added wells rather than treating one discovery as sufficient for a permanent town. The oldest shaft remains in use, though its fittings have been replaced many times.\n\nThe garden households\nGardens produce food, shade and materials that cannot economically be brought in with every caravan. Households grow layered plantings, with taller growth sheltering smaller crops. Compost and animal waste are valued resources, and a family's skill in keeping productive soil is treated as a form of inherited knowledge.\n\nWater rights are attached to obligations as well as land. A household must contribute to maintenance and accept restrictions during poor conditions. The wealthiest families possess more extensive claims, but none can lawfully close the common drinking courts to travelers in immediate need.\n\nA town on the caravan calendar\nTrade changes the population continually. Carriers arrive with Sandstrider Eclians, merchants hire storage, and workers find employment unloading, repairing equipment or preparing food. The town's permanent households provide continuity through these movements.\n\nTamar's Deep specializes in preserved fruit, woven shade cloth and the care of exhausted mounts. Its cloth is made in narrow strips joined into larger pieces, allowing damaged sections to be replaced without discarding an entire canopy. The pattern has become recognizable in caravan camps far beyond the oasis.\n\nThe town's older history\nDuring the Draconic Era, tribute demands repeatedly exceeded what residents considered compatible with maintaining the wells and gardens. The town survived by preserving a distinction between produce available for collection and the living resources required for the next season. That distinction was not always respected, and several periods of decline followed excessive extraction.\n\nThe Well Covenant developed after the end of draconic dominion from agreements among communities that had learned how vulnerable an isolated water source could be. Tamar's Deep became one of its principal meeting places without acquiring authority over every oasis in Ezin.\n\nPresent society\nPublic standing rests on household membership, work and recognized service to the wells. Long-term residents without property can gain influence through maintenance or trade, though poorer newcomers remain dependent on employers for their first place in the town.\n\nMeals are often shared in shaded work courts, with bread, pulses, preserved fruit and strongly flavored sauces making modest ingredients varied. Hospitality is generous about immediate need and exact about longer obligations. A guest may receive water without payment and still be expected to explain how they intend to support a month-long stay.","category":"Places","id":"new-tamarsdeep","illustration":{"alt":"Tamar’s Deep landscape","caption":"Tamar’s Deep landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/tamarsdeep-shaded-well-terraces-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Tamar's Deep is built around a group of deep wells reached through shaded courts. The town rises in terraces around them, with gardens occupying protected pockets and storage rooms cut partly into the ground. Its compact form conserves shade as well as space. Broad exposed squares are uncommon; public life gathers beneath covered ways and at the meeting of several courtyards.\n\nThe name preserves Tamar, a water-finder of uncertain ancestry whose work established the first dependable source. Later generations added wells rather than treating one discovery as sufficient for a permanent town. The oldest shaft remains in use, though its fittings have been replaced many times.","heading":"The wells below the houses","visibility":"player"},{"body":"Gardens produce food, shade and materials that cannot economically be brought in with every caravan. Households grow layered plantings, with taller growth sheltering smaller crops. Compost and animal waste are valued resources, and a family's skill in keeping productive soil is treated as a form of inherited knowledge.\n\nWater rights are attached to obligations as well as land. A household must contribute to maintenance and accept restrictions during poor conditions. The wealthiest families possess more extensive claims, but none can lawfully close the common drinking courts to travelers in immediate need.","heading":"The garden households","illustration":{"alt":"Layered garden planting at Tamar’s Deep","caption":"Layered garden planting at Tamar’s Deep","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tamar-layered-garden-water-care.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Trade changes the population continually. Carriers arrive with Sandstrider Eclians, merchants hire storage, and workers find employment unloading, repairing equipment or preparing food. The town's permanent households provide continuity through these movements.\n\nTamar's Deep specializes in preserved fruit, woven shade cloth and the care of exhausted mounts. Its cloth is made in narrow strips joined into larger pieces, allowing damaged sections to be replaced without discarding an entire canopy. The pattern has become recognizable in caravan camps far beyond the oasis.","heading":"A town on the caravan calendar","illustration":{"alt":"Shade-cloth repair and a resting caravan mount","caption":"Shade-cloth repair and a resting caravan mount","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tamar-shade-cloth-mount-rest-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"During the Draconic Era, tribute demands repeatedly exceeded what residents considered compatible with maintaining the wells and gardens. The town survived by preserving a distinction between produce available for collection and the living resources required for the next season. That distinction was not always respected, and several periods of decline followed excessive extraction.\n\nThe Well Covenant developed after the end of draconic dominion from agreements among communities that had learned how vulnerable an isolated water source could be. Tamar's Deep became one of its principal meeting places without acquiring authority over every oasis in Ezin.","heading":"The town's older history","visibility":"player"},{"body":"Public standing rests on household membership, work and recognized service to the wells. Long-term residents without property can gain influence through maintenance or trade, though poorer newcomers remain dependent on employers for their first place in the town.\n\nMeals are often shared in shaded work courts, with bread, pulses, preserved fruit and strongly flavored sauces making modest ingredients varied. Hospitality is generous about immediate need and exact about longer obligations. A guest may receive water without payment and still be expected to explain how they intend to support a month-long stay.","heading":"Present society","illustration":{"alt":"A shared meal in a shaded Tamar court","caption":"A shared meal in a shaded Tamar court","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tamar-shaded-court-shared-meal.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A layered oasis town whose oldest wealth is the knowledge of how to live within a limited supply of water.","title":"Tamar’s Deep","type":"Settlement","visibility":"player"},{"body":"The burial ridge\nQesh Ruun stands near a low stone ridge where dry conditions and workable rock made durable burial chambers possible. The earliest tombs predate the living town, but the settlement grew when families began employing permanent caretakers rather than returning only for funerals.\n\nThe ridge contains chambers of very different ages and wealth. Grand façades stand beside small, carefully maintained openings. Some names remain legible while others survive only in copies kept by the caretakers. The town does not claim that every old chamber belongs to one people or one faith.\n\nWork among the dead\nStonecutters, masons, scribes, cloth workers and providers of food and lodging form the town's principal trades. Caretakers maintain paths and records, help families identify appropriate places and arrange rites according to the deceased's community where possible.\n\nKethra is honored by many residents as a deity of death and fate, but the town receives people of other traditions. Its practical rule is that a person's remains should not become ownerless merely because their relatives live beyond the next stretch of desert.\n\nThe unreturned travelers\nCaravans sometimes bring bodies whose families cannot be found or cannot afford immediate recovery. Qesh Ruun keeps a separate register for these dead, recording identifying possessions, companions and the place from which they were brought. Belongings are held according to local custom rather than automatically divided among those who transported them.\n\nThis work has made the town a repository of ordinary history. A sequence of deaths can reveal a dangerous season, a failed route or violence that a prosperous city has preferred not to discuss. The caretakers' records have been used in disputes about both commercial responsibility and public memory.\n\nThe stone households\nSeveral families have served the burial ridge for many generations. Their authority is substantial, and poorer residents sometimes resent the fees attached to rites presented as matters of duty. Reform within Qesh Ruun has therefore often concerned access: a name recorded properly, a chamber maintained, a burial performed without forcing the living into ruinous debt.\n\nThe present keeper of the unreturned register, Ivara Dhen, is a human scribe who began as a stonecutter's assistant. She is known for asking the names of hired carriers as carefully as those of wealthy passengers. Her work has broadened the record without changing its deliberately restrained style.\n\nA town that continues living\nQesh Ruun is quieter than a great market oasis, but it is not a place of perpetual mourning. Children attend lessons in courtyards, apprentices argue over workmanship, and families celebrate marriages beneath awnings bright with repaired cloth. Residents make a point of separating spaces for grief from spaces in which ordinary life must continue.\n\nThe town's identity rests on continuity rather than an obsession with death. Its people know that remembrance is work performed by the living, and that a community devoted entirely to the past would eventually leave nobody capable of keeping it.","category":"Places","id":"new-qeshruun","illustration":{"alt":"Qesh Ruun landscape","caption":"Qesh Ruun landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/qeshruun-living-town-burial-ridge-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Qesh Ruun stands near a low stone ridge where dry conditions and workable rock made durable burial chambers possible. The earliest tombs predate the living town, but the settlement grew when families began employing permanent caretakers rather than returning only for funerals.\n\nThe ridge contains chambers of very different ages and wealth. Grand façades stand beside small, carefully maintained openings. Some names remain legible while others survive only in copies kept by the caretakers. The town does not claim that every old chamber belongs to one people or one faith.","heading":"The burial ridge","visibility":"player"},{"body":"Stonecutters, masons, scribes, cloth workers and providers of food and lodging form the town's principal trades. Caretakers maintain paths and records, help families identify appropriate places and arrange rites according to the deceased's community where possible.\n\nKethra is honored by many residents as a deity of death and fate, but the town receives people of other traditions. Its practical rule is that a person's remains should not become ownerless merely because their relatives live beyond the next stretch of desert.","heading":"Work among the dead","illustration":{"alt":"Caretakers maintaining the burial ridge paths","caption":"Caretakers maintaining the burial ridge paths","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/qesh-ridge-path-caretaker-maintenance.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Caravans sometimes bring bodies whose families cannot be found or cannot afford immediate recovery. Qesh Ruun keeps a separate register for these dead, recording identifying possessions, companions and the place from which they were brought. Belongings are held according to local custom rather than automatically divided among those who transported them.\n\nThis work has made the town a repository of ordinary history. A sequence of deaths can reveal a dangerous season, a failed route or violence that a prosperous city has preferred not to discuss. The caretakers' records have been used in disputes about both commercial responsibility and public memory.","heading":"The unreturned travelers","illustration":{"alt":"Keeping the unreturned travelers’ belongings","caption":"Keeping the unreturned travelers’ belongings","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/qesh-unreturned-possession-record-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Several families have served the burial ridge for many generations. Their authority is substantial, and poorer residents sometimes resent the fees attached to rites presented as matters of duty. Reform within Qesh Ruun has therefore often concerned access: a name recorded properly, a chamber maintained, a burial performed without forcing the living into ruinous debt.\n\nThe present keeper of the unreturned register, Ivara Dhen, is a human scribe who began as a stonecutter's assistant. She is known for asking the names of hired carriers as carefully as those of wealthy passengers. Her work has broadened the record without changing its deliberately restrained style.","heading":"The stone households","visibility":"player"},{"body":"Qesh Ruun is quieter than a great market oasis, but it is not a place of perpetual mourning. Children attend lessons in courtyards, apprentices argue over workmanship, and families celebrate marriages beneath awnings bright with repaired cloth. Residents make a point of separating spaces for grief from spaces in which ordinary life must continue.\n\nThe town's identity rests on continuity rather than an obsession with death. Its people know that remembrance is work performed by the living, and that a community devoted entirely to the past would eventually leave nobody capable of keeping it.","heading":"A town that continues living","illustration":{"alt":"A household celebration beneath repaired awnings","caption":"A household celebration beneath repaired awnings","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/qesh-bright-repaired-awning-celebration.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A living community beside a burial landscape, sustained by stonework, remembrance and the needs of travelers who die far from home.","title":"Qesh Ruun","type":"Settlement","visibility":"player"},{"body":"The shape of the ground\nThe Glasswind Hollows lie within the Great Ezin Desert, where exposed stone and shallow basins interrupt more continuous sand. Wind has polished some surfaces until they reflect harsh light, while sheltered cracks hold fine deposits that appear almost white at a distance. The name describes the experience of moving through the country rather than a claim that the ground is made of glass.\n\nRain is infrequent but consequential. Water gathers briefly in low places, cutting channels and leaving traces that remain long after the surface has dried. The landscape can therefore look static to a visitor while changing enough between seasons to make an old route unreliable.\n\nPeople of the moving camps\nSmall communities use the Hollows for grazing, collecting useful stone and guiding travelers. Their camps shift according to conditions and work. Some households maintain rooms in larger settlements while spending much of the year outside them; others regard a network of camps as their principal home.\n\nMovement does not mean a lack of history or attachment. Families remember particular shelters, burial places, water signs and incidents along routes. Their knowledge is often more precise than the broad lines drawn on commercial maps.\n\nStone and sound\nCertain hollows produce clear echoes, and guides use familiar sound patterns to orient themselves when visibility is poor. The practice is learned through repeated experience, not treated as an infallible magical gift. Young guides are expected to explain uncertainty and to know when a remembered sign is no longer sufficient.\n\nStoneworkers collect suitable pieces for polishing tools, small ornaments and weights. Extraction remains modest because carrying material out can cost more than finding it. Objects made from the Hollows' stone are valued partly for the stories of the people who obtained it.\n\nThe Closed Roads legacy\nDuring the Year of Closed Roads, routes through the Hollows became important alternatives to established caravan paths controlled by tribute collectors. The extra traffic strained local resources and exposed camps to reprisals. Several families moved permanently toward oasis towns afterward, carrying route knowledge into new communities.\n\nTheir descendants retain different accounts of the period. Some emphasize aid given to strangers; others remember being forced to bear risks created by people with larger stores and stronger defenses.\n\nPresent use\nCaravans still hire local guides rather than assuming that a previous journey guarantees the next. Sandstrider Eclians are useful here, but their endurance does not remove the need for judgment about footing, rest and water.\n\nThe Hollows remain outside the daily control of any one town. Nearby settlements depend on their guides while sometimes treating mobile households as politically inconvenient. That tension has made membership in the Well Covenant valuable to communities whose importance is easiest to ignore when all the ordinary roads are open.","category":"Places","id":"new-glasswind","illustration":{"alt":"The Glasswind Hollows landscape","caption":"The Glasswind Hollows landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/glasswind-stone-basins-moving-camp-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Glasswind Hollows lie within the Great Ezin Desert, where exposed stone and shallow basins interrupt more continuous sand. Wind has polished some surfaces until they reflect harsh light, while sheltered cracks hold fine deposits that appear almost white at a distance. The name describes the experience of moving through the country rather than a claim that the ground is made of glass.\n\nRain is infrequent but consequential. Water gathers briefly in low places, cutting channels and leaving traces that remain long after the surface has dried. The landscape can therefore look static to a visitor while changing enough between seasons to make an old route unreliable.","heading":"The shape of the ground","visibility":"player"},{"body":"Small communities use the Hollows for grazing, collecting useful stone and guiding travelers. Their camps shift according to conditions and work. Some households maintain rooms in larger settlements while spending much of the year outside them; others regard a network of camps as their principal home.\n\nMovement does not mean a lack of history or attachment. Families remember particular shelters, burial places, water signs and incidents along routes. Their knowledge is often more precise than the broad lines drawn on commercial maps.","heading":"People of the moving camps","illustration":{"alt":"Packing an established moving camp","caption":"Packing an established moving camp","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/glasswind-camp-household-packing-history.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Certain hollows produce clear echoes, and guides use familiar sound patterns to orient themselves when visibility is poor. The practice is learned through repeated experience, not treated as an infallible magical gift. Young guides are expected to explain uncertainty and to know when a remembered sign is no longer sufficient.\n\nStoneworkers collect suitable pieces for polishing tools, small ornaments and weights. Extraction remains modest because carrying material out can cost more than finding it. Objects made from the Hollows' stone are valued partly for the stories of the people who obtained it.","heading":"Stone and sound","illustration":{"alt":"Learning the Hollows’ stone echoes","caption":"Learning the Hollows’ stone echoes","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/glasswind-guide-learned-stone-echoes.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"During the Year of Closed Roads, routes through the Hollows became important alternatives to established caravan paths controlled by tribute collectors. The extra traffic strained local resources and exposed camps to reprisals. Several families moved permanently toward oasis towns afterward, carrying route knowledge into new communities.\n\nTheir descendants retain different accounts of the period. Some emphasize aid given to strangers; others remember being forced to bear risks created by people with larger stores and stronger defenses.","heading":"The Closed Roads legacy","visibility":"player"},{"body":"Caravans still hire local guides rather than assuming that a previous journey guarantees the next. Sandstrider Eclians are useful here, but their endurance does not remove the need for judgment about footing, rest and water.\n\nThe Hollows remain outside the daily control of any one town. Nearby settlements depend on their guides while sometimes treating mobile households as politically inconvenient. That tension has made membership in the Well Covenant valuable to communities whose importance is easiest to ignore when all the ordinary roads are open.","heading":"Present use","illustration":{"alt":"Rest and footing on a guided Hollows journey","caption":"Rest and footing on a guided Hollows journey","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/glasswind-sandstrider-careful-footing-rest.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A broken country of stone basins and wind-polished surfaces, navigated through local knowledge rather than a single permanent road.","title":"The Glasswind Hollows","type":"Location","visibility":"player"},{"body":"A place built around rest\nSerev Yard began as a stopping place where carriers could rest mounts before continuing toward larger markets. Its wells were useful but insufficient to support unlimited traffic, so the settlement developed around careful husbandry rather than sheer volume. Breeders and trainers settled where their skills could be sold repeatedly to passing crews.\n\nThe town's layout reflects this origin. Sheltered animal courts occupy its center, with workshops, feed stores and family rooms arranged around them. Streets widen near entrances to allow nervous animals space, and household children learn early which passages belong to moving stock.\n\nThe breeding households\nSandstrider Eclians are bred for endurance, sound movement and manageable temperament. Appearance matters to buyers, but Serev's most respected households judge a mount through repeated work rather than a single impressive display. Records include the conditions in which an animal was raised and trained, not merely ancestry.\n\nA successful breeding household depends on handlers, feed growers, equipment makers and people capable of recognizing illness or exhaustion. Much of this work is performed by apprentices and hired staff whose judgment can matter more than their formal standing.\n\nThe shared bloodlines\nA period of intense competition once encouraged several breeders to keep their most valued animals within narrow lines. Declining robustness forced cooperation. The resulting exchange agreements allowed carefully recorded breeding between households without requiring them to surrender ownership or commercial identity.\n\nThe change remains part of Serev's professional memory. It demonstrated that secrecy could damage the resource on which every competitor depended. The town still prizes distinctive lines, but claims of purity are treated with more skepticism than claims of proven health and ability.\n\nTavi Sen and the returning handlers\nTavi Sen, a goblin trainer, built her reputation with animals dismissed as unsuitable after poor handling. She is patient with mounts and considerably less patient with owners who want a living creature to perform like equipment without allowing for fear or fatigue.\n\nHer training yard employs former caravan handlers who can no longer sustain long journeys. Their experience becomes part of the town's permanent knowledge. Tavi pays particular attention to injuries and habits acquired on the road, because an animal's present behavior cannot always be understood from its breeding record.\n\nPresent relations\nSerev Yard trades closely with Tamar's Deep and relies on guides from the Glasswind Hollows. Wealthy buyers occasionally attempt to purchase entire successful lines or exclusive access to particular trainers. The town's households resist complete dependence while remaining keenly aware of the money such arrangements offer.\n\nSerev's public celebrations center on animals at work rather than on races alone. Demonstrations of handling, recovery and cooperation are followed by meals in the shaded courts. Visitors sometimes find the events less dramatic than expected. Residents consider that part of the point: the best evidence of skill is often the absence of panic.","category":"Places","id":"new-serevyard","illustration":{"alt":"Serev Yard landscape","caption":"Serev Yard landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/serev-yard-sandstrider-training-courts-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Serev Yard began as a stopping place where carriers could rest mounts before continuing toward larger markets. Its wells were useful but insufficient to support unlimited traffic, so the settlement developed around careful husbandry rather than sheer volume. Breeders and trainers settled where their skills could be sold repeatedly to passing crews.\n\nThe town's layout reflects this origin. Sheltered animal courts occupy its center, with workshops, feed stores and family rooms arranged around them. Streets widen near entrances to allow nervous animals space, and household children learn early which passages belong to moving stock.","heading":"A place built around rest","visibility":"player"},{"body":"Sandstrider Eclians are bred for endurance, sound movement and manageable temperament. Appearance matters to buyers, but Serev's most respected households judge a mount through repeated work rather than a single impressive display. Records include the conditions in which an animal was raised and trained, not merely ancestry.\n\nA successful breeding household depends on handlers, feed growers, equipment makers and people capable of recognizing illness or exhaustion. Much of this work is performed by apprentices and hired staff whose judgment can matter more than their formal standing.","heading":"The breeding households","illustration":{"alt":"Judging a Sandstrider’s sound movement","caption":"Judging a Sandstrider’s sound movement","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/serev-breeding-household-sound-movement.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A period of intense competition once encouraged several breeders to keep their most valued animals within narrow lines. Declining robustness forced cooperation. The resulting exchange agreements allowed carefully recorded breeding between households without requiring them to surrender ownership or commercial identity.\n\nThe change remains part of Serev's professional memory. It demonstrated that secrecy could damage the resource on which every competitor depended. The town still prizes distinctive lines, but claims of purity are treated with more skepticism than claims of proven health and ability.","heading":"The shared bloodlines","illustration":{"alt":"A recorded exchange between breeding households","caption":"A recorded exchange between breeding households","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/serev-shared-bloodline-household-exchange.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Tavi Sen, a goblin trainer, built her reputation with animals dismissed as unsuitable after poor handling. She is patient with mounts and considerably less patient with owners who want a living creature to perform like equipment without allowing for fear or fatigue.\n\nHer training yard employs former caravan handlers who can no longer sustain long journeys. Their experience becomes part of the town's permanent knowledge. Tavi pays particular attention to injuries and habits acquired on the road, because an animal's present behavior cannot always be understood from its breeding record.","heading":"Tavi Sen and the returning handlers","illustration":{"alt":"Returning handlers caring for a recovering mount","caption":"Returning handlers caring for a recovering mount","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/serev-returning-handlers-mount-recovery.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Serev Yard trades closely with Tamar's Deep and relies on guides from the Glasswind Hollows. Wealthy buyers occasionally attempt to purchase entire successful lines or exclusive access to particular trainers. The town's households resist complete dependence while remaining keenly aware of the money such arrangements offer.\n\nSerev's public celebrations center on animals at work rather than on races alone. Demonstrations of handling, recovery and cooperation are followed by meals in the shaded courts. Visitors sometimes find the events less dramatic than expected. Residents consider that part of the point: the best evidence of skill is often the absence of panic.","heading":"Present relations","illustration":{"alt":"A calm handling demonstration at Serev Yard","caption":"A calm handling demonstration at Serev Yard","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/serev-calm-handling-public-demonstration.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A breeding and training settlement whose influence rests on the animals that make desert distance manageable.","title":"Serev Yard","type":"Settlement","visibility":"player"},{"body":"The nine shelters\nThe Well of Nine Shades takes its name from the original shelters erected around a reliable water source by nine contributing households. The shelters have been rebuilt many times, and the number of resident families is no longer nine. The name preserves the agreement rather than the present architecture.\n\nThe settlement is small: lodging courts, stores, a repair yard and gardens sufficient for part of its needs. Its importance lies in its position within a wider network of journeys. People who would never choose to live there permanently may depend on it several times in a working life.\n\nThe first water\nThe central custom distinguishes immediate need from extended use. A traveler in danger receives drinking water before bargaining begins. Further supplies, lodging, animal care and commercial quantities are accounted for afterward. The rule is enforced because allowing a person to die at the well would damage the settlement's reason for existing as well as its reputation.\n\nThe custom does not make the well inexhaustible. Residents can limit nonessential use and refuse to provision a journey they cannot safely support. Their authority depends on explaining those limits consistently rather than pretending generosity removes scarcity.\n\nA place of different observances\nTravelers honor different gods, and the settlement maintains simple spaces suitable for prayer without giving one visiting community ownership of the whole site. Care for the dead is coordinated with Qesh Ruun when transport is possible. Those buried locally are recorded with whatever names and affiliations companions can provide.\n\nA communal meal is prepared each evening from supplies contributed by residents and paying guests. It gives travelers a chance to exchange information while allowing the keepers to notice who is alone, ill or unable to continue. The meal is useful enough that even merchants who dislike communal obligations generally attend.\n\nThe keepers\nThe well is administered by a rotating group drawn from resident households and recognized long-serving workers. A keeper is responsible for the condition of the source and the fairness of access, not for controlling every private bargain made in the lodging courts.\n\nThe current senior keeper, Reth Varu, is an elderly human who spent much of his life as a carrier. He knows the temptation to present a commercial urgency as an emergency and the danger of becoming so suspicious that genuine need is refused. His judgments are remembered less for eloquence than for the fact that he remains present to live with their consequences.\n\nThe Well Covenant\nThe Nine Shades settlement became an early supporter of the Well Covenant because its own survival depended on obligations beyond one household's interest. It now serves as a meeting place for smaller communities that lack the wealth of Tamar's Deep but contribute indispensable knowledge and refuge.\n\nIts position gives residents a broad view of Ezin without making them its rulers. They hear news early, learn which routes are troubled and know how often a celebrated city's prosperity depends on people who will never be invited to its ceremonies.","category":"Places","id":"new-nine-shades","illustration":{"alt":"The Well of Nine Shades landscape","caption":"The Well of Nine Shades landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/nine-shades-well-caravan-sanctuary-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Well of Nine Shades takes its name from the original shelters erected around a reliable water source by nine contributing households. The shelters have been rebuilt many times, and the number of resident families is no longer nine. The name preserves the agreement rather than the present architecture.\n\nThe settlement is small: lodging courts, stores, a repair yard and gardens sufficient for part of its needs. Its importance lies in its position within a wider network of journeys. People who would never choose to live there permanently may depend on it several times in a working life.","heading":"The nine shelters","visibility":"player"},{"body":"The central custom distinguishes immediate need from extended use. A traveler in danger receives drinking water before bargaining begins. Further supplies, lodging, animal care and commercial quantities are accounted for afterward. The rule is enforced because allowing a person to die at the well would damage the settlement's reason for existing as well as its reputation.\n\nThe custom does not make the well inexhaustible. Residents can limit nonessential use and refuse to provision a journey they cannot safely support. Their authority depends on explaining those limits consistently rather than pretending generosity removes scarcity.","heading":"The first water","illustration":{"alt":"Offering drinking water at Nine Shades","caption":"Offering drinking water at Nine Shades","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/nine-shades-immediate-drinking-water.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Travelers honor different gods, and the settlement maintains simple spaces suitable for prayer without giving one visiting community ownership of the whole site. Care for the dead is coordinated with Qesh Ruun when transport is possible. Those buried locally are recorded with whatever names and affiliations companions can provide.\n\nA communal meal is prepared each evening from supplies contributed by residents and paying guests. It gives travelers a chance to exchange information while allowing the keepers to notice who is alone, ill or unable to continue. The meal is useful enough that even merchants who dislike communal obligations generally attend.","heading":"A place of different observances","illustration":{"alt":"The evening meal at Nine Shades","caption":"The evening meal at Nine Shades","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/nine-shades-evening-communal-meal.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The well is administered by a rotating group drawn from resident households and recognized long-serving workers. A keeper is responsible for the condition of the source and the fairness of access, not for controlling every private bargain made in the lodging courts.\n\nThe current senior keeper, Reth Varu, is an elderly human who spent much of his life as a carrier. He knows the temptation to present a commercial urgency as an emergency and the danger of becoming so suspicious that genuine need is refused. His judgments are remembered less for eloquence than for the fact that he remains present to live with their consequences.","heading":"The keepers","illustration":{"alt":"Resident keepers tending the well","caption":"Resident keepers tending the well","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/nine-shades-rotating-keepers-well-care.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Nine Shades settlement became an early supporter of the Well Covenant because its own survival depended on obligations beyond one household's interest. It now serves as a meeting place for smaller communities that lack the wealth of Tamar's Deep but contribute indispensable knowledge and refuge.\n\nIts position gives residents a broad view of Ezin without making them its rulers. They hear news early, learn which routes are troubled and know how often a celebrated city's prosperity depends on people who will never be invited to its ceremonies.","heading":"The Well Covenant","visibility":"player"}],"summary":"A small caravan sanctuary built around a shared well and the promise that immediate thirst will not be used as a bargaining weapon.","title":"The Well of Nine Shades","type":"Settlement","visibility":"player"},{"body":"A city of stored seasons\nKeth Soral flourished during the later Age of Harmony in a part of the country now included within the Great Ezin Desert. Its builders used a sequence of stone cisterns and prepared catchments to hold seasonal water. Houses and gardens occupied terraces above the largest stores, while work courts lay where runoff could be directed away from living spaces.\n\nThe settlement was never a city sustained by limitless abundance. Its prosperity depended on knowing how much water could be stored and how many people and crops that supply could support. Its oldest surviving inscriptions record maintenance obligations and contributions rather than the names of conquering rulers.\n\nThe expansion\nDuring the Age of Dominion, Keth Soral became a center for trade and specialized cultivation. Wealthier households enlarged gardens and built more imposing residences. Additional storage works increased capacity, but population and commercial expectations grew alongside them.\n\nThe decline came through a sequence of poor replenishment, damaged works and political decisions that protected prestigious uses too long. It was not the result of one curse or a single night of destruction. Families departed in stages, carrying tools, seeds and knowledge to other communities.\n\nThe last residents\nA smaller population remained after the larger commercial settlement had failed. These households maintained a portion of the cistern system and lived from modest cultivation, animal care and exchange with passing travelers. Their occupation altered grand buildings for practical use, dividing halls into rooms and converting ceremonial spaces into stores.\n\nThe final permanent residents left before the height of draconic rule. Their departure was organized enough that many useful objects were taken, leaving ruins that can appear mysteriously empty to visitors expecting a city frozen at the moment of disaster.\n\nThe site today\nThe terraced cisterns remain the most substantial visible structures. Some are filled with sand and debris; others expose careful masonry beneath later repairs. Occasional water accumulation does not make the old system safe or dependable without maintenance.\n\nScholars from oasis communities study the site for practical knowledge as well as antiquity. Their most important conclusions concern limits: which repairs extended useful life, which expansions increased vulnerability and which forms of ownership made a shared system harder to manage.\n\nKeth Soral in living memory\nFamilies in several Ezin communities preserve claims of descent from the settlement's emigrants. These claims vary in reliability, but the distribution of certain tools, words and cultivation practices supports a wider history of movement from old water settlements to newer ones.\n\nQesh Ruun's caretakers keep copies of names recovered from funerary inscriptions, while the Well Covenant uses Keth Soral as a historical example of obligations neglected. The ruins are not a promise that ancient abundance can simply be restored. They are evidence that people before the present generation also built sophisticated lives within difficult limits.","category":"Places","id":"new-kethsoral","illustration":{"alt":"Keth Soral: The Terraced Cisterns landscape","caption":"Keth Soral: The Terraced Cisterns landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kethsoral-abandoned-terraced-cisterns-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Keth Soral flourished during the later Age of Harmony in a part of the country now included within the Great Ezin Desert. Its builders used a sequence of stone cisterns and prepared catchments to hold seasonal water. Houses and gardens occupied terraces above the largest stores, while work courts lay where runoff could be directed away from living spaces.\n\nThe settlement was never a city sustained by limitless abundance. Its prosperity depended on knowing how much water could be stored and how many people and crops that supply could support. Its oldest surviving inscriptions record maintenance obligations and contributions rather than the names of conquering rulers.","heading":"A city of stored seasons","illustration":{"alt":"Maintaining Keth Soral’s cisterns in the Age of Harmony","caption":"Maintaining Keth Soral’s cisterns in the Age of Harmony","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/keth-soral-seasonal-cistern-maintenance-past.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"During the Age of Dominion, Keth Soral became a center for trade and specialized cultivation. Wealthier households enlarged gardens and built more imposing residences. Additional storage works increased capacity, but population and commercial expectations grew alongside them.\n\nThe decline came through a sequence of poor replenishment, damaged works and political decisions that protected prestigious uses too long. It was not the result of one curse or a single night of destruction. Families departed in stages, carrying tools, seeds and knowledge to other communities.","heading":"The expansion","visibility":"player"},{"body":"A smaller population remained after the larger commercial settlement had failed. These households maintained a portion of the cistern system and lived from modest cultivation, animal care and exchange with passing travelers. Their occupation altered grand buildings for practical use, dividing halls into rooms and converting ceremonial spaces into stores.\n\nThe final permanent residents left before the height of draconic rule. Their departure was organized enough that many useful objects were taken, leaving ruins that can appear mysteriously empty to visitors expecting a city frozen at the moment of disaster.","heading":"The last residents","illustration":{"alt":"The last households in a reused Keth Soral hall","caption":"The last households in a reused Keth Soral hall","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/keth-last-households-reused-hall-past.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The terraced cisterns remain the most substantial visible structures. Some are filled with sand and debris; others expose careful masonry beneath later repairs. Occasional water accumulation does not make the old system safe or dependable without maintenance.\n\nScholars from oasis communities study the site for practical knowledge as well as antiquity. Their most important conclusions concern limits: which repairs extended useful life, which expansions increased vulnerability and which forms of ownership made a shared system harder to manage.","heading":"The site today","illustration":{"alt":"Studying the abandoned cistern masonry","caption":"Studying the abandoned cistern masonry","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/keth-present-cistern-masonry-study.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Families in several Ezin communities preserve claims of descent from the settlement's emigrants. These claims vary in reliability, but the distribution of certain tools, words and cultivation practices supports a wider history of movement from old water settlements to newer ones.\n\nQesh Ruun's caretakers keep copies of names recovered from funerary inscriptions, while the Well Covenant uses Keth Soral as a historical example of obligations neglected. The ruins are not a promise that ancient abundance can simply be restored. They are evidence that people before the present generation also built sophisticated lives within difficult limits.","heading":"Keth Soral in living memory","visibility":"player"}],"summary":"The remains of an old water settlement preserve a history of adaptation, overreach and eventual abandonment.","title":"Keth Soral: The Terraced Cisterns","type":"Landmark","visibility":"player"},{"body":"An agreement after coercion\nThe Well Covenant formed after the end of draconic dominion, when several Ezin communities sought to prevent the return of practices that had made them vulnerable in isolation. Tribute collectors had repeatedly forced settlements to provision journeys and campaigns without regard for the condition of wells, animals or residents.\n\nThe Covenant's founders did not create a desert kingdom. They agreed on obligations that made cooperation possible among communities with different leaders, customs and resources. Membership remains voluntary in law and valuable enough in practice that exclusion carries serious consequences.\n\nShared duties\nMembers exchange reliable information about water conditions, maintain agreed refuges and contribute to assistance when another member suffers a temporary failure. Aid is recorded so that a generous settlement is not indefinitely expected to carry everyone else's burden, but repayment can take the form of labor, supplies or future assistance rather than coin alone.\n\nThe Covenant also recognizes the role of mobile households and guides. A community without a large permanent well may possess knowledge essential to reaching one safely. Such groups can be represented through recognized delegates instead of being treated only as dependents of settled towns.\n\nLimits of authority\nThe Covenant cannot command every caravan or overrule every local judgment. It can refuse recognized service to repeated violators, publish accounts of disputed conduct and coordinate the response of its members. Its strength lies in making a powerful purchaser face several communities together rather than bargaining with each in isolation.\n\nThis power is uneven. Wealthy settlements can sustain refusal longer than smaller ones, and private merchants sometimes offer terms designed to split a common position. The Covenant's meetings are therefore political negotiations, not automatic expressions of desert solidarity.\n\nThe keepers' record\nRecords include environmental conditions, assistance supplied, deaths on troubled routes and changes in the capacity of particular sources. Qesh Ruun contributes information about travelers who did not complete their journeys, while Serev Yard reports conditions affecting mounts.\n\nThe combined record has become a substantial history of ordinary movement through Ezin. It shows periods of prosperity and strain that would be difficult to reconstruct from rulers' accounts alone.\n\nPresent standing\nTamar's Deep provides resources and a frequent meeting place; the Well of Nine Shades gives smaller communities a respected voice; guides from the Glasswind Hollows insist that movement and refuge cannot be understood solely from permanent buildings. Their interests overlap without being identical.\n\nThe Covenant is most successful when it makes dependence visible before a crisis. Its members know that independence in a desert is rarely the absence of obligations. More often it is the ability to negotiate those obligations without one party controlling the only route to survival.","category":"Factions","factionGroup":"Covenants & mutual aid","id":"new-well-covenant","illustration":{"alt":"The Well Covenant","caption":"The Well Covenant","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/well-covenant-shared-negotiation.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Well Covenant formed after the end of draconic dominion, when several Ezin communities sought to prevent the return of practices that had made them vulnerable in isolation. Tribute collectors had repeatedly forced settlements to provision journeys and campaigns without regard for the condition of wells, animals or residents.\n\nThe Covenant's founders did not create a desert kingdom. They agreed on obligations that made cooperation possible among communities with different leaders, customs and resources. Membership remains voluntary in law and valuable enough in practice that exclusion carries serious consequences.","heading":"An agreement after coercion","visibility":"player"},{"body":"Members exchange reliable information about water conditions, maintain agreed refuges and contribute to assistance when another member suffers a temporary failure. Aid is recorded so that a generous settlement is not indefinitely expected to carry everyone else's burden, but repayment can take the form of labor, supplies or future assistance rather than coin alone.\n\nThe Covenant also recognizes the role of mobile households and guides. A community without a large permanent well may possess knowledge essential to reaching one safely. Such groups can be represented through recognized delegates instead of being treated only as dependents of settled towns.","heading":"Shared duties","illustration":{"alt":"Shared repair at a desert refuge","caption":"Shared repair at a desert refuge","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/well-covenant-refuge-repair.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Covenant cannot command every caravan or overrule every local judgment. It can refuse recognized service to repeated violators, publish accounts of disputed conduct and coordinate the response of its members. Its strength lies in making a powerful purchaser face several communities together rather than bargaining with each in isolation.\n\nThis power is uneven. Wealthy settlements can sustain refusal longer than smaller ones, and private merchants sometimes offer terms designed to split a common position. The Covenant's meetings are therefore political negotiations, not automatic expressions of desert solidarity.","heading":"Limits of authority","illustration":{"alt":"A difficult Covenant meeting","caption":"A difficult Covenant meeting","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/well-covenant-negotiated-refusal.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Records include environmental conditions, assistance supplied, deaths on troubled routes and changes in the capacity of particular sources. Qesh Ruun contributes information about travelers who did not complete their journeys, while Serev Yard reports conditions affecting mounts.\n\nThe combined record has become a substantial history of ordinary movement through Ezin. It shows periods of prosperity and strain that would be difficult to reconstruct from rulers' accounts alone.","heading":"The keepers' record","illustration":{"alt":"Keepers of desert journeys","caption":"Keepers of desert journeys","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/well-covenant-traveler-and-mount-record.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Tamar's Deep provides resources and a frequent meeting place; the Well of Nine Shades gives smaller communities a respected voice; guides from the Glasswind Hollows insist that movement and refuge cannot be understood solely from permanent buildings. Their interests overlap without being identical.\n\nThe Covenant is most successful when it makes dependence visible before a crisis. Its members know that independence in a desert is rarely the absence of obligations. More often it is the ability to negotiate those obligations without one party controlling the only route to survival.","heading":"Present standing","visibility":"player"}],"summary":"An agreement among independent water communities governs mutual aid without making them a single state.","title":"The Well Covenant","type":"Organization","visibility":"player"},{"body":"The closure\nDuring the Draconic Era, a regional tribute authority attempted to concentrate caravan movement along a smaller number of supervised routes. The policy promised easier collection and greater control over labor and goods. Established stopping places outside the approved routes lost trade, while those inside them faced demands they could not safely meet indefinitely.\n\nThe period became known as the Year of Closed Roads. The name describes a locally remembered cycle of severe disruption rather than a date converted into a modern calendar.\n\nMovement under pressure\nMerchants and carriers sought alternatives through the Glasswind Hollows and other difficult country. Guides gained work but also responsibility for larger groups than their usual routes could support. Some accepted commissions they should have refused; others refused and were accused of withholding aid.\n\nOasis communities were divided. A few profited from their position on supervised routes. Others concealed supplies, limited cooperation or helped travelers avoid collection points. No single account of unified resistance describes the period accurately.\n\nLoss and displacement\nSeveral caravans failed to reach their destinations. Deaths from exposure, violence and exhausted resources were recorded unevenly, and families sometimes learned only that a traveler had last been seen at a particular well. Qesh Ruun's later compilation of names preserved evidence of losses absent from the tribute authority's records.\n\nMobile households suffered especially when their knowledge was requisitioned and their camps treated as expendable. Some moved toward larger settlements afterward, changing the distribution of guiding skill and the relationship between towns and surrounding communities.\n\nThe policy's failure\nThe supervised system collected less reliably than its designers expected. Concentrated traffic damaged local capacity, avoidance increased and the cost of enforcement rose. The authority eventually reopened routes and restored some local discretion. The reversal was practical, not an admission that coercion had been wrong.\n\nThe communities affected retained their memories of the period, including grudges over collaboration and abandoned promises. These memories later informed the Well Covenant's insistence that mutual obligations be negotiated among communities rather than imposed solely for the convenience of a distant collector.\n\nThe history in use\nThe Year of Closed Roads is taught differently across Ezin. Settled towns emphasize the defense of water sources; mobile families emphasize the use and loss of their knowledge; merchant histories emphasize the restoration of trade. Together the accounts describe a regional event whose consequences outlasted the administration that caused it.\n\nIts enduring lesson within the Covenant is specific: a route is not merely a line connecting profitable places. It depends on living communities, animals and resources that can be damaged by the very traffic supposed to enrich them.","category":"History","id":"new-closed-roads","links":[],"raceRelated":[],"sections":[{"body":"During the Draconic Era, a regional tribute authority attempted to concentrate caravan movement along a smaller number of supervised routes. The policy promised easier collection and greater control over labor and goods. Established stopping places outside the approved routes lost trade, while those inside them faced demands they could not safely meet indefinitely.\n\nThe period became known as the Year of Closed Roads. The name describes a locally remembered cycle of severe disruption rather than a date converted into a modern calendar.","heading":"The closure","illustration":{"alt":"A supervised desert tribute route","caption":"A supervised desert tribute route","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/closed-roads-tribute-route-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Merchants and carriers sought alternatives through the Glasswind Hollows and other difficult country. Guides gained work but also responsibility for larger groups than their usual routes could support. Some accepted commissions they should have refused; others refused and were accused of withholding aid.\n\nOasis communities were divided. A few profited from their position on supervised routes. Others concealed supplies, limited cooperation or helped travelers avoid collection points. No single account of unified resistance describes the period accurately.","heading":"Movement under pressure","illustration":{"alt":"Guides taking larger groups through difficult country","caption":"Guides taking larger groups through difficult country","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/closed-roads-glasswind-guides-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Several caravans failed to reach their destinations. Deaths from exposure, violence and exhausted resources were recorded unevenly, and families sometimes learned only that a traveler had last been seen at a particular well. Qesh Ruun's later compilation of names preserved evidence of losses absent from the tribute authority's records.\n\nMobile households suffered especially when their knowledge was requisitioned and their camps treated as expendable. Some moved toward larger settlements afterward, changing the distribution of guiding skill and the relationship between towns and surrounding communities.","heading":"Loss and displacement","illustration":{"alt":"Losses known only by a last well","caption":"Losses known only by a last well","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/closed-roads-empty-well-record-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The supervised system collected less reliably than its designers expected. Concentrated traffic damaged local capacity, avoidance increased and the cost of enforcement rose. The authority eventually reopened routes and restored some local discretion. The reversal was practical, not an admission that coercion had been wrong.\n\nThe communities affected retained their memories of the period, including grudges over collaboration and abandoned promises. These memories later informed the Well Covenant's insistence that mutual obligations be negotiated among communities rather than imposed solely for the convenience of a distant collector.","heading":"The policy's failure","illustration":{"alt":"Routes reopening with local discretion","caption":"Routes reopening with local discretion","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/closed-roads-reopened-routes-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Year of Closed Roads is taught differently across Ezin. Settled towns emphasize the defense of water sources; mobile families emphasize the use and loss of their knowledge; merchant histories emphasize the restoration of trade. Together the accounts describe a regional event whose consequences outlasted the administration that caused it.\n\nIts enduring lesson within the Covenant is specific: a route is not merely a line connecting profitable places. It depends on living communities, animals and resources that can be damaged by the very traffic supposed to enrich them.","heading":"The history in use","visibility":"player"}],"summary":"A draconic tribute campaign disrupted desert movement and left a lasting memory of who controlled the routes between water.","title":"The Year of Closed Roads","type":"Historical event","visibility":"player"},{"body":"A settlement grown in stages\nIril Venn occupies a sheltered part of the country associated with Vandalir Wood. Its oldest living structures began as groves tended for communal use rather than as houses. Sylvanar treeshapers gradually formed chambers, raised walkways and sheltered courts from growth that later generations continued to guide.\n\nThe settlement has never been finished. A room can cease to be suitable as a tree changes, while a passage prepared by one generation becomes useful to another. Stone foundations and ordinary carpentry support the living work, making Iril Venn a mixture of cultivated growth and repair rather than a place maintained by effortless magic.\n\nThe houses and their keepers\nA house is associated with the people who maintain it, not simply with those currently sleeping within it. Elders may remain responsible for a structure after moving elsewhere. Younger households can take over neglected chambers through an agreement that includes the labor and knowledge needed to keep them sound.\n\nThis system developed among long-lived residents and proved difficult when shorter-lived people settled nearby. A commitment described as temporary by an elder could consume much of a human life. Iril Venn eventually adopted witnessed terms that specify practical milestones rather than relying only on a shared sense of patience.\n\nThe lower courts\nThe lower courts contain workshops, guest rooms and buildings more easily altered than the old living houses. Humans, halflings and other residents have established durable households there alongside Aenar. Some families have occupied the same court through several generations while their Sylvanar neighbors have changed little in outward appearance.\n\nCraft and food production connect these communities. Iril Venn supplies cultivated fibers, medicines, carved wood and specialized living structures. It also depends on ordinary farming, preserved food and goods obtained through trade. The forest is a home and resource, not an excuse to imagine its inhabitants free of material needs.\n\nThe flood inheritance\nDuring the Flood of Three Foundings, displaced households were received on higher ground near Iril Venn. Their descendants became part of the lower courts and helped establish lasting relationships with Morrowfen and the Tallowmere communities. The event changed the settlement's understanding of hospitality from a visit of uncertain duration into the possibility of permanent shared life.\n\nSome older houses resisted the change. Others found that new neighbors supplied skills and perspectives their own patient traditions had neglected. The resulting compromises remain part of local law and memory.\n\nPresent life\nIril Venn's celebrations are often held at transitions in a building's use: the opening of a new chamber, the retirement of an unsafe walkway, the transfer of a house's care. These occasions honor work performed across generations without pretending that every contributor experienced time in the same way.\n\nThe settlement's current tensions concern access to its most desirable spaces and the pace at which change can be requested. Younger residents increasingly ask that reverence for an elder's work not become a permanent veto over the lives of those who must inhabit it now.","category":"Places","id":"new-irilvenn","illustration":{"alt":"Iril Venn landscape","caption":"Iril Venn landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/iril-venn-living-grove-houses-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Iril Venn occupies a sheltered part of the country associated with Vandalir Wood. Its oldest living structures began as groves tended for communal use rather than as houses. Sylvanar treeshapers gradually formed chambers, raised walkways and sheltered courts from growth that later generations continued to guide.\n\nThe settlement has never been finished. A room can cease to be suitable as a tree changes, while a passage prepared by one generation becomes useful to another. Stone foundations and ordinary carpentry support the living work, making Iril Venn a mixture of cultivated growth and repair rather than a place maintained by effortless magic.","heading":"A settlement grown in stages","visibility":"player"},{"body":"A house is associated with the people who maintain it, not simply with those currently sleeping within it. Elders may remain responsible for a structure after moving elsewhere. Younger households can take over neglected chambers through an agreement that includes the labor and knowledge needed to keep them sound.\n\nThis system developed among long-lived residents and proved difficult when shorter-lived people settled nearby. A commitment described as temporary by an elder could consume much of a human life. Iril Venn eventually adopted witnessed terms that specify practical milestones rather than relying only on a shared sense of patience.","heading":"The houses and their keepers","illustration":{"alt":"Transferring the care of an Iril Venn house","caption":"Transferring the care of an Iril Venn house","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iril-house-care-handover-repair.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The lower courts contain workshops, guest rooms and buildings more easily altered than the old living houses. Humans, halflings and other residents have established durable households there alongside Aenar. Some families have occupied the same court through several generations while their Sylvanar neighbors have changed little in outward appearance.\n\nCraft and food production connect these communities. Iril Venn supplies cultivated fibers, medicines, carved wood and specialized living structures. It also depends on ordinary farming, preserved food and goods obtained through trade. The forest is a home and resource, not an excuse to imagine its inhabitants free of material needs.","heading":"The lower courts","illustration":{"alt":"Fiber and food work in the lower courts","caption":"Fiber and food work in the lower courts","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iril-lower-court-fiber-food-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"During the Flood of Three Foundings, displaced households were received on higher ground near Iril Venn. Their descendants became part of the lower courts and helped establish lasting relationships with Morrowfen and the Tallowmere communities. The event changed the settlement's understanding of hospitality from a visit of uncertain duration into the possibility of permanent shared life.\n\nSome older houses resisted the change. Others found that new neighbors supplied skills and perspectives their own patient traditions had neglected. The resulting compromises remain part of local law and memory.","heading":"The flood inheritance","visibility":"player"},{"body":"Iril Venn's celebrations are often held at transitions in a building's use: the opening of a new chamber, the retirement of an unsafe walkway, the transfer of a house's care. These occasions honor work performed across generations without pretending that every contributor experienced time in the same way.\n\nThe settlement's current tensions concern access to its most desirable spaces and the pace at which change can be requested. Younger residents increasingly ask that reverence for an elder's work not become a permanent veto over the lives of those who must inhabit it now.","heading":"Present life","illustration":{"alt":"Opening a new living chamber at Iril Venn","caption":"Opening a new living chamber at Iril Venn","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iril-new-chamber-work-celebration.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A Sylvanar community at the edge of Vandalir Wood, where buildings grow across generations and belonging is negotiated across very different lifespans.","title":"Iril Venn","type":"Settlement","visibility":"player"},{"body":"The first stonework\nThe Oranth Steps were cut and assembled during the closing generations of the Titan Era by mountain communities in Abbrond. Their surviving work consists of broad terraces linked by stairs, retaining walls and channels that manage water moving across the slope. The builders' political name has not survived in the later records, but repeated working marks show an organized labor system rather than a single isolated monument.\n\nThe terraces supported habitation and cultivation as well as ceremonial use. Excavated hearths, storage spaces and repaired tools make clear that ordinary households lived among the structures. The scale of the stonework should not be mistaken for proof that every part served an unknown cosmic purpose.\n\nThe Harmony occupation\nDuring the Age of Harmony, new communities occupied and altered the Steps. They repaired channels, divided larger courts and built in materials easier to change than the old stone. Trade with lower settlements supplied goods that the mountain site could not produce efficiently.\n\nThis occupation left the most extensive readable inscriptions, including records of shared stores and disputes over access to water. The people who wrote them treated the earlier builders as ancestors of the place rather than claiming certainty about their identity.\n\nThe fortress years\nIn the Age of Dominion, a local ruling house converted the upper terraces into a fortified seat. Gates restricted movement through spaces that had previously connected several households. Some residents remained as workers and dependents; others moved to the lower country.\n\nThe fortress survived several changes of ruler before losing its strategic value. Maintaining a large population on the slope became less useful than controlling the routes below it. The withdrawal was gradual, leaving portions of the site occupied long after the ruling household departed.\n\nRuin and reuse\nThe Draconic Era brought further stripping of useful materials and the end of permanent large-scale occupation. Later communities continued to use shelters, grazing grounds and sections of the old channels. Small shrines and graves accumulated in places whose original functions were no longer understood.\n\nToday the Steps are a layered ruin rather than a single preserved moment. A visitor can pass Titan-era walls, Harmony-period living spaces, Dominion gates and much later household shelters within a short walk.\n\nPresent significance\nThe Green Witnesses maintain a seasonal station near the site, recording erosion, repairs and damage caused by removal of stone. Local families sometimes resent restrictions on material they have used for generations, while scholars argue that an object taken without context can destroy knowledge no later generosity will restore.\n\nThe Steps have become important to Abbrond's understanding of deep history because they make continuity visible without implying an unbroken civilization. Different peoples inherited the same ground, used it for different purposes and left consequences that later inhabitants still negotiate.","category":"Places","id":"new-oranthsteps","illustration":{"alt":"The Oranth Steps landscape","caption":"The Oranth Steps landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/oranth-layered-terraced-ruins-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Oranth Steps were cut and assembled during the closing generations of the Titan Era by mountain communities in Abbrond. Their surviving work consists of broad terraces linked by stairs, retaining walls and channels that manage water moving across the slope. The builders' political name has not survived in the later records, but repeated working marks show an organized labor system rather than a single isolated monument.\n\nThe terraces supported habitation and cultivation as well as ceremonial use. Excavated hearths, storage spaces and repaired tools make clear that ordinary households lived among the structures. The scale of the stonework should not be mistaken for proof that every part served an unknown cosmic purpose.","heading":"The first stonework","illustration":{"alt":"Household remains among the Oranth stonework","caption":"Household remains among the Oranth stonework","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/oranth-old-hearth-store-stone-study.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"During the Age of Harmony, new communities occupied and altered the Steps. They repaired channels, divided larger courts and built in materials easier to change than the old stone. Trade with lower settlements supplied goods that the mountain site could not produce efficiently.\n\nThis occupation left the most extensive readable inscriptions, including records of shared stores and disputes over access to water. The people who wrote them treated the earlier builders as ancestors of the place rather than claiming certainty about their identity.","heading":"The Harmony occupation","illustration":{"alt":"A divided household court during the Harmony occupation","caption":"A divided household court during the Harmony occupation","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/oranth-harmony-court-partitions-past.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"In the Age of Dominion, a local ruling house converted the upper terraces into a fortified seat. Gates restricted movement through spaces that had previously connected several households. Some residents remained as workers and dependents; others moved to the lower country.\n\nThe fortress survived several changes of ruler before losing its strategic value. Maintaining a large population on the slope became less useful than controlling the routes below it. The withdrawal was gradual, leaving portions of the site occupied long after the ruling household departed.","heading":"The fortress years","visibility":"player"},{"body":"The Draconic Era brought further stripping of useful materials and the end of permanent large-scale occupation. Later communities continued to use shelters, grazing grounds and sections of the old channels. Small shrines and graves accumulated in places whose original functions were no longer understood.\n\nToday the Steps are a layered ruin rather than a single preserved moment. A visitor can pass Titan-era walls, Harmony-period living spaces, Dominion gates and much later household shelters within a short walk.","heading":"Ruin and reuse","visibility":"player"},{"body":"The Green Witnesses maintain a seasonal station near the site, recording erosion, repairs and damage caused by removal of stone. Local families sometimes resent restrictions on material they have used for generations, while scholars argue that an object taken without context can destroy knowledge no later generosity will restore.\n\nThe Steps have become important to Abbrond's understanding of deep history because they make continuity visible without implying an unbroken civilization. Different peoples inherited the same ground, used it for different purposes and left consequences that later inhabitants still negotiate.","heading":"Present significance","illustration":{"alt":"Recording erosion at the Oranth seasonal station","caption":"Recording erosion at the Oranth seasonal station","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/oranth-seasonal-station-erosion-record.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A great terraced stonework from the Titan Era became a settlement, a fortress and finally a landscape of ruins used by later communities.","title":"The Oranth Steps","type":"Landmark","visibility":"player"},{"body":"The second ground\nMorrowfen was founded after the Flood of Three Foundings displaced communities from lower ground in Abbrond. Its first residents chose a network of natural rises and built connections between them instead of attempting to preserve the old arrangement of fields and roads.\n\nRaised streets, short bridges and boat passages became the town's defining structure. Buildings were designed with lower spaces that could be cleared quickly and upper rooms suitable for storing food and tools. The settlement's form records an acceptance that living with water required preparation rather than a promise that flooding would never recur.\n\nWork and food\nFishing, reedwork, small-scale cultivation and the repair of boats support Morrowfen. Its craftspeople produce light vessels suited to shallow, changing waterways rather than great sea voyages. Gardens occupy carefully tended ground, and households preserve food against periods when movement becomes difficult.\n\nThe town trades with Iril Venn and communities around Tallowmere, exchanging wetland products for timber, medicines and goods less easily made locally. Its markets often operate from platforms and moored boats, allowing trade to continue when the ordinary approach is inconvenient.\n\nThe founding households\nThe original residents came from several displaced communities and did not share one ancestry or set of customs. They organized public work around the parts of the raised street system each household used. Over time these working groups became neighborhood bodies responsible for repairs, assistance and representation.\n\nMorrowfen's public memory emphasizes the fact that no founding household built the town alone. This ideal has not prevented unequal wealth, but it makes claims to exclusive hereditary ownership of the settlement politically awkward.\n\nThe keeping of high rooms\nEvery neighborhood maintains a high room for use during periods of unusual water or other displacement. In ordinary times it may serve as a school, meeting place or workroom. Its shared use keeps it maintained and prevents emergency provision from becoming a locked, neglected building remembered only when needed.\n\nFamilies contribute according to means, and residents without money can fulfill obligations through work. The practice is one of Morrowfen's strongest institutions because its value has been repeatedly demonstrated within living memory.\n\nPresent character\nMorrowfen is noisy with work, insects, birds and the movement of people over wooden structures. Visitors learn quickly to leave narrow passages clear and to ask before tying a boat to a private landing. Hospitality is practical: somewhere dry to sleep, food that can be shared and instructions about the current condition of the paths.\n\nThe town's principal present concern is the pressure to drain or enclose useful wet ground for more concentrated production. Some residents welcome the income promised by outside purchasers. Others remember that Morrowfen exists because an earlier generation learned the cost of treating a changing landscape as though its present condition were permanent.","category":"Places","id":"new-morrowfen","illustration":{"alt":"Morrowfen landscape","caption":"Morrowfen landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/morrowfen-raised-streets-high-rooms-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Morrowfen was founded after the Flood of Three Foundings displaced communities from lower ground in Abbrond. Its first residents chose a network of natural rises and built connections between them instead of attempting to preserve the old arrangement of fields and roads.\n\nRaised streets, short bridges and boat passages became the town's defining structure. Buildings were designed with lower spaces that could be cleared quickly and upper rooms suitable for storing food and tools. The settlement's form records an acceptance that living with water required preparation rather than a promise that flooding would never recur.","heading":"The second ground","visibility":"player"},{"body":"Fishing, reedwork, small-scale cultivation and the repair of boats support Morrowfen. Its craftspeople produce light vessels suited to shallow, changing waterways rather than great sea voyages. Gardens occupy carefully tended ground, and households preserve food against periods when movement becomes difficult.\n\nThe town trades with Iril Venn and communities around Tallowmere, exchanging wetland products for timber, medicines and goods less easily made locally. Its markets often operate from platforms and moored boats, allowing trade to continue when the ordinary approach is inconvenient.","heading":"Work and food","illustration":{"alt":"Shallow-water boatwork and food preservation in Morrowfen","caption":"Shallow-water boatwork and food preservation in Morrowfen","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/morrow-shallow-boat-food-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The original residents came from several displaced communities and did not share one ancestry or set of customs. They organized public work around the parts of the raised street system each household used. Over time these working groups became neighborhood bodies responsible for repairs, assistance and representation.\n\nMorrowfen's public memory emphasizes the fact that no founding household built the town alone. This ideal has not prevented unequal wealth, but it makes claims to exclusive hereditary ownership of the settlement politically awkward.","heading":"The founding households","visibility":"player"},{"body":"Every neighborhood maintains a high room for use during periods of unusual water or other displacement. In ordinary times it may serve as a school, meeting place or workroom. Its shared use keeps it maintained and prevents emergency provision from becoming a locked, neglected building remembered only when needed.\n\nFamilies contribute according to means, and residents without money can fulfill obligations through work. The practice is one of Morrowfen's strongest institutions because its value has been repeatedly demonstrated within living memory.","heading":"The keeping of high rooms","illustration":{"alt":"Everyday work in a maintained high room","caption":"Everyday work in a maintained high room","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/morrow-high-room-everyday-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Morrowfen is noisy with work, insects, birds and the movement of people over wooden structures. Visitors learn quickly to leave narrow passages clear and to ask before tying a boat to a private landing. Hospitality is practical: somewhere dry to sleep, food that can be shared and instructions about the current condition of the paths.\n\nThe town's principal present concern is the pressure to drain or enclose useful wet ground for more concentrated production. Some residents welcome the income promised by outside purchasers. Others remember that Morrowfen exists because an earlier generation learned the cost of treating a changing landscape as though its present condition were permanent.","heading":"Present character","illustration":{"alt":"Keeping Morrowfen’s paths and landings clear","caption":"Keeping Morrowfen’s paths and landings clear","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/morrow-narrow-path-landing-courtesy.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A wetland town founded by displaced households, built to accommodate water rather than permanently defeat it.","title":"Morrowfen","type":"Settlement","visibility":"player"},{"body":"The mere and its margins\nTallowmere is a local wetland district in Abbrond, composed of shallow pools, channels and ground that shifts between firm and waterlogged conditions. Its name comes from an old trade in rendered animal fat, once packed and moved through the district in sealed vessels. The trade has diminished, but the name remains attached to a much broader economy.\n\nThe district is not a single great lake. Its boundaries are described through paths, landings and seasonal conditions rather than one permanent shoreline. Small settlements stand on rises, with cultivated spaces extending into the wet ground around them.\n\nGardens on the water\nResidents construct planting beds from layered organic material held within frames and anchored in sheltered water. The gardens require constant work: repairing edges, adjusting position, renewing soil and protecting plants from both excess water and drying. They are productive because households understand local conditions, not because they eliminate uncertainty.\n\nThe technique developed after the Flood of Three Foundings made older field boundaries impractical. Knowledge passed between displaced farmers, wetland workers and Sylvanar growers associated with Iril Venn. Magical assistance is used where available, but most maintenance remains ordinary skilled labor.\n\nHousehold movement\nSome families keep a permanent house and move gardens; others shift between seasonal dwellings according to work. Children learn the district through routes used by their household, gradually acquiring a wider knowledge of safe landings, productive ground and places best left undisturbed.\n\nMarriage and inheritance can involve rights to frames, landing places and shared channels as well as buildings. Written records have become more common, but witnessed knowledge remains important where the object of a claim can physically move.\n\nFaith and seasonal life\nEloria is honored by many growers, while Faella's worship is associated with the wider living landscape on which cultivation depends. The relationship between them is expressed locally through separate offerings for what a household raises and what it takes from ground it does not cultivate.\n\nSeasonal gatherings include exchanges of seed, repairs to communal landings and meals prepared from the district's produce. Skill is displayed through useful work as well as decoration. A well-kept garden can carry a household's reputation more effectively than an expensive feast.\n\nPresent pressures\nTallowmere's produce reaches markets beyond the district, encouraging more intensive cultivation and greater competition for sheltered water. Prosperous households can hire labor to maintain larger holdings, while poorer residents depend on shared access to materials and routes.\n\nThe Green Witnesses work with local communities to preserve accounts of earlier changes in the wetland. Their records are useful in disputes, but they cannot decide every question of livelihood. The district remains a place where memory informs present choices without relieving residents of the need to make them.","category":"Places","id":"new-tallowmere","illustration":{"alt":"Tallowmere and the Floating Gardens landscape","caption":"Tallowmere and the Floating Gardens landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/tallowmere-floating-garden-mosaic-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Tallowmere is a local wetland district in Abbrond, composed of shallow pools, channels and ground that shifts between firm and waterlogged conditions. Its name comes from an old trade in rendered animal fat, once packed and moved through the district in sealed vessels. The trade has diminished, but the name remains attached to a much broader economy.\n\nThe district is not a single great lake. Its boundaries are described through paths, landings and seasonal conditions rather than one permanent shoreline. Small settlements stand on rises, with cultivated spaces extending into the wet ground around them.","heading":"The mere and its margins","visibility":"player"},{"body":"Residents construct planting beds from layered organic material held within frames and anchored in sheltered water. The gardens require constant work: repairing edges, adjusting position, renewing soil and protecting plants from both excess water and drying. They are productive because households understand local conditions, not because they eliminate uncertainty.\n\nThe technique developed after the Flood of Three Foundings made older field boundaries impractical. Knowledge passed between displaced farmers, wetland workers and Sylvanar growers associated with Iril Venn. Magical assistance is used where available, but most maintenance remains ordinary skilled labor.","heading":"Gardens on the water","illustration":{"alt":"Maintaining layered floating garden frames","caption":"Maintaining layered floating garden frames","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tallow-layered-frame-garden-maintenance.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Some families keep a permanent house and move gardens; others shift between seasonal dwellings according to work. Children learn the district through routes used by their household, gradually acquiring a wider knowledge of safe landings, productive ground and places best left undisturbed.\n\nMarriage and inheritance can involve rights to frames, landing places and shared channels as well as buildings. Written records have become more common, but witnessed knowledge remains important where the object of a claim can physically move.","heading":"Household movement","illustration":{"alt":"Moving a household garden through Tallowmere","caption":"Moving a household garden through Tallowmere","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tallow-household-moving-garden-rights.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Eloria is honored by many growers, while Faella's worship is associated with the wider living landscape on which cultivation depends. The relationship between them is expressed locally through separate offerings for what a household raises and what it takes from ground it does not cultivate.\n\nSeasonal gatherings include exchanges of seed, repairs to communal landings and meals prepared from the district's produce. Skill is displayed through useful work as well as decoration. A well-kept garden can carry a household's reputation more effectively than an expensive feast.","heading":"Faith and seasonal life","illustration":{"alt":"Seed exchange and seasonal offerings at Tallowmere","caption":"Seed exchange and seasonal offerings at Tallowmere","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tallow-seed-exchange-separate-offerings.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Tallowmere's produce reaches markets beyond the district, encouraging more intensive cultivation and greater competition for sheltered water. Prosperous households can hire labor to maintain larger holdings, while poorer residents depend on shared access to materials and routes.\n\nThe Green Witnesses work with local communities to preserve accounts of earlier changes in the wetland. Their records are useful in disputes, but they cannot decide every question of livelihood. The district remains a place where memory informs present choices without relieving residents of the need to make them.","heading":"Present pressures","visibility":"player"}],"summary":"A mosaic of shallow water, reed islands and worked ground whose communities move cultivation with the changing margins.","title":"Tallowmere and the Floating Gardens","type":"Location","visibility":"player"},{"body":"Beneath the ridge\nDathren Coil occupies a series of connected caverns beneath Abbrond's mountain country. Its name describes the curved arrangement of inhabited passages around older natural chambers. The settlement grew by adapting spaces rather than carving every room into a uniform plan.\n\nWater, ventilation and access govern its architecture. Large halls are reserved for work and gathering, while smaller residential chambers branch from passages designed to remain intelligible through sound as well as sight. Changes to a doorway or wall can alter familiar echoes, so substantial work is announced before residents encounter it unexpectedly.\n\nNystharin society\nThe majority of Dathren's inhabitants are Nystharin Aenar, with smaller communities of surface-born craftspeople, traders and household members. Elyndra is widely honored, and music and dance occupy an important place in communal life. The settlement's artistic traditions use the acoustic character of particular chambers rather than treating a performance as independent of its surroundings.\n\nVisitors are taught simple conventions: announce an unfamiliar obstruction, avoid unnecessary noise in certain passages and do not mistake a dimly lit room for an unused one. These are practical courtesies in a community whose senses and habits differ from those of many surface guests.\n\nCraft and exchange\nStone shaping, gemwork and finely tuned instruments provide valuable trade. Dathren's makers are particularly skilled at objects whose usefulness depends on precise material response: resonant components, fitted stonework and tools designed for careful work in confined spaces.\n\nThe settlement imports food and materials that are costly to produce below ground. Its surface relationships therefore remain essential even when residents prefer the security and familiarity of their own passages. Trade is conducted through known intermediaries and shared work rather than through unrestricted access to every inhabited chamber.\n\nThe age of withdrawal\nDuring the Draconic Era, Dathren reduced surface access after tribute demands and attempts to seize skilled workers made open trade dangerous. Some families withdrew farther into the caverns; others maintained limited connections to preserve supplies and information. The decision protected parts of the community while increasing dependence on a smaller number of intermediaries.\n\nAfter the end of draconic dominion, reopening was gradual. Younger residents who had inherited caution without experiencing its original cause pressed for wider contact. Elders insisted that trust be rebuilt through repeated conduct rather than declarations of a changed age.\n\nPresent life\nDathren now supports a recognized guest quarter near its principal trade entrance. Surface visitors can work and reside there without being treated as temporary intruders, while deeper residential spaces remain governed by local invitation and responsibility.\n\nThe settlement's current debates concern how much knowledge can be shared without turning distinctive skills into resources controlled elsewhere. Its people are neither uniformly welcoming nor uniformly hostile. They have a history of dependence and danger that gives particular weight to the ordinary question of who benefits when a community becomes more accessible.","category":"Places","id":"new-dathrencoil","illustration":{"alt":"Dathren Coil landscape","caption":"Dathren Coil landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/dathren-coil-cavern-work-halls-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Dathren Coil occupies a series of connected caverns beneath Abbrond's mountain country. Its name describes the curved arrangement of inhabited passages around older natural chambers. The settlement grew by adapting spaces rather than carving every room into a uniform plan.\n\nWater, ventilation and access govern its architecture. Large halls are reserved for work and gathering, while smaller residential chambers branch from passages designed to remain intelligible through sound as well as sight. Changes to a doorway or wall can alter familiar echoes, so substantial work is announced before residents encounter it unexpectedly.","heading":"Beneath the ridge","visibility":"player"},{"body":"The majority of Dathren's inhabitants are Nystharin Aenar, with smaller communities of surface-born craftspeople, traders and household members. Elyndra is widely honored, and music and dance occupy an important place in communal life. The settlement's artistic traditions use the acoustic character of particular chambers rather than treating a performance as independent of its surroundings.\n\nVisitors are taught simple conventions: announce an unfamiliar obstruction, avoid unnecessary noise in certain passages and do not mistake a dimly lit room for an unused one. These are practical courtesies in a community whose senses and habits differ from those of many surface guests.","heading":"Nystharin society","illustration":{"alt":"Music in a Dathren acoustic chamber","caption":"Music in a Dathren acoustic chamber","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/dathren-chamber-acoustic-music.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Stone shaping, gemwork and finely tuned instruments provide valuable trade. Dathren's makers are particularly skilled at objects whose usefulness depends on precise material response: resonant components, fitted stonework and tools designed for careful work in confined spaces.\n\nThe settlement imports food and materials that are costly to produce below ground. Its surface relationships therefore remain essential even when residents prefer the security and familiarity of their own passages. Trade is conducted through known intermediaries and shared work rather than through unrestricted access to every inhabited chamber.","heading":"Craft and exchange","illustration":{"alt":"Resonant instruments and fitted stonework in Dathren","caption":"Resonant instruments and fitted stonework in Dathren","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/dathren-resonant-instrument-fitted-stone.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"During the Draconic Era, Dathren reduced surface access after tribute demands and attempts to seize skilled workers made open trade dangerous. Some families withdrew farther into the caverns; others maintained limited connections to preserve supplies and information. The decision protected parts of the community while increasing dependence on a smaller number of intermediaries.\n\nAfter the end of draconic dominion, reopening was gradual. Younger residents who had inherited caution without experiencing its original cause pressed for wider contact. Elders insisted that trust be rebuilt through repeated conduct rather than declarations of a changed age.","heading":"The age of withdrawal","visibility":"player"},{"body":"Dathren now supports a recognized guest quarter near its principal trade entrance. Surface visitors can work and reside there without being treated as temporary intruders, while deeper residential spaces remain governed by local invitation and responsibility.\n\nThe settlement's current debates concern how much knowledge can be shared without turning distinctive skills into resources controlled elsewhere. Its people are neither uniformly welcoming nor uniformly hostile. They have a history of dependence and danger that gives particular weight to the ordinary question of who benefits when a community becomes more accessible.","heading":"Present life","illustration":{"alt":"Households in Dathren’s guest quarter","caption":"Households in Dathren’s guest quarter","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/dathren-guest-quarter-shared-household.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A Nystharin settlement beneath Abbrond’s mountain country, organized around sound, stonecraft and careful relationships with the surface.","title":"Dathren Coil","type":"Settlement","visibility":"player"},{"body":"The first witnesses\nThe Green Witnesses began after the Flood of Three Foundings, when communities discovered that memories of the old landscape differed according to where people had lived and what they had lost. Growers, builders, guides and several long-lived Aenar agreed to preserve observations together rather than allowing one powerful settlement's account to become the only history.\n\nThe early work was practical. It recorded water marks, former paths, damaged structures, displaced households and changes in cultivation. Over time the tradition expanded to include the history of worked forests, abandoned settlements and ancient sites such as the Oranth Steps.\n\nLiving and material records\nSome Witnesses cultivate trees whose growth and shaping help preserve sequences of events. Others maintain written accounts, drawings, samples and oral testimony. Living records are valued, but they are not treated as infallible. A tree can be damaged, a caretaker can misunderstand an earlier mark, and a long-lived observer can remember selectively.\n\nThe tradition's strongest rule is to preserve the distinction between direct observation, inherited account and later interpretation. Its value lies partly in allowing disagreements to remain visible without making them impossible to study.\n\nInterruption and renewal\nThe Witnesses were never one unbroken, perfectly coordinated order. Local circles declined, dispersed or were suppressed during different periods. Draconic rule made some forms of recordkeeping dangerous, particularly when they documented extraction or displacement that authorities preferred to present as lawful contribution.\n\nMaerith of the Second Roots helped preserve and reorganize parts of the tradition during the transition into that era. After the end of draconic dominion, surviving circles and recovered collections contributed to a broader renewal. Present members inherit gaps as well as knowledge.\n\nThe work now\nWitnesses travel, teach and maintain local stations. They assist communities in understanding changes to land and water, document threatened sites and compare accounts of historical events. They do not possess automatic legal authority over every place they study.\n\nThis limitation creates productive and difficult relationships. A community may welcome a record that supports its claim and resent another that complicates it. A wealthy patron may fund preservation while expecting exclusive access to the resulting knowledge. Witnesses must negotiate these pressures without pretending independence can be maintained through good intentions alone.\n\nMembership and outlook\nMembers come from different peoples and trades. Long-lived Aenar contribute valuable continuity, while shorter-lived colleagues often challenge habits that have become comfortable through repetition. Practical experience is respected alongside formal learning.\n\nThe Green Witnesses understand a landscape as something inhabited and changed, not merely an object to preserve without people. Their disagreements concern what continuity requires: protecting an old form, adapting it to present needs or recording it carefully before allowing it to pass.","category":"Factions","factionGroup":"Learning & stewardship","id":"new-greenwitnesses","illustration":{"alt":"The Green Witnesses","caption":"The Green Witnesses","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/greenwitnesses-landscape-record.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Green Witnesses began after the Flood of Three Foundings, when communities discovered that memories of the old landscape differed according to where people had lived and what they had lost. Growers, builders, guides and several long-lived Aenar agreed to preserve observations together rather than allowing one powerful settlement's account to become the only history.\n\nThe early work was practical. It recorded water marks, former paths, damaged structures, displaced households and changes in cultivation. Over time the tradition expanded to include the history of worked forests, abandoned settlements and ancient sites such as the Oranth Steps.","heading":"The first witnesses","illustration":{"alt":"Reading the old flood marks","caption":"Reading the old flood marks","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/green-witnesses-flood-observations.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Some Witnesses cultivate trees whose growth and shaping help preserve sequences of events. Others maintain written accounts, drawings, samples and oral testimony. Living records are valued, but they are not treated as infallible. A tree can be damaged, a caretaker can misunderstand an earlier mark, and a long-lived observer can remember selectively.\n\nThe tradition's strongest rule is to preserve the distinction between direct observation, inherited account and later interpretation. Its value lies partly in allowing disagreements to remain visible without making them impossible to study.","heading":"Living and material records","illustration":{"alt":"Living records and differing accounts","caption":"Living records and differing accounts","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/green-witnesses-tree-and-testimony.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Witnesses were never one unbroken, perfectly coordinated order. Local circles declined, dispersed or were suppressed during different periods. Draconic rule made some forms of recordkeeping dangerous, particularly when they documented extraction or displacement that authorities preferred to present as lawful contribution.\n\nMaerith of the Second Roots helped preserve and reorganize parts of the tradition during the transition into that era. After the end of draconic dominion, surviving circles and recovered collections contributed to a broader renewal. Present members inherit gaps as well as knowledge.","heading":"Interruption and renewal","illustration":{"alt":"Maerith preserving the record","caption":"Maerith preserving the record","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/green-witnesses-maerith-preserved-records.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Witnesses travel, teach and maintain local stations. They assist communities in understanding changes to land and water, document threatened sites and compare accounts of historical events. They do not possess automatic legal authority over every place they study.\n\nThis limitation creates productive and difficult relationships. A community may welcome a record that supports its claim and resent another that complicates it. A wealthy patron may fund preservation while expecting exclusive access to the resulting knowledge. Witnesses must negotiate these pressures without pretending independence can be maintained through good intentions alone.","heading":"The work now","visibility":"player"},{"body":"Members come from different peoples and trades. Long-lived Aenar contribute valuable continuity, while shorter-lived colleagues often challenge habits that have become comfortable through repetition. Practical experience is respected alongside formal learning.\n\nThe Green Witnesses understand a landscape as something inhabited and changed, not merely an object to preserve without people. Their disagreements concern what continuity requires: protecting an old form, adapting it to present needs or recording it carefully before allowing it to pass.","heading":"Membership and outlook","visibility":"player"}],"summary":"A dispersed tradition of landscape keepers records change through living growth, material evidence and the testimony of communities.","title":"The Green Witnesses","type":"Organization","visibility":"player"},{"body":"The inundation\nThe Flood of Three Foundings followed a period of sustained heavy water in part of Abbrond's low country. Banks failed, channels shifted and several inhabited areas became unsafe or impractical to maintain. The event affected a region rather than remaking the continent, but for the households involved it ended the arrangement of land and work they had inherited.\n\nThe losses included homes, stored food, animals and the records by which families established claims. Some people reached higher ground with possessions; others arrived dependent on neighbors for immediate survival.\n\nThree responses\nThe first group rebuilt on connected rises, creating the raised streets that became Morrowfen. They accepted water movement as part of the settlement's future and organized common spaces accordingly.\n\nA second group adapted cultivation to the changed margins, developing the floating and anchored gardens associated with Tallowmere. Their methods combined knowledge from displaced farmers, wetland workers and growers who understood how to maintain productive soil under unusual conditions.\n\nA third group remained near Iril Venn after being received on higher ground. Their temporary presence became permanent, contributing to the lower courts and forcing the older settlement to define belonging across different lifespans and household traditions.\n\nWhat was not restored\nThe founding communities did not recover every old claim. Some land remained altered, some boundaries could no longer be established and some powerful households attempted to use the confusion to enlarge their holdings. Disputes continued long after immediate danger had passed.\n\nThe agreements that emerged recognized work performed in rebuilding alongside earlier ownership. This prevented inherited claims from excluding every displaced household, but it also meant that some families never recovered the standing they had held before the flood.\n\nThe beginning of the Witnesses\nConflicting accounts of the event encouraged the first organized work later associated with the Green Witnesses. Participants recorded observations from different settlements, preserving points of agreement and disagreement rather than forcing a single convenient account.\n\nThis record made later decisions more informed and also kept grievances alive. Documentation did not reconcile everyone; it prevented reconciliation from depending entirely on forgetting what had happened.\n\nThe flood in present culture\nMorrowfen remembers collective construction, Tallowmere emphasizes adaptation and Iril Venn recounts the transformation of hospitality into shared residence. Families descended from those who moved between these places often preserve more than one version.\n\nThe event's lasting importance lies in the communities it created. Their institutions, architecture and relationships are not merely responses to a danger that might return. They are the ordinary world produced by people who rebuilt after a danger that already did.","category":"History","id":"new-three-foundings","links":[],"raceRelated":[],"sections":[{"body":"The Flood of Three Foundings followed a period of sustained heavy water in part of Abbrond's low country. Banks failed, channels shifted and several inhabited areas became unsafe or impractical to maintain. The event affected a region rather than remaking the continent, but for the households involved it ended the arrangement of land and work they had inherited.\n\nThe losses included homes, stored food, animals and the records by which families established claims. Some people reached higher ground with possessions; others arrived dependent on neighbors for immediate survival.","heading":"The inundation","illustration":{"alt":"Families reaching higher ground after the flood","caption":"Families reaching higher ground after the flood","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/three-foundings-flood-evacuation-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The first group rebuilt on connected rises, creating the raised streets that became Morrowfen. They accepted water movement as part of the settlement's future and organized common spaces accordingly.\n\nA second group adapted cultivation to the changed margins, developing the floating and anchored gardens associated with Tallowmere. Their methods combined knowledge from displaced farmers, wetland workers and growers who understood how to maintain productive soil under unusual conditions.\n\nA third group remained near Iril Venn after being received on higher ground. Their temporary presence became permanent, contributing to the lower courts and forcing the older settlement to define belonging across different lifespans and household traditions.","heading":"Three responses","illustration":{"alt":"Building anchored gardens after the flood","caption":"Building anchored gardens after the flood","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/three-foundings-floating-garden-work-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The founding communities did not recover every old claim. Some land remained altered, some boundaries could no longer be established and some powerful households attempted to use the confusion to enlarge their holdings. Disputes continued long after immediate danger had passed.\n\nThe agreements that emerged recognized work performed in rebuilding alongside earlier ownership. This prevented inherited claims from excluding every displaced household, but it also meant that some families never recovered the standing they had held before the flood.","heading":"What was not restored","illustration":{"alt":"Claims and rebuilding beside altered boundaries","caption":"Claims and rebuilding beside altered boundaries","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/three-foundings-disputed-landmarks-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Conflicting accounts of the event encouraged the first organized work later associated with the Green Witnesses. Participants recorded observations from different settlements, preserving points of agreement and disagreement rather than forcing a single convenient account.\n\nThis record made later decisions more informed and also kept grievances alive. Documentation did not reconcile everyone; it prevented reconciliation from depending entirely on forgetting what had happened.","heading":"The beginning of the Witnesses","illustration":{"alt":"Recording different accounts after the flood","caption":"Recording different accounts after the flood","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/three-foundings-green-witness-records-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Morrowfen remembers collective construction, Tallowmere emphasizes adaptation and Iril Venn recounts the transformation of hospitality into shared residence. Families descended from those who moved between these places often preserve more than one version.\n\nThe event's lasting importance lies in the communities it created. Their institutions, architecture and relationships are not merely responses to a danger that might return. They are the ordinary world produced by people who rebuilt after a danger that already did.","heading":"The flood in present culture","visibility":"player"}],"summary":"A regional flood in the Age of Dominion displaced older communities and produced three lasting forms of settlement.","title":"The Flood of Three Foundings","type":"Historical event","visibility":"player"},{"body":"A child of inherited change\nMaerith was born late in the Age of Dominion among households connected to Iril Venn. The Flood of Three Foundings was already ancestral history, but its consequences shaped the settlement in which she grew up. She learned from elders who treated continuity as a duty and from neighbors whose families remembered arriving with little claim beyond need.\n\nHer early work involved maintaining living structures and recording the changes made to them. She became interested in the gap between a house's celebrated history and the ordinary decisions required to keep it habitable.\n\nThe second roots\nMaerith acquired her name through work with transplanted and re-established trees used by displaced households. She rejected the idea that a living thing's history became less meaningful when it could not remain where it began. The phrase Second Roots came to describe her wider interest in communities rebuilt through migration and adaptation.\n\nShe traveled among Morrowfen, Tallowmere and other settlements, comparing household accounts with material evidence. Her work gave shorter-lived communities a stronger place in records often dominated by the recollections of long-lived Aenar.\n\nThe years of pressure\nAs draconic power extended over the region, records of land, labor and resources became useful to tribute authorities. Some local keepers cooperated to protect their communities; others concealed or altered information. Maerith opposed the destruction of knowledge while recognizing that a complete public account could place people in danger.\n\nShe organized the copying and distribution of collections among several communities, so that the loss of one station would not erase an entire regional history. Access was limited where disclosure could expose living households. This practice preserved valuable material and created difficult questions for later generations about who had been entitled to decide what others could know.\n\nDeath and survival of the work\nMaerith died during the earlier centuries of the Draconic Era, after a long period of travel and teaching. Her death was not a final battle or a disappearance into a hidden realm. She spent her last years at a small keeper's house, arranging material she knew she would not finish interpreting.\n\nStudents carried on different parts of her work. Some remained associated with the Green Witnesses; others entered household, religious or commercial service. Her influence survived through habits of recording as much as through a single institution.\n\nHer present reputation\nModern Witnesses honor Maerith for preserving plural accounts of a region's history. Critics note that her restrictions on access could reinforce the authority of trusted keepers over people whose lives were described. Both judgments draw on genuine features of her work.\n\nShe remains important because she treated displacement as a part of history rather than a break that made a community less worthy of remembrance. The living settlements around Iril Venn continue to inhabit questions she helped make visible: what can be carried forward, what must change and who is allowed to speak for a shared past.","category":"People","id":"new-maerith","identityIllustration":{"alt":"Maerith of the Second Roots","caption":"Maerith of the Second Roots","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/maerith-second-roots-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Maerith was born late in the Age of Dominion among households connected to Iril Venn. The Flood of Three Foundings was already ancestral history, but its consequences shaped the settlement in which she grew up. She learned from elders who treated continuity as a duty and from neighbors whose families remembered arriving with little claim beyond need.\n\nHer early work involved maintaining living structures and recording the changes made to them. She became interested in the gap between a house's celebrated history and the ordinary decisions required to keep it habitable.","heading":"A child of inherited change","visibility":"player"},{"body":"Maerith acquired her name through work with transplanted and re-established trees used by displaced households. She rejected the idea that a living thing's history became less meaningful when it could not remain where it began. The phrase Second Roots came to describe her wider interest in communities rebuilt through migration and adaptation.\n\nShe traveled among Morrowfen, Tallowmere and other settlements, comparing household accounts with material evidence. Her work gave shorter-lived communities a stronger place in records often dominated by the recollections of long-lived Aenar.","heading":"The second roots","illustration":{"alt":"Maerith helps displaced households establish living roots again","caption":"Maerith helps displaced households establish living roots again","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/maerith-second-roots-transplanting-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"As draconic power extended over the region, records of land, labor and resources became useful to tribute authorities. Some local keepers cooperated to protect their communities; others concealed or altered information. Maerith opposed the destruction of knowledge while recognizing that a complete public account could place people in danger.\n\nShe organized the copying and distribution of collections among several communities, so that the loss of one station would not erase an entire regional history. Access was limited where disclosure could expose living households. This practice preserved valuable material and created difficult questions for later generations about who had been entitled to decide what others could know.","heading":"The years of pressure","illustration":{"alt":"Maerith distributes histories while shielding living households","caption":"Maerith distributes histories while shielding living households","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/maerith-protected-distributed-records-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Maerith died during the earlier centuries of the Draconic Era, after a long period of travel and teaching. Her death was not a final battle or a disappearance into a hidden realm. She spent her last years at a small keeper's house, arranging material she knew she would not finish interpreting.\n\nStudents carried on different parts of her work. Some remained associated with the Green Witnesses; others entered household, religious or commercial service. Her influence survived through habits of recording as much as through a single institution.","heading":"Death and survival of the work","illustration":{"alt":"Maerith arranges unfinished material in her final keeper-house years","caption":"Maerith arranges unfinished material in her final keeper-house years","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/maerith-last-years-unfinished-work-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Modern Witnesses honor Maerith for preserving plural accounts of a region's history. Critics note that her restrictions on access could reinforce the authority of trusted keepers over people whose lives were described. Both judgments draw on genuine features of her work.\n\nShe remains important because she treated displacement as a part of history rather than a break that made a community less worthy of remembrance. The living settlements around Iril Venn continue to inhabit questions she helped make visible: what can be carried forward, what must change and who is allowed to speak for a shared past.","heading":"Her present reputation","visibility":"player"}],"summary":"A Sylvanar keeper of histories preserved a dispersed community’s knowledge during the approach of draconic rule.","title":"Maerith of the Second Roots","type":"Person","visibility":"player"},{"body":"The mill ground\nErris Weir grew around a controlled stretch of water used to power mills and gather produce from surrounding communities. Its earliest households combined milling with farming and carriage. The town expanded when buyers in larger settlements began depending on flour and other processed goods delivered in regular quantities.\n\nThe weir is a maintained structure, repeatedly repaired and altered rather than an ancient work that functions without care. Its operation affects fish, navigation and the land beside the water. The town's prosperity therefore depends on relationships with people who do not own a mill.\n\nWork and standing\nMill ownership brings wealth, but the work requires skilled hands capable of recognizing wear, maintaining mechanisms and judging grain. Families of mill workers have accumulated knowledge that owners cannot easily replace. Some have acquired shares in the businesses they serve; others remain dependent on wages and tied housing.\n\nThe town's market occupies a long street between storage buildings rather than a grand square. Food sellers, bakers and tool repairers serve workers whose hours follow the needs of production. The smell of grain and warm bread gives Erris a reputation for comfort that does not fully describe the lives of those carrying heavy loads through it.\n\nLaw in daily life\nA temple of Astreon serves as a court as well as a place of worship. Residents bring disputes over contracts, injury and access before officials whose authority reaches beyond local popularity. The presence of the Judicators discourages some forms of open coercion and makes people cautious about disagreements that might be interpreted as defiance of lawful order.\n\nThe town has developed a precise public language for obligations. Neighbors may speak loosely over a meal, but formal promises are repeated carefully and witnessed. This habit can protect a weaker party with a clear claim. It can also favor those able to obtain expert help before agreeing to terms.\n\nThe river households\nFamilies who fish, maintain banks or move goods on the water have historically struggled to make their interests count alongside the mills. A series of local settlements established periods during which particular channels must remain usable and required notice before major alterations.\n\nThese arrangements did not remove hierarchy. They gave the river households recognized claims that could be defended without relying entirely on a mill owner's goodwill.\n\nPresent Erris\nThe town is prosperous by the standards of many rural communities, with busy schools, crowded workshops and households connected to markets across Lyasa. Its people take pride in useful work and are wary of being treated as a quiet agricultural backdrop to the continent's more imposing institutions.\n\nTheir current concern is concentrated ownership. Larger purchasers increasingly seek control over processing as well as supply, promising investment while reducing the number of independent businesses. Erris's legal culture gives residents tools for negotiating the change, but it does not guarantee that every formally valid outcome will feel fair to those who live with it.","category":"Places","id":"new-errisweir","illustration":{"alt":"Erris Weir landscape","caption":"Erris Weir landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/erris-weir-mills-bread-market-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Erris Weir grew around a controlled stretch of water used to power mills and gather produce from surrounding communities. Its earliest households combined milling with farming and carriage. The town expanded when buyers in larger settlements began depending on flour and other processed goods delivered in regular quantities.\n\nThe weir is a maintained structure, repeatedly repaired and altered rather than an ancient work that functions without care. Its operation affects fish, navigation and the land beside the water. The town's prosperity therefore depends on relationships with people who do not own a mill.","heading":"The mill ground","visibility":"player"},{"body":"Mill ownership brings wealth, but the work requires skilled hands capable of recognizing wear, maintaining mechanisms and judging grain. Families of mill workers have accumulated knowledge that owners cannot easily replace. Some have acquired shares in the businesses they serve; others remain dependent on wages and tied housing.\n\nThe town's market occupies a long street between storage buildings rather than a grand square. Food sellers, bakers and tool repairers serve workers whose hours follow the needs of production. The smell of grain and warm bread gives Erris a reputation for comfort that does not fully describe the lives of those carrying heavy loads through it.","heading":"Work and standing","illustration":{"alt":"Mill workers judging grain and mechanism wear","caption":"Mill workers judging grain and mechanism wear","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/erris-mill-workers-grain-judgment.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A temple of Astreon serves as a court as well as a place of worship. Residents bring disputes over contracts, injury and access before officials whose authority reaches beyond local popularity. The presence of the Judicators discourages some forms of open coercion and makes people cautious about disagreements that might be interpreted as defiance of lawful order.\n\nThe town has developed a precise public language for obligations. Neighbors may speak loosely over a meal, but formal promises are repeated carefully and witnessed. This habit can protect a weaker party with a clear claim. It can also favor those able to obtain expert help before agreeing to terms.","heading":"Law in daily life","illustration":{"alt":"Witnessing a promise in the Erris temple court","caption":"Witnessing a promise in the Erris temple court","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/erris-temple-court-witnessed-promises.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Families who fish, maintain banks or move goods on the water have historically struggled to make their interests count alongside the mills. A series of local settlements established periods during which particular channels must remain usable and required notice before major alterations.\n\nThese arrangements did not remove hierarchy. They gave the river households recognized claims that could be defended without relying entirely on a mill owner's goodwill.","heading":"The river households","illustration":{"alt":"Keeping a river channel usable at Erris Weir","caption":"Keeping a river channel usable at Erris Weir","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/erris-river-households-channel-access.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The town is prosperous by the standards of many rural communities, with busy schools, crowded workshops and households connected to markets across Lyasa. Its people take pride in useful work and are wary of being treated as a quiet agricultural backdrop to the continent's more imposing institutions.\n\nTheir current concern is concentrated ownership. Larger purchasers increasingly seek control over processing as well as supply, promising investment while reducing the number of independent businesses. Erris's legal culture gives residents tools for negotiating the change, but it does not guarantee that every formally valid outcome will feel fair to those who live with it.","heading":"Present Erris","visibility":"player"}],"summary":"A river-working town near the Lake Dorst country, where food processing and transport support a larger world of courts and cities.","title":"Erris Weir","type":"Settlement","visibility":"player"},{"body":"The quarry settlement\nCauther stands near workable pale stone in Lyasa's upland country. The earliest quarries supplied local buildings and grave markers. Demand increased as larger cities and religious institutions commissioned durable public structures, drawing workers and merchants into a settlement that had previously supported only a small number of households.\n\nThe town developed in terraces around roads capable of carrying heavy loads. Its houses use smaller stone left from prestigious orders, giving ordinary streets a material kinship with buildings whose occupants possess far greater authority.\n\nCraft and injury\nQuarrying and dressing stone require judgment that is easily overlooked when the finished building is admired. Workers must read flaws, plan divisions and understand how a piece will behave when moved. Cauther's apprentices learn through close supervision because errors can injure people as well as ruin material.\n\nThe town maintains a common provision for injured workers, funded through contributions attached to major contracts. The arrangement arose after an expansion of production left too many households dependent on relatives unable to continue heavy work. It remains a source of conflict when purchasers attempt to treat the contribution as an avoidable addition to price.\n\nStone for Varitas\nCauther supplied material for construction associated with the new Varitas after the old city's destruction. The work brought money and divided opinion. Some residents regarded the commissions as honorable service to lawful institutions. Others were troubled by the relationship between new stone buildings and the deaths beneath the history they replaced.\n\nThe town did not refuse the work collectively. Individual craftspeople made different choices, and later family accounts have sometimes simplified those decisions into a more comfortable story.\n\nThe makers' wall\nA public wall records the marks of crews responsible for major commissions. It began as a practical means of identifying work and became a form of local remembrance. The marks include those of cutters, haulers and fitters rather than only master designers.\n\nSeriath Merrow later used these records when tracing the labor behind memorial and civic sculpture. Her work helped make the distinction between the people who supplied a building and the purposes for which it was commissioned more visible.\n\nPresent society\nCauther's households are closely connected through work, apprenticeship and shared risk. Public celebrations display skill through fitted stone, small carvings and demonstrations of control rather than through feats of reckless strength.\n\nThe town's most persistent political demand is recognition of the full cost of its labor. Its people know that a monumental court or academy can appear timeless to visitors while depending on bodies that wear out within an ordinary working life.","category":"Places","id":"new-cauther","illustration":{"alt":"Cauther landscape","caption":"Cauther landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/cauther-pale-stone-quarry-town-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Cauther stands near workable pale stone in Lyasa's upland country. The earliest quarries supplied local buildings and grave markers. Demand increased as larger cities and religious institutions commissioned durable public structures, drawing workers and merchants into a settlement that had previously supported only a small number of households.\n\nThe town developed in terraces around roads capable of carrying heavy loads. Its houses use smaller stone left from prestigious orders, giving ordinary streets a material kinship with buildings whose occupants possess far greater authority.","heading":"The quarry settlement","visibility":"player"},{"body":"Quarrying and dressing stone require judgment that is easily overlooked when the finished building is admired. Workers must read flaws, plan divisions and understand how a piece will behave when moved. Cauther's apprentices learn through close supervision because errors can injure people as well as ruin material.\n\nThe town maintains a common provision for injured workers, funded through contributions attached to major contracts. The arrangement arose after an expansion of production left too many households dependent on relatives unable to continue heavy work. It remains a source of conflict when purchasers attempt to treat the contribution as an avoidable addition to price.","heading":"Craft and injury","illustration":{"alt":"Reading flaws before dressing Cauther stone","caption":"Reading flaws before dressing Cauther stone","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/cauther-reading-stone-flaws-apprentice.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Cauther supplied material for construction associated with the new Varitas after the old city's destruction. The work brought money and divided opinion. Some residents regarded the commissions as honorable service to lawful institutions. Others were troubled by the relationship between new stone buildings and the deaths beneath the history they replaced.\n\nThe town did not refuse the work collectively. Individual craftspeople made different choices, and later family accounts have sometimes simplified those decisions into a more comfortable story.","heading":"Stone for Varitas","visibility":"player"},{"body":"A public wall records the marks of crews responsible for major commissions. It began as a practical means of identifying work and became a form of local remembrance. The marks include those of cutters, haulers and fitters rather than only master designers.\n\nSeriath Merrow later used these records when tracing the labor behind memorial and civic sculpture. Her work helped make the distinction between the people who supplied a building and the purposes for which it was commissioned more visible.","heading":"The makers' wall","illustration":{"alt":"The crews’ makers’ wall at Cauther","caption":"The crews’ makers’ wall at Cauther","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/cauther-makers-wall-labor-record.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Cauther's households are closely connected through work, apprenticeship and shared risk. Public celebrations display skill through fitted stone, small carvings and demonstrations of control rather than through feats of reckless strength.\n\nThe town's most persistent political demand is recognition of the full cost of its labor. Its people know that a monumental court or academy can appear timeless to visitors while depending on bodies that wear out within an ordinary working life.","heading":"Present society","illustration":{"alt":"A controlled stone-fitting demonstration in Cauther","caption":"A controlled stone-fitting demonstration in Cauther","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/cauther-fitted-stone-controlled-skill.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A quarry town whose stone and labor helped construct monumental institutions while its own households remained comparatively modest.","title":"Cauther","type":"Settlement","visibility":"player"},{"body":"The open sky\nSeln Varda occupies elevated ground in Lyasa chosen for clear views of the night sky and distance from dense urban light. Its first permanent structures were observing platforms, sheltered instrument rooms and houses for the people maintaining them. A settlement grew around scholarship that required continuity across seasons and generations.\n\nCaelanar Aenar form much of its population. Their established affinity with celestial cycles shapes daily life without making every resident a diviner. Instrument-makers, growers, cooks, builders and record keepers are as necessary here as in any other community.\n\nA nocturnal town\nMost public business takes place from evening through the later night. Markets open under carefully controlled light, and streets are designed to preserve useful darkness without making movement unnecessarily dangerous. Daytime visitors encounter a quieter town and are directed toward houses accustomed to receiving people with different schedules.\n\nHouseholds include both nocturnal and diurnal members. Shared meals and work are arranged around periods of overlap rather than assuming one rhythm is normal for everyone. This practical accommodation has become an important part of local manners.\n\nThe observatory tradition\nThe observatories preserve records of celestial movement, weather and interpretations made by earlier scholars. Observation and prediction are recorded separately, allowing later readers to distinguish what was seen from what was believed it meant.\n\nThe practice grew stronger after several influential predictions proved misleading when applied beyond the conditions in which they were made. Seln Varda's scholars remain respected for divination, but their best teachers insist that unusual insight does not remove responsibility for explaining its limits.\n\nRelations with authority\nJudicators and other powerful visitors sometimes seek advice while expecting a certainty the observatories cannot honestly supply. Seln Varda's institutions have learned to state conclusions carefully and to preserve the terms in which advice was requested and given.\n\nThe community does not claim exemption from Lyasa's wider powers. Its relative independence rests on useful knowledge, a reputation for disciplined work and relationships maintained across political changes.\n\nThe house of returning students\nFormer students often return after long periods elsewhere, bringing methods and experiences that challenge the habits of the observatories. A common house provides temporary rooms for them and their households. It has become a place where different generations of scholarship meet without requiring every visitor to resume a subordinate position.\n\nPresent Seln Varda is therefore both patient and argumentative. Its records stretch beyond any individual life, but the meaning of those records remains a living activity rather than a verdict handed down by the stars.","category":"Places","id":"new-selnvarda","illustration":{"alt":"Seln Varda landscape","caption":"Seln Varda landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/seln-varda-nocturnal-observatory-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Seln Varda occupies elevated ground in Lyasa chosen for clear views of the night sky and distance from dense urban light. Its first permanent structures were observing platforms, sheltered instrument rooms and houses for the people maintaining them. A settlement grew around scholarship that required continuity across seasons and generations.\n\nCaelanar Aenar form much of its population. Their established affinity with celestial cycles shapes daily life without making every resident a diviner. Instrument-makers, growers, cooks, builders and record keepers are as necessary here as in any other community.","heading":"The open sky","visibility":"player"},{"body":"Most public business takes place from evening through the later night. Markets open under carefully controlled light, and streets are designed to preserve useful darkness without making movement unnecessarily dangerous. Daytime visitors encounter a quieter town and are directed toward houses accustomed to receiving people with different schedules.\n\nHouseholds include both nocturnal and diurnal members. Shared meals and work are arranged around periods of overlap rather than assuming one rhythm is normal for everyone. This practical accommodation has become an important part of local manners.","heading":"A nocturnal town","illustration":{"alt":"The carefully lit night market at Seln Varda","caption":"The carefully lit night market at Seln Varda","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/seln-night-market-controlled-light.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The observatories preserve records of celestial movement, weather and interpretations made by earlier scholars. Observation and prediction are recorded separately, allowing later readers to distinguish what was seen from what was believed it meant.\n\nThe practice grew stronger after several influential predictions proved misleading when applied beyond the conditions in which they were made. Seln Varda's scholars remain respected for divination, but their best teachers insist that unusual insight does not remove responsibility for explaining its limits.","heading":"The observatory tradition","illustration":{"alt":"Separating observation from interpretation at Seln Varda","caption":"Separating observation from interpretation at Seln Varda","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/seln-observation-interpretation-separate-books.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Judicators and other powerful visitors sometimes seek advice while expecting a certainty the observatories cannot honestly supply. Seln Varda's institutions have learned to state conclusions carefully and to preserve the terms in which advice was requested and given.\n\nThe community does not claim exemption from Lyasa's wider powers. Its relative independence rests on useful knowledge, a reputation for disciplined work and relationships maintained across political changes.","heading":"Relations with authority","visibility":"player"},{"body":"Former students often return after long periods elsewhere, bringing methods and experiences that challenge the habits of the observatories. A common house provides temporary rooms for them and their households. It has become a place where different generations of scholarship meet without requiring every visitor to resume a subordinate position.\n\nPresent Seln Varda is therefore both patient and argumentative. Its records stretch beyond any individual life, but the meaning of those records remains a living activity rather than a verdict handed down by the stars.","heading":"The house of returning students","illustration":{"alt":"Returning students at Seln Varda’s common house","caption":"Returning students at Seln Varda’s common house","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/seln-returning-students-common-house.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A Caelanar observatory community whose nocturnal life has produced its own institutions of work, hospitality and public memory.","title":"Seln Varda","type":"Settlement","visibility":"player"},{"body":"Outside the ruins\nAsh Orchard stands beyond the untouched ruins of old Varitas rather than among them. Its first permanent households belonged to people who had been away from the city when the Judicators destroyed it: sailors, traders, traveling workers and relatives living elsewhere who came to learn what had happened.\n\nSome remained because departure felt like abandoning the dead a second time. Others found work supplying the new city or assisting people who arrived with questions that official accounts did not answer in personal terms.\n\nThe orchard ground\nThe settlement's name comes from a small orchard established on land outside the destroyed city. The trees were planted over many years, often in memory of households rather than individual people. The ground is tended as a living place, with food harvested and shared rather than left entirely as a symbol.\n\nNot every resident agrees with the practice. Some believe useful cultivation honors the lives lost; others dislike seeing memorial fruit sold. The community has retained both private memorial trees and common productive ground rather than forcing one meaning upon the whole orchard.\n\nNames and possessions\nAsh Orchard's households keep copies of family names, descriptions of lost homes and records of possessions recovered outside the ruins. The work is incomplete and often painful. A surviving account may identify a person whom a more prestigious family would prefer to omit, or reveal obligations that death did not make emotionally simple.\n\nThe settlement has no authority to revise the Judicators' official judgment. Its records preserve a different scale of history: who lived where, whom they cared for and what ordinary work was interrupted.\n\nRelations with new Varitas\nResidents trade with the new city and sometimes work in its institutions. This dependence creates tension that outsiders can mistake for inconsistency. A person may condemn the destruction and still need wages from a place built afterward.\n\nThe Judicators tolerate no challenge that they interpret as unlawful defiance. Ash Orchard's public life therefore uses careful language, emphasizing remembrance and lawful household claims. Private conversations are less controlled, but no single political position describes every resident.\n\nPresent community\nThe settlement contains workshops, modest lodgings and people accustomed to receiving strangers in grief. Children born there know old Varitas through accounts rather than memory and increasingly ask what their own future is allowed to contain.\n\nAsh Orchard's continuing life is not a reversal of the city's destruction. It is one of its consequences: a community formed around absence, trying to make room for lives that cannot be spent entirely in the shadow of what happened before they began.","category":"Places","id":"new-ashorchard","illustration":{"alt":"Ash Orchard landscape","caption":"Ash Orchard landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/ash-orchard-outside-old-varitas-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Ash Orchard stands beyond the untouched ruins of old Varitas rather than among them. Its first permanent households belonged to people who had been away from the city when the Judicators destroyed it: sailors, traders, traveling workers and relatives living elsewhere who came to learn what had happened.\n\nSome remained because departure felt like abandoning the dead a second time. Others found work supplying the new city or assisting people who arrived with questions that official accounts did not answer in personal terms.","heading":"Outside the ruins","visibility":"player"},{"body":"The settlement's name comes from a small orchard established on land outside the destroyed city. The trees were planted over many years, often in memory of households rather than individual people. The ground is tended as a living place, with food harvested and shared rather than left entirely as a symbol.\n\nNot every resident agrees with the practice. Some believe useful cultivation honors the lives lost; others dislike seeing memorial fruit sold. The community has retained both private memorial trees and common productive ground rather than forcing one meaning upon the whole orchard.","heading":"The orchard ground","illustration":{"alt":"Sharing the harvest from Ash Orchard’s memorial ground","caption":"Sharing the harvest from Ash Orchard’s memorial ground","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-orchard-memorial-trees-common-harvest.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Ash Orchard's households keep copies of family names, descriptions of lost homes and records of possessions recovered outside the ruins. The work is incomplete and often painful. A surviving account may identify a person whom a more prestigious family would prefer to omit, or reveal obligations that death did not make emotionally simple.\n\nThe settlement has no authority to revise the Judicators' official judgment. Its records preserve a different scale of history: who lived where, whom they cared for and what ordinary work was interrupted.","heading":"Names and possessions","illustration":{"alt":"Preserving household records and recovered belongings","caption":"Preserving household records and recovered belongings","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-orchard-household-names-recovered-belongings.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Residents trade with the new city and sometimes work in its institutions. This dependence creates tension that outsiders can mistake for inconsistency. A person may condemn the destruction and still need wages from a place built afterward.\n\nThe Judicators tolerate no challenge that they interpret as unlawful defiance. Ash Orchard's public life therefore uses careful language, emphasizing remembrance and lawful household claims. Private conversations are less controlled, but no single political position describes every resident.","heading":"Relations with new Varitas","visibility":"player"},{"body":"The settlement contains workshops, modest lodgings and people accustomed to receiving strangers in grief. Children born there know old Varitas through accounts rather than memory and increasingly ask what their own future is allowed to contain.\n\nAsh Orchard's continuing life is not a reversal of the city's destruction. It is one of its consequences: a community formed around absence, trying to make room for lives that cannot be spent entirely in the shadow of what happened before they began.","heading":"Present community","illustration":{"alt":"Receiving a stranger in Ash Orchard’s modest lodgings","caption":"Receiving a stranger in Ash Orchard’s modest lodgings","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-orchard-modest-lodgings-receiving-strangers.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A small community outside the preserved ruins of old Varitas, formed by people whose lives remained attached to a city they could no longer inhabit.","title":"Ash Orchard","type":"Settlement","visibility":"player"},{"body":"A crossing before a town\nOathwater began at a ford used by carriers moving between agricultural country and larger markets. Seasonal changes made the crossing unreliable enough that experienced local guides could earn a livelihood there. Shelters, stores and repair work followed, and a permanent settlement developed around the movement of people who did not intend to stay.\n\nA bridge eventually carried much of the ordinary traffic, but the old ford remained useful for animals, repairs and periods when the bridge could not be used. The town's name came from the practice of witnessing agreements before goods and people crossed into the next stage of a journey.\n\nThe witness houses\nSeveral households specialized in keeping records and providing witnesses who were not directly employed by either party to a bargain. Their reputation depended on remembering accurately and refusing to improve an account after a powerful client became dissatisfied with it.\n\nThis work brought influence and temptation. A witness could be paid for availability and care, but not for changing what had been observed. The distinction became part of local professional teaching, though violations occurred often enough to require sanctions.\n\nLaw and the crossing\nThe rise of stronger legal institutions in Lyasa changed the witness houses' role. Their records became useful to courts, while the courts' authority limited the houses' ability to settle disputes privately. Some families adapted into formal clerical and legal work; others continued serving travelers who needed a clear account before any dispute reached a tribunal.\n\nAstreon's order values reliable testimony but does not surrender divine or judicial authority to local record keepers. Oathwater's people are careful about the difference between preserving evidence and claiming the right to decide every consequence drawn from it.\n\nOrdinary life\nThe town supports carriers, animal handlers, food sellers and craftspeople whose work is tied to interrupted journeys. Its inns contain people with very different resources: a prosperous merchant waiting for a load, a laborer seeking work and a family moving with most of what it owns.\n\nResidents have developed a habit of asking whether a traveler needs a witness, a meal or simply directions before assuming the reason for their arrival. The courtesy reflects familiarity with uncertainty rather than universal kindness.\n\nPresent influence\nOathwater's records provide a detailed history of regional movement, including periods when particular goods disappeared from trade or families arrived in unusual numbers. Scholars comparing them with the surviving material from the Destruction of the Twelve Registers have reconstructed changes that no single city's archive preserved.\n\nThe town remains modest in size but important in the lives of people whose claims would otherwise depend on the memory or goodwill of someone stronger.","category":"Places","id":"new-oathwater","illustration":{"alt":"Oathwater Ford landscape","caption":"Oathwater Ford landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/oathwater-ford-bridge-witness-town-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Oathwater began at a ford used by carriers moving between agricultural country and larger markets. Seasonal changes made the crossing unreliable enough that experienced local guides could earn a livelihood there. Shelters, stores and repair work followed, and a permanent settlement developed around the movement of people who did not intend to stay.\n\nA bridge eventually carried much of the ordinary traffic, but the old ford remained useful for animals, repairs and periods when the bridge could not be used. The town's name came from the practice of witnessing agreements before goods and people crossed into the next stage of a journey.","heading":"A crossing before a town","visibility":"player"},{"body":"Several households specialized in keeping records and providing witnesses who were not directly employed by either party to a bargain. Their reputation depended on remembering accurately and refusing to improve an account after a powerful client became dissatisfied with it.\n\nThis work brought influence and temptation. A witness could be paid for availability and care, but not for changing what had been observed. The distinction became part of local professional teaching, though violations occurred often enough to require sanctions.","heading":"The witness houses","illustration":{"alt":"An independent witness records a traveler’s bargain","caption":"An independent witness records a traveler’s bargain","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/oathwater-independent-witness-house-bargain.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The rise of stronger legal institutions in Lyasa changed the witness houses' role. Their records became useful to courts, while the courts' authority limited the houses' ability to settle disputes privately. Some families adapted into formal clerical and legal work; others continued serving travelers who needed a clear account before any dispute reached a tribunal.\n\nAstreon's order values reliable testimony but does not surrender divine or judicial authority to local record keepers. Oathwater's people are careful about the difference between preserving evidence and claiming the right to decide every consequence drawn from it.","heading":"Law and the crossing","illustration":{"alt":"Witness records within the wider law","caption":"Witness records within the wider law","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/oathwater-court-records-limited-authority.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The town supports carriers, animal handlers, food sellers and craftspeople whose work is tied to interrupted journeys. Its inns contain people with very different resources: a prosperous merchant waiting for a load, a laborer seeking work and a family moving with most of what it owns.\n\nResidents have developed a habit of asking whether a traveler needs a witness, a meal or simply directions before assuming the reason for their arrival. The courtesy reflects familiarity with uncertainty rather than universal kindness.","heading":"Ordinary life","illustration":{"alt":"A meal and directions for an interrupted journey","caption":"A meal and directions for an interrupted journey","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/oathwater-inn-meal-directions-interrupted-journey.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Oathwater's records provide a detailed history of regional movement, including periods when particular goods disappeared from trade or families arrived in unusual numbers. Scholars comparing them with the surviving material from the Destruction of the Twelve Registers have reconstructed changes that no single city's archive preserved.\n\nThe town remains modest in size but important in the lives of people whose claims would otherwise depend on the memory or goodwill of someone stronger.","heading":"Present influence","visibility":"player"}],"summary":"A crossing town whose history joins trade, testimony and the unequal power of a promise made before witnesses.","title":"Oathwater Ford","type":"Settlement","visibility":"player"},{"body":"A house between assignments\nThe Quiet Threshold is a regional house associated with the Astreon Judicators. It receives members returning from difficult service, initiates preparing for reassignment and Riteskeepers engaged in study. It is not a separate reforming order or an exemption from the authority centered in Hardin.\n\nThe house's purpose is practical. People who enforce law require rest, instruction, medical care and the maintenance of discipline. Treating these needs as weakness would reduce the effectiveness of the institution they serve.\n\nThe rule of the house\nDaily life is structured around study, physical work, observance and periods of silence. Silence is used to reduce distraction and require attention, not as a universal punishment. Residents perform ordinary tasks alongside appointed staff, though differences of rank remain visible.\n\nThe house preserves accounts of judgments and campaigns for study. Discussion concerns procedure, duty and the application of law. It does not authorize members to replace established doctrine with personal preference.\n\nCare and responsibility\nHealers treat injuries and exhaustion without requiring a resident to present them as heroic. The house's senior physician, a dwarf named Hadrin Pell, has served long enough to know that disciplined people can still conceal weakness until it becomes dangerous to others.\n\nHadrin's authority is medical rather than judicial. He can determine that a person is unfit for immediate duty, but he cannot absolve wrongdoing or alter a sentence. This boundary has made him useful to commanders who want reliable service and frustrating to individuals who hope care will remove every consequence of failure.\n\nThe Varitas inheritance\nThe destruction of old Varitas occupies an important place in the house's records because it exemplifies the order's willingness to impose judgment at terrible scale. Residents encounter official accounts alongside logistical and medical records of those who carried out the action and built the institutions that followed.\n\nThese materials do not produce one emotional response. Some members find confirmation of necessary resolve; others experience grief, unease or a more exact understanding of what obedience can require. The existence of those feelings does not make the order less uncompromising in its public work.\n\nPresent relations\nThe Quiet Threshold obtains supplies from communities including Cauther and the wider agricultural country. It relies on labor performed by people who may respect, fear or resent the institution it serves. Its staff must conduct these relationships without assuming that lawful authority automatically produces affection.\n\nThe house reveals a part of the Judicators' world less visible than courts and armored processions: the sustained work required to keep an absolute institution functioning through ordinary, fallible people.","category":"Places","id":"new-quietthreshold","illustration":{"alt":"The Quiet Threshold landscape","caption":"The Quiet Threshold landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/quiet-threshold-study-rest-house-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Quiet Threshold is a regional house associated with the Astreon Judicators. It receives members returning from difficult service, initiates preparing for reassignment and Riteskeepers engaged in study. It is not a separate reforming order or an exemption from the authority centered in Hardin.\n\nThe house's purpose is practical. People who enforce law require rest, instruction, medical care and the maintenance of discipline. Treating these needs as weakness would reduce the effectiveness of the institution they serve.","heading":"A house between assignments","visibility":"player"},{"body":"Daily life is structured around study, physical work, observance and periods of silence. Silence is used to reduce distraction and require attention, not as a universal punishment. Residents perform ordinary tasks alongside appointed staff, though differences of rank remain visible.\n\nThe house preserves accounts of judgments and campaigns for study. Discussion concerns procedure, duty and the application of law. It does not authorize members to replace established doctrine with personal preference.","heading":"The rule of the house","illustration":{"alt":"Study and ordinary work at the Quiet Threshold","caption":"Study and ordinary work at the Quiet Threshold","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/quiet-threshold-ranked-study-ordinary-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Healers treat injuries and exhaustion without requiring a resident to present them as heroic. The house's senior physician, a dwarf named Hadrin Pell, has served long enough to know that disciplined people can still conceal weakness until it becomes dangerous to others.\n\nHadrin's authority is medical rather than judicial. He can determine that a person is unfit for immediate duty, but he cannot absolve wrongdoing or alter a sentence. This boundary has made him useful to commanders who want reliable service and frustrating to individuals who hope care will remove every consequence of failure.","heading":"Care and responsibility","illustration":{"alt":"Ordinary rest and care between assignments","caption":"Ordinary rest and care between assignments","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/quiet-threshold-anonymous-healer-rest-care.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The destruction of old Varitas occupies an important place in the house's records because it exemplifies the order's willingness to impose judgment at terrible scale. Residents encounter official accounts alongside logistical and medical records of those who carried out the action and built the institutions that followed.\n\nThese materials do not produce one emotional response. Some members find confirmation of necessary resolve; others experience grief, unease or a more exact understanding of what obedience can require. The existence of those feelings does not make the order less uncompromising in its public work.","heading":"The Varitas inheritance","visibility":"player"},{"body":"The Quiet Threshold obtains supplies from communities including Cauther and the wider agricultural country. It relies on labor performed by people who may respect, fear or resent the institution it serves. Its staff must conduct these relationships without assuming that lawful authority automatically produces affection.\n\nThe house reveals a part of the Judicators' world less visible than courts and armored processions: the sustained work required to keep an absolute institution functioning through ordinary, fallible people.","heading":"Present relations","illustration":{"alt":"Regional supplies arrive at the Quiet Threshold","caption":"Regional supplies arrive at the Quiet Threshold","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/quiet-threshold-regional-supplies-house-staff.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A house of preparation and convalescence serving Astreon’s order, where the personal cost of its uncompromising work is managed without changing its doctrine.","title":"The Quiet Threshold","type":"Landmark","visibility":"player"},{"body":"The archive of claims\nLate in the Age of Dominion, a regional authority in Lyasa kept twelve principal registers recording land claims, household obligations, revenues and judgments. Copies existed unevenly in local communities, but the central archive carried the greatest recognized authority.\n\nThe system made administration more consistent and concentrated power over memory. A household whose claim was absent or altered in the registers could struggle to prove what neighbors believed to be true.\n\nThe succession conflict\nA disputed succession divided the authority's officers and principal supporters. Control of the archive became important because each claimant sought evidence supporting particular obligations and privileges. During fighting around the administrative seat, the register house was burned.\n\nThe destruction was deliberate, though surviving accounts disagree about which faction ordered it and whether the aim was to conceal fraud, deny an opponent useful records or destroy claims held by less powerful communities. The uncertainty over motive does not obscure the event's material result: much of the central record was lost.\n\nThe years of reconstruction\nCommunities attempted to rebuild claims through local copies, witness testimony, material boundaries and records held by traders or religious houses. The process favored people with resources and connections, but it also revealed knowledge that the central archive had neglected.\n\nSome families recovered standing. Others lost rights they could not adequately document, while opportunists acquired property through plausible false claims. The end of the succession struggle did not restore the social world that had existed before it.\n\nDistributed memory\nThe event encouraged later practices of keeping important records in more than one place. Witness houses such as those that developed at Oathwater became valuable because they preserved accounts outside the institution most interested in controlling them.\n\nReligious and civic authorities drew different lessons. Some emphasized the need for stronger central protection; others argued that no single archive should possess the only recognized version of a community's obligations. These positions continued to shape regional administration long after the original ruling house disappeared.\n\nLater interpretation\nThe Astreon Judicators cite the event as an example of the disorder produced when contested mortal ambition destroys lawful records. Local communities sometimes emphasize a different danger: the vulnerability created when recognition of a life or claim depends entirely on one authority's custody.\n\nThe Destruction of the Twelve Registers remains part of Lyasa's deep political history because its consequences were not confined to a burned building. It changed who could prove the past and therefore who could act securely in the present.","category":"History","id":"new-twelve-registers","links":[],"raceRelated":[],"sections":[{"body":"Late in the Age of Dominion, a regional authority in Lyasa kept twelve principal registers recording land claims, household obligations, revenues and judgments. Copies existed unevenly in local communities, but the central archive carried the greatest recognized authority.\n\nThe system made administration more consistent and concentrated power over memory. A household whose claim was absent or altered in the registers could struggle to prove what neighbors believed to be true.","heading":"The archive of claims","illustration":{"alt":"Twelve registers and concentrated authority","caption":"Twelve registers and concentrated authority","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/twelve-registers-central-custody-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A disputed succession divided the authority's officers and principal supporters. Control of the archive became important because each claimant sought evidence supporting particular obligations and privileges. During fighting around the administrative seat, the register house was burned.\n\nThe destruction was deliberate, though surviving accounts disagree about which faction ordered it and whether the aim was to conceal fraud, deny an opponent useful records or destroy claims held by less powerful communities. The uncertainty over motive does not obscure the event's material result: much of the central record was lost.","heading":"The succession conflict","illustration":{"alt":"The deliberate burning of the register house","caption":"The deliberate burning of the register house","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/twelve-registers-register-house-fire-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Communities attempted to rebuild claims through local copies, witness testimony, material boundaries and records held by traders or religious houses. The process favored people with resources and connections, but it also revealed knowledge that the central archive had neglected.\n\nSome families recovered standing. Others lost rights they could not adequately document, while opportunists acquired property through plausible false claims. The end of the succession struggle did not restore the social world that had existed before it.","heading":"The years of reconstruction","illustration":{"alt":"Rebuilding claims from local copies and witnesses","caption":"Rebuilding claims from local copies and witnesses","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/twelve-registers-witness-reconstruction-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The event encouraged later practices of keeping important records in more than one place. Witness houses such as those that developed at Oathwater became valuable because they preserved accounts outside the institution most interested in controlling them.\n\nReligious and civic authorities drew different lessons. Some emphasized the need for stronger central protection; others argued that no single archive should possess the only recognized version of a community's obligations. These positions continued to shape regional administration long after the original ruling house disappeared.","heading":"Distributed memory","illustration":{"alt":"Records carried to more than one keeper","caption":"Records carried to more than one keeper","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/twelve-registers-distributed-copies-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Astreon Judicators cite the event as an example of the disorder produced when contested mortal ambition destroys lawful records. Local communities sometimes emphasize a different danger: the vulnerability created when recognition of a life or claim depends entirely on one authority's custody.\n\nThe Destruction of the Twelve Registers remains part of Lyasa's deep political history because its consequences were not confined to a burned building. It changed who could prove the past and therefore who could act securely in the present.","heading":"Later interpretation","visibility":"player"}],"summary":"A late-Dominion succession conflict destroyed a regional archive and changed the way communities preserved evidence of land, labor and obligation.","title":"The Destruction of the Twelve Registers","type":"Historical event","visibility":"player"},{"body":"The harbor workshop\nSeriath Merrow grew up in old Varitas in a household that made carved fittings, signs and decorative work for ships and waterfront businesses. She learned to judge a piece by how it would be seen in use: from a moving deck, across a street or in poor light.\n\nHer skill brought commissions beyond the harbor, and she spent increasing periods away from the city. At the time of Varitas's destruction she was working with a distant patron. Her parents and several close relatives remained in the city and died there.\n\nReturn without a home\nSeriath returned to find that the place around which her memories were organized could no longer receive her. The ruins were preserved, but preservation did not make them a household. She spent years moving between work elsewhere and visits to people gathering beyond the destroyed city.\n\nThe community that became Ash Orchard provided a place where loss could be understood without requiring an explanation at every meeting. Seriath eventually established a small workshop there, while continuing to travel for paid commissions.\n\nA change in subject\nBefore the destruction, she had been valued for impressive public figures and decorative work that made patrons appear prosperous. Afterward, she began producing smaller pieces based on remembered gestures, working hands and ordinary household objects.\n\nShe refused to invent exact likenesses where no reliable image or description survived. Instead, she discussed with families what could honestly be represented: a way of holding a tool, a familiar garment, a shared table. The resulting work was less flattering to public expectations of memorial art and more useful to some of those grieving.\n\nWork with Cauther\nCauther's stoneworkers supplied material and practical collaboration. Seriath became interested in the crews whose labor produced both memorials and monumental institutions. She incorporated makers' marks and working histories into commissions when patrons allowed it, and sometimes declined work when they demanded their removal.\n\nThis position cost her income and gained her a distinctive reputation. She is not universally admired. Some clients consider her limitations an intrusion upon their wishes; some fellow artists think she has made a private grief into an inflexible professional rule.\n\nPresent life\nSeriath remains exacting, sociable in small company and uncomfortable at ceremonies that require a single agreed emotion. She cares for an orchard plot associated with her lost household and teaches apprentices whose families have no connection to Varitas.\n\nHer present work includes ordinary signs and household carving as well as memorials. She considers this important. A life spent only representing absence would allow the destroyed city to determine every remaining part of her own.\n\nHer significance within Ash Orchard lies in making remembrance tangible without pretending that art can restore what was lost. The objects she makes belong to living households, and their use gives grief a place without requiring it to occupy the whole home.","category":"People","id":"new-seriath","identityIllustration":{"alt":"Seriath Merrow","caption":"Seriath Merrow","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/seriath-merrow-sculptor-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Seriath Merrow grew up in old Varitas in a household that made carved fittings, signs and decorative work for ships and waterfront businesses. She learned to judge a piece by how it would be seen in use: from a moving deck, across a street or in poor light.\n\nHer skill brought commissions beyond the harbor, and she spent increasing periods away from the city. At the time of Varitas's destruction she was working with a distant patron. Her parents and several close relatives remained in the city and died there.","heading":"The harbor workshop","illustration":{"alt":"Seriath learns harbor carving by how fittings will be seen in use","caption":"Seriath learns harbor carving by how fittings will be seen in use","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/seriath-harbor-fitting-in-use-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Seriath returned to find that the place around which her memories were organized could no longer receive her. The ruins were preserved, but preservation did not make them a household. She spent years moving between work elsewhere and visits to people gathering beyond the destroyed city.\n\nThe community that became Ash Orchard provided a place where loss could be understood without requiring an explanation at every meeting. Seriath eventually established a small workshop there, while continuing to travel for paid commissions.","heading":"Return without a home","visibility":"player"},{"body":"Before the destruction, she had been valued for impressive public figures and decorative work that made patrons appear prosperous. Afterward, she began producing smaller pieces based on remembered gestures, working hands and ordinary household objects.\n\nShe refused to invent exact likenesses where no reliable image or description survived. Instead, she discussed with families what could honestly be represented: a way of holding a tool, a familiar garment, a shared table. The resulting work was less flattering to public expectations of memorial art and more useful to some of those grieving.","heading":"A change in subject","illustration":{"alt":"Seriath and a family choose an honest remembered gesture for a small memorial","caption":"Seriath and a family choose an honest remembered gesture for a small memorial","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/seriath-remembered-gesture-not-false-likeness-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Cauther's stoneworkers supplied material and practical collaboration. Seriath became interested in the crews whose labor produced both memorials and monumental institutions. She incorporated makers' marks and working histories into commissions when patrons allowed it, and sometimes declined work when they demanded their removal.\n\nThis position cost her income and gained her a distinctive reputation. She is not universally admired. Some clients consider her limitations an intrusion upon their wishes; some fellow artists think she has made a private grief into an inflexible professional rule.","heading":"Work with Cauther","illustration":{"alt":"Seriath collaborates with Cauther’s stoneworkers and preserves makers’ histories","caption":"Seriath collaborates with Cauther’s stoneworkers and preserves makers’ histories","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/seriath-cauther-makers-marks-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Seriath remains exacting, sociable in small company and uncomfortable at ceremonies that require a single agreed emotion. She cares for an orchard plot associated with her lost household and teaches apprentices whose families have no connection to Varitas.\n\nHer present work includes ordinary signs and household carving as well as memorials. She considers this important. A life spent only representing absence would allow the destroyed city to determine every remaining part of her own.\n\nHer significance within Ash Orchard lies in making remembrance tangible without pretending that art can restore what was lost. The objects she makes belong to living households, and their use gives grief a place without requiring it to occupy the whole home.","heading":"Present life","illustration":{"alt":"Seriath’s living orchard workshop also makes ordinary signs and household carving","caption":"Seriath’s living orchard workshop also makes ordinary signs and household carving","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/seriath-orchard-and-ordinary-signs-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"An elven sculptor whose life after Varitas turned from prestigious commissions toward the difficult work of representing people no longer present.","title":"Seriath Merrow, Maker of Absent Faces","type":"Person","visibility":"player"},{"body":"The sheltered water\nOnnel Sound grew beside a natural harbor on Fir's coast. Its earliest inhabitants combined fishing with the repair of vessels unable to continue safely after difficult passages. A place useful in an emergency became a place chosen for planned work, and permanent yards developed above the shore.\n\nThe town's buildings follow the working waterfront rather than a single formal center. Timber frames stand on stone bases, with broad doors opening toward spaces where hulls can be hauled and supported. Higher streets contain stores, lodging houses and gardens protected from the strongest winds.\n\nJoined hulls\nOnnel's builders became known for repairing vessels whose original methods differed from their own. Trade brought hulls from several regions, and a successful repair required understanding how the whole structure carried strain rather than simply replacing a damaged piece with a familiar form.\n\nThe phrase joined hull came to describe both this craft and a household formed from people with different places of origin. The comparison is affectionate but not sentimental. A joined structure requires attention to the parts that meet, and a household does not become sound merely because its members wish it to be.\n\nThe embargo inheritance\nDuring the Great Cedar Embargo in the Age of Dominion, Fir's builders were forced to reconsider dependence on imported ship timber. Onnel's predecessors learned to use local materials more carefully, preserve sound parts and distinguish work that required a particular timber from work that merely followed habit.\n\nThose methods survived later political changes. The town's current skill in repair owes much to a period remembered elsewhere primarily as a contest among merchants and rulers.\n\nPilots and households\nThe Pilots of the Seven Lanterns maintain a principal house in Onnel Sound. Their work brings navigational knowledge, visiting crews and disputes about responsibility when a passage goes badly. The pilots are respected, but they do not govern every part of town life.\n\nFishing households, yard owners and independent craftspeople retain their own associations. Public decisions are negotiated among these interests, with particular attention to access to the working shore. A wealthy house cannot easily close a landing that several trades depend upon without provoking a wider dispute.\n\nPresent Onnel\nThe town's food reflects maritime work: preserved fish, grains and vegetables obtained through trade, sea greens and meals prepared in quantities that can absorb an unexpected crew. Music in the lodging houses mixes forms carried by visitors with local songs about work and return.\n\nOnnel Sound's confidence comes from usefulness rather than grandeur. Its people know that a vessel which arrives impressive and foreign may leave carrying a piece of their timber, a repairer's judgment and a story that will make the harbor known somewhere new.","category":"Places","id":"new-onnelsound","illustration":{"alt":"Onnel Sound landscape","caption":"Onnel Sound landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/onnel-sound-joined-hull-harbor-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Onnel Sound grew beside a natural harbor on Fir's coast. Its earliest inhabitants combined fishing with the repair of vessels unable to continue safely after difficult passages. A place useful in an emergency became a place chosen for planned work, and permanent yards developed above the shore.\n\nThe town's buildings follow the working waterfront rather than a single formal center. Timber frames stand on stone bases, with broad doors opening toward spaces where hulls can be hauled and supported. Higher streets contain stores, lodging houses and gardens protected from the strongest winds.","heading":"The sheltered water","visibility":"player"},{"body":"Onnel's builders became known for repairing vessels whose original methods differed from their own. Trade brought hulls from several regions, and a successful repair required understanding how the whole structure carried strain rather than simply replacing a damaged piece with a familiar form.\n\nThe phrase joined hull came to describe both this craft and a household formed from people with different places of origin. The comparison is affectionate but not sentimental. A joined structure requires attention to the parts that meet, and a household does not become sound merely because its members wish it to be.","heading":"Joined hulls","illustration":{"alt":"Repairers study a vessel built by another tradition","caption":"Repairers study a vessel built by another tradition","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/onnel-sound-understanding-a-joined-hull.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"During the Great Cedar Embargo in the Age of Dominion, Fir's builders were forced to reconsider dependence on imported ship timber. Onnel's predecessors learned to use local materials more carefully, preserve sound parts and distinguish work that required a particular timber from work that merely followed habit.\n\nThose methods survived later political changes. The town's current skill in repair owes much to a period remembered elsewhere primarily as a contest among merchants and rulers.","heading":"The embargo inheritance","visibility":"player"},{"body":"The Pilots of the Seven Lanterns maintain a principal house in Onnel Sound. Their work brings navigational knowledge, visiting crews and disputes about responsibility when a passage goes badly. The pilots are respected, but they do not govern every part of town life.\n\nFishing households, yard owners and independent craftspeople retain their own associations. Public decisions are negotiated among these interests, with particular attention to access to the working shore. A wealthy house cannot easily close a landing that several trades depend upon without provoking a wider dispute.","heading":"Pilots and households","illustration":{"alt":"Negotiating access to Onnel Sound’s working shore","caption":"Negotiating access to Onnel Sound’s working shore","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/onnel-sound-shared-working-shore-access.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The town's food reflects maritime work: preserved fish, grains and vegetables obtained through trade, sea greens and meals prepared in quantities that can absorb an unexpected crew. Music in the lodging houses mixes forms carried by visitors with local songs about work and return.\n\nOnnel Sound's confidence comes from usefulness rather than grandeur. Its people know that a vessel which arrives impressive and foreign may leave carrying a piece of their timber, a repairer's judgment and a story that will make the harbor known somewhere new.","heading":"Present Onnel","illustration":{"alt":"A lodging-house meal makes room for an unexpected crew","caption":"A lodging-house meal makes room for an unexpected crew","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/onnel-sound-lodging-meal-unexpected-crew.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A sheltered Fir harbor whose boatbuilders and pilots connect island communities without controlling the sea between them.","title":"Onnel Sound","type":"Settlement","visibility":"player"},{"body":"More than a tower\nTernwatch occupies a coastal height associated with the approaches to Onnel Sound. The signal tower is its most visible structure, but the settlement includes family rooms, stores, workshops and sheltered ground used for gardens and animals. A permanent light requires a permanent community.\n\nThe first station was modest and repeatedly damaged by weather. Later rebuilding used stone where timber had failed and separated stores so that one accident would not destroy every resource. Its present form is the result of accumulated experience rather than one flawless original design.\n\nThe watch households\nSeveral households share responsibility for the signal and for observing local conditions. Work is divided so that no family must remain continuously on duty, though illness or a poor season can strain the arrangement. Children grow up with an unusually broad knowledge of vessels and an unusually precise sense of who is expected to return.\n\nResidents supplement the station's support through fishing, repairs and assistance to passing craft. They are not isolated hermits. Visits, exchanges and temporary work elsewhere keep Ternwatch connected to the wider coast.\n\nThe signal tradition\nThe station communicates information appropriate to its limited view: visibility, hazardous conditions and the presence of vessels needing attention. It does not promise knowledge of every danger beyond the horizon. Pilots value Ternwatch because its keepers distinguish what they have observed from what they merely expect.\n\nThis restraint became part of the Pilots of the Seven Lanterns' professional teaching. A confident but unsupported signal can be more dangerous than an honest admission that conditions are unclear.\n\nThe winter of the empty store\nA remembered period of supply failure left Ternwatch short of fuel and food after repeated delays from the mainland. The keepers maintained the essential signal while reducing other uses, and fishing households helped sustain those on duty. The event led to more dependable reserve arrangements and a recognition that a station serving many travelers should not rely entirely on the private resources of its residents.\n\nThe memory remains local rather than a grand chapter of Fir's history, but it changed the terms under which the station is maintained.\n\nPresent life\nTernwatch is a place of close relationships and little privacy. Disagreements cannot easily be avoided by taking another street. Residents have developed formal ways of dividing work and addressing grievances because affection alone is insufficient in a small community under pressure.\n\nThe tower's light is seen at a distance as a simple reassurance. The settlement beneath it is more complicated: ordinary people keeping a shared obligation alive through weather, boredom, skilled work and the desire to remain in a place they know.","category":"Places","id":"new-ternwatch","illustration":{"alt":"Ternwatch landscape","caption":"Ternwatch landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/ternwatch-coastal-signal-households-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Ternwatch occupies a coastal height associated with the approaches to Onnel Sound. The signal tower is its most visible structure, but the settlement includes family rooms, stores, workshops and sheltered ground used for gardens and animals. A permanent light requires a permanent community.\n\nThe first station was modest and repeatedly damaged by weather. Later rebuilding used stone where timber had failed and separated stores so that one accident would not destroy every resource. Its present form is the result of accumulated experience rather than one flawless original design.","heading":"More than a tower","visibility":"player"},{"body":"Several households share responsibility for the signal and for observing local conditions. Work is divided so that no family must remain continuously on duty, though illness or a poor season can strain the arrangement. Children grow up with an unusually broad knowledge of vessels and an unusually precise sense of who is expected to return.\n\nResidents supplement the station's support through fishing, repairs and assistance to passing craft. They are not isolated hermits. Visits, exchanges and temporary work elsewhere keep Ternwatch connected to the wider coast.","heading":"The watch households","illustration":{"alt":"Fishing and repairs connect Ternwatch to passing craft","caption":"Fishing and repairs connect Ternwatch to passing craft","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ternwatch-households-fishing-visiting-craft.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The station communicates information appropriate to its limited view: visibility, hazardous conditions and the presence of vessels needing attention. It does not promise knowledge of every danger beyond the horizon. Pilots value Ternwatch because its keepers distinguish what they have observed from what they merely expect.\n\nThis restraint became part of the Pilots of the Seven Lanterns' professional teaching. A confident but unsupported signal can be more dangerous than an honest admission that conditions are unclear.","heading":"The signal tradition","illustration":{"alt":"Keepers attend to what they can actually see","caption":"Keepers attend to what they can actually see","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ternwatch-keepers-observe-limited-view.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A remembered period of supply failure left Ternwatch short of fuel and food after repeated delays from the mainland. The keepers maintained the essential signal while reducing other uses, and fishing households helped sustain those on duty. The event led to more dependable reserve arrangements and a recognition that a station serving many travelers should not rely entirely on the private resources of its residents.\n\nThe memory remains local rather than a grand chapter of Fir's history, but it changed the terms under which the station is maintained.","heading":"The winter of the empty store","illustration":{"alt":"Households share food and conserve fuel during a supply failure","caption":"Households share food and conserve fuel during a supply failure","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ternwatch-local-winter-food-fuel-sharing.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Ternwatch is a place of close relationships and little privacy. Disagreements cannot easily be avoided by taking another street. Residents have developed formal ways of dividing work and addressing grievances because affection alone is insufficient in a small community under pressure.\n\nThe tower's light is seen at a distance as a simple reassurance. The settlement beneath it is more complicated: ordinary people keeping a shared obligation alive through weather, boredom, skilled work and the desire to remain in a place they know.","heading":"Present life","visibility":"player"}],"summary":"A small inhabited station on an outlying coastal height, sustained by fishing, pilotage and the labor of keeping a dependable signal.","title":"Ternwatch","type":"Settlement","visibility":"player"},{"body":"The basalt town\nDark stone is worked into durable walls and channels. The town developed around reliable storage of seasonal water and the preparation of stone, metalwork and provisions for neighboring communities.\n\nBuildings gather around sheltered courts. Thick walls moderate conditions, and roof surfaces are maintained as part of the settlement's water system. Public spaces are designed for work and gathering in protected light rather than for exposed grandeur.\n\nWorkshops and schools\nSeveral former administrative courts became communal workshops and schools. Their architecture still carries signs of the hierarchy for which they were built, even when their present use is different.\n\nCompleted work and public meals\nThe workshops produce fittings, tools and carved stone. Public meals accompany substantial completed work, allowing recognized households to inspect the result and renew obligations. Water storage and the repair of equipment remain essential.","category":"Places","id":"new-ashkelr","illustration":{"alt":"Ash-Kelr landscape","caption":"Ash-Kelr landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/ash-kelr-closed-basalt-craft-courts-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Dark stone is worked into durable walls and channels. The town developed around reliable storage of seasonal water and the preparation of stone, metalwork and provisions for neighboring communities.\n\nBuildings gather around sheltered courts. Thick walls moderate conditions, and roof surfaces are maintained as part of the settlement's water system. Public spaces are designed for work and gathering in protected light rather than for exposed grandeur.","heading":"The basalt town","illustration":{"alt":"Maintaining seasonal water storage in a basalt court","caption":"Maintaining seasonal water storage in a basalt court","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-kelr-seasonal-water-court-maintenance.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Several former administrative courts became communal workshops and schools. Their architecture still carries signs of the hierarchy for which they were built, even when their present use is different.","heading":"Workshops and schools","visibility":"player"},{"body":"The workshops produce fittings, tools and carved stone. Public meals accompany substantial completed work, allowing recognized households to inspect the result and renew obligations. Water storage and the repair of equipment remain essential.","heading":"Completed work and public meals","illustration":{"alt":"A public meal follows substantial completed work","caption":"A public meal follows substantial completed work","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ash-kelr-domestic-completed-work-public-meal.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Ash-Kelr is a dragonborn craft town of basalt courts, communal workshops and carefully maintained water storage. Its name has no relationship to the magically devastated Ash of Kirth.","title":"Ash-Kelr","type":"Settlement","visibility":"player"},{"body":"The descending settlement\nThe Nacre Stair occupies a sheltered stretch of coastal shelf in the waters associated with Tol'ryn. Its inhabited spaces descend in stages, using natural ledges, worked stone, cultivated marine growth and durable magical materials. The name refers to the pale surfaces visible in certain light, not to a single monumental stair built for surface feet.\n\nWater movement shapes the settlement. Passages and gardens are arranged to remain usable under changing conditions, and structures are maintained with attention to living organisms as well as stone. A building can be damaged by neglect long before it visibly collapses.\n\nNerithenar households\nThe residents are principally Nerithenar Aenar, whose established adaptations and hydromantic traditions support life beneath the sea. Individual abilities vary, and the community provides for those who cannot remain comfortably in every inhabited depth or condition.\n\nHouseholds are linked through shared work in cultivation, construction, current communication and the care of dependent members. Long life allows relationships to develop over centuries, but it does not make them free of conflict. Changes in household membership are formally acknowledged because access to particular spaces and obligations can otherwise remain uncertain for too long.\n\nThe upper exchange houses\nThe upper settlement contains spaces prepared for contact with surface visitors, including maintained chambers where air-breathing guests can reside for limited periods. These facilities require work and resources. Access is arranged rather than assumed to be available to every vessel that passes overhead.\n\nTrade includes crafted objects, marine products and knowledge of local waters. Residents are cautious about allowing surface demand to determine the use of their environment. A profitable harvest can damage a resource whose recovery is measured on a timescale many buyers will never personally experience.\n\nFaith and the deep\nNys'velik, the leviathan-like deity honored among the Nerithenar, occupies an important place in local observance. Rites emphasize attention to the wider sea and the limits of a household's control within it. The settlement's relationship with large marine creatures is shaped by longstanding Nerithenar practices, not by an assumption that every animal can be commanded.\n\nMemorials are often placed where currents and living growth will alter them. Families preserve records of the original form while accepting that the object itself participates in the environment rather than remaining unchanged forever.\n\nRelations with Tol'ryn\nMoss Crown and coastal households of Tol'ryn exchange goods with the Nacre Stair through trusted intermediaries. The relationship has survived disputes over fishing, waste and the meaning of ownership in waters used by several communities.\n\nThe present agreement recognizes particular responsibilities without pretending that the sea has been divided into simple private fields. Its durability rests on repeated contact and on the willingness of both sides to treat damage beneath the surface as real even when only one community can readily see it.","category":"Places","id":"new-nacrestair","illustration":{"alt":"The Nacre Stair landscape","caption":"The Nacre Stair landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/nacre-stair-coastal-shelf-houses-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Nacre Stair occupies a sheltered stretch of coastal shelf in the waters associated with Tol'ryn. Its inhabited spaces descend in stages, using natural ledges, worked stone, cultivated marine growth and durable magical materials. The name refers to the pale surfaces visible in certain light, not to a single monumental stair built for surface feet.\n\nWater movement shapes the settlement. Passages and gardens are arranged to remain usable under changing conditions, and structures are maintained with attention to living organisms as well as stone. A building can be damaged by neglect long before it visibly collapses.","heading":"The descending settlement","visibility":"player"},{"body":"The residents are principally Nerithenar Aenar, whose established adaptations and hydromantic traditions support life beneath the sea. Individual abilities vary, and the community provides for those who cannot remain comfortably in every inhabited depth or condition.\n\nHouseholds are linked through shared work in cultivation, construction, current communication and the care of dependent members. Long life allows relationships to develop over centuries, but it does not make them free of conflict. Changes in household membership are formally acknowledged because access to particular spaces and obligations can otherwise remain uncertain for too long.","heading":"Nerithenar households","illustration":{"alt":"Shared household work in Nacre Stair’s marine gardens","caption":"Shared household work in Nacre Stair’s marine gardens","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/nacre-stair-shared-household-marine-cultivation.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The upper settlement contains spaces prepared for contact with surface visitors, including maintained chambers where air-breathing guests can reside for limited periods. These facilities require work and resources. Access is arranged rather than assumed to be available to every vessel that passes overhead.\n\nTrade includes crafted objects, marine products and knowledge of local waters. Residents are cautious about allowing surface demand to determine the use of their environment. A profitable harvest can damage a resource whose recovery is measured on a timescale many buyers will never personally experience.","heading":"The upper exchange houses","illustration":{"alt":"An arranged visit in an air-filled upper exchange room","caption":"An arranged visit in an air-filled upper exchange room","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/nacre-stair-maintained-air-guest-exchange-room.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Nys'velik, the leviathan-like deity honored among the Nerithenar, occupies an important place in local observance. Rites emphasize attention to the wider sea and the limits of a household's control within it. The settlement's relationship with large marine creatures is shaped by longstanding Nerithenar practices, not by an assumption that every animal can be commanded.\n\nMemorials are often placed where currents and living growth will alter them. Families preserve records of the original form while accepting that the object itself participates in the environment rather than remaining unchanged forever.","heading":"Faith and the deep","illustration":{"alt":"A household memorial changes with currents and living growth","caption":"A household memorial changes with currents and living growth","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/nacre-stair-current-grown-household-memorial.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Moss Crown and coastal households of Tol'ryn exchange goods with the Nacre Stair through trusted intermediaries. The relationship has survived disputes over fishing, waste and the meaning of ownership in waters used by several communities.\n\nThe present agreement recognizes particular responsibilities without pretending that the sea has been divided into simple private fields. Its durability rests on repeated contact and on the willingness of both sides to treat damage beneath the surface as real even when only one community can readily see it.","heading":"Relations with Tol'ryn","visibility":"player"}],"summary":"A Nerithenar community built along a descending coastal shelf, where underwater households and surface exchange meet on carefully maintained terms.","title":"The Nacre Stair","type":"Settlement","visibility":"player"},{"body":"The wooded rise\nMoss Crown occupies a wooded rise within Tol'ryn, away from the immediate working shore. Its houses are grouped around older trees and cleared work courts, with gardens extending into managed woodland. The settlement takes its name from the appearance of its upper canopy after wet weather.\n\nIt grew as households moved inland to cultivate food and obtain materials that coastal communities needed. The resulting relationship was reciprocal: the shore supplied fish, imported goods and transport, while the interior supplied produce, timber and fibers.\n\nForest gardens\nMoss Crown's cultivation mixes fruiting trees, smaller crops, useful shrubs and managed gathering grounds. Households retain knowledge of particular varieties and methods, exchanging seed and cuttings through marriages, apprenticeships and seasonal gatherings.\n\nThe system requires boundaries, but not every useful plant belongs exclusively to one household. Common gathering areas and maintained paths allow residents with little land to obtain part of their livelihood. Disputes concern how much can be taken, who performs renewal work and when commercial demand has exceeded ordinary use.\n\nThe woven houses\nFiber work is one of the settlement's principal crafts. Mats, baskets, bindings and weather coverings are made in household workshops whose patterns identify both maker and intended use. Decorative variations often record a relationship or occasion, but the work remains designed to withstand ordinary handling.\n\nA household's reputation depends on the condition of its goods after use, not only on how they appear at a market. Returned objects are studied and repaired, creating a practical history of materials that younger workers inherit alongside formal instruction.\n\nThe sea relationship\nMoss Crown's links with the Nacre Stair developed through coastal intermediaries and gradually became more direct. Residents exchange cultivated goods and crafted materials for marine products and specialized work. The relationship has also changed local understanding of the coast: activities that appear harmless from inland can have consequences in inhabited waters.\n\nShared meetings are held in places suitable for the participants rather than assuming that one community's environment should always host the other. This practical equality has become a valued part of the agreement.\n\nPresent society\nThe settlement contains households of several peoples, including humans, halflings and Aenar, without treating one ancestry as the sole owner of its traditions. Faella is honored by many residents, while other worship continues according to household practice.\n\nMoss Crown's current prosperity has brought interest from buyers seeking exclusive supplies. Some families welcome the security of large contracts. Others fear that a landscape built through varied uses will become dependent on a few products chosen elsewhere. The dispute concerns the future shape of an existing society, not simply whether its residents will accept change.","category":"Places","id":"new-mosscrown","illustration":{"alt":"Moss Crown landscape","caption":"Moss Crown landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/moss-crown-forest-garden-households-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Moss Crown occupies a wooded rise within Tol'ryn, away from the immediate working shore. Its houses are grouped around older trees and cleared work courts, with gardens extending into managed woodland. The settlement takes its name from the appearance of its upper canopy after wet weather.\n\nIt grew as households moved inland to cultivate food and obtain materials that coastal communities needed. The resulting relationship was reciprocal: the shore supplied fish, imported goods and transport, while the interior supplied produce, timber and fibers.","heading":"The wooded rise","visibility":"player"},{"body":"Moss Crown's cultivation mixes fruiting trees, smaller crops, useful shrubs and managed gathering grounds. Households retain knowledge of particular varieties and methods, exchanging seed and cuttings through marriages, apprenticeships and seasonal gatherings.\n\nThe system requires boundaries, but not every useful plant belongs exclusively to one household. Common gathering areas and maintained paths allow residents with little land to obtain part of their livelihood. Disputes concern how much can be taken, who performs renewal work and when commercial demand has exceeded ordinary use.","heading":"Forest gardens","illustration":{"alt":"Exchanging cuttings and renewing common gathering ground","caption":"Exchanging cuttings and renewing common gathering ground","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/moss-crown-common-path-cuttings-renewal-work.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Fiber work is one of the settlement's principal crafts. Mats, baskets, bindings and weather coverings are made in household workshops whose patterns identify both maker and intended use. Decorative variations often record a relationship or occasion, but the work remains designed to withstand ordinary handling.\n\nA household's reputation depends on the condition of its goods after use, not only on how they appear at a market. Returned objects are studied and repaired, creating a practical history of materials that younger workers inherit alongside formal instruction.","heading":"The woven houses","illustration":{"alt":"Studying and repairing a basket returned after use","caption":"Studying and repairing a basket returned after use","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/moss-crown-returned-basket-material-repair.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Moss Crown's links with the Nacre Stair developed through coastal intermediaries and gradually became more direct. Residents exchange cultivated goods and crafted materials for marine products and specialized work. The relationship has also changed local understanding of the coast: activities that appear harmless from inland can have consequences in inhabited waters.\n\nShared meetings are held in places suitable for the participants rather than assuming that one community's environment should always host the other. This practical equality has become a valued part of the agreement.","heading":"The sea relationship","illustration":{"alt":"An exchange arranged for both land and sea participants","caption":"An exchange arranged for both land and sea participants","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/moss-crown-suitable-land-water-exchange.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The settlement contains households of several peoples, including humans, halflings and Aenar, without treating one ancestry as the sole owner of its traditions. Faella is honored by many residents, while other worship continues according to household practice.\n\nMoss Crown's current prosperity has brought interest from buyers seeking exclusive supplies. Some families welcome the security of large contracts. Others fear that a landscape built through varied uses will become dependent on a few products chosen elsewhere. The dispute concerns the future shape of an existing society, not simply whether its residents will accept change.","heading":"Present society","visibility":"player"}],"summary":"An island settlement whose orchards, forest gardens and craft households connect the interior with coastal and underwater neighbors.","title":"Moss Crown","type":"Settlement","visibility":"player"},{"body":"The harbor of the Harmony age\nYar Nessel was a harbor settlement on Fir during the Age of Harmony. Its builders constructed a raised approach across shallow ground to connect stores and working landings with more secure habitation. The causeway carried goods, animals and the daily movement of people whose work depended on access to the water.\n\nThe city prospered through coastal exchange rather than through control of an entire ocean. Its surviving remains include foundations of storehouses, workshops and modest residences, suggesting a working port whose wealth was unevenly distributed.\n\nAlteration and decline\nDuring the Age of Dominion, changes in the local ground and shoreline made the old approach increasingly difficult to maintain. Sections subsided, storms damaged exposed work and trade favored other landings. Repairs prolonged use but did not restore the earlier arrangement.\n\nThe city contracted in stages. Households moved to more secure ground, useful material was removed and some buildings were adapted to new purposes before being abandoned. The Drowned Causeway is therefore not evidence of a whole population disappearing in one unexplained instant.\n\nLater use\nFor generations, parts of the old work remained visible or usable under favorable conditions. Fishers and pilots learned the submerged shapes, while local builders recovered material from accessible ruins. The name Yar Nessel survived after the settlement itself ceased to function as a city.\n\nLater coastal communities inherited both practical knowledge and stories that enlarged the old harbor's grandeur. Some accounts describe palaces where surviving evidence shows stores and workshops. The difference reveals as much about later desires as about the ancient place.\n\nThe site today\nPortions of the causeway lie beneath shallow water, with visibility changing according to conditions. Investigation requires cooperation between surface scholars, experienced local divers and people familiar with the coast. Removing an object without recording its position can erase evidence of how the site changed over time.\n\nThe Pilots of the Seven Lanterns preserve navigational knowledge of the remains, while Onnel Sound's craftspeople study surviving construction methods. Their interests overlap with those of collectors, though not always comfortably.\n\nHistorical significance\nYar Nessel provides a material account of coastal change across several eras. It shows adaptation, contraction and the movement of households rather than a simple rise followed by one spectacular fall.\n\nIts relationship to later Fir settlements is a history of inherited knowledge and displaced work, not an unbroken royal lineage. The people of the present coast use parts of that inheritance daily, sometimes without knowing how old the underlying practice has become.","category":"Places","id":"new-drownedcauseway","illustration":{"alt":"The Drowned Causeway of Yar Nessel landscape","caption":"The Drowned Causeway of Yar Nessel landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/yar-nessel-shallow-drowned-causeway-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Yar Nessel was a harbor settlement on Fir during the Age of Harmony. Its builders constructed a raised approach across shallow ground to connect stores and working landings with more secure habitation. The causeway carried goods, animals and the daily movement of people whose work depended on access to the water.\n\nThe city prospered through coastal exchange rather than through control of an entire ocean. Its surviving remains include foundations of storehouses, workshops and modest residences, suggesting a working port whose wealth was unevenly distributed.","heading":"The harbor of the Harmony age","illustration":{"alt":"Yar Nessel’s working harbor in the Age of Harmony","caption":"Yar Nessel’s working harbor in the Age of Harmony","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/yar-nessel-harmony-working-harbor-approach.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"During the Age of Dominion, changes in the local ground and shoreline made the old approach increasingly difficult to maintain. Sections subsided, storms damaged exposed work and trade favored other landings. Repairs prolonged use but did not restore the earlier arrangement.\n\nThe city contracted in stages. Households moved to more secure ground, useful material was removed and some buildings were adapted to new purposes before being abandoned. The Drowned Causeway is therefore not evidence of a whole population disappearing in one unexplained instant.","heading":"Alteration and decline","illustration":{"alt":"Households and useful materials move as the old harbor contracts","caption":"Households and useful materials move as the old harbor contracts","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/yar-nessel-dominion-staged-household-move.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"For generations, parts of the old work remained visible or usable under favorable conditions. Fishers and pilots learned the submerged shapes, while local builders recovered material from accessible ruins. The name Yar Nessel survived after the settlement itself ceased to function as a city.\n\nLater coastal communities inherited both practical knowledge and stories that enlarged the old harbor's grandeur. Some accounts describe palaces where surviving evidence shows stores and workshops. The difference reveals as much about later desires as about the ancient place.","heading":"Later use","visibility":"player"},{"body":"Portions of the causeway lie beneath shallow water, with visibility changing according to conditions. Investigation requires cooperation between surface scholars, experienced local divers and people familiar with the coast. Removing an object without recording its position can erase evidence of how the site changed over time.\n\nThe Pilots of the Seven Lanterns preserve navigational knowledge of the remains, while Onnel Sound's craftspeople study surviving construction methods. Their interests overlap with those of collectors, though not always comfortably.","heading":"The site today","illustration":{"alt":"Recording shallow remains before disturbing an object","caption":"Recording shallow remains before disturbing an object","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/yar-nessel-shallow-ruins-cooperative-recording.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Yar Nessel provides a material account of coastal change across several eras. It shows adaptation, contraction and the movement of households rather than a simple rise followed by one spectacular fall.\n\nIts relationship to later Fir settlements is a history of inherited knowledge and displaced work, not an unbroken royal lineage. The people of the present coast use parts of that inheritance daily, sometimes without knowing how old the underlying practice has become.","heading":"Historical significance","visibility":"player"}],"summary":"The submerged approach to an old harbor preserves the remains of a coastal city altered by local subsidence and changing trade.","title":"The Drowned Causeway of Yar Nessel","type":"Landmark","visibility":"player"},{"body":"Seven original lights\nThe association takes its name from seven early signal stations maintained by cooperating communities around Fir's maritime approaches. The network has changed since then, but the name remained useful as a reminder that dependable passage required more than the skill of one celebrated navigator.\n\nThe Pilots did not begin as a navy or a merchant monopoly. They coordinated training, records and assistance among people whose livelihoods depended on guiding vessels through waters they knew well.\n\nKnowledge and qualification\nA pilot's standing rests on demonstrated knowledge of particular waters and the judgment to recognize when that knowledge is insufficient. Training includes observation, memory, the interpretation of signals and practical work with crews whose vessels handle differently.\n\nQualification is local and specific. A respected pilot of one approach does not automatically claim authority over every sea. The association's records preserve this distinction, resisting the tendency of wealthy passengers to assume that an impressive title guarantees universal competence.\n\nHouses and stations\nOnnel Sound contains a principal house, while places such as Ternwatch maintain the observations and signals on which pilots depend. Smaller member households keep rooms, equipment and records suitable for their own part of the network.\n\nThe association contributes to station maintenance and to the support of families affected by injury or death in service. These obligations are financed through fees and member contributions. They are repeatedly negotiated because the benefits of a safe passage are widely shared while the costs of keeping the system ready are concentrated.\n\nRelations across communities\nThe Pilots work with coastal peoples and, in some waters, with Nerithenar communities whose knowledge cannot be reproduced from the surface alone. Such cooperation requires respect for limits on access and use. Information supplied for a particular passage does not become unrestricted ownership of another community's environment.\n\nThe Nacre Stair's relationship with the association has helped formalize these distinctions.\n\nPresent influence\nThe association is respected because its members perform work whose value becomes unmistakable when it is absent. It can withhold recognition from an unsafe practitioner and coordinate refusal of unreasonable demands, but it cannot command every captain or prevent all risk.\n\nIts internal politics concern access to training, the distribution of desirable assignments and the danger that established households will treat shared knowledge as a hereditary entitlement. Younger members increasingly insist that the network's future depends on admitting capable people who arrive without an old name attached to their application.","category":"Factions","factionGroup":"Companies & trade associations","id":"new-sevenlanterns","illustration":{"alt":"The Pilots of the Seven Lanterns","caption":"The Pilots of the Seven Lanterns","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/sevenlanterns-pilot-training.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The association takes its name from seven early signal stations maintained by cooperating communities around Fir's maritime approaches. The network has changed since then, but the name remained useful as a reminder that dependable passage required more than the skill of one celebrated navigator.\n\nThe Pilots did not begin as a navy or a merchant monopoly. They coordinated training, records and assistance among people whose livelihoods depended on guiding vessels through waters they knew well.","heading":"Seven original lights","illustration":{"alt":"The old signal network","caption":"The old signal network","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/seven-lanterns-signal-station-network.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A pilot's standing rests on demonstrated knowledge of particular waters and the judgment to recognize when that knowledge is insufficient. Training includes observation, memory, the interpretation of signals and practical work with crews whose vessels handle differently.\n\nQualification is local and specific. A respected pilot of one approach does not automatically claim authority over every sea. The association's records preserve this distinction, resisting the tendency of wealthy passengers to assume that an impressive title guarantees universal competence.","heading":"Knowledge and qualification","illustration":{"alt":"Learning one approach","caption":"Learning one approach","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/seven-lanterns-local-pilot-training.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Onnel Sound contains a principal house, while places such as Ternwatch maintain the observations and signals on which pilots depend. Smaller member households keep rooms, equipment and records suitable for their own part of the network.\n\nThe association contributes to station maintenance and to the support of families affected by injury or death in service. These obligations are financed through fees and member contributions. They are repeatedly negotiated because the benefits of a safe passage are widely shared while the costs of keeping the system ready are concentrated.","heading":"Houses and stations","illustration":{"alt":"Station maintenance and household aid","caption":"Station maintenance and household aid","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/seven-lanterns-station-family-aid.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Pilots work with coastal peoples and, in some waters, with Nerithenar communities whose knowledge cannot be reproduced from the surface alone. Such cooperation requires respect for limits on access and use. Information supplied for a particular passage does not become unrestricted ownership of another community's environment.\n\nThe Nacre Stair's relationship with the association has helped formalize these distinctions.","heading":"Relations across communities","visibility":"player"},{"body":"The association is respected because its members perform work whose value becomes unmistakable when it is absent. It can withhold recognition from an unsafe practitioner and coordinate refusal of unreasonable demands, but it cannot command every captain or prevent all risk.\n\nIts internal politics concern access to training, the distribution of desirable assignments and the danger that established households will treat shared knowledge as a hereditary entitlement. Younger members increasingly insist that the network's future depends on admitting capable people who arrive without an old name attached to their application.","heading":"Present influence","visibility":"player"}],"summary":"A professional association preserves local navigation knowledge across a network of coastal stations and working households.","title":"The Pilots of the Seven Lanterns","type":"Organization","visibility":"player"},{"body":"The concentrated supply\nDuring the Age of Dominion, a group of ruling and commercial households in coastal Abbrond gained control over much of the high-quality timber used by trading partners across the sea. Their power rested on forests, labor and access to export landings rather than on a single invention.\n\nFir's shipbuilders became dependent on this supply for particular kinds of new construction. Merchants favored familiar material and increasingly treated established designs as the only respectable standard.\n\nThe embargo\nA dispute over prices, debts and political concessions led the Abbrond households to restrict exports. They expected dependent buyers to accept new terms quickly. Instead, the interruption spread costs across workers, carriers and communities whose interests the principal negotiators had underestimated.\n\nShipbuilding slowed, crews lost expected employment and unfinished vessels occupied valuable yard space. In Abbrond, timber workers and smaller sellers found that a policy intended to increase elite bargaining power had reduced their own income.\n\nAdaptation and division\nFir's builders responded through repair, reuse and more careful differentiation between tasks that truly required the imported timber and those that did not. Some methods proved inferior; others became lasting improvements. Communities associated with the later Onnel Sound benefited from the growing value of skilled repair.\n\nIn Abbrond, smaller producers and merchants sought ways to resume trade without submitting entirely to the households directing the embargo. Their actions weakened the common restriction and exposed divisions within what had appeared from outside to be a unified supply power.\n\nThe settlement\nThe embargo ended through revised commercial agreements that distributed access among more participants. The principal households retained wealth, but their ability to dictate terms had diminished. Buyers diversified supplies and preserved some of the methods developed under pressure rather than returning wholly to previous dependence.\n\nThe settlement did not create free or equal trade. It changed the structure of dependence and gave certain producers and carriers more room to negotiate.\n\nLong consequences\nThe event entered maritime history as a turning point in craft and commerce. Later accounts often credited ingenious builders while neglecting workers who endured the interruption. Forest communities remembered the pressure differently, emphasizing the costs of treating their labor and landscape as instruments in a distant bargain.\n\nThe Great Cedar Embargo remains useful to historians because its consequences crossed regions without requiring a world-spanning war. A dispute over one material altered skills, household prospects and political relationships that continued long after the original negotiators were dead.","category":"History","id":"new-cedar-embargo","links":[],"raceRelated":[],"sections":[{"body":"During the Age of Dominion, a group of ruling and commercial households in coastal Abbrond gained control over much of the high-quality timber used by trading partners across the sea. Their power rested on forests, labor and access to export landings rather than on a single invention.\n\nFir's shipbuilders became dependent on this supply for particular kinds of new construction. Merchants favored familiar material and increasingly treated established designs as the only respectable standard.","heading":"The concentrated supply","illustration":{"alt":"Abbrond’s controlled timber landings","caption":"Abbrond’s controlled timber landings","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/cedar-embargo-export-landings-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A dispute over prices, debts and political concessions led the Abbrond households to restrict exports. They expected dependent buyers to accept new terms quickly. Instead, the interruption spread costs across workers, carriers and communities whose interests the principal negotiators had underestimated.\n\nShipbuilding slowed, crews lost expected employment and unfinished vessels occupied valuable yard space. In Abbrond, timber workers and smaller sellers found that a policy intended to increase elite bargaining power had reduced their own income.","heading":"The embargo","illustration":{"alt":"Shipbuilding interrupted by timber restrictions","caption":"Shipbuilding interrupted by timber restrictions","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/cedar-embargo-unfinished-hulls-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Fir's builders responded through repair, reuse and more careful differentiation between tasks that truly required the imported timber and those that did not. Some methods proved inferior; others became lasting improvements. Communities associated with the later Onnel Sound benefited from the growing value of skilled repair.\n\nIn Abbrond, smaller producers and merchants sought ways to resume trade without submitting entirely to the households directing the embargo. Their actions weakened the common restriction and exposed divisions within what had appeared from outside to be a unified supply power.","heading":"Adaptation and division","illustration":{"alt":"Shipwrights repairing and reusing timber","caption":"Shipwrights repairing and reusing timber","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/cedar-embargo-repair-and-reuse-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The embargo ended through revised commercial agreements that distributed access among more participants. The principal households retained wealth, but their ability to dictate terms had diminished. Buyers diversified supplies and preserved some of the methods developed under pressure rather than returning wholly to previous dependence.\n\nThe settlement did not create free or equal trade. It changed the structure of dependence and gave certain producers and carriers more room to negotiate.","heading":"The settlement","illustration":{"alt":"Broader access at a timber landing","caption":"Broader access at a timber landing","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/cedar-embargo-revised-agreements-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The event entered maritime history as a turning point in craft and commerce. Later accounts often credited ingenious builders while neglecting workers who endured the interruption. Forest communities remembered the pressure differently, emphasizing the costs of treating their labor and landscape as instruments in a distant bargain.\n\nThe Great Cedar Embargo remains useful to historians because its consequences crossed regions without requiring a world-spanning war. A dispute over one material altered skills, household prospects and political relationships that continued long after the original negotiators were dead.","heading":"Long consequences","visibility":"player"}],"summary":"A Dominion-era struggle over ship timber changed maritime craft, forest politics and the balance between merchants and producers.","title":"The Great Cedar Embargo","type":"Historical event","visibility":"player"},{"body":"Careful work\nOdrin’s early education emphasized completing useful work and accepting responsibility for its failures. He learned to measure carefully, maintain tools and ask how a finished object would be used.\n\nPiloting and ambition\nOdrin is a capable coastal pilot and a calculated risk-taker. Commercial ambition shapes his choices: he wants room to act and money to show for the danger.","category":"People","id":"new-odrin","identityIllustration":{"alt":"Odrin Vash","caption":"Odrin Vash","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/odrin-vash-smuggler-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Odrin’s early education emphasized completing useful work and accepting responsibility for its failures. He learned to measure carefully, maintain tools and ask how a finished object would be used.","heading":"Careful work","visibility":"player"},{"body":"Odrin is a capable coastal pilot and a calculated risk-taker. Commercial ambition shapes his choices: he wants room to act and money to show for the danger.","heading":"Piloting and ambition","visibility":"player"}],"summary":"Odrin Vash is a dragonborn trader and capable coastal pilot, shaped by careful workmanship and commercial ambition.","title":"Odrin Vash, Trader Across Closed Waters","type":"Person","visibility":"player"},{"body":"A settlement made by drying\nReedglass grew on firm ground within reach of the northern marsh communities. Harvesters once stopped there to spread wet bundles before carrying them toward the larger markets. Raised racks, covered sheds and a common hearth preceded permanent houses. The settlement still has no grand square: its center is a sequence of narrow drying courts through which carts pass one at a time.\n\nThe name comes from the thin, translucent sheets made from a local marsh reed. They serve as protective wrappings and inexpensive light screens. Fine sheets require patient sorting; coarse material becomes packing, matting or fuel. Little of a harvested bundle goes unused.\n\nThe craft economy\nHester's herbalists buy prepared material here, but Reedglass does not claim their specialized knowledge. Its workers clean, separate, dry and pack. A badly handled delivery can spoil an otherwise sound remedy, and the mark of a reliable drying household has become commercially valuable.\n\nHarvesters are paid for usable material after inspection. This practice once allowed processors to reject entire loads while secretly retaining the best portions. The present court custom requires disputed bundles to remain visible until a second worker examines them. It reduced a common abuse without removing the unequal bargaining power between a household with stores and a gatherer needing food that evening.\n\nThe people of the courts\nAnurian households maintain several of the lowest working platforms, while human, half-orc and halfling families occupy workshops and houses on the firmer rise. Workplaces are adapted to their occupants rather than built to a single bodily measure. Public steps have shallow alternatives, storage catches can be reached from different heights, and heated rooms are divided from damp working areas.\n\nThe current court speaker, Belra Sedge, is an Anurian packer chosen for her ability to settle arguments about work. She keeps no armed retinue. Her influence lasts only while the households trust her inspections and continue to bring disputes into the common court.\n\nHousehold seasons\nThe town is busiest after favorable harvesting weather. Families take in temporary workers, cooking moves outdoors and children sleep in lofts normally used for light stores. During quieter periods, roofs, screens and racks are repaired. Marriage gifts often include a share in a drying frame or a season of labor from relatives.\n\nReedglass's old residents remember the Split-Rack Settlement as the moment hired gatherers secured a voice in the town's working customs. Their descendants now disagree about whether that voice should extend to land and housing. Prosperous processors argue that ownership and work remain separate matters; families paying increasing rents find the distinction less persuasive.","category":"Places","id":"gap-reedglass","illustration":{"alt":"Reedglass landscape","caption":"Reedglass landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/reedglass-narrow-drying-courts-households-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Reedglass grew on firm ground within reach of the northern marsh communities. Harvesters once stopped there to spread wet bundles before carrying them toward the larger markets. Raised racks, covered sheds and a common hearth preceded permanent houses. The settlement still has no grand square: its center is a sequence of narrow drying courts through which carts pass one at a time.\n\nThe name comes from the thin, translucent sheets made from a local marsh reed. They serve as protective wrappings and inexpensive light screens. Fine sheets require patient sorting; coarse material becomes packing, matting or fuel. Little of a harvested bundle goes unused.","heading":"A settlement made by drying","visibility":"player"},{"body":"Hester's herbalists buy prepared material here, but Reedglass does not claim their specialized knowledge. Its workers clean, separate, dry and pack. A badly handled delivery can spoil an otherwise sound remedy, and the mark of a reliable drying household has become commercially valuable.\n\nHarvesters are paid for usable material after inspection. This practice once allowed processors to reject entire loads while secretly retaining the best portions. The present court custom requires disputed bundles to remain visible until a second worker examines them. It reduced a common abuse without removing the unequal bargaining power between a household with stores and a gatherer needing food that evening.","heading":"The craft economy","illustration":{"alt":"Keeping a disputed Reedglass bundle visible for a second inspection","caption":"Keeping a disputed Reedglass bundle visible for a second inspection","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/reedglass-disputed-bundle-second-inspection.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Anurian households maintain several of the lowest working platforms, while human, half-orc and halfling families occupy workshops and houses on the firmer rise. Workplaces are adapted to their occupants rather than built to a single bodily measure. Public steps have shallow alternatives, storage catches can be reached from different heights, and heated rooms are divided from damp working areas.\n\nThe current court speaker, Belra Sedge, is an Anurian packer chosen for her ability to settle arguments about work. She keeps no armed retinue. Her influence lasts only while the households trust her inspections and continue to bring disputes into the common court.","heading":"The people of the courts","illustration":{"alt":"Using Reedglass workplaces adapted to different residents","caption":"Using Reedglass workplaces adapted to different residents","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/reedglass-workplaces-different-bodily-measures.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The town is busiest after favorable harvesting weather. Families take in temporary workers, cooking moves outdoors and children sleep in lofts normally used for light stores. During quieter periods, roofs, screens and racks are repaired. Marriage gifts often include a share in a drying frame or a season of labor from relatives.\n\nReedglass's old residents remember the Split-Rack Settlement as the moment hired gatherers secured a voice in the town's working customs. Their descendants now disagree about whether that voice should extend to land and housing. Prosperous processors argue that ownership and work remain separate matters; families paying increasing rents find the distinction less persuasive.","heading":"Household seasons","illustration":{"alt":"Repairing a drying frame as a household marriage gift","caption":"Repairing a drying frame as a household marriage gift","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/reedglass-drying-frame-marriage-work-gift.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A small processing town on the settled margin of the marsh, where harvesters, herbalists and carriers turn perishable wetland goods into a dependable livelihood.","title":"Reedglass","type":"Settlement","visibility":"player"},{"body":"The folds and the paths\nMireward occupies a patchwork of grazable ground and sheltered enclosures near the Greenway. The settlement began when several families who supplied Mireharts to marsh travelers stopped moving their entire households with each working season. Permanent folds gave them space to care for young and injured animals while other members accompanied hired trains.\n\nIts lanes are broad enough for animals to pass without entering household yards. Feeding sheds stand apart from sleeping rooms, and the oldest wells are protected by low barriers. The houses are plain, but the gates and handling rails are carefully made and repaired.\n\nAn animal is not a vehicle\nMireharts are the basin's established goat-like transport animals. Mireward's keepers distinguish animals suited to different loads and conditions through experience rather than through a promise that every mount can cross any swamp. A journey includes rest, fodder and someone competent to judge when the animal should not continue.\n\nThe settlement's hire custom makes the hirer responsible for returning an animal in workable condition. It also requires the owner to disclose known injuries. Disputes are heard by keepers from households not involved in the hire. Traders dislike paying for days when an animal is resting, but the custom survived because repeated losses once threatened the town's entire livelihood.\n\nThe broken breeding season\nA past season of poor fodder coincided with unusually heavy demand from carriers. Several owners worked breeding animals too hard and concealed the losses from one another. By the next season, the shortage could no longer be treated as a series of private misfortunes.\n\nThe households pooled part of their remaining stock, delayed some hires and accepted a sharp reduction in income. Recovery took several seasons. The resulting breeding arrangement remains limited: owners retain their animals, but agreed exchanges and shared care prevent a prosperous household from treating the future stock as entirely separate from its neighbors' fortunes.\n\nLearning the work\nChildren first learn cleaning, feeding and the recognition of ordinary behavior. Riding comes later than visitors expect. Adults who enter the trade are taught the same tasks, though pride sometimes makes that harder than the work itself.\n\nMireward sends carriers to Reedglass, Honeywood and the road markets. Some return with spouses or apprentices from those communities. Its marriages and friendships therefore follow working routes more closely than boundaries. The settlement has no claim to control all Mirehart breeding in Embervale, and experienced independent keepers are often its most pointed critics.","category":"Places","id":"gap-mireward","illustration":{"alt":"Mireward Fold landscape","caption":"Mireward Fold landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/mireward-fold-rested-mirehart-households-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Mireward occupies a patchwork of grazable ground and sheltered enclosures near the Greenway. The settlement began when several families who supplied Mireharts to marsh travelers stopped moving their entire households with each working season. Permanent folds gave them space to care for young and injured animals while other members accompanied hired trains.\n\nIts lanes are broad enough for animals to pass without entering household yards. Feeding sheds stand apart from sleeping rooms, and the oldest wells are protected by low barriers. The houses are plain, but the gates and handling rails are carefully made and repaired.","heading":"The folds and the paths","visibility":"player"},{"body":"Mireharts are the basin's established goat-like transport animals. Mireward's keepers distinguish animals suited to different loads and conditions through experience rather than through a promise that every mount can cross any swamp. A journey includes rest, fodder and someone competent to judge when the animal should not continue.\n\nThe settlement's hire custom makes the hirer responsible for returning an animal in workable condition. It also requires the owner to disclose known injuries. Disputes are heard by keepers from households not involved in the hire. Traders dislike paying for days when an animal is resting, but the custom survived because repeated losses once threatened the town's entire livelihood.","heading":"An animal is not a vehicle","illustration":{"alt":"A keeper deciding that a Mirehart should rest","caption":"A keeper deciding that a Mirehart should rest","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/mireward-hire-rest-competent-judgment.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A past season of poor fodder coincided with unusually heavy demand from carriers. Several owners worked breeding animals too hard and concealed the losses from one another. By the next season, the shortage could no longer be treated as a series of private misfortunes.\n\nThe households pooled part of their remaining stock, delayed some hires and accepted a sharp reduction in income. Recovery took several seasons. The resulting breeding arrangement remains limited: owners retain their animals, but agreed exchanges and shared care prevent a prosperous household from treating the future stock as entirely separate from its neighbors' fortunes.","heading":"The broken breeding season","illustration":{"alt":"Sharing Mirehart care during the long recovery","caption":"Sharing Mirehart care during the long recovery","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/mireward-shared-stock-care-recovery.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Children first learn cleaning, feeding and the recognition of ordinary behavior. Riding comes later than visitors expect. Adults who enter the trade are taught the same tasks, though pride sometimes makes that harder than the work itself.\n\nMireward sends carriers to Reedglass, Honeywood and the road markets. Some return with spouses or apprentices from those communities. Its marriages and friendships therefore follow working routes more closely than boundaries. The settlement has no claim to control all Mirehart breeding in Embervale, and experienced independent keepers are often its most pointed critics.","heading":"Learning the work","illustration":{"alt":"An adult newcomer learning feeding before riding","caption":"An adult newcomer learning feeding before riding","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/mireward-adult-novice-feeding-observation.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A Mirehart-keeping settlement whose pasture rights and breeding households connect the Greenway with the marsh paths.","title":"Mireward Fold","type":"Settlement","visibility":"player"},{"body":"The inhabited shallows\nLower Bell stands among connected pools and wooded rises within the Embershade Marshes. Its name is a translation used in the basin's trade speech; the local name refers to the sound made by a hollow stone struck near water. That stone remains beside the meeting platform, worn smooth by use.\n\nHomes occupy several levels. Walkways connect dry rooms and stores, while lower working spaces open toward the water. The settlement's builders leave room for seasonal change instead of trying to force every activity onto a permanently dry surface. Visitors who mistake an empty lower platform for an abandoned house can find themselves standing in someone's workplace.\n\nHouseholds and access\nMost residents are Anurians, but membership in a household is a social relationship rather than a claim over every Anurian who arrives. Relatives from other settlements may visit for a season without acquiring rights to a storehouse, garden or fishing place. Long-serving residents can acquire those rights through witnessed agreements.\n\nShared paths and landing spaces are maintained by the households using them. An elder named Ossa Vell keeps the current agreements in several durable forms, including incised boards stored above ordinary flood reach. She insists that a remembered favor and a permanent obligation are recorded differently.\n\nThe work of the water courts\nLower Bell supplies woven work, prepared foods and guiding knowledge to nearby communities. Residents also cultivate small managed plots and maintain harvesting areas. Certain pools are rested after heavy use; others are kept clear of waste from the working platforms. These rules arose from particular losses and recoveries, not from an assumption that every resident possesses instinctive ecological wisdom.\n\nThe courts' representatives negotiate with Reedglass processors and Mireward carriers. Their principal dispute concerns how much work should be done within Lower Bell before goods leave. Selling raw material gives quick payment but allows most of the profit and skilled employment to accumulate elsewhere.\n\nAn older landscape\nThe community lives among remains older than its present houses. Worked stones recovered during repairs are sometimes reused, but objects recognizable as memorials are placed aside rather than sold as ordinary rubble. The practice grew after a dispute with collectors who claimed that anything without a current owner was available for removal.\n\nLower Bell does not claim descent from every inhabitant of ancient Emberheart Hallow. Its people have made their own history in the changed marsh. Their seasonal gatherings commemorate household foundations, deaths, marriages and repaired common works alongside reverence for the landscape that sustains them.","category":"Places","id":"gap-lower-bell","illustration":{"alt":"Lower Bell landscape","caption":"Lower Bell landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/lower-bell-tiered-anurian-water-courts-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Lower Bell stands among connected pools and wooded rises within the Embershade Marshes. Its name is a translation used in the basin's trade speech; the local name refers to the sound made by a hollow stone struck near water. That stone remains beside the meeting platform, worn smooth by use.\n\nHomes occupy several levels. Walkways connect dry rooms and stores, while lower working spaces open toward the water. The settlement's builders leave room for seasonal change instead of trying to force every activity onto a permanently dry surface. Visitors who mistake an empty lower platform for an abandoned house can find themselves standing in someone's workplace.","heading":"The inhabited shallows","visibility":"player"},{"body":"Most residents are Anurians, but membership in a household is a social relationship rather than a claim over every Anurian who arrives. Relatives from other settlements may visit for a season without acquiring rights to a storehouse, garden or fishing place. Long-serving residents can acquire those rights through witnessed agreements.\n\nShared paths and landing spaces are maintained by the households using them. An elder named Ossa Vell keeps the current agreements in several durable forms, including incised boards stored above ordinary flood reach. She insists that a remembered favor and a permanent obligation are recorded differently.","heading":"Households and access","illustration":{"alt":"Witnessing a long-serving resident’s household access agreement","caption":"Witnessing a long-serving resident’s household access agreement","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lower-bell-witnessed-resident-access.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Lower Bell supplies woven work, prepared foods and guiding knowledge to nearby communities. Residents also cultivate small managed plots and maintain harvesting areas. Certain pools are rested after heavy use; others are kept clear of waste from the working platforms. These rules arose from particular losses and recoveries, not from an assumption that every resident possesses instinctive ecological wisdom.\n\nThe courts' representatives negotiate with Reedglass processors and Mireward carriers. Their principal dispute concerns how much work should be done within Lower Bell before goods leave. Selling raw material gives quick payment but allows most of the profit and skilled employment to accumulate elsewhere.","heading":"The work of the water courts","illustration":{"alt":"Preparing more of Lower Bell’s goods before they leave","caption":"Preparing more of Lower Bell’s goods before they leave","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lower-bell-local-processing-before-trade.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The community lives among remains older than its present houses. Worked stones recovered during repairs are sometimes reused, but objects recognizable as memorials are placed aside rather than sold as ordinary rubble. The practice grew after a dispute with collectors who claimed that anything without a current owner was available for removal.\n\nLower Bell does not claim descent from every inhabitant of ancient Emberheart Hallow. Its people have made their own history in the changed marsh. Their seasonal gatherings commemorate household foundations, deaths, marriages and repaired common works alongside reverence for the landscape that sustains them.","heading":"An older landscape","illustration":{"alt":"Setting a recovered memorial aside during Lower Bell repairs","caption":"Setting a recovered memorial aside during Lower Bell repairs","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lower-bell-repair-memorial-stone-set-aside.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A settled Anurian community whose civic life follows changes in water level without treating the wetland as an empty wilderness.","title":"Lower Bell","type":"Settlement","visibility":"player"},{"body":"The rejected loads\nThe dispute began during a wet harvest season when several Reedglass processors rejected unusually large quantities of gathered material. Some bundles had genuinely spoiled. Others were classified as worthless at delivery and later separated into saleable portions. Gatherers who had already paid carriers returned home without enough to cover the journey.\n\nThe processors were not a united faction. Two households paid for disputed loads, while others argued that any shared standard would force careful buyers to subsidize careless gathering. The disagreement spread through kinship and credit: shopkeepers extended food to some families and refused it to others.\n\nThe occupation of the frames\nGatherers responded by leaving their rejected bundles on the common drying frames and refusing to surrender them for disposal. They slept beside the loads, preventing processors from quietly reclaiming useful material. Several frames were pulled apart when hired workers attempted to clear the court. One carrier suffered a broken arm; no grand battle followed.\n\nThe damaged frames made the dispute expensive for households that had taken neither side. Work could not continue at its normal pace, and sound material began deteriorating while arguments occupied the courts. Mireward carriers suspended new deliveries rather than risk further unpaid journeys.\n\nThe agreement\nA settlement was reached after representatives from the gathering families, processing households and carriers inspected the remaining bundles together. Rejected material would stay identifiable until its owner accepted the rejection or a second inspection was completed. Buyers could no longer declare a load worthless and dispose of it for their own benefit.\n\nGatherers gained seats at meetings concerning weighing, inspection and common drying space. They did not gain equal ownership of land or equipment. Compensation for earlier losses was partial, paid over later deliveries, and several households never recovered what they had spent.\n\nWhat endured\nThe agreement is renewed through ordinary practice rather than an annual heroic pageant. Workers still refer to a disputed load as being 'on the split rack' even when no rack has been damaged. The phrase means that neither party may dispose of the evidence while claiming the matter remains open.\n\nBelra Sedge entered public work during the later enforcement of the settlement. Her insistence on examining whole loads, including material no longer worth selling, made her useful to families tired of eloquent arguments detached from the goods in front of them. The event remains a local labor history with a mixed result: less routine cheating, more representation, and continued inequality.","category":"History","id":"gap-split-rack","links":[],"raceRelated":[],"sections":[{"body":"The dispute began during a wet harvest season when several Reedglass processors rejected unusually large quantities of gathered material. Some bundles had genuinely spoiled. Others were classified as worthless at delivery and later separated into saleable portions. Gatherers who had already paid carriers returned home without enough to cover the journey.\n\nThe processors were not a united faction. Two households paid for disputed loads, while others argued that any shared standard would force careful buyers to subsidize careless gathering. The disagreement spread through kinship and credit: shopkeepers extended food to some families and refused it to others.","heading":"The rejected loads","illustration":{"alt":"Wet bundles rejected at Reedglass","caption":"Wet bundles rejected at Reedglass","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/split-rack-rejected-loads-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Gatherers responded by leaving their rejected bundles on the common drying frames and refusing to surrender them for disposal. They slept beside the loads, preventing processors from quietly reclaiming useful material. Several frames were pulled apart when hired workers attempted to clear the court. One carrier suffered a broken arm; no grand battle followed.\n\nThe damaged frames made the dispute expensive for households that had taken neither side. Work could not continue at its normal pace, and sound material began deteriorating while arguments occupied the courts. Mireward carriers suspended new deliveries rather than risk further unpaid journeys.","heading":"The occupation of the frames","illustration":{"alt":"Gatherers preserving their rejected bundles","caption":"Gatherers preserving their rejected bundles","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/split-rack-occupied-frames-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A settlement was reached after representatives from the gathering families, processing households and carriers inspected the remaining bundles together. Rejected material would stay identifiable until its owner accepted the rejection or a second inspection was completed. Buyers could no longer declare a load worthless and dispose of it for their own benefit.\n\nGatherers gained seats at meetings concerning weighing, inspection and common drying space. They did not gain equal ownership of land or equipment. Compensation for earlier losses was partial, paid over later deliveries, and several households never recovered what they had spent.","heading":"The agreement","illustration":{"alt":"A joint inspection before disposal","caption":"A joint inspection before disposal","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/split-rack-second-inspection-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The agreement is renewed through ordinary practice rather than an annual heroic pageant. Workers still refer to a disputed load as being 'on the split rack' even when no rack has been damaged. The phrase means that neither party may dispose of the evidence while claiming the matter remains open.\n\nBelra Sedge entered public work during the later enforcement of the settlement. Her insistence on examining whole loads, including material no longer worth selling, made her useful to families tired of eloquent arguments detached from the goods in front of them. The event remains a local labor history with a mixed result: less routine cheating, more representation, and continued inequality.","heading":"What endured","visibility":"player"}],"summary":"A completed dispute over spoiled harvests changed who could speak in Reedglass’s working courts.","title":"The Split-Rack Settlement","type":"Historical event","visibility":"player"},{"body":"The packer’s daughter\nBelra grew up in a household that moved between Lower Bell and seasonal work at Reedglass. Her mother sorted gathered material; her father made packing screens and repaired the frames on which they dried. Neither occupation brought much public standing, but both taught Belra how easily a buyer could ruin a family's season through a judgment delivered in a few words.\n\nShe began by binding finished packets and marking the household responsible for them. Literacy came through the needs of the work: names, quantities, dates and the differences between a receipt and an acknowledgement of debt. She later learned to read longer contracts from an aging carrier who accepted help with his stores in return.\n\nA household of her own\nBelra married the Anurian boat repairer Tessel Marr. Their first home combined a sleeping room with a workshop whose unfinished hull sections occupied most of the useful floor. They postponed buying a separate house while supporting Tessel's younger brother after an injury. The arrangement lasted far longer than anyone initially intended.\n\nTheir relationship survived several lean seasons and recurrent arguments about lending money to relatives. Belra kept careful accounts without believing that affection could be reduced to a balance. Tessel resented the visibility of some debts but eventually began keeping the workshop's records himself.\n\nLearning to hear disputes\nAfter the Split-Rack Settlement, Belra was asked to witness inspections because both gatherers and processors had worked beside her. She acquired a reputation for noticing what had happened to material after delivery: exposure, repacking, mixing or neglect could all change its condition.\n\nHer first important decision went against a gathering family she knew well. The load had been badly prepared before it reached Reedglass. The family refused to speak to her for a season, but the decision made it harder for processors to dismiss her as a partisan. She later ruled against a wealthy drying household on the same grounds of careful evidence.\n\nThe present speaker\nBelra now chairs meetings about common working space and disputed inspections. She has no authority to command the basin or settle every quarrel among its peoples. Her office is local, laborious and vulnerable to withdrawal of trust.\n\nShe and Tessel live above a small repair yard rather than in a ceremonial residence. Their grown daughter works outside Reedglass and dislikes being introduced through her mother's office. Belra's immediate concern is the growing cost of housing near the courts: workers who helped establish the town's prosperity are being pushed farther from the places where they earn it. She has begun assembling rent histories, knowing that evidence alone will not decide who is willing to give up income.","category":"People","id":"gap-belra","identityIllustration":{"alt":"Belra Sedge","caption":"Belra Sedge","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/belra-sedge-anurian-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Belra grew up in a household that moved between Lower Bell and seasonal work at Reedglass. Her mother sorted gathered material; her father made packing screens and repaired the frames on which they dried. Neither occupation brought much public standing, but both taught Belra how easily a buyer could ruin a family's season through a judgment delivered in a few words.\n\nShe began by binding finished packets and marking the household responsible for them. Literacy came through the needs of the work: names, quantities, dates and the differences between a receipt and an acknowledgement of debt. She later learned to read longer contracts from an aging carrier who accepted help with his stores in return.","heading":"The packer’s daughter","visibility":"player"},{"body":"Belra married the Anurian boat repairer Tessel Marr. Their first home combined a sleeping room with a workshop whose unfinished hull sections occupied most of the useful floor. They postponed buying a separate house while supporting Tessel's younger brother after an injury. The arrangement lasted far longer than anyone initially intended.\n\nTheir relationship survived several lean seasons and recurrent arguments about lending money to relatives. Belra kept careful accounts without believing that affection could be reduced to a balance. Tessel resented the visibility of some debts but eventually began keeping the workshop's records himself.","heading":"A household of her own","illustration":{"alt":"Belra and Tessel sustain a household inside a crowded boat-repair workshop","caption":"Belra and Tessel sustain a household inside a crowded boat-repair workshop","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/belra-tessel-home-over-workshop-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"After the Split-Rack Settlement, Belra was asked to witness inspections because both gatherers and processors had worked beside her. She acquired a reputation for noticing what had happened to material after delivery: exposure, repacking, mixing or neglect could all change its condition.\n\nHer first important decision went against a gathering family she knew well. The load had been badly prepared before it reached Reedglass. The family refused to speak to her for a season, but the decision made it harder for processors to dismiss her as a partisan. She later ruled against a wealthy drying household on the same grounds of careful evidence.","heading":"Learning to hear disputes","illustration":{"alt":"Belra’s inspection follows preparation evidence despite personal loyalties","caption":"Belra’s inspection follows preparation evidence despite personal loyalties","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/belra-inspection-evidence-over-favor-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Belra now chairs meetings about common working space and disputed inspections. She has no authority to command the basin or settle every quarrel among its peoples. Her office is local, laborious and vulnerable to withdrawal of trust.\n\nShe and Tessel live above a small repair yard rather than in a ceremonial residence. Their grown daughter works outside Reedglass and dislikes being introduced through her mother's office. Belra's immediate concern is the growing cost of housing near the courts: workers who helped establish the town's prosperity are being pushed farther from the places where they earn it. She has begun assembling rent histories, knowing that evidence alone will not decide who is willing to give up income.","heading":"The present speaker","illustration":{"alt":"Belra assembles rent histories with the workers displaced from their livelihood","caption":"Belra assembles rent histories with the workers displaced from their livelihood","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/belra-local-housing-rent-histories-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"An Anurian packer whose working life made her a mediator between marsh gatherers and the households that buy their harvests.","title":"Belra Sedge, Speaker of the Drying Courts","type":"Person","visibility":"player"},{"body":"A camp that stayed\nBraydon formed around the attraction of its sunken tower. Early visitors brought laborers, food and tools for limited investigations, then discovered that keeping a small permanent household nearby was cheaper than rebuilding a camp for every season. Stores became homes, and the people maintaining the site began to outnumber those who had arrived to interpret it.\n\nThe settlement's oldest raised walkway is still called the Visitors' Way, although several families have lived beside it for generations. Its name preserves a period when scholars assumed that everyone else's presence would be temporary.\n\nWhat the tower does not explain\nThe tower remains the focus of study, but its surviving fabric does not supply a complete history of every nearby ruin. Braydon's present conservators separate finds by their circumstances of recovery rather than treating everything dredged from the marsh as part of one civilization. Repairs, later reuse and displaced material complicate the collections.\n\nThis caution developed after an early exhibition assembled unrelated objects into a confident story about a single ruling household. Subsequent work exposed the errors. Some patrons withdrew their support; others funded the slower task of separating the collection and correcting its labels. The episode still shapes the settlement's teaching.\n\nWork beneath scholarship\nA permanent staff of boat handlers, divers, carpenters, cooks and object conservators makes study possible. Their knowledge is entered beside scholarly interpretations in the working catalogues. A boat handler who remembers where material was disturbed can be more useful than an elegant theory about an object stripped of its setting.\n\nThe House of Wet Records maintains drying rooms and copying tables. It accepts damaged household documents as well as scholarly finds, bringing residents into an institution that might otherwise have served only visiting researchers. Small fees from prosperous clients support work for families unable to pay.\n\nRelations beyond the tower\nBurgan Trovask and Tivilan Heffney's established work on Emberheart Hallow is studied here through copies and correspondence with Valaria's Solarium Inspirato. Braydon does not claim their discoveries as its own or possess the Emberheart gem. Its contribution is narrower: comparing field observations, preserving fragile material and teaching later workers how to describe what they have actually recovered.\n\nRelations with Lower Bell have improved since collectors accepted restrictions on removing objects recognized as local memorials. Disagreement continues over older material whose ownership is unclear. Nella Vey, a conservator raised among marsh carriers, has become an important intermediary because she knows the households affected by collecting as well as the institutions that display its results.","category":"Places","id":"gap-braydon","illustration":{"alt":"Braydon landscape","caption":"Braydon landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/braydon-sunken-tower-wet-records-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Braydon formed around the attraction of its sunken tower. Early visitors brought laborers, food and tools for limited investigations, then discovered that keeping a small permanent household nearby was cheaper than rebuilding a camp for every season. Stores became homes, and the people maintaining the site began to outnumber those who had arrived to interpret it.\n\nThe settlement's oldest raised walkway is still called the Visitors' Way, although several families have lived beside it for generations. Its name preserves a period when scholars assumed that everyone else's presence would be temporary.","heading":"A camp that stayed","visibility":"player"},{"body":"The tower remains the focus of study, but its surviving fabric does not supply a complete history of every nearby ruin. Braydon's present conservators separate finds by their circumstances of recovery rather than treating everything dredged from the marsh as part of one civilization. Repairs, later reuse and displaced material complicate the collections.\n\nThis caution developed after an early exhibition assembled unrelated objects into a confident story about a single ruling household. Subsequent work exposed the errors. Some patrons withdrew their support; others funded the slower task of separating the collection and correcting its labels. The episode still shapes the settlement's teaching.","heading":"What the tower does not explain","illustration":{"alt":"Separating Braydon’s finds by their recovery histories","caption":"Separating Braydon’s finds by their recovery histories","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/braydon-separated-recovery-collections.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A permanent staff of boat handlers, divers, carpenters, cooks and object conservators makes study possible. Their knowledge is entered beside scholarly interpretations in the working catalogues. A boat handler who remembers where material was disturbed can be more useful than an elegant theory about an object stripped of its setting.\n\nThe House of Wet Records maintains drying rooms and copying tables. It accepts damaged household documents as well as scholarly finds, bringing residents into an institution that might otherwise have served only visiting researchers. Small fees from prosperous clients support work for families unable to pay.","heading":"Work beneath scholarship","illustration":{"alt":"Caring for damaged household papers at the House of Wet Records","caption":"Caring for damaged household papers at the House of Wet Records","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/braydon-house-wet-records-household-care.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Burgan Trovask and Tivilan Heffney's established work on Emberheart Hallow is studied here through copies and correspondence with Valaria's Solarium Inspirato. Braydon does not claim their discoveries as its own or possess the Emberheart gem. Its contribution is narrower: comparing field observations, preserving fragile material and teaching later workers how to describe what they have actually recovered.\n\nRelations with Lower Bell have improved since collectors accepted restrictions on removing objects recognized as local memorials. Disagreement continues over older material whose ownership is unclear. Nella Vey, a conservator raised among marsh carriers, has become an important intermediary because she knows the households affected by collecting as well as the institutions that display its results.","heading":"Relations beyond the tower","illustration":{"alt":"Agreeing what should remain beside the marsh households","caption":"Agreeing what should remain beside the marsh households","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/braydon-memorial-removal-paused.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The development of the basin’s established scholarly settlement into a community of excavators, conservators and permanent marsh households.","title":"Braydon","type":"Settlement","visibility":"player"},{"body":"From workroom to institution\nThe House began as a covered workroom attached to Braydon's stores. Field parties brought back written scraps and marked wooden objects that deteriorated after recovery. The settlement's first permanent conservators discovered that excavation without aftercare could destroy information as effectively as leaving it exposed.\n\nSeveral patrons paid for a better roof, secure shelves and rooms suited to different materials. The building acquired its current name from local families who brought soaked contracts and household records after a season of flooding. What began as a scholar's necessity became a civic service.\n\nThe record of treatment\nEvery accepted item receives a record of its condition and the work performed. Copies distinguish legible text from uncertain readings and later additions. When a passage cannot be recovered, the gap remains visible. The House's reputation depends on resisting clients who want a damaged record to say something more useful than the surviving evidence permits.\n\nTreatment does not establish ownership. A restored deed may still be false, superseded or disputed. This distinction is printed on the receipts and repeatedly explained to disappointed visitors who expected conservation to provide a legal victory.\n\nMoney and access\nWealthy collectors pay for labor-intensive work and secure storage. Their fees support a limited number of household cases, selected according to urgency and the consequences of loss. The arrangement is imperfect: a modest wage agreement may matter more to its owner than a splendid chronicle, yet the chronicle can finance months of work.\n\nNella Vey oversees the common cases. She has persuaded the House to record why a case is deferred instead of allowing unpaid work to disappear silently beneath prestigious commissions. The list is uncomfortable reading for patrons who prefer to think their generosity has already solved the problem.\n\nAn institution with neighbors\nApprentices learn copying, careful handling and the history of different writing materials before working on valuable objects. They also spend time with carriers and settlement households, seeing how records are stored and damaged outside a scholar's room. Prevention often requires a sound box and a better roof rather than a remarkable spell.\n\nCopies of important field catalogues are exchanged with the Solarium Inspirato. The House retains its own working judgments and corrects them when new evidence warrants it. Its shelves now preserve marriages, debts, work agreements and lists of the dead beside scholarly papers. Together they reveal a basin inhabited by people whose lives would otherwise survive only as unnamed labor in someone else's history.","category":"Factions","factionGroup":"Learning & stewardship","id":"gap-wet-records","illustration":{"alt":"The House of Wet Records","caption":"The House of Wet Records","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/wet-records-conservation-room.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The House began as a covered workroom attached to Braydon's stores. Field parties brought back written scraps and marked wooden objects that deteriorated after recovery. The settlement's first permanent conservators discovered that excavation without aftercare could destroy information as effectively as leaving it exposed.\n\nSeveral patrons paid for a better roof, secure shelves and rooms suited to different materials. The building acquired its current name from local families who brought soaked contracts and household records after a season of flooding. What began as a scholar's necessity became a civic service.","heading":"From workroom to institution","visibility":"player"},{"body":"Every accepted item receives a record of its condition and the work performed. Copies distinguish legible text from uncertain readings and later additions. When a passage cannot be recovered, the gap remains visible. The House's reputation depends on resisting clients who want a damaged record to say something more useful than the surviving evidence permits.\n\nTreatment does not establish ownership. A restored deed may still be false, superseded or disputed. This distinction is printed on the receipts and repeatedly explained to disappointed visitors who expected conservation to provide a legal victory.","heading":"The record of treatment","illustration":{"alt":"Careful restoration of a damaged record","caption":"Careful restoration of a damaged record","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/wet-records-visible-uncertain-gaps.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Wealthy collectors pay for labor-intensive work and secure storage. Their fees support a limited number of household cases, selected according to urgency and the consequences of loss. The arrangement is imperfect: a modest wage agreement may matter more to its owner than a splendid chronicle, yet the chronicle can finance months of work.\n\nNella Vey oversees the common cases. She has persuaded the House to record why a case is deferred instead of allowing unpaid work to disappear silently beneath prestigious commissions. The list is uncomfortable reading for patrons who prefer to think their generosity has already solved the problem.","heading":"Money and access","illustration":{"alt":"Nella and the household cases","caption":"Nella and the household cases","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/wet-records-nella-common-cases.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Apprentices learn copying, careful handling and the history of different writing materials before working on valuable objects. They also spend time with carriers and settlement households, seeing how records are stored and damaged outside a scholar's room. Prevention often requires a sound box and a better roof rather than a remarkable spell.\n\nCopies of important field catalogues are exchanged with the Solarium Inspirato. The House retains its own working judgments and corrects them when new evidence warrants it. Its shelves now preserve marriages, debts, work agreements and lists of the dead beside scholarly papers. Together they reveal a basin inhabited by people whose lives would otherwise survive only as unnamed labor in someone else's history.","heading":"An institution with neighbors","illustration":{"alt":"Prevention beyond the archive","caption":"Prevention beyond the archive","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/wet-records-apprentice-sound-box.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A small Braydon institution that preserves water-damaged documents, field records and the written claims of ordinary households.","title":"The House of Wet Records","type":"Organization","visibility":"player"},{"body":"Among the carriers\nNella was raised in a human carrier household that moved goods between settled communities on the basin's wetland margins. Her earliest reading lessons came from load lists. A missing mark could mean an argument over wages, and she learned that writing mattered even when the people discussing it owned few books.\n\nAn accident damaged her father's leg while she was still young. The family's income narrowed, and Nella took regular work cleaning and sorting at Braydon rather than accompanying the carriers. She arrived with practical knowledge of packing and moisture, skills the scholars initially regarded as menial.\n\nThe apprenticeship\nA conservator noticed that Nella could identify how a bundle had been stored from the pattern of damage. She entered an apprenticeship at the House of Wet Records, supporting herself through ordinary cleaning and delivery work. Her first years involved more repetition than discovery: labels, copies, shelves and the patient comparison of surfaces.\n\nShe made an early mistake by flattening a fragile sheet too quickly. The loss remained in the treatment record under her name. Her teacher refused both to conceal it and to treat it as proof she could never become competent. Nella later adopted that distinction when teaching others.\n\nA different clientele\nAs her standing grew, Nella began accepting household papers that prestigious commissions displaced. She restored parts of a Mireward hire record that helped settle a long-running debt dispute, and prepared legible copies of Lower Bell agreements without claiming authority to reinterpret their terms.\n\nThese cases gave her influence outside the scholarly community. They also consumed time for which the House was poorly paid. Nella negotiated a limited common-case fund rather than promising unlimited service she could not provide. Families still wait, and some documents are beyond recovery when they arrive.\n\nHome and present work\nNella lives with her widowed sister and two adult cousins in a house whose upper room is carefully kept free of work. Her relatives established that boundary after years in which every table became a temporary drying surface. She now leaves most material at the House, though she continues to carry copied notes home.\n\nHer current project compares accounts of the early collecting trade around Braydon. She has found several cases in which an object described as abandoned was taken from a place local households still used. The work has made relations with some patrons difficult. Nella has not exposed a single hidden conspiracy; she is assembling a less flattering, more complete history of ordinary transactions and the power that made them possible.","category":"People","id":"gap-nella","identityIllustration":{"alt":"Nella Vey","caption":"Nella Vey","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/nella-vey-conservator-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Nella was raised in a human carrier household that moved goods between settled communities on the basin's wetland margins. Her earliest reading lessons came from load lists. A missing mark could mean an argument over wages, and she learned that writing mattered even when the people discussing it owned few books.\n\nAn accident damaged her father's leg while she was still young. The family's income narrowed, and Nella took regular work cleaning and sorting at Braydon rather than accompanying the carriers. She arrived with practical knowledge of packing and moisture, skills the scholars initially regarded as menial.","heading":"Among the carriers","visibility":"player"},{"body":"A conservator noticed that Nella could identify how a bundle had been stored from the pattern of damage. She entered an apprenticeship at the House of Wet Records, supporting herself through ordinary cleaning and delivery work. Her first years involved more repetition than discovery: labels, copies, shelves and the patient comparison of surfaces.\n\nShe made an early mistake by flattening a fragile sheet too quickly. The loss remained in the treatment record under her name. Her teacher refused both to conceal it and to treat it as proof she could never become competent. Nella later adopted that distinction when teaching others.","heading":"The apprenticeship","illustration":{"alt":"Nella learns conservation through repetition and an honestly recorded mistake","caption":"Nella learns conservation through repetition and an honestly recorded mistake","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/nella-patient-apprenticeship-records-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"As her standing grew, Nella began accepting household papers that prestigious commissions displaced. She restored parts of a Mireward hire record that helped settle a long-running debt dispute, and prepared legible copies of Lower Bell agreements without claiming authority to reinterpret their terms.\n\nThese cases gave her influence outside the scholarly community. They also consumed time for which the House was poorly paid. Nella negotiated a limited common-case fund rather than promising unlimited service she could not provide. Families still wait, and some documents are beyond recovery when they arrive.","heading":"A different clientele","illustration":{"alt":"Nella’s household document work gives ordinary families access to careful copies","caption":"Nella’s household document work gives ordinary families access to careful copies","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/nella-household-papers-common-fund-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Nella lives with her widowed sister and two adult cousins in a house whose upper room is carefully kept free of work. Her relatives established that boundary after years in which every table became a temporary drying surface. She now leaves most material at the House, though she continues to carry copied notes home.\n\nHer current project compares accounts of the early collecting trade around Braydon. She has found several cases in which an object described as abandoned was taken from a place local households still used. The work has made relations with some patrons difficult. Nella has not exposed a single hidden conspiracy; she is assembling a less flattering, more complete history of ordinary transactions and the power that made them possible.","heading":"Home and present work","illustration":{"alt":"Nella respects a household room kept free of conservation work","caption":"Nella respects a household room kept free of conservation work","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/nella-home-room-kept-free-of-work-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A human conservator whose career links marsh carriers, Braydon’s collections and the written lives of families far from scholarly privilege.","title":"Nella Vey, Keeper of Damaged Pages","type":"Person","visibility":"player"},{"body":"The settled pause\nGantry's earliest permanent yards served loads that could not immediately continue along the Long Road. Animals needed rest, damaged carts needed repair and travelers arriving at different times needed somewhere to exchange goods. Sheltered storage turned an inconvenient pause into a regular commercial service.\n\nThe town developed in strips beside its working yards. Street names preserve old cargo uses: Fodder Lane, the Empty Wheel and the Salt Rooms remain familiar even where the original trades have moved. The largest buildings are stores and repair sheds rather than the houses of a single founding family.\n\nCredit in a road town\nA carrier waiting for payment still has animals to feed and workers to pay. Gantry's lenders therefore profit from time as much as from distance. Some offer ordinary short credit; others acquire goods cheaply from people who cannot afford another delay.\n\nThe local load book records who has physical custody of stored goods and who claims payment from them. It is useful evidence, not an infallible guarantee. Fraud and conflicting obligations continue, especially when papers arrive from distant places whose customs differ from Gantry's own.\n\nThe workers’ streets\nPorters, wheelwrights, cooks, guards and stable workers form the durable population beneath the changing crowds. Their households maintain mutual provisions for injury and death, usually through a trade or yard rather than one town-wide fund. A worker changing employers can lose support accumulated over years, an issue that has become increasingly contentious.\n\nMireward keepers maintain a small seasonal lodging court here. Reedglass goods pass through the stores alongside ordinary farm produce, tools and cloth. The town's dependence on varied cargo helps it survive a poor season in one trade, but a prolonged interruption to the road reaches almost every household.\n\nA place in the basin\nGantry is neither the ruler of the Long Road nor a second Pultin. Its influence comes from services that travelers cannot always postpone. Local officials and prominent yard owners negotiate repairs, watch arrangements and the use of common space, while smaller workers organize around the practical terms of employment.\n\nEvening meals are often sold in shared courtyards where a traveling crew can eat beside a family that has lived in Gantry for generations. News arrives quickly and unevenly. Residents learn to ask whether a story came from someone who saw an event, someone who carried a letter, or someone trying to improve a bargain.","category":"Places","id":"gap-gantry","illustration":{"alt":"Gantry landscape","caption":"Gantry landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/gantry-long-road-storage-yards-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Gantry's earliest permanent yards served loads that could not immediately continue along the Long Road. Animals needed rest, damaged carts needed repair and travelers arriving at different times needed somewhere to exchange goods. Sheltered storage turned an inconvenient pause into a regular commercial service.\n\nThe town developed in strips beside its working yards. Street names preserve old cargo uses: Fodder Lane, the Empty Wheel and the Salt Rooms remain familiar even where the original trades have moved. The largest buildings are stores and repair sheds rather than the houses of a single founding family.","heading":"The settled pause","visibility":"player"},{"body":"A carrier waiting for payment still has animals to feed and workers to pay. Gantry's lenders therefore profit from time as much as from distance. Some offer ordinary short credit; others acquire goods cheaply from people who cannot afford another delay.\n\nThe local load book records who has physical custody of stored goods and who claims payment from them. It is useful evidence, not an infallible guarantee. Fraud and conflicting obligations continue, especially when papers arrive from distant places whose customs differ from Gantry's own.","heading":"Credit in a road town","illustration":{"alt":"Checking custody of a delayed load in Gantry","caption":"Checking custody of a delayed load in Gantry","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/gantry-stored-load-custody-delay.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Porters, wheelwrights, cooks, guards and stable workers form the durable population beneath the changing crowds. Their households maintain mutual provisions for injury and death, usually through a trade or yard rather than one town-wide fund. A worker changing employers can lose support accumulated over years, an issue that has become increasingly contentious.\n\nMireward keepers maintain a small seasonal lodging court here. Reedglass goods pass through the stores alongside ordinary farm produce, tools and cloth. The town's dependence on varied cargo helps it survive a poor season in one trade, but a prolonged interruption to the road reaches almost every household.","heading":"The workers’ streets","illustration":{"alt":"Yard workers sharing provisions after an injury","caption":"Yard workers sharing provisions after an injury","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/gantry-yard-workers-mutual-provision.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Gantry is neither the ruler of the Long Road nor a second Pultin. Its influence comes from services that travelers cannot always postpone. Local officials and prominent yard owners negotiate repairs, watch arrangements and the use of common space, while smaller workers organize around the practical terms of employment.\n\nEvening meals are often sold in shared courtyards where a traveling crew can eat beside a family that has lived in Gantry for generations. News arrives quickly and unevenly. Residents learn to ask whether a story came from someone who saw an event, someone who carried a letter, or someone trying to improve a bargain.","heading":"A place in the basin","illustration":{"alt":"An evening meal and uncertain road news in Gantry","caption":"An evening meal and uncertain road news in Gantry","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/gantry-evening-meal-questioning-news.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The established traders’ town developed around storage, delayed journeys and the work needed to keep the Long Road supplied.","title":"Gantry","type":"Settlement","visibility":"player"},{"body":"A place to remain\nKeldwatch occupies a sheltered fold in Rahm'mafal's highland terrain. Its first hearths served households moving with livestock and people traveling toward sacred places. Some families began leaving elders, young children and injured relatives there while others continued the seasonal work. Repeated shelter became a permanent community.\n\nThe longhouses are grouped around protected working courts. Low stone walls reduce wind at ground level, and stores are divided among several buildings so that damage to one roof cannot ruin every household's provisions. The settlement's oldest hearth remains in use, rebuilt many times without pretending that all its stones are original.\n\nWork and standing\nKeldwatch repairs harness, clothing, tools and household fittings. Its craftspeople receive objects carrying family histories as often as newly made goods. A repairer must ask which marks should be preserved and which damaged part can safely be replaced; removing a worn inscription without consent can injure a relationship even when the tool works better afterward.\n\nSeveral resident households are related to mobile clans of the Cradle Steppes. Others arrived through marriage, apprenticeship or long service. The settlement's obligations are negotiated among those households. It does not claim to govern the clans whose members use its shelters.\n\nThe Hearth of Witnesses\nAn Oath-Hearth stands beside the common meeting room. Its attendants prepare the space, record the parties and preserve accounts of what was promised. They do not turn every ordinary bargain into a sacred oath. Families are discouraged from invoking divine weight for a commitment they have not understood.\n\nThe oldest surviving register concerns a dispute over winter fodder after the Three Empty Byres. Its careful description of quantities and responsibilities is still read to young adults who expect an oath to consist only of impressive words. The register records failures as well as fulfillment.\n\nLife through the cold season\nWinter brings crowded rooms, repair work and teaching. Children learn household histories beside practical skills, while visiting storytellers compare versions of events preserved by different lineages. Meals are organized around available stores, with distinctions between shared provisions and goods a family has set aside for its own obligations.\n\nRuna Hearthmender maintains one of the principal repair houses. Her standing comes from years of work and teaching rather than command. She has pressed for more sheltered spaces where older people can continue useful tasks without being expected to perform the same heavy labor they managed when young. The changes are modest and visible: better benches, accessible stores and work assigned according to ability.","category":"Places","id":"gap-keldwatch","illustration":{"alt":"Keldwatch landscape","caption":"Keldwatch landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/keldwatch-sheltered-highland-longhouses-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Keldwatch occupies a sheltered fold in Rahm'mafal's highland terrain. Its first hearths served households moving with livestock and people traveling toward sacred places. Some families began leaving elders, young children and injured relatives there while others continued the seasonal work. Repeated shelter became a permanent community.\n\nThe longhouses are grouped around protected working courts. Low stone walls reduce wind at ground level, and stores are divided among several buildings so that damage to one roof cannot ruin every household's provisions. The settlement's oldest hearth remains in use, rebuilt many times without pretending that all its stones are original.","heading":"A place to remain","visibility":"player"},{"body":"Keldwatch repairs harness, clothing, tools and household fittings. Its craftspeople receive objects carrying family histories as often as newly made goods. A repairer must ask which marks should be preserved and which damaged part can safely be replaced; removing a worn inscription without consent can injure a relationship even when the tool works better afterward.\n\nSeveral resident households are related to mobile clans of the Cradle Steppes. Others arrived through marriage, apprenticeship or long service. The settlement's obligations are negotiated among those households. It does not claim to govern the clans whose members use its shelters.","heading":"Work and standing","illustration":{"alt":"Deciding which worn marks to preserve during a Keldwatch repair","caption":"Deciding which worn marks to preserve during a Keldwatch repair","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/keldwatch-repair-preserving-family-wear.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"An Oath-Hearth stands beside the common meeting room. Its attendants prepare the space, record the parties and preserve accounts of what was promised. They do not turn every ordinary bargain into a sacred oath. Families are discouraged from invoking divine weight for a commitment they have not understood.\n\nThe oldest surviving register concerns a dispute over winter fodder after the Three Empty Byres. Its careful description of quantities and responsibilities is still read to young adults who expect an oath to consist only of impressive words. The register records failures as well as fulfillment.","heading":"The Hearth of Witnesses","illustration":{"alt":"Explaining winter fodder obligations beside the Hearth of Witnesses","caption":"Explaining winter fodder obligations beside the Hearth of Witnesses","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/keldwatch-witness-hearth-fodder-obligations.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Winter brings crowded rooms, repair work and teaching. Children learn household histories beside practical skills, while visiting storytellers compare versions of events preserved by different lineages. Meals are organized around available stores, with distinctions between shared provisions and goods a family has set aside for its own obligations.\n\nRuna Hearthmender maintains one of the principal repair houses. Her standing comes from years of work and teaching rather than command. She has pressed for more sheltered spaces where older people can continue useful tasks without being expected to perform the same heavy labor they managed when young. The changes are modest and visible: better benches, accessible stores and work assigned according to ability.","heading":"Life through the cold season","illustration":{"alt":"Useful winter work at Keldwatch’s sheltered benches","caption":"Useful winter work at Keldwatch’s sheltered benches","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/keldwatch-winter-accessible-work-benches.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A highland community of repairers, herders and oath witnesses serving journeys between the Cradle Steppes and the mountain country.","title":"Keldwatch","type":"Settlement","visibility":"player"},{"body":"The useful earth\nVorn Hollow grew around workable clay deposits in country shaped by volcanic stone and old ash. Its potters produce storage vessels, cooking wares, furnace fittings and containers used in craft and ritual. The settlement's importance lies in supplying objects that are consumed, broken and replaced while celebrated metalwork endures.\n\nWork courts are separated according to use. Clay preparation occupies damp spaces; finished pieces are kept away from traffic; firing areas stand clear of the main sleeping houses. Paths bear generations of discarded fragments, making the ground beneath the settlement a record of changing forms.\n\nThe craft lineages\nHouseholds preserve recipes and firing practices, but no single family possesses every skill. Potters exchange labor when a large firing requires more hands than one house can provide. Marks on finished vessels identify the maker and, where necessary, the firing household, preventing praise or blame from falling on the wrong person.\n\nYoung workers learn by making ordinary vessels before attempting elaborate ritual pieces. A badly formed water jar can harm a household as surely as a failed ceremonial commission, though it attracts less attention. The best teachers insist that both deserve care.\n\nService to the forge\nPilgrims and craftspeople traveling toward sacred forging places obtain supplies through Vorn Hollow. The town honors Vulkrandur and Skjaldur, but its vessels do not grant a bearer mastery or replace the established trials. A beautifully marked container can carry ordinary fuel; an unadorned piece may be essential to a difficult work.\n\nThe village's Hammer-Gothi work alongside experienced potters when preparing objects for rites. Responsibilities are discussed before the commission is accepted, especially when a patron expects symbolism that conflicts with a vessel's practical use. Sacred purpose does not spare an object from the consequences of poor construction.\n\nThe Ash Measure\nA past series of failed firings led several households to compare their materials and methods openly. The resulting Ash Measure is a local system for recording preparation and firing conditions, kept in each workshop's own hand. It reduced avoidable losses while leaving room for individual craft.\n\nSome older makers resented committing knowledge to records that apprentices could carry elsewhere. Younger workers argued that knowledge already depended on labor shared among houses. The compromise allowed teaching copies while reserving certain marks and commissions to their makers. Vorn Hollow remains a town of recognizable workshops rather than one unified manufactory.","category":"Places","id":"gap-vornhollow","illustration":{"alt":"Vorn Hollow landscape","caption":"Vorn Hollow landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/vorn-hollow-volcanic-clay-workshops-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Vorn Hollow grew around workable clay deposits in country shaped by volcanic stone and old ash. Its potters produce storage vessels, cooking wares, furnace fittings and containers used in craft and ritual. The settlement's importance lies in supplying objects that are consumed, broken and replaced while celebrated metalwork endures.\n\nWork courts are separated according to use. Clay preparation occupies damp spaces; finished pieces are kept away from traffic; firing areas stand clear of the main sleeping houses. Paths bear generations of discarded fragments, making the ground beneath the settlement a record of changing forms.","heading":"The useful earth","visibility":"player"},{"body":"Households preserve recipes and firing practices, but no single family possesses every skill. Potters exchange labor when a large firing requires more hands than one house can provide. Marks on finished vessels identify the maker and, where necessary, the firing household, preventing praise or blame from falling on the wrong person.\n\nYoung workers learn by making ordinary vessels before attempting elaborate ritual pieces. A badly formed water jar can harm a household as surely as a failed ceremonial commission, though it attracts less attention. The best teachers insist that both deserve care.","heading":"The craft lineages","illustration":{"alt":"Learning to make a dependable household water jar","caption":"Learning to make a dependable household water jar","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/vorn-hollow-ordinary-water-jar-teaching.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Pilgrims and craftspeople traveling toward sacred forging places obtain supplies through Vorn Hollow. The town honors Vulkrandur and Skjaldur, but its vessels do not grant a bearer mastery or replace the established trials. A beautifully marked container can carry ordinary fuel; an unadorned piece may be essential to a difficult work.\n\nThe village's Hammer-Gothi work alongside experienced potters when preparing objects for rites. Responsibilities are discussed before the commission is accepted, especially when a patron expects symbolism that conflicts with a vessel's practical use. Sacred purpose does not spare an object from the consequences of poor construction.","heading":"Service to the forge","illustration":{"alt":"Discussing a vessel’s practical use before a sacred commission","caption":"Discussing a vessel’s practical use before a sacred commission","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/vorn-hollow-ritual-vessel-practical-commission.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A past series of failed firings led several households to compare their materials and methods openly. The resulting Ash Measure is a local system for recording preparation and firing conditions, kept in each workshop's own hand. It reduced avoidable losses while leaving room for individual craft.\n\nSome older makers resented committing knowledge to records that apprentices could carry elsewhere. Younger workers argued that knowledge already depended on labor shared among houses. The compromise allowed teaching copies while reserving certain marks and commissions to their makers. Vorn Hollow remains a town of recognizable workshops rather than one unified manufactory.","heading":"The Ash Measure","illustration":{"alt":"Comparing firing samples across Vorn Hollow’s workshops","caption":"Comparing firing samples across Vorn Hollow’s workshops","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/vorn-hollow-ash-measure-shared-methods.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A craft community near volcanic terrain, known for durable vessels and the ordinary work surrounding sacred forging.","title":"Vorn Hollow","type":"Settlement","visibility":"player"},{"body":"The old landing\nThe first households at Ulda's Shelf lived close to a narrow working shore. Boats could be drawn up easily, and stores stood near the catch. The convenience concealed a long-term danger: falling stone and storm damage repeatedly struck the same ground. Repairs restored use without making the site safe.\n\nThe settlement takes its name from Ulda, a goliath boatwright remembered for insisting that new houses be built on the broader shelf above. She did not predict a divine catastrophe. She pointed to damaged walls, fresh fractures and the growing amount of labor spent replacing what had already failed.\n\nThe relocation\nA severe season finally destroyed several stores and made the lower houses untenable. Most households moved upward over the following years, carrying useful timber and stone rather than abandoning everything at once. The new settlement retained the lower landing for work while separating it from sleeping rooms and winter provisions.\n\nThe move redistributed advantage. Families able to build early secured convenient ground; others relied on relatives or shared rooms. Ulda's own household surrendered part of its claim for a common route, an act remembered alongside the fact that it still retained one of the better sites.\n\nThe houses above the water\nPresent houses face a sheltered common space rather than the open water. Nets, lines and tools are repaired there, while fish preparation occurs closer to the landing. A maintained hauling path connects the two levels. Households contribute labor according to their use, with allowances for injury and age settled openly.\n\nThe community's boats serve local fishing and journeys among familiar fjord settlements. Ulda's Shelf is not a new international port. Its craft and food exchange follows relationships sustained by repeated visits and marriage, and its residents remain attentive to the households on which they depend when a season goes poorly.\n\nRemembering the move\nAn annual work gathering repairs the hauling path before a shared meal. The occasion commemorates the relocation without pretending it was harmonious. Stories preserve arguments about ground, compensation and which family performed more than its share.\n\nUlda's surviving tools are kept in a working house rather than an untouchable shrine. Apprentices examine them when learning older construction methods. Her descendants have no automatic right to direct the settlement; their ancestor's reputation is honored, but her unfinished repairs and debts are remembered too.","category":"Places","id":"gap-uldashelf","illustration":{"alt":"Ulda’s Shelf landscape","caption":"Ulda’s Shelf landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/uldas-shelf-relocated-fjord-houses-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The first households at Ulda's Shelf lived close to a narrow working shore. Boats could be drawn up easily, and stores stood near the catch. The convenience concealed a long-term danger: falling stone and storm damage repeatedly struck the same ground. Repairs restored use without making the site safe.\n\nThe settlement takes its name from Ulda, a goliath boatwright remembered for insisting that new houses be built on the broader shelf above. She did not predict a divine catastrophe. She pointed to damaged walls, fresh fractures and the growing amount of labor spent replacing what had already failed.","heading":"The old landing","visibility":"player"},{"body":"A severe season finally destroyed several stores and made the lower houses untenable. Most households moved upward over the following years, carrying useful timber and stone rather than abandoning everything at once. The new settlement retained the lower landing for work while separating it from sleeping rooms and winter provisions.\n\nThe move redistributed advantage. Families able to build early secured convenient ground; others relied on relatives or shared rooms. Ulda's own household surrendered part of its claim for a common route, an act remembered alongside the fact that it still retained one of the better sites.","heading":"The relocation","illustration":{"alt":"Carrying useful building materials up to Ulda’s Shelf","caption":"Carrying useful building materials up to Ulda’s Shelf","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/uldas-shelf-gradual-household-move.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Present houses face a sheltered common space rather than the open water. Nets, lines and tools are repaired there, while fish preparation occurs closer to the landing. A maintained hauling path connects the two levels. Households contribute labor according to their use, with allowances for injury and age settled openly.\n\nThe community's boats serve local fishing and journeys among familiar fjord settlements. Ulda's Shelf is not a new international port. Its craft and food exchange follows relationships sustained by repeated visits and marriage, and its residents remain attentive to the households on which they depend when a season goes poorly.","heading":"The houses above the water","illustration":{"alt":"Sharing the work of Ulda’s Shelf’s hauling path","caption":"Sharing the work of Ulda’s Shelf’s hauling path","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/uldas-shelf-common-court-work-allowances.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"An annual work gathering repairs the hauling path before a shared meal. The occasion commemorates the relocation without pretending it was harmonious. Stories preserve arguments about ground, compensation and which family performed more than its share.\n\nUlda's surviving tools are kept in a working house rather than an untouchable shrine. Apprentices examine them when learning older construction methods. Her descendants have no automatic right to direct the settlement; their ancestor's reputation is honored, but her unfinished repairs and debts are remembered too.","heading":"Remembering the move","illustration":{"alt":"Examining Ulda’s surviving tools in a working house","caption":"Examining Ulda’s surviving tools in a working house","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/uldas-shelf-remembered-tools-working-house.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A small fjordland community whose fishing houses preserve a completed history of relocation after a dangerous landing failed.","title":"Ulda’s Shelf","type":"Settlement","visibility":"player"},{"body":"Promises made in a good season\nThe Three Empty Byres began with agreements among households using the highland shelters that later became Keldwatch. A favorable season encouraged several keepers to promise fodder to travelers and relatives beyond the needs of their own animals. Each assumed that neighboring stores would cover an unexpected shortfall.\n\nThe promises overlapped without being compared. When poor conditions reduced what could be gathered and journeys took longer, animals arrived at shelters whose provisions had already been claimed. Three byres became the remembered center of the failure, though the losses extended beyond their walls.\n\nThe losses\nKeepers divided remaining stores, moved animals where they could and slaughtered some that could not be sustained. The choices preserved part of the stock and left enduring grievances. Families disputed whether a prior promise, immediate need or contribution to the shelter should take precedence.\n\nSeveral people were injured during hurried journeys between stores. No account presents the event as a successful trial arranged by the gods. Those who endured it remembered preventable confusion, fear and the consequences of assurances made without examining their limits.\n\nThe hearing at the hearth\nWhen travel became easier, the affected households gathered before an Oath-Hearth. They compared promises, contributions and losses. Some keepers had knowingly concealed shortages; others had made honest assumptions that proved disastrous. The hearing distinguished between these actions rather than assigning the same blame to everyone whose promise failed.\n\nCompensation included animals, work and future provision. Not every loss could be repaid. The agreement also required shared stores to be counted separately from private reserves and prohibited pledging the same stock to several parties without their knowledge.\n\nThe surviving practice\nKeldwatch's present hearth register descends from records of that settlement. Quantities, conditions and responsibilities are written beside the names of those making a promise. The practice is local and does not replace other clans' ways of witnessing obligations.\n\nThe event is remembered during instruction because it exposes a particular danger within a culture that honors a spoken commitment. Respect for an oath can make people reluctant to ask practical questions after it has been given. The households involved learned to ask those questions before the words were spoken, while there was still time to refuse an obligation they could not sustain.","category":"History","id":"gap-empty-byres","links":[],"raceRelated":[],"sections":[{"body":"The Three Empty Byres began with agreements among households using the highland shelters that later became Keldwatch. A favorable season encouraged several keepers to promise fodder to travelers and relatives beyond the needs of their own animals. Each assumed that neighboring stores would cover an unexpected shortfall.\n\nThe promises overlapped without being compared. When poor conditions reduced what could be gathered and journeys took longer, animals arrived at shelters whose provisions had already been claimed. Three byres became the remembered center of the failure, though the losses extended beyond their walls.","heading":"Promises made in a good season","illustration":{"alt":"Highland stores promised more than once","caption":"Highland stores promised more than once","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/empty-byres-overlapping-promises-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Keepers divided remaining stores, moved animals where they could and slaughtered some that could not be sustained. The choices preserved part of the stock and left enduring grievances. Families disputed whether a prior promise, immediate need or contribution to the shelter should take precedence.\n\nSeveral people were injured during hurried journeys between stores. No account presents the event as a successful trial arranged by the gods. Those who endured it remembered preventable confusion, fear and the consequences of assurances made without examining their limits.","heading":"The losses","visibility":"player"},{"body":"When travel became easier, the affected households gathered before an Oath-Hearth. They compared promises, contributions and losses. Some keepers had knowingly concealed shortages; others had made honest assumptions that proved disastrous. The hearing distinguished between these actions rather than assigning the same blame to everyone whose promise failed.\n\nCompensation included animals, work and future provision. Not every loss could be repaid. The agreement also required shared stores to be counted separately from private reserves and prohibited pledging the same stock to several parties without their knowledge.","heading":"The hearing at the hearth","illustration":{"alt":"Promises, contributions and losses before the Oath-Hearth","caption":"Promises, contributions and losses before the Oath-Hearth","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/empty-byres-hearth-hearing-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Keldwatch's present hearth register descends from records of that settlement. Quantities, conditions and responsibilities are written beside the names of those making a promise. The practice is local and does not replace other clans' ways of witnessing obligations.\n\nThe event is remembered during instruction because it exposes a particular danger within a culture that honors a spoken commitment. Respect for an oath can make people reluctant to ask practical questions after it has been given. The households involved learned to ask those questions before the words were spoken, while there was still time to refuse an obligation they could not sustain.","heading":"The surviving practice","illustration":{"alt":"Counting a reserve before making a promise","caption":"Counting a reserve before making a promise","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/empty-byres-counting-before-oath-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A local provisioning failure changed how several highland households divided responsibility for winter stores.","title":"The Three Empty Byres","type":"Historical event","visibility":"player"},{"body":"A shared service\nThe Hearthkeepers developed through repeated cooperation among households that maintained shelters and Oath-Hearths along traveled highland routes. They are not a new priesthood above the clans. Some are religious attendants, some experienced household stewards, and others craftspeople whose work keeps a shelter usable.\n\nKeldwatch provides a regular meeting place, but the association has no single ruler empowered to command every participating hearth. Its agreements concern stores, maintenance, records and the treatment of people whose journeys are interrupted.\n\nThe limits of witnessing\nA keeper records who made an obligation, who accepted it and what each party understood. This practical work accompanies sacred observance without claiming to replace divine judgment. A keeper can testify to spoken words and visible conduct; private intention remains harder to establish.\n\nThe association teaches attendants to distinguish a promise from a wish, a debt from a gift and a request for shelter from a claim to permanent membership. These distinctions grew from disputes in which affectionate or ceremonial language concealed incompatible expectations.\n\nPeople who cannot continue\nShelters receive injured travelers, older relatives and people delayed by weather. Support is negotiated with their households where possible. Someone without reachable kin still requires food and care, and participating hearths maintain a modest shared provision for such cases.\n\nThe arrangement does not erase tensions over limited stores. Some keepers fear that generosity will attract demands they cannot meet. Others argue that refusing help until a person's entire history is known would defeat the purpose of a shelter. Decisions remain local, recorded and open to later criticism.\n\nTools, songs and accounts\nRuna Hearthmender's repair house trains workers who maintain benches, doors, stores and carrying equipment. Serga Flintvein helps preserve versions of songs associated with particular hearths, recording who supplied each account rather than combining them into one supposedly perfect telling.\n\nThe association's annual exchange includes practical demonstrations as well as recitation. A well-made latch or a sound storage vessel can receive as much careful attention as an eloquent oath. Its present strength lies in ordinary work sustained across households, while its weakness is dependence on contributions that prosperous families sometimes treat as optional.","category":"Factions","factionGroup":"Covenants & mutual aid","id":"gap-hearthkeepers","illustration":{"alt":"The Hearthkeepers’ roadside shelter","caption":"The Hearthkeepers’ roadside shelter","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/hearthkeepers-shared-road-shelter.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Hearthkeepers developed through repeated cooperation among households that maintained shelters and Oath-Hearths along traveled highland routes. They are not a new priesthood above the clans. Some are religious attendants, some experienced household stewards, and others craftspeople whose work keeps a shelter usable.\n\nKeldwatch provides a regular meeting place, but the association has no single ruler empowered to command every participating hearth. Its agreements concern stores, maintenance, records and the treatment of people whose journeys are interrupted.","heading":"A shared service","visibility":"player"},{"body":"A keeper records who made an obligation, who accepted it and what each party understood. This practical work accompanies sacred observance without claiming to replace divine judgment. A keeper can testify to spoken words and visible conduct; private intention remains harder to establish.\n\nThe association teaches attendants to distinguish a promise from a wish, a debt from a gift and a request for shelter from a claim to permanent membership. These distinctions grew from disputes in which affectionate or ceremonial language concealed incompatible expectations.","heading":"The limits of witnessing","illustration":{"alt":"Witnessing an obligation","caption":"Witnessing an obligation","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hearthkeepers-witnessed-obligation.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Shelters receive injured travelers, older relatives and people delayed by weather. Support is negotiated with their households where possible. Someone without reachable kin still requires food and care, and participating hearths maintain a modest shared provision for such cases.\n\nThe arrangement does not erase tensions over limited stores. Some keepers fear that generosity will attract demands they cannot meet. Others argue that refusing help until a person's entire history is known would defeat the purpose of a shelter. Decisions remain local, recorded and open to later criticism.","heading":"People who cannot continue","illustration":{"alt":"Care for interrupted journeys","caption":"Care for interrupted journeys","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hearthkeepers-delayed-travelers.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Runa Hearthmender's repair house trains workers who maintain benches, doors, stores and carrying equipment. Serga Flintvein helps preserve versions of songs associated with particular hearths, recording who supplied each account rather than combining them into one supposedly perfect telling.\n\nThe association's annual exchange includes practical demonstrations as well as recitation. A well-made latch or a sound storage vessel can receive as much careful attention as an eloquent oath. Its present strength lies in ordinary work sustained across households, while its weakness is dependence on contributions that prosperous families sometimes treat as optional.","heading":"Tools, songs and accounts","illustration":{"alt":"Tools and songs at the exchange","caption":"Tools and songs at the exchange","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hearthkeepers-runa-serga-exchange.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A loose association of local attendants and household stewards who maintain shelter, witness obligations and preserve records along familiar journeys.","title":"The Hearthkeepers of the Shared Road","type":"Organization","visibility":"player"},{"body":"The repair house\nRuna was raised among Keldwatch's repair households. Her mother worked hide and heavy cloth; her father maintained doors, stores and hauling equipment. Their home filled with objects whose owners needed them returned quickly, leaving little room for the leisurely invention visitors sometimes associated with craft.\n\nShe learned to identify the part that had failed before deciding what to replace. The habit shaped her later teaching: an impressive new piece could leave the original weakness untouched. As a young adult she spent several seasons working with potters at Vorn Hollow, learning how vessels failed under conditions their makers had not anticipated.\n\nWork and family\nRuna formed a household with Edran, a herder whose journeys followed the Cradle Steppes. Their work kept them apart for portions of the year. They raised two children with help from relatives and argued repeatedly about whether every good commission justified accepting another obligation.\n\nEdran later lost much of the strength in one leg after an accident. The household adapted slowly. Runa initially tried to solve every difficulty by doing more herself, while Edran resented being treated as another object awaiting repair. He eventually took responsibility for stores and apprentices' accounts, work he performed with an exactness the household had previously lacked.\n\nA recognized name\nHer Stormname, Hearthmender, was recognized after she organized the repair of several damaged shelters during a difficult season. The work involved many people, and Runa names them whenever the story is told in her presence. The achievement remains hers without becoming hers alone.\n\nShe has not completed every sacred trial, nor does she claim the authority of a clan leader. Her reputation rests on craft, judgment and the workers she has trained. Several former apprentices now maintain houses elsewhere and return with methods she did not teach them.\n\nThe later workshop\nRuna's present workshop includes benches and tools arranged for people with different reach, strength and endurance. She rejects the assumption that an injured or aging worker must either perform exactly as before or cease contributing. Changes are tested through use rather than proclaimed as a finished solution.\n\nShe and Edran remain together, less patient with ceremony and more deliberate about time spent with family. Runa is compiling repair histories of important household objects with Serga Flintvein. The records show replacement, disagreement and ordinary wear beside celebrated achievements, giving later generations a material history less polished than the songs alone.","category":"People","id":"gap-runa","identityIllustration":{"alt":"Runa Hearthmender","caption":"Runa Hearthmender","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/runa-hearthmender-craftswoman-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Runa was raised among Keldwatch's repair households. Her mother worked hide and heavy cloth; her father maintained doors, stores and hauling equipment. Their home filled with objects whose owners needed them returned quickly, leaving little room for the leisurely invention visitors sometimes associated with craft.\n\nShe learned to identify the part that had failed before deciding what to replace. The habit shaped her later teaching: an impressive new piece could leave the original weakness untouched. As a young adult she spent several seasons working with potters at Vorn Hollow, learning how vessels failed under conditions their makers had not anticipated.","heading":"The repair house","illustration":{"alt":"Runa learns what pottery failures reveal about an object’s use","caption":"Runa learns what pottery failures reveal about an object’s use","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/runa-young-adult-pottery-failure-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Runa formed a household with Edran, a herder whose journeys followed the Cradle Steppes. Their work kept them apart for portions of the year. They raised two children with help from relatives and argued repeatedly about whether every good commission justified accepting another obligation.\n\nEdran later lost much of the strength in one leg after an accident. The household adapted slowly. Runa initially tried to solve every difficulty by doing more herself, while Edran resented being treated as another object awaiting repair. He eventually took responsibility for stores and apprentices' accounts, work he performed with an exactness the household had previously lacked.","heading":"Work and family","illustration":{"alt":"Runa and Edran adapt their household through shared useful responsibilities","caption":"Runa and Edran adapt their household through shared useful responsibilities","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/runa-edran-household-adapts-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Her Stormname, Hearthmender, was recognized after she organized the repair of several damaged shelters during a difficult season. The work involved many people, and Runa names them whenever the story is told in her presence. The achievement remains hers without becoming hers alone.\n\nShe has not completed every sacred trial, nor does she claim the authority of a clan leader. Her reputation rests on craft, judgment and the workers she has trained. Several former apprentices now maintain houses elsewhere and return with methods she did not teach them.","heading":"A recognized name","illustration":{"alt":"Runa’s Hearthmender recognition comes from organizing collective shelter repairs","caption":"Runa’s Hearthmender recognition comes from organizing collective shelter repairs","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/runa-hearthmender-shared-shelter-repair-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Runa's present workshop includes benches and tools arranged for people with different reach, strength and endurance. She rejects the assumption that an injured or aging worker must either perform exactly as before or cease contributing. Changes are tested through use rather than proclaimed as a finished solution.\n\nShe and Edran remain together, less patient with ceremony and more deliberate about time spent with family. Runa is compiling repair histories of important household objects with Serga Flintvein. The records show replacement, disagreement and ordinary wear beside celebrated achievements, giving later generations a material history less polished than the songs alone.","heading":"The later workshop","illustration":{"alt":"Runa and Serga compare household repair histories with songs and working memory","caption":"Runa and Serga compare household repair histories with songs and working memory","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/runa-serga-repair-histories-compared-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A goliath craftswoman whose life’s work lies in maintaining the objects and spaces that allow others to travel, work and grow old.","title":"Runa Hearthmender","type":"Person","visibility":"player"},{"body":"A fishing household’s stories\nSerga grew up at Ulda's Shelf, hearing the relocation story told by families whose ancestors had gained and lost different things in the move. Her grandmother's account praised Ulda's foresight but also named households crowded into shared rooms while better-connected relatives secured desirable ground.\n\nAs a child, Serga assumed the differences were mistakes. Later she understood that each telling preserved a position within the event. She began recording the speaker and occasion alongside the words, discovering that a public feast and a quiet evening could produce very different versions from the same person.\n\nLearning beyond home\nShe traveled among familiar clan gatherings and highland shelters, learning songs, recitations and the interpretation of marked objects. Her teachers included religious attendants and elders with no formal title. Some welcomed her comparisons; others considered a second version an insult to the authority of the first.\n\nSerga learned to ask permission before carrying an account elsewhere. Certain household histories were shared for remembrance, not public performance. Respecting that distinction limited her collections but allowed relationships to endure beyond a single visit.\n\nThe second telling\nHer reputation grew after she recited two surviving accounts of a disputed inheritance at the same gathering. Neither proved sufficient alone. Together they revealed that an obligation remembered as a permanent grant had originally depended on work no longer being performed.\n\nThe settlement that followed was imperfect and did not make Serga an arbiter of every lineage claim. It established her usefulness as someone who could preserve disagreement without immediately choosing the most prestigious speaker. The phrase 'second telling' became associated with her practice.\n\nThe present collection\nSerga now works with the Hearthkeepers and Runa Hearthmender. Songs are compared with surviving objects, repairs, store records and the memories of people whose labor rarely enters formal praise. She keeps uncertain identifications visible and does not give unnamed ancestors convenient invented names.\n\nHer own household is small: a partner who prefers settled work, a niece apprenticed in pottery and relatives who visit with more stories than she can record. Serga spends part of each year at Ulda's Shelf. She regards returning as part of the work, since people should be able to hear what became of an account they entrusted to her and object when she has carried it badly.","category":"People","id":"gap-serga","identityIllustration":{"alt":"Serga Flintvein","caption":"Serga Flintvein","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/serga-flintvein-memorykeeper-identity.avif","visibility":"player","width":900},"links":[],"raceRelated":[],"sections":[{"body":"Serga grew up at Ulda's Shelf, hearing the relocation story told by families whose ancestors had gained and lost different things in the move. Her grandmother's account praised Ulda's foresight but also named households crowded into shared rooms while better-connected relatives secured desirable ground.\n\nAs a child, Serga assumed the differences were mistakes. Later she understood that each telling preserved a position within the event. She began recording the speaker and occasion alongside the words, discovering that a public feast and a quiet evening could produce very different versions from the same person.","heading":"A fishing household’s stories","visibility":"player"},{"body":"She traveled among familiar clan gatherings and highland shelters, learning songs, recitations and the interpretation of marked objects. Her teachers included religious attendants and elders with no formal title. Some welcomed her comparisons; others considered a second version an insult to the authority of the first.\n\nSerga learned to ask permission before carrying an account elsewhere. Certain household histories were shared for remembrance, not public performance. Respecting that distinction limited her collections but allowed relationships to endure beyond a single visit.","heading":"Learning beyond home","illustration":{"alt":"Serga asks permission before carrying a household’s account elsewhere","caption":"Serga asks permission before carrying a household’s account elsewhere","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/serga-permission-before-carrying-stories-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Her reputation grew after she recited two surviving accounts of a disputed inheritance at the same gathering. Neither proved sufficient alone. Together they revealed that an obligation remembered as a permanent grant had originally depended on work no longer being performed.\n\nThe settlement that followed was imperfect and did not make Serga an arbiter of every lineage claim. It established her usefulness as someone who could preserve disagreement without immediately choosing the most prestigious speaker. The phrase 'second telling' became associated with her practice.","heading":"The second telling","illustration":{"alt":"Serga presents two incomplete inheritance accounts to the same gathering","caption":"Serga presents two incomplete inheritance accounts to the same gathering","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/serga-two-accounts-in-one-gathering-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Serga now works with the Hearthkeepers and Runa Hearthmender. Songs are compared with surviving objects, repairs, store records and the memories of people whose labor rarely enters formal praise. She keeps uncertain identifications visible and does not give unnamed ancestors convenient invented names.\n\nHer own household is small: a partner who prefers settled work, a niece apprenticed in pottery and relatives who visit with more stories than she can record. Serga spends part of each year at Ulda's Shelf. She regards returning as part of the work, since people should be able to hear what became of an account they entrusted to her and object when she has carried it badly.","heading":"The present collection","illustration":{"alt":"Runa and Serga compare household repair histories with songs and working memory","caption":"Runa and Serga compare household repair histories with songs and working memory","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/runa-serga-repair-histories-compared-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A goliath memory-keeper who preserves disagreements within inherited stories rather than allowing the strongest voice to become the only one.","title":"Serga Flintvein, Keeper of the Second Telling","type":"Person","visibility":"player"},{"body":"From landing to city\nPultin's position on Lake Emberholm made it a gathering place for produce and materials before it became the basin's largest city. Landings, stores and processing yards expanded in stages. The older streets retain bends around former working spaces, while later building enclosed courtyards once open to loaded carts.\n\nThe city grew through the concentration of services. A grower could sell a load, replace tools, settle a debt and arrange transport without making separate journeys. Those conveniences also gave buyers the power to delay payment until a seller could no longer afford to wait.\n\nThe provision wards\nThe Provision Wards are a cluster of working neighborhoods serving food storage and distribution. Their residents sort grain, prepare fish, maintain vessels and repair containers. Wealthy households are more visible in public celebrations, but the city depends on these repeated tasks to remain fed.\n\nThe wards' common ovens operate beside private kitchens. Families pay through coin, fuel or agreed labor, and keep separate marks on their dough. Oven work gives older residents and people unable to haul cargo an important place in the local economy.\n\nThe lake and its neighbors\nPultin buys food and services from settlements around the basin without governing all of them. Honeywood's cultivated goods, Esau's fish and Reedglass's prepared materials enter a market large enough to reward specialization. That demand can also encourage producers to neglect household needs in pursuit of a profitable order.\n\nRepresentatives of smaller communities now meet buyers before the busiest seasons to discuss storage and expected loads. These meetings produce useful agreements, but an absent harvester or hired worker may still bear costs negotiated by someone else.\n\nThe present city\nPultin's public life is crowded and practical. Announcements are read at markets, household celebrations spill into shared courts and boat crews bring news from places many residents will never visit. A person can live near the lake for years while knowing it chiefly as the source of work rather than a prospect of travel.\n\nThe city's current disputes concern rents, access to landing space and who pays when essential storage must be repaired. The Provision Wards have begun keeping their own histories of maintenance contributions, giving workers a record to set beside the accounts of owners who claim to have built the city's prosperity alone.","category":"Places","id":"gap-pultin","illustration":{"alt":"Pultin landscape","caption":"Pultin landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/pultin-lake-emberholm-provision-city-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Pultin's position on Lake Emberholm made it a gathering place for produce and materials before it became the basin's largest city. Landings, stores and processing yards expanded in stages. The older streets retain bends around former working spaces, while later building enclosed courtyards once open to loaded carts.\n\nThe city grew through the concentration of services. A grower could sell a load, replace tools, settle a debt and arrange transport without making separate journeys. Those conveniences also gave buyers the power to delay payment until a seller could no longer afford to wait.","heading":"From landing to city","visibility":"player"},{"body":"The Provision Wards are a cluster of working neighborhoods serving food storage and distribution. Their residents sort grain, prepare fish, maintain vessels and repair containers. Wealthy households are more visible in public celebrations, but the city depends on these repeated tasks to remain fed.\n\nThe wards' common ovens operate beside private kitchens. Families pay through coin, fuel or agreed labor, and keep separate marks on their dough. Oven work gives older residents and people unable to haul cargo an important place in the local economy.","heading":"The provision wards","illustration":{"alt":"Common oven work in Pultin’s Provision Wards","caption":"Common oven work in Pultin’s Provision Wards","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/pultin-common-ovens-older-workers.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Pultin buys food and services from settlements around the basin without governing all of them. Honeywood's cultivated goods, Esau's fish and Reedglass's prepared materials enter a market large enough to reward specialization. That demand can also encourage producers to neglect household needs in pursuit of a profitable order.\n\nRepresentatives of smaller communities now meet buyers before the busiest seasons to discuss storage and expected loads. These meetings produce useful agreements, but an absent harvester or hired worker may still bear costs negotiated by someone else.","heading":"The lake and its neighbors","illustration":{"alt":"Discussing expected basin loads before the busy season","caption":"Discussing expected basin loads before the busy season","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/pultin-seasonal-load-storage-negotiation.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Pultin's public life is crowded and practical. Announcements are read at markets, household celebrations spill into shared courts and boat crews bring news from places many residents will never visit. A person can live near the lake for years while knowing it chiefly as the source of work rather than a prospect of travel.\n\nThe city's current disputes concern rents, access to landing space and who pays when essential storage must be repaired. The Provision Wards have begun keeping their own histories of maintenance contributions, giving workers a record to set beside the accounts of owners who claim to have built the city's prosperity alone.","heading":"The present city","illustration":{"alt":"Recording workers’ contributions to essential storage repairs","caption":"Recording workers’ contributions to essential storage repairs","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/pultin-storage-maintenance-workers-history.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The basin’s established largest city, developed through lake commerce, provision and the tension between permanent residents and the countryside supporting them.","title":"Pultin","type":"Settlement","visibility":"player"},{"body":"The garden village\nHoneywood developed beside the Honeywash through households combining cultivation with river access. Its oldest properties contain long, narrow working plots behind modest houses. Later division produced shared paths and awkward boundaries that residents know through daily use more readily than through a single tidy plan.\n\nThe village's attractive appearance comes from sustained work: trained trees, repaired banks, kept paths and flowering plants grown for practical as well as decorative purposes. Visitors see the result more often than the labor required to maintain it.\n\nWhat a household makes\nHouseholds preserve fruit, prepare sweetened foods, dry herbs and cultivate varied crops. Honey is traded and used, but the village is not a place where every family keeps bees or earns its living from one product. Carpenters, carriers, cooks and repairers support the growers.\n\nShared processing days bring several households together when a crop must be handled quickly. Equipment passes between families under remembered obligations. Lending a press or drying frame creates expectations that can outlast the season, especially when the borrower later prospers.\n\nInheritance along the bank\nAs the village grew, dividing land among descendants sometimes left plots too small to support a household. Families responded through joint ownership, marriage arrangements and the purchase of shares from relatives living elsewhere. These solutions preserved some holdings and concentrated others.\n\nThe current bank register records access to water and common paths separately from ownership of a house. It arose after a purchaser attempted to close a route used by several neighboring plots. The settlement preserved the route while compensating the owner for a narrower working area; neither side remembers the outcome as complete victory.\n\nTrade and ordinary observance\nPultin's demand supports the village's processing work, while Esau and the marsh settlements provide goods not grown locally. Families try to keep more than one buyer, though a large advance can bind a season's production before the first harvest is gathered.\n\nSeasonal meals honor work completed and relatives absent from the table. Religious practice varies by household. The village's most widely shared observance is a work gathering to repair common paths before the wettest part of the year, followed by food prepared from the previous season's stores. New residents participate through labor before anyone expects them to know every local story.","category":"Places","id":"gap-honeywood","illustration":{"alt":"Honeywood landscape","caption":"Honeywood landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/honeywood-honeywash-long-garden-plots-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Honeywood developed beside the Honeywash through households combining cultivation with river access. Its oldest properties contain long, narrow working plots behind modest houses. Later division produced shared paths and awkward boundaries that residents know through daily use more readily than through a single tidy plan.\n\nThe village's attractive appearance comes from sustained work: trained trees, repaired banks, kept paths and flowering plants grown for practical as well as decorative purposes. Visitors see the result more often than the labor required to maintain it.","heading":"The garden village","visibility":"player"},{"body":"Households preserve fruit, prepare sweetened foods, dry herbs and cultivate varied crops. Honey is traded and used, but the village is not a place where every family keeps bees or earns its living from one product. Carpenters, carriers, cooks and repairers support the growers.\n\nShared processing days bring several households together when a crop must be handled quickly. Equipment passes between families under remembered obligations. Lending a press or drying frame creates expectations that can outlast the season, especially when the borrower later prospers.","heading":"What a household makes","illustration":{"alt":"Shared preserving work with borrowed household equipment","caption":"Shared preserving work with borrowed household equipment","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/honeywood-shared-preserving-borrowed-equipment.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"As the village grew, dividing land among descendants sometimes left plots too small to support a household. Families responded through joint ownership, marriage arrangements and the purchase of shares from relatives living elsewhere. These solutions preserved some holdings and concentrated others.\n\nThe current bank register records access to water and common paths separately from ownership of a house. It arose after a purchaser attempted to close a route used by several neighboring plots. The settlement preserved the route while compensating the owner for a narrower working area; neither side remembers the outcome as complete victory.","heading":"Inheritance along the bank","illustration":{"alt":"Keeping a shared bank route open between divided plots","caption":"Keeping a shared bank route open between divided plots","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/honeywood-common-bank-route-preserved.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Pultin's demand supports the village's processing work, while Esau and the marsh settlements provide goods not grown locally. Families try to keep more than one buyer, though a large advance can bind a season's production before the first harvest is gathered.\n\nSeasonal meals honor work completed and relatives absent from the table. Religious practice varies by household. The village's most widely shared observance is a work gathering to repair common paths before the wettest part of the year, followed by food prepared from the previous season's stores. New residents participate through labor before anyone expects them to know every local story.","heading":"Trade and ordinary observance","illustration":{"alt":"Repairing Honeywood’s common paths before the wet season","caption":"Repairing Honeywood’s common paths before the wet season","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/honeywood-wet-season-common-path-work.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The established river village’s history of cultivation, household processing and inheritance along worked banks.","title":"Honeywood","type":"Settlement","visibility":"player"},{"body":"A working threshold\nEsau occupies the established place where the Honeywash enters the swamp. The change in surroundings made local knowledge commercially important. Crews arriving with confidence in one stretch of water often needed different handling, equipment or guidance before continuing.\n\nThe settlement grew around fishing households and landing places where loads could be divided into smaller portions. Stores stand on raised foundations, and much of the usable shore remains working space. A fine view is less valuable here than a place where a wet load can be secured without obstructing everyone else.\n\nFish and preservation\nFresh fish feeds local households and nearby buyers. Other catch is preserved for longer journeys, with methods chosen according to season, fuel and expected delay. Processing employs people who do not work aboard boats, making the fishery a network of household occupations rather than the achievement of crews alone.\n\nThe common drying yard separates household food from commercial loads. That distinction became important after buyers repeatedly purchased goods families had expected to retain for their own lean season. Present agreements specify what is offered for sale instead of assuming everything visible in a yard is available.\n\nThe handover books\nCargo transferred at Esau is checked by the delivering and receiving parties together. A short handover record names the load's condition, missing pieces and the person responsible for onward carriage. The practice developed after disputes in which each carrier blamed damage on the previous stage.\n\nIt does not prevent every fraud. Some workers cannot read the document they are asked to mark, and a hurried transfer can conceal a bad bargain. A small group of independent readers earns modest fees explaining records aloud to people who need a witness outside the buyer's household.\n\nEsau today\nRelations with Lower Bell and other marsh communities depend on repeated work rather than on the assumption that river folk and wetland residents are interchangeable. Guides are hired for knowledge of particular places. A skilled Esau boat handler may still defer to someone who knows a difficult marsh passage.\n\nThe village's younger workers increasingly seek a share in storage and processing businesses instead of remaining hired hands. Older owners describe this as impatience; younger households point out how long they have already worked. The argument is altering inheritance plans and partnerships without yet producing a single settlement accepted by all.","category":"Places","id":"gap-esau","illustration":{"alt":"Esau landscape","caption":"Esau landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/esau-honeywash-swamp-transfer-landings-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Esau occupies the established place where the Honeywash enters the swamp. The change in surroundings made local knowledge commercially important. Crews arriving with confidence in one stretch of water often needed different handling, equipment or guidance before continuing.\n\nThe settlement grew around fishing households and landing places where loads could be divided into smaller portions. Stores stand on raised foundations, and much of the usable shore remains working space. A fine view is less valuable here than a place where a wet load can be secured without obstructing everyone else.","heading":"A working threshold","visibility":"player"},{"body":"Fresh fish feeds local households and nearby buyers. Other catch is preserved for longer journeys, with methods chosen according to season, fuel and expected delay. Processing employs people who do not work aboard boats, making the fishery a network of household occupations rather than the achievement of crews alone.\n\nThe common drying yard separates household food from commercial loads. That distinction became important after buyers repeatedly purchased goods families had expected to retain for their own lean season. Present agreements specify what is offered for sale instead of assuming everything visible in a yard is available.","heading":"Fish and preservation","illustration":{"alt":"Separating household food from commercial fish loads","caption":"Separating household food from commercial fish loads","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/esau-household-food-separated-from-sales.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Cargo transferred at Esau is checked by the delivering and receiving parties together. A short handover record names the load's condition, missing pieces and the person responsible for onward carriage. The practice developed after disputes in which each carrier blamed damage on the previous stage.\n\nIt does not prevent every fraud. Some workers cannot read the document they are asked to mark, and a hurried transfer can conceal a bad bargain. A small group of independent readers earns modest fees explaining records aloud to people who need a witness outside the buyer's household.","heading":"The handover books","illustration":{"alt":"An independent reader explaining an Esau handover record","caption":"An independent reader explaining an Esau handover record","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/esau-independent-reader-handover-check.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Relations with Lower Bell and other marsh communities depend on repeated work rather than on the assumption that river folk and wetland residents are interchangeable. Guides are hired for knowledge of particular places. A skilled Esau boat handler may still defer to someone who knows a difficult marsh passage.\n\nThe village's younger workers increasingly seek a share in storage and processing businesses instead of remaining hired hands. Older owners describe this as impatience; younger households point out how long they have already worked. The argument is altering inheritance plans and partnerships without yet producing a single settlement accepted by all.","heading":"Esau today","illustration":{"alt":"Workers discussing a share in Esau’s storage business","caption":"Workers discussing a share in Esau’s storage business","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/esau-younger-workers-storage-partnership.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"At the Honeywash’s entrance to the marsh, fishing and the transfer of cargo have shaped a community accustomed to different kinds of journeys meeting.","title":"Esau","type":"Settlement","visibility":"player"},{"body":"The permanent workrooms\nHester's households gathered where access to useful plants could be combined with comparatively dependable working space. Gatherers brought material from different environments; permanent workrooms allowed it to be sorted and prepared before losing value. The village's reputation grew through consistency rather than one miraculous discovery.\n\nRooms are arranged for distinct tasks. Dry stores, washing areas and finished goods are kept apart, and apprentices learn the reasons for the separation before being trusted with valuable material. A household that neglects ordinary care can damage its standing more quickly than an impressive name can restore it.\n\nKnowledge and responsibility\nPractitioners keep records of what was prepared, where the material came from and what result was reported. They distinguish observed benefit from a customer's expectation. Hester contains disagreements and mistaken judgments; its reputation does not make every practitioner reliable.\n\nThe village's review gatherings began after several households sold inconsistent preparations under similar names. The resulting agreements established clearer descriptions and required a maker's mark. They did not create a universal medical authority over the basin, and outside practitioners remain free to dispute Hester's conclusions.\n\nGatherers and buyers\nReedglass handles part of the cleaning, drying and packing on which Hester depends. That relationship gives herbalists access to larger supplies while placing some crucial work beyond their own walls. Belra Sedge's inspection practices are valued here because poor handling can be mistaken for poor gathering.\n\nThe most difficult commercial disputes concern scarcity. A valuable plant can bring immediate income to a gathering household and disappear from a familiar place if buyers reward quantity without restraint. Hester's better-established workshops support managed gathering agreements, though not every purchaser accepts the resulting limits.\n\nThe life around the profession\nThe village also contains ordinary gardens, kitchens, repair shops and children uninterested in inheriting the work. Apprentices arrive through kinship, paid agreements and sponsorship; some leave for Pultin or other settlements once trained.\n\nCurrent debate concerns who can afford that training. A household dependent on an apprentice's unpaid labor may resist shorter terms, while talented workers without family support struggle to remain. Several makers now share the cost of a common beginner's course, creating an entry into the profession without promising that every student will become a master.","category":"Places","id":"gap-hester","illustration":{"alt":"Hester landscape","caption":"Hester landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/hester-herbalists-separated-workrooms-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Hester's households gathered where access to useful plants could be combined with comparatively dependable working space. Gatherers brought material from different environments; permanent workrooms allowed it to be sorted and prepared before losing value. The village's reputation grew through consistency rather than one miraculous discovery.\n\nRooms are arranged for distinct tasks. Dry stores, washing areas and finished goods are kept apart, and apprentices learn the reasons for the separation before being trusted with valuable material. A household that neglects ordinary care can damage its standing more quickly than an impressive name can restore it.","heading":"The permanent workrooms","visibility":"player"},{"body":"Practitioners keep records of what was prepared, where the material came from and what result was reported. They distinguish observed benefit from a customer's expectation. Hester contains disagreements and mistaken judgments; its reputation does not make every practitioner reliable.\n\nThe village's review gatherings began after several households sold inconsistent preparations under similar names. The resulting agreements established clearer descriptions and required a maker's mark. They did not create a universal medical authority over the basin, and outside practitioners remain free to dispute Hester's conclusions.","heading":"Knowledge and responsibility","illustration":{"alt":"Comparing preparations at a Hester review gathering","caption":"Comparing preparations at a Hester review gathering","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hester-review-inconsistent-preparations.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Reedglass handles part of the cleaning, drying and packing on which Hester depends. That relationship gives herbalists access to larger supplies while placing some crucial work beyond their own walls. Belra Sedge's inspection practices are valued here because poor handling can be mistaken for poor gathering.\n\nThe most difficult commercial disputes concern scarcity. A valuable plant can bring immediate income to a gathering household and disappear from a familiar place if buyers reward quantity without restraint. Hester's better-established workshops support managed gathering agreements, though not every purchaser accepts the resulting limits.","heading":"Gatherers and buyers","illustration":{"alt":"Agreeing which gathered material should remain for another season","caption":"Agreeing which gathered material should remain for another season","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hester-managed-gathering-restraint.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The village also contains ordinary gardens, kitchens, repair shops and children uninterested in inheriting the work. Apprentices arrive through kinship, paid agreements and sponsorship; some leave for Pultin or other settlements once trained.\n\nCurrent debate concerns who can afford that training. A household dependent on an apprentice's unpaid labor may resist shorter terms, while talented workers without family support struggle to remain. Several makers now share the cost of a common beginner's course, creating an entry into the profession without promising that every student will become a master.","heading":"The life around the profession","illustration":{"alt":"A shared beginner’s course in Hester’s practical work","caption":"A shared beginner’s course in Hester’s practical work","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/hester-common-beginners-course.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The established herbalists’ village developed a professional culture around preparation, careful records and the limits of what a remedy can promise.","title":"Hester","type":"Settlement","visibility":"player"},{"body":"Building on uncertain work\nRikkets expanded where coastal labor and marsh journeys met. Fishing, repairs, recovered materials and irregular cargo provided income without the dependable institutions of a larger city. Houses were built as households could afford them, often incorporating timber and fittings with earlier lives elsewhere.\n\nThe settlement's rough reputation is partly earned. Buyers exploit urgent need, disputes can become violent and some goods arrive with owners no one wishes to identify. It is also a convenient excuse for outsiders to pay honest workers less while claiming that everyone in Rikkets must already be a criminal.\n\nThe salvage yards\nYards sort recovered material by condition and likely use. Sound pieces are valuable; damaged material still supplies fuel, patches and small fittings. The work requires judgment about what can safely be reused. A dishonest seller can make a dangerous piece look respectable long enough to leave town.\n\nSeveral established repairers now mark work they are willing to guarantee. Their mark does not certify the history of every component, but it gives a buyer someone to hold responsible for the finished job. Less careful sellers resent the comparison.\n\nA death and a collection\nA past yard collapse killed three workers and injured several others. The owner lacked the means to support their households, and a collection among neighboring yards became the beginning of a shared injury provision. Contributions are small and frequently disputed, but the arrangement has survived changes of ownership.\n\nThe deaths are remembered on a beam kept above the common repair shelter. The inscription names the workers and their trades, not only the benefactors who later contributed money. Families insisted on that wording when the memorial was made.\n\nPresent divisions\nRikkets has residents who want more formal trade, others who profit from ambiguity and many who move between legitimate and illicit work according to opportunity. No single criminal faction is declared to own the settlement merely because the coast is rough.\n\nRelations with Downwater and Esau concern food, transport and access to buyers. Young workers often leave for steadier employment, then return with tools or relatives when a household needs them. The settlement's continuity rests on these imperfect ties as much as on the yards that dominate its public appearance.","category":"Places","id":"gap-rikkets","illustration":{"alt":"Rikkets landscape","caption":"Rikkets landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/rikkets-eastern-marsh-coast-salvage-houses-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Rikkets expanded where coastal labor and marsh journeys met. Fishing, repairs, recovered materials and irregular cargo provided income without the dependable institutions of a larger city. Houses were built as households could afford them, often incorporating timber and fittings with earlier lives elsewhere.\n\nThe settlement's rough reputation is partly earned. Buyers exploit urgent need, disputes can become violent and some goods arrive with owners no one wishes to identify. It is also a convenient excuse for outsiders to pay honest workers less while claiming that everyone in Rikkets must already be a criminal.","heading":"Building on uncertain work","visibility":"player"},{"body":"Yards sort recovered material by condition and likely use. Sound pieces are valuable; damaged material still supplies fuel, patches and small fittings. The work requires judgment about what can safely be reused. A dishonest seller can make a dangerous piece look respectable long enough to leave town.\n\nSeveral established repairers now mark work they are willing to guarantee. Their mark does not certify the history of every component, but it gives a buyer someone to hold responsible for the finished job. Less careful sellers resent the comparison.","heading":"The salvage yards","illustration":{"alt":"Judging recovered material before a Rikkets repair","caption":"Judging recovered material before a Rikkets repair","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/rikkets-safe-reuse-finished-repair.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"A past yard collapse killed three workers and injured several others. The owner lacked the means to support their households, and a collection among neighboring yards became the beginning of a shared injury provision. Contributions are small and frequently disputed, but the arrangement has survived changes of ownership.\n\nThe deaths are remembered on a beam kept above the common repair shelter. The inscription names the workers and their trades, not only the benefactors who later contributed money. Families insisted on that wording when the memorial was made.","heading":"A death and a collection","illustration":{"alt":"Contributing to the shared injury provision under the memorial beam","caption":"Contributing to the shared injury provision under the memorial beam","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/rikkets-common-shelter-injury-contributions.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Rikkets has residents who want more formal trade, others who profit from ambiguity and many who move between legitimate and illicit work according to opportunity. No single criminal faction is declared to own the settlement merely because the coast is rough.\n\nRelations with Downwater and Esau concern food, transport and access to buyers. Young workers often leave for steadier employment, then return with tools or relatives when a household needs them. The settlement's continuity rests on these imperfect ties as much as on the yards that dominate its public appearance.","heading":"Present divisions","illustration":{"alt":"A returning worker bringing tools back to a Rikkets household","caption":"A returning worker bringing tools back to a Rikkets household","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/rikkets-returning-worker-tools-household.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The established coastal settlement grew through salvage, repair and precarious commerce, with a reputation that hides distinctions among its residents.","title":"Rikkets","type":"Settlement","visibility":"player"},{"body":"A settlement of returns\nDownwater's households grew around places where trappers returned to prepare goods, repair equipment and wait out poor conditions. Permanent stores allowed families to remain together while working parties ranged through familiar parts of the marsh. The village became more than a seasonal camp without losing its dependence on movement.\n\nBuildings stand above ordinary wet ground, linked by narrow working paths. Storage is divided among households because one fire, collapse or infestation can otherwise destroy the result of many journeys. Repairs occupy a large part of settled life.\n\nThe preparation houses\nGoods acquire much of their value after they are brought home. Cleaning, drying, preserving and sorting employ relatives who may never accompany the trappers. Household accounts have increasingly begun to record that work rather than assigning the whole return to the person who made the catch.\n\nThe change has altered some inheritance arrangements. A family business once described as belonging to one celebrated trapper may depend on several people's skills and on equipment bought through shared income. Disputes over ownership often become disputes over whose work was remembered.\n\nGrounds and restraint\nExperienced residents keep track of places that have been heavily used and areas left to recover. Agreements between neighboring households reduce conflict, but they are not a perfect system. A poor season or an attractive price can tempt workers to take more than they would otherwise judge wise.\n\nThe village's present practice of discussing expected yields before a working season began after several households independently exhausted the same accessible grounds. Recovery required reduced use and income from other work. The episode remains a practical history, not evidence that the marsh will always repair damage quickly.\n\nThe wider basin\nDownwater sells through coastal and river communities, including Rikkets and Esau. Buyers sometimes pay more for a dramatic story about danger than for careful preparation, encouraging exaggeration that experienced residents find tiresome. Reliable knowledge of the marsh is harder to sell than a tale of what supposedly lurks in it.\n\nYounger households seek more direct relationships with Hester and Pultin. Established intermediaries argue that they absorb risks the producers overlook. Both claims can be true, and the resulting negotiations are changing how much of a finished good's value remains in the village that first supplied it.","category":"Places","id":"gap-downwater","illustration":{"alt":"Downwater landscape","caption":"Downwater landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/downwater-southern-marsh-preparation-households-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Downwater's households grew around places where trappers returned to prepare goods, repair equipment and wait out poor conditions. Permanent stores allowed families to remain together while working parties ranged through familiar parts of the marsh. The village became more than a seasonal camp without losing its dependence on movement.\n\nBuildings stand above ordinary wet ground, linked by narrow working paths. Storage is divided among households because one fire, collapse or infestation can otherwise destroy the result of many journeys. Repairs occupy a large part of settled life.","heading":"A settlement of returns","visibility":"player"},{"body":"Goods acquire much of their value after they are brought home. Cleaning, drying, preserving and sorting employ relatives who may never accompany the trappers. Household accounts have increasingly begun to record that work rather than assigning the whole return to the person who made the catch.\n\nThe change has altered some inheritance arrangements. A family business once described as belonging to one celebrated trapper may depend on several people's skills and on equipment bought through shared income. Disputes over ownership often become disputes over whose work was remembered.","heading":"The preparation houses","illustration":{"alt":"Recognizing the household work behind Downwater’s finished goods","caption":"Recognizing the household work behind Downwater’s finished goods","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/downwater-household-processing-recognized.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Experienced residents keep track of places that have been heavily used and areas left to recover. Agreements between neighboring households reduce conflict, but they are not a perfect system. A poor season or an attractive price can tempt workers to take more than they would otherwise judge wise.\n\nThe village's present practice of discussing expected yields before a working season began after several households independently exhausted the same accessible grounds. Recovery required reduced use and income from other work. The episode remains a practical history, not evidence that the marsh will always repair damage quickly.","heading":"Grounds and restraint","illustration":{"alt":"Comparing expected yields before a Downwater working season","caption":"Comparing expected yields before a Downwater working season","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/downwater-preseason-yield-restraint-discussion.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Downwater sells through coastal and river communities, including Rikkets and Esau. Buyers sometimes pay more for a dramatic story about danger than for careful preparation, encouraging exaggeration that experienced residents find tiresome. Reliable knowledge of the marsh is harder to sell than a tale of what supposedly lurks in it.\n\nYounger households seek more direct relationships with Hester and Pultin. Established intermediaries argue that they absorb risks the producers overlook. Both claims can be true, and the resulting negotiations are changing how much of a finished good's value remains in the village that first supplied it.","heading":"The wider basin","illustration":{"alt":"Negotiating the value of carefully prepared Downwater goods","caption":"Negotiating the value of carefully prepared Downwater goods","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/downwater-finished-goods-direct-buyer-talk.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"The established marsh village’s working history follows harvesting grounds, household processing and the changing value of local knowledge.","title":"Downwater","type":"Settlement","visibility":"player"},{"body":"Learning under authority\nThe Ascendancy's control of arcane research requires more workers than its seven archmages can personally train. The Working Schools are a network of supervised teaching rooms, laboratories and technical workshops attached to that authority. They prepare assistants, maintainers, copyists and specialist practitioners as well as a smaller number of advanced researchers.\n\nAdmission follows several routes: family sponsorship, a patron's recommendation, demonstrated talent or employment in an affiliated workshop. These routes are unequal. A promising applicant without support may be offered terms that bind future work long before they understand its value.\n\nThe useful curriculum\nInstruction emphasizes repeatable work, safe maintenance and obedience to the limits of a commission. Students learn how to keep an apparatus functioning, record a failed experiment and distinguish an authorized alteration from a private improvement. Enchanted fittings and constructs require mundane care as well as magical understanding.\n\nThe schools reflect the established archmages' specialties without making every student a personal disciple. A worker maintaining a ward does not necessarily know the wider defensive plan, and an assistant handling an antiquity may never see the decision governing its use.\n\nThe ownership of a result\nResearch agreements specify who may publish, reproduce or sell a result. Credit can be divided among the person who conceived a method, the patron who paid for it and the institution that supplied equipment. In practice, the least powerful contributor often has the weakest claim.\n\nA completed dispute known locally as the Copper Index Case changed recordkeeping in several workshops. Assistants demonstrated that their work had been omitted from a profitable design's history. They received limited credit and payment, while the institution retained control of the design. Subsequent records became more detailed without making the system equal.\n\nThe lives around the benches\nStudents lodge in crowded rooms, form friendships across specialties and learn which questions can be asked safely in public. Some worship privately despite the city's disdain for religion. Others share the rulers' contempt and regard faith as an obstacle to advancement.\n\nGraduates move into house workshops, civic maintenance and the schools themselves. Those who leave remain bound by particular agreements rather than one universal prohibition on knowledge. Lornmarket's makers sometimes employ former assistants for narrow technical work, creating a modest exchange between powerful institutions and households trying to remain independent of them.","category":"Factions","factionGroup":"Learning & stewardship","id":"gap-ascendancy-work","illustration":{"alt":"Work in the Ascendancy’s schools","caption":"Work in the Ascendancy’s schools","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/working-schools-supervised-maintenance.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Ascendancy's control of arcane research requires more workers than its seven archmages can personally train. The Working Schools are a network of supervised teaching rooms, laboratories and technical workshops attached to that authority. They prepare assistants, maintainers, copyists and specialist practitioners as well as a smaller number of advanced researchers.\n\nAdmission follows several routes: family sponsorship, a patron's recommendation, demonstrated talent or employment in an affiliated workshop. These routes are unequal. A promising applicant without support may be offered terms that bind future work long before they understand its value.","heading":"Learning under authority","visibility":"player"},{"body":"Instruction emphasizes repeatable work, safe maintenance and obedience to the limits of a commission. Students learn how to keep an apparatus functioning, record a failed experiment and distinguish an authorized alteration from a private improvement. Enchanted fittings and constructs require mundane care as well as magical understanding.\n\nThe schools reflect the established archmages' specialties without making every student a personal disciple. A worker maintaining a ward does not necessarily know the wider defensive plan, and an assistant handling an antiquity may never see the decision governing its use.","heading":"The useful curriculum","illustration":{"alt":"Learning repeatable maintenance","caption":"Learning repeatable maintenance","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/working-schools-ward-maintenance.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Research agreements specify who may publish, reproduce or sell a result. Credit can be divided among the person who conceived a method, the patron who paid for it and the institution that supplied equipment. In practice, the least powerful contributor often has the weakest claim.\n\nA completed dispute known locally as the Copper Index Case changed recordkeeping in several workshops. Assistants demonstrated that their work had been omitted from a profitable design's history. They received limited credit and payment, while the institution retained control of the design. Subsequent records became more detailed without making the system equal.","heading":"The ownership of a result","illustration":{"alt":"The Copper Index Case","caption":"The Copper Index Case","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/working-schools-copper-index-credit.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Students lodge in crowded rooms, form friendships across specialties and learn which questions can be asked safely in public. Some worship privately despite the city's disdain for religion. Others share the rulers' contempt and regard faith as an obstacle to advancement.\n\nGraduates move into house workshops, civic maintenance and the schools themselves. Those who leave remain bound by particular agreements rather than one universal prohibition on knowledge. Lornmarket's makers sometimes employ former assistants for narrow technical work, creating a modest exchange between powerful institutions and households trying to remain independent of them.","heading":"The lives around the benches","illustration":{"alt":"The lives behind the benches","caption":"The lives behind the benches","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/working-schools-crowded-lodgings.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Supervised schools and workshops beneath Eman’s seven archmages, where useful knowledge, patronage and control develop together.","title":"The Ascendancy’s Working Schools","type":"Organization","visibility":"player"},{"body":"A name already in use\nIvran grew up in a lesser branch of House Varkas. The family name brought introductions and expectations, but not command of a fleet or a place beside Lord Nivlan. His parents supervised stores and correspondence. They taught him that a relative could embarrass the house through carelessness long before gaining enough authority to change its decisions.\n\nHe learned accounts and cargo descriptions before being sent to work with an experienced factor. The apprenticeship was privileged compared with that of an unrelated laborer, yet it involved long periods of ordinary inspection, copying and waiting for decisions made elsewhere.\n\nThe disputed loss\nIvran's first independent responsibility ended with a damaged cargo and conflicting reports about when the damage occurred. He initially accepted the senior carrier's explanation, then discovered that workers' earlier warnings had been omitted from the formal account. Correcting it angered a useful commercial partner.\n\nThe house paid part of the loss and removed Ivran from the most desirable work for a time. He was not disowned or celebrated as a reformer. The episode taught him that accurate information could be valuable to the institution and inconvenient to the people currently managing it.\n\nA working household\nIvran formed a household with Sella, a Kovard maker of storage fittings from outside the High Families. Their relatives disagreed about the match's practical advantages. Sella retained her workshop rather than allowing it to become an ornamental occupation financed by the marriage.\n\nTheir home receives younger relatives seeking advice, workers pursuing unpaid claims and occasional visitors hoping that familiarity will produce an introduction. Ivran has learned to state what he can actually influence. Sella is less patient with people who mistake his surname for unlimited power.\n\nPresent standing\nHe now manages a group of contracts linking Eman's stores with independent makers and carriers. His work brings him into contact with Lornmarket and the Saltthread Houses. He remains loyal to the family institution while disputing particular methods within it, a position that satisfies neither its harshest critics nor its most complacent members.\n\nIvran's life is one Kovard experience shaped by class, household and employment. The manners of House Varkas do not define all Kovard communities. Among less prosperous Kovard workers, his surname can provoke resentment as readily as familiarity; a shared ancestry does not cancel the difference in their circumstances.","category":"People","id":"gap-ivran","identityIllustration":{"alt":"Ivran Varkas","caption":"Ivran Varkas","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/ivran-varkas-factor-identity.avif","visibility":"player","width":900},"links":["race-kovard","org-house-varkas","63904922-f75a-418e-9b27-b0a6e545fb27"],"raceRelated":[],"sections":[{"body":"Ivran grew up in a lesser branch of House Varkas. The family name brought introductions and expectations, but not command of a fleet or a place beside Lord Nivlan. His parents supervised stores and correspondence. They taught him that a relative could embarrass the house through carelessness long before gaining enough authority to change its decisions.\n\nHe learned accounts and cargo descriptions before being sent to work with an experienced factor. The apprenticeship was privileged compared with that of an unrelated laborer, yet it involved long periods of ordinary inspection, copying and waiting for decisions made elsewhere.","heading":"A name already in use","visibility":"player"},{"body":"Ivran's first independent responsibility ended with a damaged cargo and conflicting reports about when the damage occurred. He initially accepted the senior carrier's explanation, then discovered that workers' earlier warnings had been omitted from the formal account. Correcting it angered a useful commercial partner.\n\nThe house paid part of the loss and removed Ivran from the most desirable work for a time. He was not disowned or celebrated as a reformer. The episode taught him that accurate information could be valuable to the institution and inconvenient to the people currently managing it.","heading":"The disputed loss","illustration":{"alt":"Ivran restores omitted worker warnings to a damaged-cargo account","caption":"Ivran restores omitted worker warnings to a damaged-cargo account","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ivran-corrects-damaged-cargo-record-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Ivran formed a household with Sella, a Kovard maker of storage fittings from outside the High Families. Their relatives disagreed about the match's practical advantages. Sella retained her workshop rather than allowing it to become an ornamental occupation financed by the marriage.\n\nTheir home receives younger relatives seeking advice, workers pursuing unpaid claims and occasional visitors hoping that familiarity will produce an introduction. Ivran has learned to state what he can actually influence. Sella is less patient with people who mistake his surname for unlimited power.","heading":"A working household","illustration":{"alt":"Ivran and Sella maintain a practical household with limits to influence","caption":"Ivran and Sella maintain a practical household with limits to influence","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ivran-sella-working-household-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"He now manages a group of contracts linking Eman's stores with independent makers and carriers. His work brings him into contact with Lornmarket and the Saltthread Houses. He remains loyal to the family institution while disputing particular methods within it, a position that satisfies neither its harshest critics nor its most complacent members.\n\nIvran's life is one Kovard experience shaped by class, household and employment. The manners of House Varkas do not define all Kovard communities. Among less prosperous Kovard workers, his surname can provoke resentment as readily as familiarity; a shared ancestry does not cancel the difference in their circumstances.","heading":"Present standing","illustration":{"alt":"Ivran negotiates ordinary contracts without commanding the maritime house","caption":"Ivran negotiates ordinary contracts without commanding the maritime house","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/ivran-contracts-amid-class-distance-v1.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A Kovard member of Eman’s established maritime house whose career exposes the distance between belonging to a powerful family and directing it.","title":"Ivran Varkas, the Factor Without a Seat","type":"Person","visibility":"player","relationshipVisibility":{"race-kovard":"player","org-house-varkas":"player","63904922-f75a-418e-9b27-b0a6e545fb27":"player"}},{"body":"Rooms before a neighborhood\nThe Anvil Rooms began as rented accommodation for workers and visitors drawn to Georgetown's Sanctum of the Anvil. Some came from Fastenbard with introductions through Blackanvil connections; others arrived independently. Extended stays turned temporary lodging into households, and nearby shops adapted to a permanent clientele.\n\nThe name describes a network of courts and buildings rather than a new official district. It overlaps the city's ordinary streets and institutions. Residents remain part of Georgetown, not citizens of a separate dwarven enclave.\n\nMore than one trade\nMetalworkers are prominent, but the community also contains cooks, bookkeepers, teachers, carriers and people employed in businesses with no direct connection to the Sanctum. Household economies often combine several kinds of work. A celebrated artisan may rely on income earned by a relative whose occupation attracts less admiration.\n\nThe rooms' repair associations maintain shared stairs, drains and cooking spaces. These mundane arrangements have become important points of contact with neighboring households of other peoples. A roof leak does not respect the distinction between a culturally distinctive court and the building beside it.\n\nFaith and family memory\nThe Sanctum's established worship of Thardrum provides a shared place for observance and public celebration. Some residents attend regularly; others participate chiefly through family occasions. The Blackanvil legacy is honored without making every dwarf a member of that clan.\n\nHouseholds preserve objects brought from earlier homes: tools, vessels, documents and modest keepsakes whose significance is not apparent to a visitor. During the Night of Repaired Things, families display an object that has been mended and tell the history of its use. The gathering began locally and is not a universal dwarven holy day.\n\nThe new generation\nResidents born in Georgetown sometimes know distant ancestral places chiefly through stories. Their accents, friendships and ambitions are shaped by the city around them. Older relatives can mistake that familiarity for a loss of identity, while younger people resent being asked to perform a homeland they have never seen.\n\nThe community's teachers now include local history beside family chronicles. The Account of the Broken Stairs, a completed neighborhood dispute, is taught alongside older achievements because it concerns the houses children actually inhabit. Belonging is maintained through work and relationship as well as remembrance.","category":"Places","id":"gap-anvil-rooms","illustration":{"alt":"The Anvil Rooms of Georgetown landscape","caption":"The Anvil Rooms of Georgetown landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/anvil-rooms-georgetown-neighborhood-courts-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"The Anvil Rooms began as rented accommodation for workers and visitors drawn to Georgetown's Sanctum of the Anvil. Some came from Fastenbard with introductions through Blackanvil connections; others arrived independently. Extended stays turned temporary lodging into households, and nearby shops adapted to a permanent clientele.\n\nThe name describes a network of courts and buildings rather than a new official district. It overlaps the city's ordinary streets and institutions. Residents remain part of Georgetown, not citizens of a separate dwarven enclave.","heading":"Rooms before a neighborhood","visibility":"player"},{"body":"Metalworkers are prominent, but the community also contains cooks, bookkeepers, teachers, carriers and people employed in businesses with no direct connection to the Sanctum. Household economies often combine several kinds of work. A celebrated artisan may rely on income earned by a relative whose occupation attracts less admiration.\n\nThe rooms' repair associations maintain shared stairs, drains and cooking spaces. These mundane arrangements have become important points of contact with neighboring households of other peoples. A roof leak does not respect the distinction between a culturally distinctive court and the building beside it.","heading":"More than one trade","illustration":{"alt":"The varied work supporting an Anvil Rooms household","caption":"The varied work supporting an Anvil Rooms household","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/anvil-rooms-household-mixed-livelihoods.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Sanctum's established worship of Thardrum provides a shared place for observance and public celebration. Some residents attend regularly; others participate chiefly through family occasions. The Blackanvil legacy is honored without making every dwarf a member of that clan.\n\nHouseholds preserve objects brought from earlier homes: tools, vessels, documents and modest keepsakes whose significance is not apparent to a visitor. During the Night of Repaired Things, families display an object that has been mended and tell the history of its use. The gathering began locally and is not a universal dwarven holy day.","heading":"Faith and family memory","illustration":{"alt":"Telling a mended vessel’s history during the Night of Repaired Things","caption":"Telling a mended vessel’s history during the Night of Repaired Things","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/anvil-rooms-night-repaired-things-vessel.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Residents born in Georgetown sometimes know distant ancestral places chiefly through stories. Their accents, friendships and ambitions are shaped by the city around them. Older relatives can mistake that familiarity for a loss of identity, while younger people resent being asked to perform a homeland they have never seen.\n\nThe community's teachers now include local history beside family chronicles. The Account of the Broken Stairs, a completed neighborhood dispute, is taught alongside older achievements because it concerns the houses children actually inhabit. Belonging is maintained through work and relationship as well as remembrance.","heading":"The new generation","illustration":{"alt":"Learning Georgetown neighborhood history beside the repaired stairs","caption":"Learning Georgetown neighborhood history beside the repaired stairs","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/anvil-rooms-broken-stairs-local-history.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A dwarven neighborhood network around the established Sanctum, sustained by lodging, craft, worship and lives that do not all revolve around a forge.","title":"The Anvil Rooms of Georgetown","type":"Location","visibility":"player"},{"body":"A failure everyone had seen\nThe stairs serving several crowded lodging buildings near the Sanctum had been repaired repeatedly without addressing damaged supports. Tenants reported the movement underfoot; owners argued over which property should pay for work benefiting the whole passage. A section finally collapsed during an ordinary morning, injuring residents and cutting off access to upper rooms.\n\nNo single hidden enemy caused the failure. The danger persisted because responsibility had been divided in ways that made delay profitable and decisive repair difficult.\n\nTemporary shelter\nNeighboring households took in displaced residents. Workshops stored possessions, kitchens prepared additional meals and several religious attendants helped coordinate assistance. The effort included dwarves and other residents, many of whom already shared work or family ties.\n\nTemporary shelter became strained as repairs were delayed. Hosts bore costs while owners debated liability, and the initial language of communal generosity began to conceal an unequal burden. A group of tenants therefore recorded expenses, lost wages and the names of those providing rooms.\n\nThe settlement\nThe resulting account made the dispute harder to dismiss as a quarrel about one damaged structure. Owners agreed to a shared maintenance fund for the affected passage and to named responsibility for inspection and repair. Tenants gained access to the fund's records but did not acquire ownership of the buildings.\n\nCompensation was incomplete. Some residents moved away before receiving payment, and several borrowed heavily during the interruption. The settlement improved the buildings without restoring every household to its previous position.\n\nA neighborhood record\nCopies of the account remain in the Anvil Rooms. Its importance lies in the range of people it names: injured residents, temporary hosts, repairers, lenders and owners. Later family stories can be compared with a record of who performed work and who paid for it.\n\nThe event did not change all Georgetown housing law or elevate its organizers into national figures. It established a durable local practice of recording common obligations before another failure made them impossible to ignore. Similar buildings elsewhere remain governed by different arrangements.","category":"History","id":"gap-broken-stairs","links":[],"raceRelated":[],"sections":[{"body":"The stairs serving several crowded lodging buildings near the Sanctum had been repaired repeatedly without addressing damaged supports. Tenants reported the movement underfoot; owners argued over which property should pay for work benefiting the whole passage. A section finally collapsed during an ordinary morning, injuring residents and cutting off access to upper rooms.\n\nNo single hidden enemy caused the failure. The danger persisted because responsibility had been divided in ways that made delay profitable and decisive repair difficult.","heading":"A failure everyone had seen","illustration":{"alt":"The collapse of a shared lodging stair","caption":"The collapse of a shared lodging stair","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/broken-stairs-visible-failure-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Neighboring households took in displaced residents. Workshops stored possessions, kitchens prepared additional meals and several religious attendants helped coordinate assistance. The effort included dwarves and other residents, many of whom already shared work or family ties.\n\nTemporary shelter became strained as repairs were delayed. Hosts bore costs while owners debated liability, and the initial language of communal generosity began to conceal an unequal burden. A group of tenants therefore recorded expenses, lost wages and the names of those providing rooms.","heading":"Temporary shelter","illustration":{"alt":"Neighboring rooms filled with displaced households","caption":"Neighboring rooms filled with displaced households","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/broken-stairs-burden-of-shelter-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The resulting account made the dispute harder to dismiss as a quarrel about one damaged structure. Owners agreed to a shared maintenance fund for the affected passage and to named responsibility for inspection and repair. Tenants gained access to the fund's records but did not acquire ownership of the buildings.\n\nCompensation was incomplete. Some residents moved away before receiving payment, and several borrowed heavily during the interruption. The settlement improved the buildings without restoring every household to its previous position.","heading":"The settlement","illustration":{"alt":"Inspection and responsibility at the repaired stairs","caption":"Inspection and responsibility at the repaired stairs","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/broken-stairs-shared-maintenance-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Copies of the account remain in the Anvil Rooms. Its importance lies in the range of people it names: injured residents, temporary hosts, repairers, lenders and owners. Later family stories can be compared with a record of who performed work and who paid for it.\n\nThe event did not change all Georgetown housing law or elevate its organizers into national figures. It established a durable local practice of recording common obligations before another failure made them impossible to ignore. Similar buildings elsewhere remain governed by different arrangements.","heading":"A neighborhood record","visibility":"player"}],"summary":"A completed Georgetown housing dispute changed the responsibilities attached to several shared buildings near the Sanctum.","title":"The Account of the Broken Stairs","type":"Historical event","visibility":"player"},{"body":"A small residential court within settled Haven, where Tarsian families maintain varied livelihoods and a shared household history independent of the current Tsaris survivors.\n\nA court made through work\n\nWillow Court began when several Tarsian households leased adjoining buildings in a settled Haven community. Their work included gardening, repairs, food preparation and small-scale trade. Sharing storage and childcare made modest earnings more dependable, and later arrivals obtained rooms through existing family relationships.\n\nThe name belongs to the court's planted common space, not to a newly defined Tarsian homeland. Its residents came through different journeys and do not claim that their local arrangements represent every Tarsian settlement.\n\nHousehold membership\n\nA household includes people who share care and obligations, with the terms discussed when someone joins or leaves. Relatives are important, but a family can also accept a long-serving companion or an adult who has no nearby kin. The court keeps separate records of residence, shared property and personal possessions so that belonging does not automatically erase independence.\n\nChildren are cared for by familiar adults across several houses. Teaching combines household skills with lessons obtained outside the court. Parents disagree about how much work should be expected of the young, especially when a family is struggling financially.\n\nThe common garden\n\nThe garden provides food, shade and a meeting place. Its plots include household sections and beds maintained collectively for common meals. Residents who work elsewhere contribute money or labor at other times rather than being treated as absent from community life.\n\nSera Pell, a Tarsian gardener whose household has occupied the court for two generations, keeps the planting records. Her brother works as a hired copyist and argues that the records should include the hours spent maintaining shared space. Their disagreement has led to more careful accounting without making every kindness a paid transaction.\n\nSafety and ordinary life\n\nNews of trafficking and the displacement of Tarsian settlements has made residents cautious about recruiters and unfamiliar promises of employment. Households verify offers through people they know and preserve copies of agreements. These precautions provide limited protection; they do not make the court an impregnable refuge or a successful campaign against the Clergy.\n\nThe residents still celebrate marriages, dispute repairs, seek better work and care about matters beyond danger.\n\nHomeland and local community\n\nThe Tarsian homeland is @[Yel’Rix|yelrix], an island east and southeast of Kirth. Willow Court is a Tarsian community in Haven, with its own household history and local arrangements.","category":"Places","id":"gap-simiah-courts","illustration":{"alt":"The Tarsian Households of Willow Court landscape","caption":"The Tarsian Households of Willow Court landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/willow-court-simiah-household-garden-hero.avif","visibility":"player","width":1536},"links":["yelrix","race-simiah"],"raceRelated":[],"sections":[{"body":"Willow Court began when several Tarsian households leased adjoining buildings in a settled Haven community. Their work included gardening, repairs, food preparation and small-scale trade. Sharing storage and childcare made modest earnings more dependable, and later arrivals obtained rooms through existing family relationships.\n\nThe name belongs to the court's planted common space, not to a newly defined Tarsian homeland. Its residents came through different journeys and do not claim that their local arrangements represent every Tarsian settlement.","heading":"A court made through work","visibility":"player"},{"body":"A household includes people who share care and obligations, with the terms discussed when someone joins or leaves. Relatives are important, but a family can also accept a long-serving companion or an adult who has no nearby kin. The court keeps separate records of residence, shared property and personal possessions so that belonging does not automatically erase independence.\n\nChildren are cared for by familiar adults across several houses. Teaching combines household skills with lessons obtained outside the court. Parents disagree about how much work should be expected of the young, especially when a family is struggling financially.","heading":"Household membership","illustration":{"alt":"Making room for a new adult household member at Willow Court","caption":"Making room for a new adult household member at Willow Court","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/willow-court-adult-household-joining.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The garden provides food, shade and a meeting place. Its plots include household sections and beds maintained collectively for common meals. Residents who work elsewhere contribute money or labor at other times rather than being treated as absent from community life.\n\nSera Pell, a Tarsian gardener whose household has occupied the court for two generations, keeps the planting records. Her brother works as a hired copyist and argues that the records should include the hours spent maintaining shared space. Their disagreement has led to more careful accounting without making every kindness a paid transaction.","heading":"The common garden","illustration":{"alt":"An evening contribution to Willow Court’s common garden","caption":"An evening contribution to Willow Court’s common garden","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/willow-court-after-work-common-bed-care.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"News of trafficking and the displacement of Tarsian settlements has made residents cautious about recruiters and unfamiliar promises of employment. Households verify offers through people they know and preserve copies of agreements. These precautions provide limited protection; they do not make the court an impregnable refuge or a successful campaign against the Clergy.\n\nThe residents still celebrate marriages, dispute repairs, seek better work and care about matters beyond danger.","heading":"Safety and ordinary life","illustration":{"alt":"Checking a work offer through a familiar Willow Court neighbor","caption":"Checking a work offer through a familiar Willow Court neighbor","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/willow-court-work-offer-verified-neighbor.avif","visibility":"player","width":1140},"visibility":"player"},{"heading":"Homeland and local community","body":"The Tarsian homeland is @[Yel’Rix|yelrix], an island east and southeast of Kirth. Willow Court is a Tarsian community in Haven, with its own household history and local arrangements.","visibility":"player"}],"summary":"A small residential court within settled Haven, where Tarsian families maintain varied livelihoods and a shared household history independent of the current Tsaris survivors.","title":"The Tarsian Households of Willow Court","type":"Settlement","visibility":"player","relationshipVisibility":{"yelrix":"player","race-simiah":"player"}},{"body":"The first clearing\nWhitesere lies in the broad northern Creslin country associated with Whitehold Woods. Its oldest visible remains belong to a small cultivated settlement established during the Age of Dominion. Stone boundaries, drainage cuts and the foundations of stores show a community that worked the forest margin rather than a lost imperial capital.\n\nThe builders' political allegiance is no longer securely known. Later inhabitants preserved the practical layout more faithfully than the names of those who first made it. Several old field divisions remain useful even where the original stones have been replaced.\n\nContraction under draconic rule\nDuring the Draconic Era, demands for timber and labor changed the settlement's economy. More work went into extraction and transport, while some cultivated ground was neglected. Households left in stages, and the inhabited area contracted toward the most dependable land.\n\nThe site was never erased in one spectacular event. A few households remained nearby, using parts of the old works and carrying their names into later speech. The distinction matters to present residents whose ancestors are sometimes omitted from stories describing Whitesere as a place newly discovered by later settlers.\n\nThe return of permanent houses\nThe present settlement developed as families repaired abandoned plots and built around surviving structures. Aenar, human and halfling households contributed different skills and expectations, but no ancestry held a complete claim to the site's past. Agreements about use were made with those already living in the area, not simply with the first newcomer able to display an old document.\n\nWhitesere supplies timber products, cultivated food and skilled maintenance to nearby communities. Its makers use older stone stores alongside newer workshops, treating the inherited landscape as working infrastructure rather than a museum.\n\nThe long boundary walk\nEach year, households using shared paths and drainage works inspect them together. The walk began as a practical check and acquired commemorative meaning as participants added accounts of earlier occupants. Disputed stories are recorded as such rather than settled by the loudest guide.\n\nThe current keeper of the walk, the Eldenar teacher Avel Sare, inherited records from several predecessors. She was not alive for the settlement's Dominion foundation or its entire Draconic history. Her work combines long personal memory with evidence older than any living resident, keeping those sources distinct when she teaches the village's children.","category":"Places","id":"gap-whitesere","illustration":{"alt":"Whitesere landscape","caption":"Whitesere landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/whitesere-old-field-stores-forest-households-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Whitesere lies in the broad northern Creslin country associated with Whitehold Woods. Its oldest visible remains belong to a small cultivated settlement established during the Age of Dominion. Stone boundaries, drainage cuts and the foundations of stores show a community that worked the forest margin rather than a lost imperial capital.\n\nThe builders' political allegiance is no longer securely known. Later inhabitants preserved the practical layout more faithfully than the names of those who first made it. Several old field divisions remain useful even where the original stones have been replaced.","heading":"The first clearing","visibility":"player"},{"body":"During the Draconic Era, demands for timber and labor changed the settlement's economy. More work went into extraction and transport, while some cultivated ground was neglected. Households left in stages, and the inhabited area contracted toward the most dependable land.\n\nThe site was never erased in one spectacular event. A few households remained nearby, using parts of the old works and carrying their names into later speech. The distinction matters to present residents whose ancestors are sometimes omitted from stories describing Whitesere as a place newly discovered by later settlers.","heading":"Contraction under draconic rule","illustration":{"alt":"Households leaving Whitesere in stages during the timber-demand years","caption":"Households leaving Whitesere in stages during the timber-demand years","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/whitesere-gradual-contraction-households.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The present settlement developed as families repaired abandoned plots and built around surviving structures. Aenar, human and halfling households contributed different skills and expectations, but no ancestry held a complete claim to the site's past. Agreements about use were made with those already living in the area, not simply with the first newcomer able to display an old document.\n\nWhitesere supplies timber products, cultivated food and skilled maintenance to nearby communities. Its makers use older stone stores alongside newer workshops, treating the inherited landscape as working infrastructure rather than a museum.","heading":"The return of permanent houses","illustration":{"alt":"Using an older Whitesere store beside a newer workshop","caption":"Using an older Whitesere store beside a newer workshop","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/whitesere-reused-stone-store-workshop.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Each year, households using shared paths and drainage works inspect them together. The walk began as a practical check and acquired commemorative meaning as participants added accounts of earlier occupants. Disputed stories are recorded as such rather than settled by the loudest guide.\n\nThe current keeper of the walk, the Eldenar teacher Avel Sare, inherited records from several predecessors. She was not alive for the settlement's Dominion foundation or its entire Draconic history. Her work combines long personal memory with evidence older than any living resident, keeping those sources distinct when she teaches the village's children.","heading":"The long boundary walk","illustration":{"alt":"Comparing older accounts during Whitesere’s boundary walk","caption":"Comparing older accounts during Whitesere’s boundary walk","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/whitesere-boundary-walk-disputed-accounts.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A forest-edge community whose present houses occupy only part of a much older worked landscape.","title":"Whitesere","type":"Settlement","visibility":"player"},{"body":"A town beside working water\nIstravel grew around a sheltered landing where coastal households repaired boats and handled goods for nearby settlements. Its quays were extended in stages, leaving older stonework enclosed within later repairs. The waterfront is irregular because each generation built around structures it could still use.\n\nThe town's name is older than its present harbor works, but no continuous royal foundation story has survived. Household records describe purchases, repairs and changes in use more readily than the ambitions of a single founder.\n\nThe mending trades\nRepair is Istravel's defining work. Sailcloth, containers, fittings and hulls pass through workshops that specialize in making damaged things dependable again. The town also supports fishers, food sellers, carriers and families whose income comes from housing temporary workers.\n\nA finished repair bears the workshop's mark and a description of what was done. Buyers sometimes prefer a reassuringly simple guarantee; craftspeople insist on distinguishing the repaired section from parts they did not examine. This practice grew after a wealthy owner blamed one workshop for failures throughout a vessel it had only partly worked on.\n\nThe relief house\nThe Order of the Redeemers maintains a relief house near the workers' lodging courts. It provides food, clothing and short-term help to households disrupted by injury or loss. Many volunteers are local residents who know the recipients personally and take pride in useful work.\n\nThe house's good reputation makes it part of the town's social life. Workshops contribute material, families volunteer time and people who once received assistance later help others. For many volunteers, the house is where gratitude, friendship and practical service meet.\n\nThe present coast\nIstravel's working households argue about landing access, rents and the balance between short commissions and dependable employment. Prosperous yard owners favor large contracts that occupy space for long periods; small repairers need room for ordinary jobs that keep local boats working.\n\nThe town has local coastal relationships, but its place within Abbrond's larger political order is not defined by its harbor customs. It claims no authority over the whole coast. Its history belongs first to the people who maintain its quays and the households that depend on them.","category":"Places","id":"gap-istravel","illustration":{"alt":"Istravel landscape","caption":"Istravel landscape","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/istravel-irregular-working-waterfront-relief-court-hero.avif","visibility":"player","width":1536},"links":[],"raceRelated":[],"sections":[{"body":"Istravel grew around a sheltered landing where coastal households repaired boats and handled goods for nearby settlements. Its quays were extended in stages, leaving older stonework enclosed within later repairs. The waterfront is irregular because each generation built around structures it could still use.\n\nThe town's name is older than its present harbor works, but no continuous royal foundation story has survived. Household records describe purchases, repairs and changes in use more readily than the ambitions of a single founder.","heading":"A town beside working water","visibility":"player"},{"body":"Repair is Istravel's defining work. Sailcloth, containers, fittings and hulls pass through workshops that specialize in making damaged things dependable again. The town also supports fishers, food sellers, carriers and families whose income comes from housing temporary workers.\n\nA finished repair bears the workshop's mark and a description of what was done. Buyers sometimes prefer a reassuringly simple guarantee; craftspeople insist on distinguishing the repaired section from parts they did not examine. This practice grew after a wealthy owner blamed one workshop for failures throughout a vessel it had only partly worked on.","heading":"The mending trades","illustration":{"alt":"Showing the limits of an Istravel sailcloth repair","caption":"Showing the limits of an Istravel sailcloth repair","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/istravel-sailcloth-repair-limited-scope.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Order of the Redeemers maintains a relief house near the workers' lodging courts. It provides food, clothing and short-term help to households disrupted by injury or loss. Many volunteers are local residents who know the recipients personally and take pride in useful work.\n\nThe house's good reputation makes it part of the town's social life. Workshops contribute material, families volunteer time and people who once received assistance later help others. For many volunteers, the house is where gratitude, friendship and practical service meet.","heading":"The relief house","illustration":{"alt":"Neighbors giving useful help at Istravel’s relief house","caption":"Neighbors giving useful help at Istravel’s relief house","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/istravel-relief-house-neighbor-volunteers.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Istravel's working households argue about landing access, rents and the balance between short commissions and dependable employment. Prosperous yard owners favor large contracts that occupy space for long periods; small repairers need room for ordinary jobs that keep local boats working.\n\nThe town has local coastal relationships, but its place within Abbrond's larger political order is not defined by its harbor customs. It claims no authority over the whole coast. Its history belongs first to the people who maintain its quays and the households that depend on them.","heading":"The present coast","illustration":{"alt":"Making room for ordinary repair jobs on Istravel’s landing","caption":"Making room for ordinary repair jobs on Istravel’s landing","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/istravel-small-repair-landing-space.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"A coastal town of Abbrond whose workshops and relief house form part of a crowded working waterfront.","title":"Istravel","type":"Settlement","visibility":"player"},{"body":"Aeonar: the Timeless Ones\nThe Aeonar never left the Feywild. Their near-immortality places them closest to the Aenar’s ancient beginnings, and even their material-world kin find that condition difficult to comprehend. Their features subtly change with angle and light; shifting colors sparkle in their eyes, while their hair can appear to move in an unseen breeze.\n\nThey measure time through the great cycles of the Feywild rather than ordinary years or centuries. Art, music and poetry belong to that timeless culture, and are said to leave a lasting impression on mortal visitors. Magic is inseparable from their being. They can shape their surroundings almost unconsciously, with flowers blooming and the air shimmering around their presence.\n\nThe Aeonar seldom visit Dorn. When they do, their purposes may be difficult for outsiders to understand. Other Aenar regard them with reverence as a living connection to the ancestral world, even when that reverence offers little insight into their motives.\n\nBeyond the Feywild: Appearance\n@[Elara Silverfrond|21d8a5af-467b-4ed6-ab1b-7b89138326ed], a Summer Aeonar and chosen of Kethra, has traveled beyond the Feywild and spent time in Georgetown. Her service offers one path through the mortal world.\n\nElara has green eyes, sun-kissed skin and golden hair that fades to green. She stands 5 feet 10 inches tall. Her alignment is chaotic good.\n\nThe Timeless Court\nThe Timeless Court is a council of the eldest Aeonar. Artistic pursuits, magical research and cosmic contemplation organize much of their society, while individual interests can occupy millennia. Some Aeonar act as observers or advisers in periods of great change, and Apheena sometimes sends emissaries to their mortal kin.","category":"Races","id":"race-aeonar","illustration":{"alt":"The Timeless Ones and the Worldwalkers","caption":"The Timeless Ones and the Worldwalkers","height":1024,"layout":"landscape","src":"assets/worldbook/aenar-aeonar-eldenar.avif","visibility":"player","width":1536},"links":["21d8a5af-467b-4ed6-ab1b-7b89138326ed"],"raceCardIllustration":{"alt":"Aeonar share music and poetry across a flowering Feywild grove","caption":"Aeonar music and poetry in a Feywild grove","height":760,"src":"assets/race-cards/race-aeonar-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"aeonar","raceRelated":[{"articleId":"notebook-source-4","heading":"Aeonar: the Timeless Ones","visibility":"player"}],"sections":[{"body":"The Aeonar never left the Feywild. Their near-immortality places them closest to the Aenar’s ancient beginnings, and even their material-world kin find that condition difficult to comprehend. Their features subtly change with angle and light; shifting colors sparkle in their eyes, while their hair can appear to move in an unseen breeze.\n\nThey measure time through the great cycles of the Feywild rather than ordinary years or centuries. Art, music and poetry belong to that timeless culture, and are said to leave a lasting impression on mortal visitors. Magic is inseparable from their being. They can shape their surroundings almost unconsciously, with flowers blooming and the air shimmering around their presence.\n\nThe Aeonar seldom visit Dorn. When they do, their purposes may be difficult for outsiders to understand. Other Aenar regard them with reverence as a living connection to the ancestral world, even when that reverence offers little insight into their motives.","heading":"Aeonar: the Timeless Ones","visibility":"player"},{"body":"@[Elara Silverfrond|21d8a5af-467b-4ed6-ab1b-7b89138326ed], a Summer Aeonar and chosen of Kethra, has traveled beyond the Feywild and spent time in Georgetown. Her service offers one path through the mortal world.\n\nElara has green eyes, sun-kissed skin and golden hair that fades to green. She stands 5 feet 10 inches tall. Her alignment is chaotic good.","heading":"Beyond the Feywild: Appearance","visibility":"player"},{"body":"The Timeless Court is a council of the eldest Aeonar. Artistic pursuits, magical research and cosmic contemplation organize much of their society, while individual interests can occupy millennia. Some Aeonar act as observers or advisers in periods of great change, and Apheena sometimes sends emissaries to their mortal kin.","heading":"The Timeless Court","visibility":"player"}],"summary":"Aeonar are the Aenar who remained in the Feywild: virtually immortal people whose magic and shifting appearance retain their ancestral realm’s influence.","title":"Aeonar","type":"Race","visibility":"player"},{"body":"Eldenar: the Worldwalkers\nThe Eldenar descend from the Aenar who chose to leave the Feywild and make a home in Dorn. That departure required them to adapt their inherited traditions to unfamiliar natural laws, altered magic and finite lives. Their features are more fixed than those of the Aeonar, and their eyes commonly carry woodland greens, sky blues or earthy browns.\n\nTheir culture combines Feywild heritage with practical learning. Agriculture, durable buildings and relationships with other peoples became necessities of settlement. Their magical traditions likewise became more structured, joining innate talent with scholarly study and experimentation.\n\nThe Eldenar are the Aenar most commonly encountered in Dorn. They often work as traders, diplomats, advisers and intermediaries, carrying long memories into negotiations with shorter-lived peoples. Their usual lifespan of two to three millennia gives them an unusually broad view of history and change. The Worldwalkers take their name from Eldenar, the leader remembered for guiding the Great Crossing.\n\nThe Great Crossing\nThe Great Crossing took place during the Titan Era, carrying thousands of Aenar from the Feywild into Dorn. The reasons remain disputed within their traditions. Curiosity about the mortal world, a divine command from Aphena and escape from a forgotten Feywild calamity are competing explanations. None has displaced the others as a settled account.\n\nEldenar, remembered as a leader of wisdom and foresight, guided the migration. Powerful mages worked together for years to prepare a stable portal through careful magical calculations. When it opened, the travelers passed through over several days, leaving the only home they had known for an unfamiliar and sometimes hostile world.\n\nArrival demanded rapid adjustment. Dorn’s natural laws and magical conditions differed from those of the Feywild, and the travelers discovered that their immortality had ended. They remained extraordinarily long-lived, but were now subject to time in a new way. The need to survive and make lasting homes fostered the resilience and practical adaptability associated with the Eldenar. It also began their long history of dealings with Dorn’s other peoples.\n\nThe Eldenar commemorate the crossing every year in the Remembrance. The festival is solemn and hopeful, honoring the courage of the first travelers while sustaining their connection to the homeland they left.\n\nThe beginnings of Ael’Quessir\nSoon after the crossing, the Eldenar sought a permanent capital. Cal'Caelor, their first king, led the search. Scouts spent months looking for resources and natural defenses, together with magical qualities that recalled the Feywild.\n\nThey chose a valley among towering mountains, with clear streams, forest and an unobstructed view of the night sky. A convergence of ley lines added the magical potency they sought. Ael’Quessir began in this mountain valley.\n\nVorn’ðelar: the Great Betrayal\nThe first Eldenar settlement on Dorn had barely begun to take shape when division threatened it from within. Cal’Caelor was working to establish Ael’Quessir, but some of his people had become restless under the hardships of life beyond the Feywild. Gorshak sought to turn that discontent against them. His unrequited love for Apheena had become a desire to corrupt what she cherished. He sent a cunning fiend whose beauty and apparent wisdom made its promises seem like guidance.\n\nSar’Morlith, once a trusted member of Cal’Caelor’s inner circle, fell under that influence and gathered followers in secluded groves at the settlement’s edge. They believed they could master their unfamiliar world by taking power from their own kin. On a moonless night, they attempted to seize the Thal’esir, the sacred artifact that maintained the Eldenar’s connection to their Feywild heritage. Fighting spread through Ael’Quessir’s half-built streets.\n\nCal’Caelor led the defense. By dawn, the rebellion had been defeated, but the victory had cost the Eldenar dearly. The rebels were branded traitors and banished. Sar’Morlith lost his honorific and led them into Dorn’s unknown wilds, vowing vengeance upon the king and those who remained loyal.\n\nCreation beliefs and a shared pantheon\nAenar creation traditions credit Apheena with bringing their people into being in the Feywild. Other deities are believed to have shaped particular gifts: Celestra bestowed an affinity for night and stellar magic, Elyndra and Loryth influenced life above and beneath the ground, and Faella deepened their connection to nature. These beliefs give their different ways of life a shared divine ancestry.\n\nEldenar honor the broadest range of Aenar gods, with Apheena foremost. Caelanar chiefly revere Celestra, goddess of the Moon, whose influence encompasses lunar magic, prophecy and tides, while retaining respect for Apheena. Sylvanar devotion centers on Faella’s forests, trees and natural world, alongside reverence for Apheena and Celestra.\n\nAmong the Nystharin, Elyndra represents protection, underground beauty and harmony. The minority who follow the exiled Loryth seek shadow, secrecy and hidden knowledge; both traditions retain some acknowledgment of Apheena. Nerithenar devotion to Nys'velik likewise exists beside a continuing connection to the wider pantheon.\n\nMaturity and the Elda’ir\nEldenar reach physical maturity around a century and may still be considered young adults until roughly five hundred. The Elda'ir are the capital's Eldenar who preserve the original ways of those who first crossed to Dorn. Their name expresses firstness or primacy within Eldenar culture; it does not name a separate species.\n\nMemory, craft and the pull of the Feywild\nEldenar preserve knowledge through memorycasting, which draws upon shared cultural memory, and essence gems that retain personality imprints of respected elders. Their magical tapestries record unfolding history under the care of Chronomancers. Luxury crafts include wines aged for centuries, magical orchard fruit and items designed to gain power over time.\n\nSome Eldenar experience the Fading, a profound longing for the Feywild that can inspire dangerous attempts to return. The Timeless Debate considers whether immortality can be regained and what responsibility that would bring in a mortal world.\n\nA succession of kings\nCaelor, the first king, was followed by the scholarly Nyranor and then Aelowyn. Nyranor founded the Grand Library of Ael'Quessir and encouraged magic combining Feywild and material-plane energies. A planar disturbance during his reign briefly isolated the city from the Feywild. Aelowyn takes an outward-looking approach through ambassadors and trade agreements while retaining respect for inherited traditions.\n\nAel’Thalanis\nAel'Thalanis, commonly called Starfall Isle, lies west of Creslin. Its central mountains and extensive forests surround the valley of Ael'Quessir, where lakes and waterfalls meet the wooded slopes. Eldenar accounts describe it as a temperate northern island, long and narrow and about a hundred miles across.","category":"Races","id":"race-eldenar","illustration":{"alt":"Eldenar practical learning and exchange","caption":"Eldenar practical learning and exchange","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/aenar-eldenar-worldwalkers-v1.avif","visibility":"player","width":1140},"links":[],"raceCardIllustration":{"alt":"Eldenar practical learning and exchange","caption":"Eldenar","height":760,"src":"assets/worldbook/aenar-eldenar-worldwalkers-v1.avif","visibility":"player","width":1140},"raceKey":"eldenar","raceRelated":[{"articleId":"notebook-source-4","heading":"Eldenar: the Worldwalkers","visibility":"player"}],"sections":[{"body":"The Eldenar descend from the Aenar who chose to leave the Feywild and make a home in Dorn. That departure required them to adapt their inherited traditions to unfamiliar natural laws, altered magic and finite lives. Their features are more fixed than those of the Aeonar, and their eyes commonly carry woodland greens, sky blues or earthy browns.\n\nTheir culture combines Feywild heritage with practical learning. Agriculture, durable buildings and relationships with other peoples became necessities of settlement. Their magical traditions likewise became more structured, joining innate talent with scholarly study and experimentation.\n\nThe Eldenar are the Aenar most commonly encountered in Dorn. They often work as traders, diplomats, advisers and intermediaries, carrying long memories into negotiations with shorter-lived peoples. Their usual lifespan of two to three millennia gives them an unusually broad view of history and change. The Worldwalkers take their name from Eldenar, the leader remembered for guiding the Great Crossing.","heading":"Eldenar: the Worldwalkers","visibility":"player"},{"body":"The Great Crossing took place during the Titan Era, carrying thousands of Aenar from the Feywild into Dorn. The reasons remain disputed within their traditions. Curiosity about the mortal world, a divine command from Aphena and escape from a forgotten Feywild calamity are competing explanations. None has displaced the others as a settled account.\n\nEldenar, remembered as a leader of wisdom and foresight, guided the migration. Powerful mages worked together for years to prepare a stable portal through careful magical calculations. When it opened, the travelers passed through over several days, leaving the only home they had known for an unfamiliar and sometimes hostile world.\n\nArrival demanded rapid adjustment. Dorn’s natural laws and magical conditions differed from those of the Feywild, and the travelers discovered that their immortality had ended. They remained extraordinarily long-lived, but were now subject to time in a new way. The need to survive and make lasting homes fostered the resilience and practical adaptability associated with the Eldenar. It also began their long history of dealings with Dorn’s other peoples.\n\nThe Eldenar commemorate the crossing every year in the Remembrance. The festival is solemn and hopeful, honoring the courage of the first travelers while sustaining their connection to the homeland they left.","heading":"The Great Crossing","illustration":{"alt":"The Great Crossing","caption":"The Great Crossing","height":1024,"layout":"landscape","src":"assets/worldbook/aenar-great-crossing.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"Soon after the crossing, the Eldenar sought a permanent capital. Cal'Caelor, their first king, led the search. Scouts spent months looking for resources and natural defenses, together with magical qualities that recalled the Feywild.\n\nThey chose a valley among towering mountains, with clear streams, forest and an unobstructed view of the night sky. A convergence of ley lines added the magical potency they sought. Ael’Quessir began in this mountain valley.","heading":"The beginnings of Ael’Quessir","illustration":{"alt":"The valley chosen for Ael’Quessir","caption":"The valley chosen for Ael’Quessir","height":1024,"layout":"landscape","src":"assets/worldbook/aenar-aelquessir-first-valley.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The first Eldenar settlement on Dorn had barely begun to take shape when division threatened it from within. Cal’Caelor was working to establish Ael’Quessir, but some of his people had become restless under the hardships of life beyond the Feywild. Gorshak sought to turn that discontent against them. His unrequited love for Apheena had become a desire to corrupt what she cherished. He sent a cunning fiend whose beauty and apparent wisdom made its promises seem like guidance.\n\nSar’Morlith, once a trusted member of Cal’Caelor’s inner circle, fell under that influence and gathered followers in secluded groves at the settlement’s edge. They believed they could master their unfamiliar world by taking power from their own kin. On a moonless night, they attempted to seize the Thal’esir, the sacred artifact that maintained the Eldenar’s connection to their Feywild heritage. Fighting spread through Ael’Quessir’s half-built streets.\n\nCal’Caelor led the defense. By dawn, the rebellion had been defeated, but the victory had cost the Eldenar dearly. The rebels were branded traitors and banished. Sar’Morlith lost his honorific and led them into Dorn’s unknown wilds, vowing vengeance upon the king and those who remained loyal.","heading":"Vorn’ðelar: the Great Betrayal","illustration":{"alt":"Discontent gathers at the edge of the first Eldenar settlement","caption":"Discontent gathers at the edge of the first Eldenar settlement","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/vorn-delar-grove-conspiracy-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Aenar creation traditions credit Apheena with bringing their people into being in the Feywild. Other deities are believed to have shaped particular gifts: Celestra bestowed an affinity for night and stellar magic, Elyndra and Loryth influenced life above and beneath the ground, and Faella deepened their connection to nature. These beliefs give their different ways of life a shared divine ancestry.\n\nEldenar honor the broadest range of Aenar gods, with Apheena foremost. Caelanar chiefly revere Celestra, goddess of the Moon, whose influence encompasses lunar magic, prophecy and tides, while retaining respect for Apheena. Sylvanar devotion centers on Faella’s forests, trees and natural world, alongside reverence for Apheena and Celestra.\n\nAmong the Nystharin, Elyndra represents protection, underground beauty and harmony. The minority who follow the exiled Loryth seek shadow, secrecy and hidden knowledge; both traditions retain some acknowledgment of Apheena. Nerithenar devotion to Nys'velik likewise exists beside a continuing connection to the wider pantheon.","heading":"Creation beliefs and a shared pantheon","illustration":{"alt":"Different Aenar devotions retain a shared divine ancestry","caption":"Different Aenar devotions retain a shared divine ancestry","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/aenar-shared-pantheon-diverse-devotion-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Eldenar reach physical maturity around a century and may still be considered young adults until roughly five hundred. The Elda'ir are the capital's Eldenar who preserve the original ways of those who first crossed to Dorn. Their name expresses firstness or primacy within Eldenar culture; it does not name a separate species.","heading":"Maturity and the Elda’ir","visibility":"player"},{"body":"Eldenar preserve knowledge through memorycasting, which draws upon shared cultural memory, and essence gems that retain personality imprints of respected elders. Their magical tapestries record unfolding history under the care of Chronomancers. Luxury crafts include wines aged for centuries, magical orchard fruit and items designed to gain power over time.\n\nSome Eldenar experience the Fading, a profound longing for the Feywild that can inspire dangerous attempts to return. The Timeless Debate considers whether immortality can be regained and what responsibility that would bring in a mortal world.","heading":"Memory, craft and the pull of the Feywild","visibility":"player"},{"body":"Caelor, the first king, was followed by the scholarly Nyranor and then Aelowyn. Nyranor founded the Grand Library of Ael'Quessir and encouraged magic combining Feywild and material-plane energies. A planar disturbance during his reign briefly isolated the city from the Feywild. Aelowyn takes an outward-looking approach through ambassadors and trade agreements while retaining respect for inherited traditions.","heading":"A succession of kings","visibility":"player"},{"body":"Ael'Thalanis, commonly called Starfall Isle, lies west of Creslin. Its central mountains and extensive forests surround the valley of Ael'Quessir, where lakes and waterfalls meet the wooded slopes. Eldenar accounts describe it as a temperate northern island, long and narrow and about a hundred miles across.","heading":"Ael’Thalanis","visibility":"player"}],"summary":"The Eldenar are the Worldwalkers, Aenar who made Dorn their home after leaving the Feywild. Their long lives and inherited magic coexist with the practical demands of the mortal world.","title":"Eldenar","type":"Race","visibility":"player"},{"body":"Sylvanar: the Forest Dwellers\nSylvanar, often called wood elves, have formed a bond with Dorn’s forests that reaches beyond residence or custom. Earth-brown and moss-green skin, hair resembling autumn leaves or spring buds, and deep-green eyes reflect that connection. Older Sylvanar may develop subtle bark-like markings.\n\nTheir settlements grow through organic architecture. Living trees are shaped over centuries into homes and communal spaces, while seasons and the growth rings of ancient trees provide measures of time. Treeshaping magic can accelerate plant growth and guide its form. Their druids wield some of Dorn’s most powerful natural magic, drawing on the forest’s strength when needed.\n\nMany Sylvanar prefer seclusion and the company of their woods. That reserve does not weaken their commitment to protecting the forest. Threats to its survival can draw them into dealings or conflict with the wider world.\n\nIril Venn: A settlement grown in stages\nAt the edge of Vandalir Wood, @[Iril Venn|new-irilvenn] gives Sylvanar forest traditions a living civic form.\n\nIril Venn occupies a sheltered part of the country associated with Vandalir Wood. Its oldest living structures began as groves tended for communal use rather than as houses. Sylvanar treeshapers gradually formed chambers, raised walkways and sheltered courts from growth that later generations continued to guide.\n\nThe settlement has never been finished. A room can cease to be suitable as a tree changes, while a passage prepared by one generation becomes useful to another. Stone foundations and ordinary carpentry support the living work, making Iril Venn a mixture of cultivated growth and repair rather than a place maintained by effortless magic.\n\nIril Venn: The houses and their keepers\nA house is associated with the people who maintain it, not simply with those currently sleeping within it. Elders may remain responsible for a structure after moving elsewhere. Younger households can take over neglected chambers through an agreement that includes the labor and knowledge needed to keep them sound.\n\nThis system developed among long-lived residents and proved difficult when shorter-lived people settled nearby. A commitment described as temporary by an elder could consume much of a human life. Iril Venn eventually adopted witnessed terms that specify practical milestones rather than relying only on a shared sense of patience.\n\nIril Venn: The lower courts\nThe lower courts contain workshops, guest rooms and buildings more easily altered than the old living houses. Humans, halflings and other residents have established durable households there alongside Aenar. Some families have occupied the same court through several generations while their Sylvanar neighbors have changed little in outward appearance.\n\nCraft and food production connect these communities. Iril Venn supplies cultivated fibers, medicines, carved wood and specialized living structures. It also depends on ordinary farming, preserved food and goods obtained through trade. The forest is a home and resource, not an excuse to imagine its inhabitants free of material needs.\n\nIril Venn: The flood inheritance\nDuring the Flood of Three Foundings, displaced households were received on higher ground near Iril Venn. Their descendants became part of the lower courts and helped establish lasting relationships with Morrowfen and the Tallowmere communities. The event changed the settlement's understanding of hospitality from a visit of uncertain duration into the possibility of permanent shared life.\n\nSome older houses resisted the change. Others found that new neighbors supplied skills and perspectives their own patient traditions had neglected. The resulting compromises remain part of local law and memory.\n\nForest craft\nSylvanar woodcraft includes plant-based alchemy and living art that continues to grow and change. Seedstones are magical seeds grown rapidly into shelter or tools. These practices complement treeshaping and the patient cultivation of living settlements.","category":"Races","id":"race-sylvanar","illustration":{"alt":"Treeshaping and the night sky","caption":"Treeshaping and the night sky","height":1025,"layout":"landscape","src":"assets/worldbook/aenar-sylvanar-caelanar.avif","visibility":"player","width":1535},"links":["new-irilvenn"],"raceCardIllustration":{"alt":"Painted landscape illustration of Sylvanar.","caption":"Sylvanar","height":700,"src":"assets/race-cards/race-sylvanar-wide-v1.avif","visibility":"player","width":1050},"raceKey":"sylvanar","raceRelated":[{"articleId":"notebook-source-4","heading":"Sylvanar: the Forest Dwellers","visibility":"player"}],"sections":[{"body":"Sylvanar, often called wood elves, have formed a bond with Dorn’s forests that reaches beyond residence or custom. Earth-brown and moss-green skin, hair resembling autumn leaves or spring buds, and deep-green eyes reflect that connection. Older Sylvanar may develop subtle bark-like markings.\n\nTheir settlements grow through organic architecture. Living trees are shaped over centuries into homes and communal spaces, while seasons and the growth rings of ancient trees provide measures of time. Treeshaping magic can accelerate plant growth and guide its form. Their druids wield some of Dorn’s most powerful natural magic, drawing on the forest’s strength when needed.\n\nMany Sylvanar prefer seclusion and the company of their woods. That reserve does not weaken their commitment to protecting the forest. Threats to its survival can draw them into dealings or conflict with the wider world.","heading":"Sylvanar: the Forest Dwellers","visibility":"player"},{"body":"At the edge of Vandalir Wood, @[Iril Venn|new-irilvenn] gives Sylvanar forest traditions a living civic form.\n\nIril Venn occupies a sheltered part of the country associated with Vandalir Wood. Its oldest living structures began as groves tended for communal use rather than as houses. Sylvanar treeshapers gradually formed chambers, raised walkways and sheltered courts from growth that later generations continued to guide.\n\nThe settlement has never been finished. A room can cease to be suitable as a tree changes, while a passage prepared by one generation becomes useful to another. Stone foundations and ordinary carpentry support the living work, making Iril Venn a mixture of cultivated growth and repair rather than a place maintained by effortless magic.","heading":"Iril Venn: A settlement grown in stages","visibility":"player"},{"body":"A house is associated with the people who maintain it, not simply with those currently sleeping within it. Elders may remain responsible for a structure after moving elsewhere. Younger households can take over neglected chambers through an agreement that includes the labor and knowledge needed to keep them sound.\n\nThis system developed among long-lived residents and proved difficult when shorter-lived people settled nearby. A commitment described as temporary by an elder could consume much of a human life. Iril Venn eventually adopted witnessed terms that specify practical milestones rather than relying only on a shared sense of patience.","heading":"Iril Venn: The houses and their keepers","visibility":"player"},{"body":"The lower courts contain workshops, guest rooms and buildings more easily altered than the old living houses. Humans, halflings and other residents have established durable households there alongside Aenar. Some families have occupied the same court through several generations while their Sylvanar neighbors have changed little in outward appearance.\n\nCraft and food production connect these communities. Iril Venn supplies cultivated fibers, medicines, carved wood and specialized living structures. It also depends on ordinary farming, preserved food and goods obtained through trade. The forest is a home and resource, not an excuse to imagine its inhabitants free of material needs.","heading":"Iril Venn: The lower courts","visibility":"player"},{"body":"During the Flood of Three Foundings, displaced households were received on higher ground near Iril Venn. Their descendants became part of the lower courts and helped establish lasting relationships with Morrowfen and the Tallowmere communities. The event changed the settlement's understanding of hospitality from a visit of uncertain duration into the possibility of permanent shared life.\n\nSome older houses resisted the change. Others found that new neighbors supplied skills and perspectives their own patient traditions had neglected. The resulting compromises remain part of local law and memory.","heading":"Iril Venn: The flood inheritance","visibility":"player"},{"body":"Sylvanar woodcraft includes plant-based alchemy and living art that continues to grow and change. Seedstones are magical seeds grown rapidly into shelter or tools. These practices complement treeshaping and the patient cultivation of living settlements.","heading":"Forest craft","visibility":"player"}],"summary":"Sylvanar are forest-dwelling Aenar whose bodies, settlements and magic express a deep bond with Dorn’s woodlands.","title":"Sylvanar","type":"Race","visibility":"player"},{"body":"Caelanar: Children of the Night Sky\nCaelanar, also called moon elves or star elves, order much of life around celestial movements. Their pale or silvery skin can glow faintly in moonlight. Hair ranges from dark shades associated with the night sky to silver and pale blue. Their eyes change with the moon’s phases, moving from deep blue at the new moon to brilliant silver at the full moon.\n\nThey conduct much of their business and celebration at night. Open-air observatories and buildings aligned to important celestial events make the sky part of everyday community life. Skilled astrologers and diviners read the movements of stars and moons, and their mages draw power from starlight. Particular astronomical alignments can support their strongest workings.\n\nCaelanar can function during the day, but are most comfortable and powerful at night. Different rhythms can cause friction with daytime communities, while making them valuable companions in endeavors undertaken after dark.\n\nSeln Varda: A nocturnal town\n@[Seln Varda|new-selnvarda] is a Caelanar observatory town whose work and hospitality follow the night sky.\n\nMost public business takes place from evening through the later night. Markets open under carefully controlled light, and streets are designed to preserve useful darkness without making movement unnecessarily dangerous. Daytime visitors encounter a quieter town and are directed toward houses accustomed to receiving people with different schedules.\n\nHouseholds include both nocturnal and diurnal members. Shared meals and work are arranged around periods of overlap rather than assuming one rhythm is normal for everyone. This practical accommodation has become an important part of local manners.\n\nSeln Varda: The observatory tradition\nThe observatories preserve records of celestial movement, weather and interpretations made by earlier scholars. Observation and prediction are recorded separately, allowing later readers to distinguish what was seen from what was believed it meant.\n\nThe practice grew stronger after several influential predictions proved misleading when applied beyond the conditions in which they were made. Seln Varda's scholars remain respected for divination, but their best teachers insist that unusual insight does not remove responsibility for explaining its limits.\n\nSeln Varda: Relations with authority\nJudicators and other powerful visitors sometimes seek advice while expecting a certainty the observatories cannot honestly supply. Seln Varda's institutions have learned to state conclusions carefully and to preserve the terms in which advice was requested and given.\n\nThe community does not claim exemption from Lyasa's wider powers. Its relative independence rests on useful knowledge, a reputation for disciplined work and relationships maintained across political changes.\n\nSeln Varda: The house of returning students\nFormer students often return after long periods elsewhere, bringing methods and experiences that challenge the habits of the observatories. A common house provides temporary rooms for them and their households. It has become a place where different generations of scholarship meet without requiring every visitor to resume a subordinate position.\n\nPresent Seln Varda is therefore both patient and argumentative. Its records stretch beyond any individual life, but the meaning of those records remains a living activity rather than a verdict handed down by the stars.\n\nAelorai\nAelorai is a Caelanar capital in a mountain valley open to the night sky. Opalescent towers catch starlight and moonbeams. The central Moonsong Spire resonates with lunar energy; terraced Starbirth Gardens cultivate night-blooming flowers; and the Twilight Codex is a celestial library carved into the mountain.\n\nStarlight crafts\nCaelanar crafts include moongems that store moonlight for magical use. Starlight weaving shapes illusions and enchantments, while eclipse workings depend upon rare alignments. Differences between lunar-focused and star-focused traditions can produce internal disagreements.","category":"Races","id":"race-caelanar","illustration":{"alt":"Caelanar celestial observatory","caption":"Caelanar celestial observatory","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/aenar-caelanar-night-observatory-v1.avif","visibility":"player","width":1140},"links":["new-selnvarda"],"raceCardIllustration":{"alt":"Caelanar celestial observatory","caption":"Caelanar","height":760,"src":"assets/worldbook/aenar-caelanar-night-observatory-v1.avif","visibility":"player","width":1140},"raceKey":"caelanar","raceRelated":[{"articleId":"notebook-source-4","heading":"Caelanar: Children of the Night Sky","visibility":"player"}],"sections":[{"body":"Caelanar, also called moon elves or star elves, order much of life around celestial movements. Their pale or silvery skin can glow faintly in moonlight. Hair ranges from dark shades associated with the night sky to silver and pale blue. Their eyes change with the moon’s phases, moving from deep blue at the new moon to brilliant silver at the full moon.\n\nThey conduct much of their business and celebration at night. Open-air observatories and buildings aligned to important celestial events make the sky part of everyday community life. Skilled astrologers and diviners read the movements of stars and moons, and their mages draw power from starlight. Particular astronomical alignments can support their strongest workings.\n\nCaelanar can function during the day, but are most comfortable and powerful at night. Different rhythms can cause friction with daytime communities, while making them valuable companions in endeavors undertaken after dark.","heading":"Caelanar: Children of the Night Sky","visibility":"player"},{"body":"@[Seln Varda|new-selnvarda] is a Caelanar observatory town whose work and hospitality follow the night sky.\n\nMost public business takes place from evening through the later night. Markets open under carefully controlled light, and streets are designed to preserve useful darkness without making movement unnecessarily dangerous. Daytime visitors encounter a quieter town and are directed toward houses accustomed to receiving people with different schedules.\n\nHouseholds include both nocturnal and diurnal members. Shared meals and work are arranged around periods of overlap rather than assuming one rhythm is normal for everyone. This practical accommodation has become an important part of local manners.","heading":"Seln Varda: A nocturnal town","visibility":"player"},{"body":"The observatories preserve records of celestial movement, weather and interpretations made by earlier scholars. Observation and prediction are recorded separately, allowing later readers to distinguish what was seen from what was believed it meant.\n\nThe practice grew stronger after several influential predictions proved misleading when applied beyond the conditions in which they were made. Seln Varda's scholars remain respected for divination, but their best teachers insist that unusual insight does not remove responsibility for explaining its limits.","heading":"Seln Varda: The observatory tradition","visibility":"player"},{"body":"Judicators and other powerful visitors sometimes seek advice while expecting a certainty the observatories cannot honestly supply. Seln Varda's institutions have learned to state conclusions carefully and to preserve the terms in which advice was requested and given.\n\nThe community does not claim exemption from Lyasa's wider powers. Its relative independence rests on useful knowledge, a reputation for disciplined work and relationships maintained across political changes.","heading":"Seln Varda: Relations with authority","visibility":"player"},{"body":"Former students often return after long periods elsewhere, bringing methods and experiences that challenge the habits of the observatories. A common house provides temporary rooms for them and their households. It has become a place where different generations of scholarship meet without requiring every visitor to resume a subordinate position.\n\nPresent Seln Varda is therefore both patient and argumentative. Its records stretch beyond any individual life, but the meaning of those records remains a living activity rather than a verdict handed down by the stars.","heading":"Seln Varda: The house of returning students","visibility":"player"},{"body":"Aelorai is a Caelanar capital in a mountain valley open to the night sky. Opalescent towers catch starlight and moonbeams. The central Moonsong Spire resonates with lunar energy; terraced Starbirth Gardens cultivate night-blooming flowers; and the Twilight Codex is a celestial library carved into the mountain.","heading":"Aelorai","visibility":"player"},{"body":"Caelanar crafts include moongems that store moonlight for magical use. Starlight weaving shapes illusions and enchantments, while eclipse workings depend upon rare alignments. Differences between lunar-focused and star-focused traditions can produce internal disagreements.","heading":"Starlight crafts","visibility":"player"}],"summary":"Caelanar are Aenar whose lives and magic follow the stars and the phases of the moons.","title":"Caelanar","type":"Race","visibility":"player"},{"body":"Nystharin: the Underearth Dwellers\nNystharin inhabit Dorn’s extensive caves and underground passages. Their skin ranges from pale alabaster and light gray to deep ebon, their hair is often white or very pale, and their large, sensitive eyes can see in near-total darkness. An opalescent quality gives those eyes an appearance that some surface visitors find unsettling.\n\nLife in underground settlements shapes Nystharin architecture, music and daily courtesies. Echolocation aids navigation and has shaped their language and music. Their communities include a wide range of occupations and temperaments. Some practitioners shape rock or briefly merge with stone to travel through it, while local traditions such as Dathren Coil’s gemwork belong to particular makers and communities rather than defining every Nystharin.\n\nTwo major religious tendencies divide the Nystharin. Most follow Elyndra and maintain constructive relationships with other Aenar and surface peoples. A smaller faction devoted to the exiled Loryth is more isolationist and can be hostile to outsiders. The latter does not speak for every underground community.\n\nDathren Coil: Nystharin society\nBeneath Abbrond’s mountain country, @[Dathren Coil|new-dathrencoil] brings Nystharin sound, stonework and relations with the surface into daily life.\n\nThe majority of Dathren's inhabitants are Nystharin Aenar, with smaller communities of surface-born craftspeople, traders and household members. Elyndra is widely honored, and music and dance occupy an important place in communal life. The settlement's artistic traditions use the acoustic character of particular chambers rather than treating a performance as independent of its surroundings.\n\nVisitors are taught simple conventions: announce an unfamiliar obstruction, avoid unnecessary noise in certain passages and do not mistake a dimly lit room for an unused one. These are practical courtesies in a community whose senses and habits differ from those of many surface guests.\n\nDathren Coil: Craft and exchange\nStone shaping, gemwork and finely tuned instruments provide valuable trade. Dathren's makers are particularly skilled at objects whose usefulness depends on precise material response: resonant components, fitted stonework and tools designed for careful work in confined spaces.\n\nThe settlement imports food and materials that are costly to produce below ground. Its surface relationships therefore remain essential even when residents prefer the security and familiarity of their own passages. Trade is conducted through known intermediaries and shared work rather than through unrestricted access to every inhabited chamber.\n\nDathren Coil: The age of withdrawal\nDuring the Draconic Era, Dathren reduced surface access after tribute demands and attempts to seize skilled workers made open trade dangerous. Some families withdrew farther into the caverns; others maintained limited connections to preserve supplies and information. The decision protected parts of the community while increasing dependence on a smaller number of intermediaries.\n\nAfter the end of draconic dominion, reopening was gradual. Younger residents who had inherited caution without experiencing its original cause pressed for wider contact. Elders insisted that trust be rebuilt through repeated conduct rather than declarations of a changed age.\n\nDathren Coil: Present life\nDathren now supports a recognized guest quarter near its principal trade entrance. Surface visitors can work and reside there without being treated as temporary intruders, while deeper residential spaces remain governed by local invitation and responsibility.\n\nThe settlement's current debates concern how much knowledge can be shared without turning distinctive skills into resources controlled elsewhere. Its people are neither uniformly welcoming nor uniformly hostile. They have a history of dependence and danger that gives particular weight to the ordinary question of who benefits when a community becomes more accessible.","category":"Races","id":"race-nystharin","illustration":{"alt":"A pale Nystharin man and an ebon Nystharin woman conversing in an underground courtyard.","caption":"Nystharin neighbors in an underground courtyard.","displayScale":"wide","height":700,"layout":"landscape","src":"assets/race-cards/race-nystharin-porcelain-ebon-courtyard-v6.avif","visibility":"player","width":1050},"links":["new-dathrencoil"],"raceCardIllustration":{"alt":"A pale Nystharin man and an ebon Nystharin woman conversing in an underground courtyard.","caption":"Nystharin neighbors in an underground courtyard.","height":700,"src":"assets/race-cards/race-nystharin-porcelain-ebon-courtyard-v6.avif","visibility":"player","width":1050},"raceKey":"nystharin","raceRelated":[{"articleId":"notebook-source-4","heading":"Nystharin: the Underearth Dwellers","visibility":"player"}],"sections":[{"body":"Nystharin inhabit Dorn’s extensive caves and underground passages. Their skin ranges from pale alabaster and light gray to deep ebon, their hair is often white or very pale, and their large, sensitive eyes can see in near-total darkness. An opalescent quality gives those eyes an appearance that some surface visitors find unsettling.\n\nLife in underground settlements shapes Nystharin architecture, music and daily courtesies. Echolocation aids navigation and has shaped their language and music. Their communities include a wide range of occupations and temperaments. Some practitioners shape rock or briefly merge with stone to travel through it, while local traditions such as Dathren Coil’s gemwork belong to particular makers and communities rather than defining every Nystharin.\n\nTwo major religious tendencies divide the Nystharin. Most follow Elyndra and maintain constructive relationships with other Aenar and surface peoples. A smaller faction devoted to the exiled Loryth is more isolationist and can be hostile to outsiders. The latter does not speak for every underground community.","heading":"Nystharin: the Underearth Dwellers","visibility":"player"},{"body":"Beneath Abbrond’s mountain country, @[Dathren Coil|new-dathrencoil] brings Nystharin sound, stonework and relations with the surface into daily life.\n\nThe majority of Dathren's inhabitants are Nystharin Aenar, with smaller communities of surface-born craftspeople, traders and household members. Elyndra is widely honored, and music and dance occupy an important place in communal life. The settlement's artistic traditions use the acoustic character of particular chambers rather than treating a performance as independent of its surroundings.\n\nVisitors are taught simple conventions: announce an unfamiliar obstruction, avoid unnecessary noise in certain passages and do not mistake a dimly lit room for an unused one. These are practical courtesies in a community whose senses and habits differ from those of many surface guests.","heading":"Dathren Coil: Nystharin society","visibility":"player"},{"body":"Stone shaping, gemwork and finely tuned instruments provide valuable trade. Dathren's makers are particularly skilled at objects whose usefulness depends on precise material response: resonant components, fitted stonework and tools designed for careful work in confined spaces.\n\nThe settlement imports food and materials that are costly to produce below ground. Its surface relationships therefore remain essential even when residents prefer the security and familiarity of their own passages. Trade is conducted through known intermediaries and shared work rather than through unrestricted access to every inhabited chamber.","heading":"Dathren Coil: Craft and exchange","visibility":"player"},{"body":"During the Draconic Era, Dathren reduced surface access after tribute demands and attempts to seize skilled workers made open trade dangerous. Some families withdrew farther into the caverns; others maintained limited connections to preserve supplies and information. The decision protected parts of the community while increasing dependence on a smaller number of intermediaries.\n\nAfter the end of draconic dominion, reopening was gradual. Younger residents who had inherited caution without experiencing its original cause pressed for wider contact. Elders insisted that trust be rebuilt through repeated conduct rather than declarations of a changed age.","heading":"Dathren Coil: The age of withdrawal","visibility":"player"},{"body":"Dathren now supports a recognized guest quarter near its principal trade entrance. Surface visitors can work and reside there without being treated as temporary intruders, while deeper residential spaces remain governed by local invitation and responsibility.\n\nThe settlement's current debates concern how much knowledge can be shared without turning distinctive skills into resources controlled elsewhere. Its people are neither uniformly welcoming nor uniformly hostile. They have a history of dependence and danger that gives particular weight to the ordinary question of who benefits when a community becomes more accessible.","heading":"Dathren Coil: Present life","visibility":"player"}],"summary":"Nystharin are subterranean Aenar whose sensitive eyes, stonecraft and gem magic suit life in Dorn’s caves and underground passages.","title":"Nystharin","type":"Race","visibility":"player"},{"body":"Nerithenar: the Sea Elves\nNerithenar have adapted to life beneath the ocean. Blue, green or purple skin often shimmers like scales; webbed fingers and toes are common, and some possess gills alongside lungs. Hair can resemble seaweed or other aquatic plants, while large, dark eyes are suited to the depths.\n\nTheir underwater settlements use coral, stone and enchanted materials able to withstand deep-water pressure. Communities live in close cooperation with sea creatures, including symbiotic relationships with whales, dolphins and other intelligent sea life. Hydromancy gives them exceptional command of water and a measure of influence over weather. A distinctive current-borne magic carries communication across great distances.\n\nThey worship the leviathan-like Nys'velik, with religious practices that involve communion with the deep ocean. Many approach surface peoples warily, concerned about threats to their underwater homes, while maintaining cordial ties with other Aenar.\n\nThe Nacre Stair: Nerithenar households\n@[The Nacre Stair|new-nacrestair] descends along a coastal shelf, joining Nerithenar underwater households to carefully managed exchanges with the surface.\n\nThe residents are principally Nerithenar Aenar, whose established adaptations and hydromantic traditions support life beneath the sea. Individual abilities vary, and the community provides for those who cannot remain comfortably in every inhabited depth or condition.\n\nHouseholds are linked through shared work in cultivation, construction, current communication and the care of dependent members. Long life allows relationships to develop over centuries, but it does not make them free of conflict. Changes in household membership are formally acknowledged because access to particular spaces and obligations can otherwise remain uncertain for too long.\n\nThe Nacre Stair: The upper exchange houses\nThe upper settlement contains spaces prepared for contact with surface visitors, including maintained chambers where air-breathing guests can reside for limited periods. These facilities require work and resources. Access is arranged rather than assumed to be available to every vessel that passes overhead.\n\nTrade includes crafted objects, marine products and knowledge of local waters. Residents are cautious about allowing surface demand to determine the use of their environment. A profitable harvest can damage a resource whose recovery is measured on a timescale many buyers will never personally experience.\n\nThe Nacre Stair: Faith and the deep\nNys'velik, the leviathan-like deity honored among the Nerithenar, occupies an important place in local observance. Rites emphasize attention to the wider sea and the limits of a household's control within it. The settlement's relationship with large marine creatures is shaped by longstanding Nerithenar practices, not by an assumption that every animal can be commanded.\n\nMemorials are often placed where currents and living growth will alter them. Families preserve records of the original form while accepting that the object itself participates in the environment rather than remaining unchanged forever.\n\nThe Nacre Stair: Relations with Tol'ryn\nMoss Crown and coastal households of Tol'ryn exchange goods with the Nacre Stair through trusted intermediaries. The relationship has survived disputes over fishing, waste and the meaning of ownership in waters used by several communities.\n\nThe present agreement recognizes particular responsibilities without pretending that the sea has been divided into simple private fields. Its durability rests on repeated contact and on the willingness of both sides to treat damage beneath the surface as real even when only one community can readily see it.\n\nVor’mareen\nVor'mareen, the Abyssal Crown, is a Nerithenar capital built around and within an underwater volcanic caldera. Coral and carved stone form its buildings, lit by bioluminescent growth and magic. The Tidal Throne is fashioned from enchanted coral; the Caverns of Echoes carry songs attributed to Nys'velik; and the Sunken Archives preserve knowledge of both the deep and surface worlds.\n\nCrafts of the deep\nNerithenar pressure enchantments assist life at great depth. Coral shaping grows living structures, while bioluminescent alchemy makes light sources and potions from deep-sea organisms. Tidestones influence local currents, and pearls and coral also carry magic.\n\nSongs of Nys’velik\nNys'velik is described as a vast being combining serpentine, tentacled and eel-like forms, with eyes of different sizes. Its name is rendered Ancient Tide-Bringer. Devotees believe it guides currents and tides, speaks telepathically to chosen followers and can raise terrible storms. Its songs are said to echo in Vor'mareen's Caverns of Echoes, where priests interpret them as an oracle.","category":"Races","id":"race-nerithenar","illustration":{"alt":"Nerithenar ocean cooperation and current messages","caption":"Nerithenar ocean cooperation and current messages","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/aenar-nerithenar-current-message-v1.avif","visibility":"player","width":1140},"links":["new-nacrestair"],"raceCardIllustration":{"alt":"Nerithenar ocean cooperation and current messages","caption":"Nerithenar","height":760,"src":"assets/worldbook/aenar-nerithenar-current-message-v1.avif","visibility":"player","width":1140},"raceKey":"nerithenar","raceRelated":[{"articleId":"notebook-source-4","heading":"Nerithenar: the Sea Elves","visibility":"player"}],"sections":[{"body":"Nerithenar have adapted to life beneath the ocean. Blue, green or purple skin often shimmers like scales; webbed fingers and toes are common, and some possess gills alongside lungs. Hair can resemble seaweed or other aquatic plants, while large, dark eyes are suited to the depths.\n\nTheir underwater settlements use coral, stone and enchanted materials able to withstand deep-water pressure. Communities live in close cooperation with sea creatures, including symbiotic relationships with whales, dolphins and other intelligent sea life. Hydromancy gives them exceptional command of water and a measure of influence over weather. A distinctive current-borne magic carries communication across great distances.\n\nThey worship the leviathan-like Nys'velik, with religious practices that involve communion with the deep ocean. Many approach surface peoples warily, concerned about threats to their underwater homes, while maintaining cordial ties with other Aenar.","heading":"Nerithenar: the Sea Elves","visibility":"player"},{"body":"@[The Nacre Stair|new-nacrestair] descends along a coastal shelf, joining Nerithenar underwater households to carefully managed exchanges with the surface.\n\nThe residents are principally Nerithenar Aenar, whose established adaptations and hydromantic traditions support life beneath the sea. Individual abilities vary, and the community provides for those who cannot remain comfortably in every inhabited depth or condition.\n\nHouseholds are linked through shared work in cultivation, construction, current communication and the care of dependent members. Long life allows relationships to develop over centuries, but it does not make them free of conflict. Changes in household membership are formally acknowledged because access to particular spaces and obligations can otherwise remain uncertain for too long.","heading":"The Nacre Stair: Nerithenar households","visibility":"player"},{"body":"The upper settlement contains spaces prepared for contact with surface visitors, including maintained chambers where air-breathing guests can reside for limited periods. These facilities require work and resources. Access is arranged rather than assumed to be available to every vessel that passes overhead.\n\nTrade includes crafted objects, marine products and knowledge of local waters. Residents are cautious about allowing surface demand to determine the use of their environment. A profitable harvest can damage a resource whose recovery is measured on a timescale many buyers will never personally experience.","heading":"The Nacre Stair: The upper exchange houses","visibility":"player"},{"body":"Nys'velik, the leviathan-like deity honored among the Nerithenar, occupies an important place in local observance. Rites emphasize attention to the wider sea and the limits of a household's control within it. The settlement's relationship with large marine creatures is shaped by longstanding Nerithenar practices, not by an assumption that every animal can be commanded.\n\nMemorials are often placed where currents and living growth will alter them. Families preserve records of the original form while accepting that the object itself participates in the environment rather than remaining unchanged forever.","heading":"The Nacre Stair: Faith and the deep","visibility":"player"},{"body":"Moss Crown and coastal households of Tol'ryn exchange goods with the Nacre Stair through trusted intermediaries. The relationship has survived disputes over fishing, waste and the meaning of ownership in waters used by several communities.\n\nThe present agreement recognizes particular responsibilities without pretending that the sea has been divided into simple private fields. Its durability rests on repeated contact and on the willingness of both sides to treat damage beneath the surface as real even when only one community can readily see it.","heading":"The Nacre Stair: Relations with Tol'ryn","visibility":"player"},{"body":"Vor'mareen, the Abyssal Crown, is a Nerithenar capital built around and within an underwater volcanic caldera. Coral and carved stone form its buildings, lit by bioluminescent growth and magic. The Tidal Throne is fashioned from enchanted coral; the Caverns of Echoes carry songs attributed to Nys'velik; and the Sunken Archives preserve knowledge of both the deep and surface worlds.","heading":"Vor’mareen","visibility":"player"},{"body":"Nerithenar pressure enchantments assist life at great depth. Coral shaping grows living structures, while bioluminescent alchemy makes light sources and potions from deep-sea organisms. Tidestones influence local currents, and pearls and coral also carry magic.","heading":"Crafts of the deep","visibility":"player"},{"body":"Nys'velik is described as a vast being combining serpentine, tentacled and eel-like forms, with eyes of different sizes. Its name is rendered Ancient Tide-Bringer. Devotees believe it guides currents and tides, speaks telepathically to chosen followers and can raise terrible storms. Its songs are said to echo in Vor'mareen's Caverns of Echoes, where priests interpret them as an oracle.","heading":"Songs of Nys’velik","visibility":"player"}],"summary":"Nerithenar are Aenar adapted to the ocean depths, with underwater communities and magic carried through water and currents.","title":"Nerithenar","type":"Race","visibility":"player"},{"body":"The Kovard are wolf-like canine people descended from mortals and hound archons. Their homeland lies in northern Creslin, where the mountain capital Orveth and the Peaks of Solemnity sustain a culture of celestial faith, astronomy, magic and shared household life.\n\nA people of the northern mountains\n\nThe Kovard are wolf-like canine people whose homeland lies in the mountains of northern @[Creslin|ea45b794-91b0-4c36-a647-ad00c6bc8632]. Their capital, @[Orveth|place-orveth], climbs a sheltered mountainside beneath the @[Peaks of Solemnity|place-peaks-of-solemnity]. Above its roofs stand the great observatory and library that have made the study of the heavens a defining part of Kovard life.\n\nKovard communities extend from the capital into smaller upland settlements and far beyond the mountains. Some families live by farming, herding or craft; others by teaching, trade, worship or magical work. A student at the Peaks, a stoneworker in Orveth and a dockworker overseas belong to the same people without leading the same life. The homeland gives their culture a center, while generations abroad have given it many different expressions.\n\nMortal families, celestial ancestors\n\nThe Kovard descend from unions between mortals and hound archons, celestial servants who became companions and partners within mortal lives. Their divine ancestry runs parallel to that of the @[aasimar|race-aasimar], through a distinct ancestral line. Over centuries, the celestial blood of those first families has become increasingly diluted.\n\nTheir ancestral accounts place the first unions in the world remembered through the @[Era of Communion|notebook-5], when gods and their servants walked openly among mortals. The exact beginning of the Kovard and the sequence of their earliest settlements remain uncertain. Their oldest stories dwell on meals shared, children raised and doors kept open for returning companions as readily as they dwell on miracles.\n\nThis history gives the hearth religious significance. A divine servant once chose to enter a mortal household, and that household continued after its founders were gone. Many Kovard understand their inheritance as a responsibility to make something enduring from an ordinary life. Celestial descent carries no guarantee of wisdom, magical power or moral character.\n\nFrom the first hearths to Orveth\n\nThe earliest family traditions were kept separately: a remembered celestial ancestor, a household prayer, a route through the mountains and fragments of names repeated across generations. As settlements grew, marriages and shared winter shelters drew these accounts together. Contradictions survived alongside agreements. Later scholars called this long process the Gathering of the Hearths.\n\nOrveth developed where several upland communities could maintain a common market, meeting place and store of manuscripts. Its importance grew through the work of carriers, masons, teachers and religious households as well as wealthy patrons. The capital's claim to prominence rests on bringing scattered communities together and maintaining institutions they could not easily sustain alone.\n\nObserving stations on the heights gradually became the great establishment at the Peaks of Solemnity. The ascent linked the capital to its scholars, while copies of charts and teaching books traveled outward to smaller settlements. Kovard history remembers this as a widening of shared knowledge rather than the arrival of a single ruler who founded the entire people.\n\nThe Winter of the Broken Stair\n\nOne of the best-known episodes of later mountain history is the Winter of the Broken Stair. A severe winter damaged the principal ascent to the Peaks, cutting off regular supplies while scholars and attendants remained above. Families in Orveth organized relief along older approaches, and the people stranded at the observatory rationed fuel, shared rooms and sheltered the most vulnerable books.\n\nThe danger passed, but the disruption exposed how much depended on one road and one collection. Manuscripts that had seemed commonplace became essential when their only available copy was trapped above the city. The account is remembered without a settled year in the wider historical calendars.\n\nIts lasting legacy was the Second Shelves: the practice of keeping usable copies of important observations, teaching texts and practical manuals in the capital and participating settlements. Making those copies is still a recognized form of service. The winter also strengthened the standing of carriers and maintenance crews, whose work had preserved a center of learning that ceremonial praise alone could not have saved.\n\nHearth households and belonging\n\nThe principal unit of daily community life is the hearth household. A hearth may include several generations, married partners, unmarried relatives, adopted children and people welcomed through long friendship or shared responsibility. The household is maintained through negotiated work, food, care and expenses. Its shape changes as members leave, return or establish homes of their own.\n\nMembership and descent are related but distinct. A person can be received into a household without claiming its bloodline, and a Kovard child raised elsewhere does not lose their ancestry. Smaller homes and solitary lives are also familiar, particularly among travelers and people working far from their relatives. A household's elders carry influence through experience, but important decisions commonly involve the people expected to do the work.\n\nHearth names may be carried beside a personal name, though naming habits vary by settlement and family. Old surnames can hold social weight without determining a person's authority. The noble name Varkas, for example, belongs to a particular family institution abroad; it is no measure of what any other Kovard household ought to be.\n\nHospitality, obligation and ordinary manners\n\nA visitor received at a mountain hearth is offered a place to sit and something warm before the host asks for a full account of their journey. Introductions often include the people with whom a traveler is staying or the work that brought them to the settlement. Such details help strangers find assistance and establish where a request should go.\n\nHospitality carries practical limits. A household can offer a meal without taking responsibility for every debt or quarrel a guest brings with them. Hosts are expected to make those limits clear; guests are expected to respect the labor and supplies that keep the hearth functioning. Returning travelers often bring news, useful materials or a story suited to the children gathered around the table.\n\nThe best-loved household evenings are lively. Songs trade verses between generations, competitive riddles interrupt supper and observatory students are teased for noticing a new star while forgetting a borrowed coat. Formal religious observance exists beside this domestic warmth. Silence is especially valued during an observation or a prayer, rather than demanded of life in general.\n\nFaith under a shared sky\n\nKovard religion turns strongly toward the heavens and the history of divine presence among mortals. Celestial ancestry makes that history personal, while the visible sky gives successive generations a shared subject of wonder. Temples, household observances and scholarly discussions all contribute to the tradition.\n\nAmong the established gods, Celestra's concerns with the moon, stars and navigation draw particular devotion from observers and travelers. @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d] is honored for goodness, honor and justice; Eryndor's vigilance and duty speak to watchkeepers and those responsible for others. These devotions sit within the wider @[pantheon|notebook-4]. Families and individuals may honor other gods, and local practice differs.\n\nHound archon ancestors appear in family carvings, songs and accounts of the first hearths. Remembering them does not turn them into gods. Nor is every star understood as an ancestor or divine messenger. The distinction matters to teachers who want devotion, ancestral memory and claims about the physical heavens to remain understandable on their own terms.\n\nThe open record\n\nAt the Peaks, an observation is entered before its interpretation: where and when it was made, which instrument was used, what conditions affected the view and what the observer actually saw. A religious meaning or magical explanation may follow, attributed to the person proposing it. This habit, known as keeping an open record, has spread into household sky-books and village teaching.\n\nIt allows a priest and a skeptical scholar to agree on a measurement while disagreeing about its significance. A comet can prompt prayers without every prediction attached to it becoming an astronomical fact. A magical vision is worth recording, but it does not quietly replace a sighting made through an instrument.\n\nThe practice is respected more consistently than it is followed. Famous teachers have followers, old readings carry prestige and a patron paying for an observatory may prefer a flattering result. Disputes over a record's interpretation can be vigorous. The tradition gives those disputes a common starting point; it does not remove ambition, faith or error from scholarship.\n\nA year of watches and returning names\n\nKovard observances follow local seasons and the sky that a community can actually see. Almanacs issued from the Peaks help settlements compare observations and prepare gatherings, but the mountain festivals do not require a separate chronology for the whole world.\n\nThe Opening of the Shutters marks the return of dependable observing conditions after the hardest winter weather. Families clean their sky-facing windows, repair their small instruments and bring learners onto terraces for the first shared watch. Cloud or dangerous wind can delay the celebration. In distant communities the observance follows local conditions rather than a date borrowed mechanically from the homeland.\n\nThe High Watch is held during the season of long nights. Observing stations receive visitors, teachers offer public lessons and households send food to the people working through the dark. The Night of Returning Names gathers families to remember the dead and absent. Names are spoken, stories are told and an empty place is left at the table. Funerary worship still follows the relevant faith; the gathering does not prescribe where a soul has gone.\n\nGrowing into the watch\n\nA child's first sky-book may contain an uneven drawing, a tale told by a grandparent and a note about the weather. Adults often record what the child noticed rather than correcting the page into a perfect chart. Learning to look closely is treated as something that begins before a pupil can calculate.\n\nTaking a Watch marks a young person's growing responsibility. The work is agreed with the household and may involve an observing shift, accompanying a supply party, caring for a dependent or preparing a lesson for younger children. The point is to accept a duty whose completion matters to someone else. Communities vary in when and how they recognize it, and the observance is not reserved for future scholars or spellcasters.\n\nHousehold joining is usually celebrated with a shared meal and the opening of a place at the hearth. Partners state the responsibilities they have chosen together, with witnesses drawn from both their lives. Religious ceremonies may accompany the joining, but a household's arrangements for work, care and property still have to be settled by its members.\n\nLearning, magic and patronage\n\nVillage teachers introduce letters, number work, local sky patterns and the use of simple sighting tools alongside religious stories. Apprenticeships then lead into trades or more advanced study. At the Peaks, mathematics, astronomy, manuscript work and magical disciplines share classrooms without becoming one interchangeable subject.\n\nKovard magical traditions have a strong interest in divination, protective workings and the conditions under which a spell can be trusted. Observers use enchantment where it is helpful, while preserving ways to check a result with ordinary instruments. Clerics, wizards, other practitioners and people without spellcasting ability all contribute to the institutions that support this work.\n\nA small number of Kovard traditionally become warlocks with hound archon patrons. Such patronage joins an individual to the kind of celestial being from which the people descend. The relationship is a particular vocation, requiring its own judgment and commitments; shared ancestry neither establishes a pact nor entitles anyone to a patron. Families may be proud of that calling while worrying about the distance and obligations it introduces into an ordinary household.\n\nThe work that holds the heights\n\nAstronomy depends on people who seldom appear in a celebrated chart's title. Masons maintain exposed walls and stairs; instrument makers cut accurate scales and fit moving parts; lens workers, metalworkers, binders and scribes supply the observatory and library. Carriers bring food, fuel and paper above the capital and return with copies, repairs and correspondence.\n\nIn lower upland settlements, cultivation, herding and textile work sustain households through long winters. Traders connect their produce and crafts to larger markets. High scholarship is one use of that economy, alongside the ordinary need for warm homes, working tools and adequate stores. Children who never study at the Peaks still grow up among people whose labor keeps it open.\n\nA communal watch can therefore include thanks to an instrument maker or an absent supply crew as well as a prayer. The memory of the Broken Stair makes such recognition more than a courtesy. Much of the culture's celestial learning survives because somebody has repaired a roof, carried a sack or kept a stove burning.\n\nCivic life and contested authority\n\nOrveth's public affairs are conducted through a civic assembly where neighborhood hearths, working associations and the major religious and scholarly institutions send representatives. Road maintenance, winter stores, markets and support for the Peaks bring these interests together. The capital coordinates services shared by participating settlements; its municipal offices do not claim to govern every Kovard living abroad.\n\nReligious and scholarly prestige carry real influence, but neither supplies every answer to a civic problem. A senior observer may argue that a new instrument deserves funding while carriers demand safer stairs and families ask for another classroom below. Wealthy hearths can support both learning and the advancement of their own relatives. Less prosperous residents challenge the idea that time spent in a library should count for more than the work that permits it.\n\nAncestral standing is another point of dispute. Some old families treasure carefully preserved claims of celestial descent; others object when those claims are used to imply superior judgment or a greater right to speak. Diluted blood, adoption and diaspora experience complicate any neat boundary. The culture's shared inheritance remains a subject of argument within the community that carries it.\n\nBeyond the homeland\n\nKovard communities are recorded in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], while @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] is home to the influential @[House Varkas|org-house-varkas]. Migrants carry prayers, household relationships and sky-books with them, then adapt them to unfamiliar streets and skies. Small rooftop watches, shared lessons and letters home can keep the connection alive without recreating a mountain settlement overseas.\n\nEman's social order gives that inheritance a different setting. Worship is legal there, yet its rulers and many nobles regard faith with disdain. Kovard residents differ in how openly they observe religious customs and how closely they associate with their prominent maritime house. A common ancestry does not erase the distance between a High Family and an indebted worker.\n\nLord Nivlan Varkas leads a house whose wealth comes through maritime trade and overseas shipping, with a lightning-bearing storm cloud on dark blue as its crest. Those are the family's established enterprises and emblem. Other Kovard abroad pursue lives shaped by their own households, occupations and circumstances, including the working family of @[Ivran Varkas|gap-ivran] described below.\n\nHouse Varkas: Standing in Eman\n\nHouse Varkas is a Kovard noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Lord Nivlan Varkas heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].\n\nHouse Varkas: Enterprises and crest\n\nThe house’s principal enterprises include maritime trade and overseas shipping. Its crest depicts a storm cloud with lightning on a dark blue field.\n\nHouse Varkas: Shipping and representation\n\nHouse Varkas and @[House Silvermere|org-house-silvermere] have overlapping commercial interests.\n\nLord Nivlan Varkas's maritime and overseas shipping interests place greater emphasis on carrying capacity, scheduling and reliable representation in different ports. These are overlapping emphases, not absolute monopolies. Both houses can compete for the same profitable cargo, and neither controls every vessel using Eman's lake and ocean connection.\n\nOne household abroad\n\n@[Ivran Varkas|gap-ivran] and his wife Sella maintain a working Kovard household in Eman. His career within House Varkas shows the difference between belonging to an influential family and directing it.","category":"Races","id":"race-kovard","illustration":{"src":"assets/worldbook/kovard-rooftop-skywatch-v1.avif","alt":"Wolf-headed Kovard families observe the evening sky from a terrace above Orveth, with the high mountain observatory beyond.","caption":"Wolf-headed Kovard families observe the evening sky from a terrace above Orveth, with the high mountain observatory beyond.","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"},"links":["63904922-f75a-418e-9b27-b0a6e545fb27","gap-ivran","org-ascendancy","org-house-silvermere","ea45b794-91b0-4c36-a647-ad00c6bc8632","place-orveth","place-peaks-of-solemnity","race-aasimar","notebook-5","efecd1c2-4f09-4bdc-9cdd-0506d275c44d","notebook-4","d55b4ecd-c049-438e-a3f8-06a8742ac080","org-house-varkas"],"raceCardIllustration":{"src":"assets/worldbook/kovard-rooftop-skywatch-v1.avif","alt":"Wolf-headed Kovard families observe the evening sky from a terrace above Orveth, with the high mountain observatory beyond.","caption":"Wolf-headed Kovard families observe the evening sky from a terrace above Orveth, with the high mountain observatory beyond.","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"},"raceKey":"kovard","raceRelated":[{"articleId":"d55b4ecd-c049-438e-a3f8-06a8742ac080","visibility":"player"},{"articleId":"63904922-f75a-418e-9b27-b0a6e545fb27","visibility":"player"},{"articleId":"place-orveth","visibility":"player"},{"articleId":"place-peaks-of-solemnity","visibility":"player"},{"articleId":"gap-ivran","visibility":"player"}],"sections":[{"heading":"A people of the northern mountains","visibility":"player","body":"The Kovard are wolf-like canine people whose homeland lies in the mountains of northern @[Creslin|ea45b794-91b0-4c36-a647-ad00c6bc8632]. Their capital, @[Orveth|place-orveth], climbs a sheltered mountainside beneath the @[Peaks of Solemnity|place-peaks-of-solemnity]. Above its roofs stand the great observatory and library that have made the study of the heavens a defining part of Kovard life.\n\nKovard communities extend from the capital into smaller upland settlements and far beyond the mountains. Some families live by farming, herding or craft; others by teaching, trade, worship or magical work. A student at the Peaks, a stoneworker in Orveth and a dockworker overseas belong to the same people without leading the same life. The homeland gives their culture a center, while generations abroad have given it many different expressions."},{"heading":"Mortal families, celestial ancestors","visibility":"player","body":"The Kovard descend from unions between mortals and hound archons, celestial servants who became companions and partners within mortal lives. Their divine ancestry runs parallel to that of the @[aasimar|race-aasimar], through a distinct ancestral line. Over centuries, the celestial blood of those first families has become increasingly diluted.\n\nTheir ancestral accounts place the first unions in the world remembered through the @[Era of Communion|notebook-5], when gods and their servants walked openly among mortals. The exact beginning of the Kovard and the sequence of their earliest settlements remain uncertain. Their oldest stories dwell on meals shared, children raised and doors kept open for returning companions as readily as they dwell on miracles.\n\nThis history gives the hearth religious significance. A divine servant once chose to enter a mortal household, and that household continued after its founders were gone. Many Kovard understand their inheritance as a responsibility to make something enduring from an ordinary life. Celestial descent carries no guarantee of wisdom, magical power or moral character."},{"heading":"From the first hearths to Orveth","visibility":"player","body":"The earliest family traditions were kept separately: a remembered celestial ancestor, a household prayer, a route through the mountains and fragments of names repeated across generations. As settlements grew, marriages and shared winter shelters drew these accounts together. Contradictions survived alongside agreements. Later scholars called this long process the Gathering of the Hearths.\n\nOrveth developed where several upland communities could maintain a common market, meeting place and store of manuscripts. Its importance grew through the work of carriers, masons, teachers and religious households as well as wealthy patrons. The capital's claim to prominence rests on bringing scattered communities together and maintaining institutions they could not easily sustain alone.\n\nObserving stations on the heights gradually became the great establishment at the Peaks of Solemnity. The ascent linked the capital to its scholars, while copies of charts and teaching books traveled outward to smaller settlements. Kovard history remembers this as a widening of shared knowledge rather than the arrival of a single ruler who founded the entire people."},{"heading":"The Winter of the Broken Stair","visibility":"player","body":"One of the best-known episodes of later mountain history is the Winter of the Broken Stair. A severe winter damaged the principal ascent to the Peaks, cutting off regular supplies while scholars and attendants remained above. Families in Orveth organized relief along older approaches, and the people stranded at the observatory rationed fuel, shared rooms and sheltered the most vulnerable books.\n\nThe danger passed, but the disruption exposed how much depended on one road and one collection. Manuscripts that had seemed commonplace became essential when their only available copy was trapped above the city. The account is remembered without a settled year in the wider historical calendars.\n\nIts lasting legacy was the Second Shelves: the practice of keeping usable copies of important observations, teaching texts and practical manuals in the capital and participating settlements. Making those copies is still a recognized form of service. The winter also strengthened the standing of carriers and maintenance crews, whose work had preserved a center of learning that ceremonial praise alone could not have saved.","illustration":{"src":"assets/worldbook/kovard-broken-stair-relief-v1.avif","alt":"Kovard relief carriers help one another bring supplies along an older snowy approach after damage to the principal ascent.","caption":"Kovard relief carriers help one another bring supplies along an older snowy approach after damage to the principal ascent.","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"heading":"Hearth households and belonging","visibility":"player","body":"The principal unit of daily community life is the hearth household. A hearth may include several generations, married partners, unmarried relatives, adopted children and people welcomed through long friendship or shared responsibility. The household is maintained through negotiated work, food, care and expenses. Its shape changes as members leave, return or establish homes of their own.\n\nMembership and descent are related but distinct. A person can be received into a household without claiming its bloodline, and a Kovard child raised elsewhere does not lose their ancestry. Smaller homes and solitary lives are also familiar, particularly among travelers and people working far from their relatives. A household's elders carry influence through experience, but important decisions commonly involve the people expected to do the work.\n\nHearth names may be carried beside a personal name, though naming habits vary by settlement and family. Old surnames can hold social weight without determining a person's authority. The noble name Varkas, for example, belongs to a particular family institution abroad; it is no measure of what any other Kovard household ought to be.","illustration":{"src":"assets/worldbook/kovard-family-skybook-v1.avif","alt":"An elder and child study a family sky-book while their household prepares supper, mends wool and repairs a sighting instrument.","caption":"An elder and child study a family sky-book while their household prepares supper, mends wool and repairs a sighting instrument.","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"heading":"Hospitality, obligation and ordinary manners","visibility":"player","body":"A visitor received at a mountain hearth is offered a place to sit and something warm before the host asks for a full account of their journey. Introductions often include the people with whom a traveler is staying or the work that brought them to the settlement. Such details help strangers find assistance and establish where a request should go.\n\nHospitality carries practical limits. A household can offer a meal without taking responsibility for every debt or quarrel a guest brings with them. Hosts are expected to make those limits clear; guests are expected to respect the labor and supplies that keep the hearth functioning. Returning travelers often bring news, useful materials or a story suited to the children gathered around the table.\n\nThe best-loved household evenings are lively. Songs trade verses between generations, competitive riddles interrupt supper and observatory students are teased for noticing a new star while forgetting a borrowed coat. Formal religious observance exists beside this domestic warmth. Silence is especially valued during an observation or a prayer, rather than demanded of life in general."},{"heading":"Faith under a shared sky","visibility":"player","body":"Kovard religion turns strongly toward the heavens and the history of divine presence among mortals. Celestial ancestry makes that history personal, while the visible sky gives successive generations a shared subject of wonder. Temples, household observances and scholarly discussions all contribute to the tradition.\n\nAmong the established gods, Celestra's concerns with the moon, stars and navigation draw particular devotion from observers and travelers. @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d] is honored for goodness, honor and justice; Eryndor's vigilance and duty speak to watchkeepers and those responsible for others. These devotions sit within the wider @[pantheon|notebook-4]. Families and individuals may honor other gods, and local practice differs.\n\nHound archon ancestors appear in family carvings, songs and accounts of the first hearths. Remembering them does not turn them into gods. Nor is every star understood as an ancestor or divine messenger. The distinction matters to teachers who want devotion, ancestral memory and claims about the physical heavens to remain understandable on their own terms."},{"heading":"The open record","visibility":"player","body":"At the Peaks, an observation is entered before its interpretation: where and when it was made, which instrument was used, what conditions affected the view and what the observer actually saw. A religious meaning or magical explanation may follow, attributed to the person proposing it. This habit, known as keeping an open record, has spread into household sky-books and village teaching.\n\nIt allows a priest and a skeptical scholar to agree on a measurement while disagreeing about its significance. A comet can prompt prayers without every prediction attached to it becoming an astronomical fact. A magical vision is worth recording, but it does not quietly replace a sighting made through an instrument.\n\nThe practice is respected more consistently than it is followed. Famous teachers have followers, old readings carry prestige and a patron paying for an observatory may prefer a flattering result. Disputes over a record's interpretation can be vigorous. The tradition gives those disputes a common starting point; it does not remove ambition, faith or error from scholarship.","illustration":{"src":"assets/worldbook/kovard-open-record-v1.avif","alt":"An observatory crew measures the night sky and records observations while a priest and scholar compare their interpretations.","caption":"An observatory crew measures the night sky and records observations while a priest and scholar compare their interpretations.","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"heading":"A year of watches and returning names","visibility":"player","body":"Kovard observances follow local seasons and the sky that a community can actually see. Almanacs issued from the Peaks help settlements compare observations and prepare gatherings, but the mountain festivals do not require a separate chronology for the whole world.\n\nThe Opening of the Shutters marks the return of dependable observing conditions after the hardest winter weather. Families clean their sky-facing windows, repair their small instruments and bring learners onto terraces for the first shared watch. Cloud or dangerous wind can delay the celebration. In distant communities the observance follows local conditions rather than a date borrowed mechanically from the homeland.\n\nThe High Watch is held during the season of long nights. Observing stations receive visitors, teachers offer public lessons and households send food to the people working through the dark. The Night of Returning Names gathers families to remember the dead and absent. Names are spoken, stories are told and an empty place is left at the table. Funerary worship still follows the relevant faith; the gathering does not prescribe where a soul has gone."},{"heading":"Growing into the watch","visibility":"player","body":"A child's first sky-book may contain an uneven drawing, a tale told by a grandparent and a note about the weather. Adults often record what the child noticed rather than correcting the page into a perfect chart. Learning to look closely is treated as something that begins before a pupil can calculate.\n\nTaking a Watch marks a young person's growing responsibility. The work is agreed with the household and may involve an observing shift, accompanying a supply party, caring for a dependent or preparing a lesson for younger children. The point is to accept a duty whose completion matters to someone else. Communities vary in when and how they recognize it, and the observance is not reserved for future scholars or spellcasters.\n\nHousehold joining is usually celebrated with a shared meal and the opening of a place at the hearth. Partners state the responsibilities they have chosen together, with witnesses drawn from both their lives. Religious ceremonies may accompany the joining, but a household's arrangements for work, care and property still have to be settled by its members."},{"heading":"Learning, magic and patronage","visibility":"player","body":"Village teachers introduce letters, number work, local sky patterns and the use of simple sighting tools alongside religious stories. Apprenticeships then lead into trades or more advanced study. At the Peaks, mathematics, astronomy, manuscript work and magical disciplines share classrooms without becoming one interchangeable subject.\n\nKovard magical traditions have a strong interest in divination, protective workings and the conditions under which a spell can be trusted. Observers use enchantment where it is helpful, while preserving ways to check a result with ordinary instruments. Clerics, wizards, other practitioners and people without spellcasting ability all contribute to the institutions that support this work.\n\nA small number of Kovard traditionally become warlocks with hound archon patrons. Such patronage joins an individual to the kind of celestial being from which the people descend. The relationship is a particular vocation, requiring its own judgment and commitments; shared ancestry neither establishes a pact nor entitles anyone to a patron. Families may be proud of that calling while worrying about the distance and obligations it introduces into an ordinary household."},{"heading":"The work that holds the heights","visibility":"player","body":"Astronomy depends on people who seldom appear in a celebrated chart's title. Masons maintain exposed walls and stairs; instrument makers cut accurate scales and fit moving parts; lens workers, metalworkers, binders and scribes supply the observatory and library. Carriers bring food, fuel and paper above the capital and return with copies, repairs and correspondence.\n\nIn lower upland settlements, cultivation, herding and textile work sustain households through long winters. Traders connect their produce and crafts to larger markets. High scholarship is one use of that economy, alongside the ordinary need for warm homes, working tools and adequate stores. Children who never study at the Peaks still grow up among people whose labor keeps it open.\n\nA communal watch can therefore include thanks to an instrument maker or an absent supply crew as well as a prayer. The memory of the Broken Stair makes such recognition more than a courtesy. Much of the culture's celestial learning survives because somebody has repaired a roof, carried a sack or kept a stove burning."},{"heading":"Civic life and contested authority","visibility":"player","body":"Orveth's public affairs are conducted through a civic assembly where neighborhood hearths, working associations and the major religious and scholarly institutions send representatives. Road maintenance, winter stores, markets and support for the Peaks bring these interests together. The capital coordinates services shared by participating settlements; its municipal offices do not claim to govern every Kovard living abroad.\n\nReligious and scholarly prestige carry real influence, but neither supplies every answer to a civic problem. A senior observer may argue that a new instrument deserves funding while carriers demand safer stairs and families ask for another classroom below. Wealthy hearths can support both learning and the advancement of their own relatives. Less prosperous residents challenge the idea that time spent in a library should count for more than the work that permits it.\n\nAncestral standing is another point of dispute. Some old families treasure carefully preserved claims of celestial descent; others object when those claims are used to imply superior judgment or a greater right to speak. Diluted blood, adoption and diaspora experience complicate any neat boundary. The culture's shared inheritance remains a subject of argument within the community that carries it.","illustration":{"src":"assets/worldbook/orveth-civic-assembly-v2.avif","alt":"Representatives of Orveth’s hearths, trades and observatory discuss stair maintenance around a working model of the ascent.","caption":"Representatives of Orveth’s hearths, trades and observatory discuss stair maintenance around a working model of the ascent.","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"heading":"Beyond the homeland","visibility":"player","body":"Kovard communities are recorded in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], while @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] is home to the influential @[House Varkas|org-house-varkas]. Migrants carry prayers, household relationships and sky-books with them, then adapt them to unfamiliar streets and skies. Small rooftop watches, shared lessons and letters home can keep the connection alive without recreating a mountain settlement overseas.\n\nEman's social order gives that inheritance a different setting. Worship is legal there, yet its rulers and many nobles regard faith with disdain. Kovard residents differ in how openly they observe religious customs and how closely they associate with their prominent maritime house. A common ancestry does not erase the distance between a High Family and an indebted worker.\n\nLord Nivlan Varkas leads a house whose wealth comes through maritime trade and overseas shipping, with a lightning-bearing storm cloud on dark blue as its crest. Those are the family's established enterprises and emblem. Other Kovard abroad pursue lives shaped by their own households, occupations and circumstances, including the working family of @[Ivran Varkas|gap-ivran] described below."},{"body":"House Varkas is a Kovard noble house in @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Lord Nivlan Varkas heads the family. As one of the High Families, it holds economic and political influence and works within the city’s complex relationship with @[the Ascendancy|org-ascendancy].","heading":"House Varkas: Standing in Eman","visibility":"player"},{"body":"The house’s principal enterprises include maritime trade and overseas shipping. Its crest depicts a storm cloud with lightning on a dark blue field.","heading":"House Varkas: Enterprises and crest","visibility":"player"},{"body":"House Varkas and @[House Silvermere|org-house-silvermere] have overlapping commercial interests.\n\nLord Nivlan Varkas's maritime and overseas shipping interests place greater emphasis on carrying capacity, scheduling and reliable representation in different ports. These are overlapping emphases, not absolute monopolies. Both houses can compete for the same profitable cargo, and neither controls every vessel using Eman's lake and ocean connection.","heading":"House Varkas: Shipping and representation","visibility":"player","illustration":{"alt":"Kovard neighbors coordinate harbor shipping","caption":"Kovard neighbors coordinate harbor shipping","displayScale":"wide","height":760,"layout":"landscape","src":"assets/worldbook/house-varkas-shipping-schedules.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player"}},{"heading":"One household abroad","body":"@[Ivran Varkas|gap-ivran] and his wife Sella maintain a working Kovard household in Eman. His career within House Varkas shows the difference between belonging to an influential family and directing it.","visibility":"player"}],"summary":"The Kovard are wolf-like canine people descended from mortals and hound archons. Their homeland lies in northern Creslin, where the mountain capital Orveth and the Peaks of Solemnity sustain a culture of celestial faith, astronomy, magic and shared household life.","title":"Kovard","type":"Race","visibility":"player","relationshipVisibility":{"ea45b794-91b0-4c36-a647-ad00c6bc8632":"player","place-orveth":"player","place-peaks-of-solemnity":"player","race-aasimar":"player","notebook-5":"player","efecd1c2-4f09-4bdc-9cdd-0506d275c44d":"player","notebook-4":"player","d55b4ecd-c049-438e-a3f8-06a8742ac080":"player","63904922-f75a-418e-9b27-b0a6e545fb27":"player","org-house-varkas":"player","gap-ivran":"player"}},{"body":"Appearance\nAnurians are frog-like people whose skin can be green, brown, purple, blue or black, with contrasting markings.\n\nMarsh communities\nLower Bell is a settled Anurian community whose civic life follows changes in water level. Households maintain shared paths and landing spaces, while rights to stores, gardens and fishing places rest on relationships and witnessed agreements.\n\nAnurian households also maintain working platforms at Reedglass. Belra Sedge, an Anurian packer, serves as speaker of its drying courts.\n\nLower Bell: The inhabited shallows\n@[Lower Bell|gap-lower-bell] is a settled Anurian community shaped by changing water levels and the continuing work of its households.\n\nLower Bell stands among connected pools and wooded rises within the Embershade Marshes. Its name is a translation used in the basin's trade speech; the local name refers to the sound made by a hollow stone struck near water. That stone remains beside the meeting platform, worn smooth by use.\n\nHomes occupy several levels. Walkways connect dry rooms and stores, while lower working spaces open toward the water. The settlement's builders leave room for seasonal change instead of trying to force every activity onto a permanently dry surface. Visitors who mistake an empty lower platform for an abandoned house can find themselves standing in someone's workplace.\n\nLower Bell: Households and access\nMost residents are Anurians, but membership in a household is a social relationship rather than a claim over every Anurian who arrives. Relatives from other settlements may visit for a season without acquiring rights to a storehouse, garden or fishing place. Long-serving residents can acquire those rights through witnessed agreements.\n\nShared paths and landing spaces are maintained by the households using them. An elder named Ossa Vell keeps the current agreements in several durable forms, including incised boards stored above ordinary flood reach. She insists that a remembered favor and a permanent obligation are recorded differently.\n\nLower Bell: The work of the water courts\nLower Bell supplies woven work, prepared foods and guiding knowledge to nearby communities. Residents also cultivate small managed plots and maintain harvesting areas. Certain pools are rested after heavy use; others are kept clear of waste from the working platforms. These rules arose from particular losses and recoveries, not from an assumption that every resident possesses instinctive ecological wisdom.\n\nThe courts' representatives negotiate with Reedglass processors and Mireward carriers. Their principal dispute concerns how much work should be done within Lower Bell before goods leave. Selling raw material gives quick payment but allows most of the profit and skilled employment to accumulate elsewhere.\n\nLower Bell: An older landscape\nThe community lives among remains older than its present houses. Worked stones recovered during repairs are sometimes reused, but objects recognizable as memorials are placed aside rather than sold as ordinary rubble. The practice grew after a dispute with collectors who claimed that anything without a current owner was available for removal.\n\nLower Bell does not claim descent from every inhabitant of ancient Emberheart Hallow. Its people have made their own history in the changed marsh. Their seasonal gatherings commemorate household foundations, deaths, marriages and repaired common works alongside reverence for the landscape that sustains them.","category":"Races","id":"race-anurian","links":["gap-lower-bell"],"raceCardIllustration":{"alt":"Anurians prepare goods on Lower Bell’s working platforms","caption":"Anurians prepare goods on Lower Bell’s working platforms","height":760,"src":"assets/worldbook/lower-bell-local-processing-before-trade.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"anurian","raceRelated":[{"articleId":"927cb3b1-f52f-43e6-903c-445261da670a","visibility":"player"},{"articleId":"gap-lower-bell","visibility":"player"},{"articleId":"gap-reedglass","visibility":"player"}],"sections":[{"body":"Anurians are frog-like people whose skin can be green, brown, purple, blue or black, with contrasting markings.","heading":"Appearance","visibility":"player"},{"body":"Lower Bell is a settled Anurian community whose civic life follows changes in water level. Households maintain shared paths and landing spaces, while rights to stores, gardens and fishing places rest on relationships and witnessed agreements.\n\nAnurian households also maintain working platforms at Reedglass. Belra Sedge, an Anurian packer, serves as speaker of its drying courts.","heading":"Marsh communities","visibility":"player"},{"body":"@[Lower Bell|gap-lower-bell] is a settled Anurian community shaped by changing water levels and the continuing work of its households.\n\nLower Bell stands among connected pools and wooded rises within the Embershade Marshes. Its name is a translation used in the basin's trade speech; the local name refers to the sound made by a hollow stone struck near water. That stone remains beside the meeting platform, worn smooth by use.\n\nHomes occupy several levels. Walkways connect dry rooms and stores, while lower working spaces open toward the water. The settlement's builders leave room for seasonal change instead of trying to force every activity onto a permanently dry surface. Visitors who mistake an empty lower platform for an abandoned house can find themselves standing in someone's workplace.","heading":"Lower Bell: The inhabited shallows","visibility":"player"},{"body":"Most residents are Anurians, but membership in a household is a social relationship rather than a claim over every Anurian who arrives. Relatives from other settlements may visit for a season without acquiring rights to a storehouse, garden or fishing place. Long-serving residents can acquire those rights through witnessed agreements.\n\nShared paths and landing spaces are maintained by the households using them. An elder named Ossa Vell keeps the current agreements in several durable forms, including incised boards stored above ordinary flood reach. She insists that a remembered favor and a permanent obligation are recorded differently.","heading":"Lower Bell: Households and access","visibility":"player","illustration":{"alt":"Witnessing a long-serving resident’s household access agreement","caption":"Witnessing a long-serving resident’s household access agreement","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lower-bell-witnessed-resident-access.avif","visibility":"player","width":1140}},{"body":"Lower Bell supplies woven work, prepared foods and guiding knowledge to nearby communities. Residents also cultivate small managed plots and maintain harvesting areas. Certain pools are rested after heavy use; others are kept clear of waste from the working platforms. These rules arose from particular losses and recoveries, not from an assumption that every resident possesses instinctive ecological wisdom.\n\nThe courts' representatives negotiate with Reedglass processors and Mireward carriers. Their principal dispute concerns how much work should be done within Lower Bell before goods leave. Selling raw material gives quick payment but allows most of the profit and skilled employment to accumulate elsewhere.","heading":"Lower Bell: The work of the water courts","visibility":"player","illustration":{"alt":"Preparing more of Lower Bell’s goods before they leave","caption":"Preparing more of Lower Bell’s goods before they leave","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lower-bell-local-processing-before-trade.avif","visibility":"player","width":1140}},{"body":"The community lives among remains older than its present houses. Worked stones recovered during repairs are sometimes reused, but objects recognizable as memorials are placed aside rather than sold as ordinary rubble. The practice grew after a dispute with collectors who claimed that anything without a current owner was available for removal.\n\nLower Bell does not claim descent from every inhabitant of ancient Emberheart Hallow. Its people have made their own history in the changed marsh. Their seasonal gatherings commemorate household foundations, deaths, marriages and repaired common works alongside reverence for the landscape that sustains them.","heading":"Lower Bell: An older landscape","visibility":"player","illustration":{"alt":"Setting a recovered memorial aside during Lower Bell repairs","caption":"Setting a recovered memorial aside during Lower Bell repairs","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/lower-bell-repair-memorial-stone-set-aside.avif","visibility":"player","width":1140}}],"summary":"Anurians are Dorn’s frog-like people, with communities in the Embershade Marshes. They are distinct from the bullywugs who also inhabit the region.","title":"Anurians","type":"Race","visibility":"player"},{"body":"The Castorians of Quan’Ma\nA small Castorian community lives in @[Quan’Ma|1727c233-267b-4794-ad8d-92ebda106302], making up about two percent of its population of 23,000. These rare beaverfolk participate in the northern harbor’s life alongside goliaths, humans, dwarves, orcs and gnomes. The city’s residents are known as Kwan-Mah-ree.\n\nQuan’Ma stands on the comparatively welcoming waters of Varmtangen Bay, with ships connecting it to Skjolgard, Vindrheim and more distant trading partners. Local stone and timber buildings follow the ground’s natural contours. Carving, timberwork, animal husbandry and brewing support the wider economy, and its markets bring northern goods into contact with imported food, spices and magical objects. The Castorian community lives within this mixed harbor society.","category":"Races","id":"race-castorian","identityIllustration":{"alt":"A Castorian beaverfolk traveler","caption":"A Castorian beaverfolk traveler","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/race-castorian-identity.avif","visibility":"player","width":900},"links":["1727c233-267b-4794-ad8d-92ebda106302"],"raceCardIllustration":{"alt":"Castorians at Quan’Ma’s harbor","caption":"Castorians at Quan’Ma’s harbor","height":760,"src":"assets/race-cards/race-castorian-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"castorian","raceRelated":[{"articleId":"1727c233-267b-4794-ad8d-92ebda106302","visibility":"player"}],"sections":[{"body":"A small Castorian community lives in @[Quan’Ma|1727c233-267b-4794-ad8d-92ebda106302], making up about two percent of its population of 23,000. These rare beaverfolk participate in the northern harbor’s life alongside goliaths, humans, dwarves, orcs and gnomes. The city’s residents are known as Kwan-Mah-ree.\n\nQuan’Ma stands on the comparatively welcoming waters of Varmtangen Bay, with ships connecting it to Skjolgard, Vindrheim and more distant trading partners. Local stone and timber buildings follow the ground’s natural contours. Carving, timberwork, animal husbandry and brewing support the wider economy, and its markets bring northern goods into contact with imported food, spices and magical objects. The Castorian community lives within this mixed harbor society.","heading":"The Castorians of Quan’Ma","visibility":"player"}],"summary":"Castorians are very rare beaverfolk. A small Castorian community is recorded in Quan’Ma.","title":"Castorians","type":"Race","visibility":"player"},{"body":"The Teranok are a bovine people of eastern Lyasa’s plains and plateaus. Most live in roaming tribal communities sustained by Hovar, their great reptilian-bovine beasts of burden. Ta’Cha is their main town and gathering place.\n\nA people of the open country\n\nThe Teranok belong to the wide grasslands and layered plateaus of eastern Lyasa. Their communities travel between grazing country, reliable water and sheltered camps, carrying much of their household life with them. A traveler’s map may mark a Teranok “town” where a tribe camped during the last trading season; by the time another caravan arrives, its residents may be several days farther along the plains.\n\n@[Ta’Cha|place-tacha] is their main town and shared gathering place. Around it stretches their homeland, a country much larger than any single settlement. The Teranok are distinct from the loosely related @[minotaurs|race-minotaurs]. Their own history, family affiliations and spiritual traditions define who they are; an outsider cannot identify their customs simply by recognizing a bovine face.\n\nHouseholds that travel together\n\nThe heart of Teranok life is the traveling household: an extended family joined by marriage, adoption, apprenticeship and longstanding bonds of care. Several households form a roaming tribe, sharing a route and obligations without surrendering their individual hearths. Kinship is remembered through the people who raised someone, sheltered them through a lean season or stood beside them when a promise became difficult.\n\nEach household keeps its own cooking gear, bedding, tools and keepsakes. Larger burdens are shared, especially shelters, water vessels and the frames carried by @[Hovar|creature-hovar]. A household that loses a pack animal does not automatically lose its place in the tribe; neighbors redistribute loads until it can recover. This mutual dependence gives generosity practical weight, and repeated refusal to help can damage a family’s standing more deeply than poverty.\n\nChildren learn from several generations and from adults whose skills complement their parents’ own. Elders are valued for remembered routes, weather signs and the histories of old agreements. They remain participants in daily decisions rather than distant ceremonial figures. Age earns a hearing, but sound judgment and faithful service determine whether others follow that advice.\n\nThe Hovar caravans\n\nA moving Teranok community is announced by the slow procession of its Hovar. Broad packframes carry folded shelters, trade bundles and household supplies. Families travel beside the animals, while handlers keep the line spaced and watch for signs of discomfort. Setting out is a communal undertaking: loads are balanced, straps checked and the next water stop discussed before the camp is dismantled.\n\nThese caravans move according to the needs of people, beasts and land together. Remaining too long can exhaust the nearby grazing; leaving too soon may abandon a household still tending an injury. Scouts return with practical reports, and spiritual counsel is weighed beside observations of pasture, water and weather. The ability to move is a source of independence, but it demands patience and cooperation every day.\n\nShamans and the listening tradition\n\nTeranok spiritual life begins with attention to the places that keep a community alive. A spring, an exposed ridge or the shelter of a stone overhang may acquire generations of remembered encounters. Shamans teach that the living should approach such places as participants in a continuing relationship, with obligations as well as needs.\n\nTheir work brings together rites for the ancestors, counsel for the troubled, care for significant places and the interpretation of encounters with spirits. Some serve one traveling community; others journey between households to carry news, settle misunderstandings or teach an apprentice. Spiritual authority rests on trust and service. A shaman who claims a warning must still listen to the people who will bear the cost of acting upon it.\n\nBefore a tribe departs, a brief observance acknowledges the shelter it received and the people who made camp there before. At a difficult decision, families may speak the names and recall the choices of their dead. Such remembrance offers perspective rather than an excuse to silence the living. Different tribes disagree about dreams, signs and the proper conduct of rites, and a Teranok can honor their family while questioning its spiritual teachers.\n\nPlains warriors and the duty of return\n\nTeranok warriors are defenders of moving communities. Their responsibilities include scouting unfamiliar ground, protecting water access, escorting separated households and holding a safe path for the Hovar when danger approaches. Strength matters most when it allows someone more vulnerable to reach safety.\n\nWar bands assemble from the households that face a particular threat. Experienced fighters may lead a defense without acquiring permanent authority over every family’s affairs. Public esteem attaches to bringing people home, keeping promises under pressure and knowing when a dangerous pursuit would leave the camp exposed. A reckless victory can earn criticism beside praise.\n\nTraining grows from the needs of the open country: watching a distant approach, maintaining formation around a slow caravan and moving quickly between threatened points. Weapons and fighting styles vary among communities. Teranok who leave the plains may work as guards or adventurers, but their choices do not make every member of the people a warrior.\n\nCouncils, promises and disputes\n\nA tribe’s council brings together household representatives and people with relevant experience. A dispute over grazing needs herders and scouts; a broken marriage or adoption promise needs those directly affected. Shamans and elders may advise, but no single vocation holds every kind of authority.\n\nAgreements are spoken before witnesses and remembered at later gatherings. Restitution usually aims to repair a damaged relationship: replacing equipment, sharing labor, escorting an endangered family or restoring access that was wrongly denied. Serious wrongdoing can lead to exclusion from shared travel or communal resources, a grave consequence in country where mutual support keeps people alive.\n\nTa’Cha gives different tribes a place to negotiate obligations that reach beyond one caravan. Its gatherings do not erase the independence of the communities attending them. A respected speaker may persuade many tribes to act together, yet must still secure their trust rather than assume command.\n\nCraft, memory and hospitality\n\nTeranok craft favors things that can be maintained on the road: strong weaving, repairable harness, fitted packframes and shelters assembled from components that several households can carry. Decoration is personal as well as communal. A woven border might recall a family journey, while a patched cover may preserve work by several generations.\n\nSongs and spoken histories accompany this material memory. Storytellers distinguish between an account they witnessed, a family recollection and a tale told for its lesson. At gatherings, differing versions of the same event can become lively arguments, affectionate competitions or the beginning of a necessary reckoning.\n\nGuests are offered a place to rest and directions suited to the condition of their party. Courtesy also brings responsibilities: ask before drawing on stored supplies, keep clear of a working Hovar’s load and listen when a host explains where a camp’s water is taken. Hospitality is strongest when visitors recognize the labor that makes it possible.\n\nDanger on the routes\n\nThe plains support predators as well as grazing animals. Wild @[Plainstalker Eclians|creature-plainstalker-eclian] are particularly dangerous: upright, raptorlike creatures that run on their hindlegs, with smaller forearms. Predatory cats and wolves also inhabit the region. Scouts and caravan guards must read the country with these animals in mind.\n\nAn exposed household, a broken packframe or a frightened carrier can turn an ordinary journey into a crisis. Communities favor coordinated movement and watchful camps, and the care taken over departure preparations reflects real risks. The Teranok’s spiritual regard for living things does not remove the need to defend people and Hovar from attack.\n\nSeasonal gatherings and lives abroad\n\nWhen routes bring communities together, practical work and celebration share the same ground. Families arrange apprenticeships, compare the season’s grazing, repair heavy equipment and welcome relatives who have traveled apart. Feasts, storytelling and friendly contests follow days spent trading and resolving unfinished business.\n\nThe return of a traveler can matter as much as a formal festival. Someone arriving from @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] may bring unfamiliar tools, news of distant relatives or habits that invite both curiosity and argument. Some Teranok settle abroad; others spend years moving between their home communities and foreign ports. Belonging survives these choices through maintained relationships, rather than requiring every family to live in exactly the same way.\n\nTrade with the Sagebrush Kobolds\n\nA couple of roaming Teranok tribes maintain very tenuous relationships with a few @[Sagebrush Kobold|race-sagebrush-kobolds] tribes, allowing cautious trading. Trust is local and fragile; it is not a general alliance, and one tribe’s welcome does not extend to every other community.","category":"Races","id":"race-minnatonk","identityIllustration":{"alt":"A Teranok in woven travel clothes","caption":"A Teranok in woven travel clothes","displayScale":"paired","height":1000,"layout":"portrait","src":"assets/worldbook/teranok-identity-traveler-v3.avif","visibility":"player","width":750},"links":["place-tacha","creature-hovar","creature-plainstalker-eclian","race-kobolds","race-minotaurs","place-lyasa","race-sagebrush-kobolds"],"raceCardIllustration":{"src":"assets/race-cards/race-teranok-reference-anatomy-wide-v5.avif","caption":"Teranok travelers, spiritual leaders and warriors","alt":"Three Teranok with pronounced snouts and heavy horns, wearing varied travel clothing, robes and armor","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"},"raceKey":"minnatonk","raceRelated":[{"articleId":"place-tacha","visibility":"player"},{"articleId":"d55b4ecd-c049-438e-a3f8-06a8742ac080","visibility":"player"}],"sections":[{"heading":"A people of the open country","body":"The Teranok belong to the wide grasslands and layered plateaus of eastern Lyasa. Their communities travel between grazing country, reliable water and sheltered camps, carrying much of their household life with them. A traveler’s map may mark a Teranok “town” where a tribe camped during the last trading season; by the time another caravan arrives, its residents may be several days farther along the plains.\n\n@[Ta’Cha|place-tacha] is their main town and shared gathering place. Around it stretches their homeland, a country much larger than any single settlement. The Teranok are distinct from the loosely related @[minotaurs|race-minotaurs]. Their own history, family affiliations and spiritual traditions define who they are; an outsider cannot identify their customs simply by recognizing a bovine face.","visibility":"player"},{"heading":"Households that travel together","body":"The heart of Teranok life is the traveling household: an extended family joined by marriage, adoption, apprenticeship and longstanding bonds of care. Several households form a roaming tribe, sharing a route and obligations without surrendering their individual hearths. Kinship is remembered through the people who raised someone, sheltered them through a lean season or stood beside them when a promise became difficult.\n\nEach household keeps its own cooking gear, bedding, tools and keepsakes. Larger burdens are shared, especially shelters, water vessels and the frames carried by @[Hovar|creature-hovar]. A household that loses a pack animal does not automatically lose its place in the tribe; neighbors redistribute loads until it can recover. This mutual dependence gives generosity practical weight, and repeated refusal to help can damage a family’s standing more deeply than poverty.\n\nChildren learn from several generations and from adults whose skills complement their parents’ own. Elders are valued for remembered routes, weather signs and the histories of old agreements. They remain participants in daily decisions rather than distant ceremonial figures. Age earns a hearing, but sound judgment and faithful service determine whether others follow that advice.","visibility":"player"},{"heading":"The Hovar caravans","body":"A moving Teranok community is announced by the slow procession of its Hovar. Broad packframes carry folded shelters, trade bundles and household supplies. Families travel beside the animals, while handlers keep the line spaced and watch for signs of discomfort. Setting out is a communal undertaking: loads are balanced, straps checked and the next water stop discussed before the camp is dismantled.\n\nThese caravans move according to the needs of people, beasts and land together. Remaining too long can exhaust the nearby grazing; leaving too soon may abandon a household still tending an injury. Scouts return with practical reports, and spiritual counsel is weighed beside observations of pasture, water and weather. The ability to move is a source of independence, but it demands patience and cooperation every day.","visibility":"player"},{"heading":"Shamans and the listening tradition","body":"Teranok spiritual life begins with attention to the places that keep a community alive. A spring, an exposed ridge or the shelter of a stone overhang may acquire generations of remembered encounters. Shamans teach that the living should approach such places as participants in a continuing relationship, with obligations as well as needs.\n\nTheir work brings together rites for the ancestors, counsel for the troubled, care for significant places and the interpretation of encounters with spirits. Some serve one traveling community; others journey between households to carry news, settle misunderstandings or teach an apprentice. Spiritual authority rests on trust and service. A shaman who claims a warning must still listen to the people who will bear the cost of acting upon it.\n\nBefore a tribe departs, a brief observance acknowledges the shelter it received and the people who made camp there before. At a difficult decision, families may speak the names and recall the choices of their dead. Such remembrance offers perspective rather than an excuse to silence the living. Different tribes disagree about dreams, signs and the proper conduct of rites, and a Teranok can honor their family while questioning its spiritual teachers.","visibility":"player"},{"heading":"Plains warriors and the duty of return","body":"Teranok warriors are defenders of moving communities. Their responsibilities include scouting unfamiliar ground, protecting water access, escorting separated households and holding a safe path for the Hovar when danger approaches. Strength matters most when it allows someone more vulnerable to reach safety.\n\nWar bands assemble from the households that face a particular threat. Experienced fighters may lead a defense without acquiring permanent authority over every family’s affairs. Public esteem attaches to bringing people home, keeping promises under pressure and knowing when a dangerous pursuit would leave the camp exposed. A reckless victory can earn criticism beside praise.\n\nTraining grows from the needs of the open country: watching a distant approach, maintaining formation around a slow caravan and moving quickly between threatened points. Weapons and fighting styles vary among communities. Teranok who leave the plains may work as guards or adventurers, but their choices do not make every member of the people a warrior.","visibility":"player","illustration":{"src":"assets/worldbook/teranok-plains-watch-v1.avif","caption":"Teranok guards changing watch above the plains","alt":"Teranok guards changing watch above the plains","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1050,"height":700,"layout":"landscape","displayScale":"wide"}},{"heading":"Councils, promises and disputes","body":"A tribe’s council brings together household representatives and people with relevant experience. A dispute over grazing needs herders and scouts; a broken marriage or adoption promise needs those directly affected. Shamans and elders may advise, but no single vocation holds every kind of authority.\n\nAgreements are spoken before witnesses and remembered at later gatherings. Restitution usually aims to repair a damaged relationship: replacing equipment, sharing labor, escorting an endangered family or restoring access that was wrongly denied. Serious wrongdoing can lead to exclusion from shared travel or communal resources, a grave consequence in country where mutual support keeps people alive.\n\nTa’Cha gives different tribes a place to negotiate obligations that reach beyond one caravan. Its gatherings do not erase the independence of the communities attending them. A respected speaker may persuade many tribes to act together, yet must still secure their trust rather than assume command.","visibility":"player","illustration":{"src":"assets/worldbook/teranok-council-lodge-v1.avif","caption":"A Teranok household council in a timber-and-hide lodge","alt":"A Teranok household council in a timber-and-hide lodge","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1050,"height":700,"layout":"landscape","displayScale":"wide"}},{"heading":"Craft, memory and hospitality","body":"Teranok craft favors things that can be maintained on the road: strong weaving, repairable harness, fitted packframes and shelters assembled from components that several households can carry. Decoration is personal as well as communal. A woven border might recall a family journey, while a patched cover may preserve work by several generations.\n\nSongs and spoken histories accompany this material memory. Storytellers distinguish between an account they witnessed, a family recollection and a tale told for its lesson. At gatherings, differing versions of the same event can become lively arguments, affectionate competitions or the beginning of a necessary reckoning.\n\nGuests are offered a place to rest and directions suited to the condition of their party. Courtesy also brings responsibilities: ask before drawing on stored supplies, keep clear of a working Hovar’s load and listen when a host explains where a camp’s water is taken. Hospitality is strongest when visitors recognize the labor that makes it possible.","visibility":"player","illustration":{"src":"assets/worldbook/teranok-household-weaving-v1.avif","caption":"Teranok artisans weaving cloth and repairing travel gear","alt":"Teranok artisans weaving cloth and repairing travel gear","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1050,"height":700,"layout":"landscape","displayScale":"wide"}},{"heading":"Danger on the routes","body":"The plains support predators as well as grazing animals. Wild @[Plainstalker Eclians|creature-plainstalker-eclian] are particularly dangerous: upright, raptorlike creatures that run on their hindlegs, with smaller forearms. Predatory cats and wolves also inhabit the region. Scouts and caravan guards must read the country with these animals in mind.\n\nAn exposed household, a broken packframe or a frightened carrier can turn an ordinary journey into a crisis. Communities favor coordinated movement and watchful camps, and the care taken over departure preparations reflects real risks. The Teranok’s spiritual regard for living things does not remove the need to defend people and Hovar from attack.","visibility":"player"},{"heading":"Seasonal gatherings and lives abroad","body":"When routes bring communities together, practical work and celebration share the same ground. Families arrange apprenticeships, compare the season’s grazing, repair heavy equipment and welcome relatives who have traveled apart. Feasts, storytelling and friendly contests follow days spent trading and resolving unfinished business.\n\nThe return of a traveler can matter as much as a formal festival. Someone arriving from @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] may bring unfamiliar tools, news of distant relatives or habits that invite both curiosity and argument. Some Teranok settle abroad; others spend years moving between their home communities and foreign ports. Belonging survives these choices through maintained relationships, rather than requiring every family to live in exactly the same way.","visibility":"player"},{"heading":"Trade with the Sagebrush Kobolds","body":"A couple of roaming Teranok tribes maintain very tenuous relationships with a few @[Sagebrush Kobold|race-sagebrush-kobolds] tribes, allowing cautious trading. Trust is local and fragile; it is not a general alliance, and one tribe’s welcome does not extend to every other community.","visibility":"player"}],"summary":"The Teranok are a bovine people of eastern Lyasa’s plains and plateaus. Most live in roaming tribal communities sustained by Hovar, their great reptilian-bovine beasts of burden. Ta’Cha is their main town and gathering place.","title":"Teranok","type":"Race","visibility":"player","relationshipVisibility":{"creature-hovar":"player","creature-plainstalker-eclian":"player","race-kobolds":"player","race-minotaurs":"player","place-lyasa":"player","race-sagebrush-kobolds":"player"},"aliases":["Teranok","Minnatonk","Minnotaunk"],"aliasesVisibility":"player"},{"body":"Tarsians are nimble, curious primate people with large, expressive eyes and prehensile tails. Their close-knit communities favor forest canopies and cliffside homes, while explorers seek knowledge of the wider world.\n\nForest and canopy\n\nTarsians hail from dense forests and lush jungles. Their lithe forms, keen senses, and quick reflexes suit life on the ground and high in the canopy. A prehensile tail serves as a fifth limb, helping with balance and the manipulation of objects.\n\nTheir tight-knit communities often build homes in towering trees or cliff faces. Acrobatics and climbing come naturally to them, and their agility makes them capable scouts and explorers.\n\nYel’Rix, the island homeland\n\nThe Tarsian homeland is @[Yel’Rix|yelrix], the forested island east and southeast of @[Kirth|2a875534-132f-4e11-b63d-ca1d86202aea], beyond the Great Ezin Desert’s coast. Its wooded landscape belongs to the forest and canopy life with which Tarsians are closely associated. Tarsian communities also live beyond the island, including the households of @[Willow Court|gap-simiah-courts] in Haven.\n\nSpiritual life\n\nTarsian culture has a strong spiritual relationship with a living life force. This connection shapes their spiritual practices and their understanding of the living world. It is part of their culture even though the ability to become attuned to it varies from person to person.\n\nAttunement and practice\n\nNot every Tarsian is attuned to this life force. Their spiritual leaders and monks, together with some of their warriors, are especially deeply attuned. Spiritual practice and personal attunement are therefore related parts of Tarsian life, rather than a single ability possessed equally by every member of the people.\n\nTarsians also value curiosity, knowledge and adaptability. Those who travel beyond their homeland encounter other landscapes and ways of life, while retaining a cultural tradition that gives the living world spiritual significance.\n\nThe households of Willow Court\n\nAt Willow Court, Tarsian families maintain varied livelihoods and a shared household history. The court grew from households leasing a small residential space within settled Haven.\n\nWillow Court: A court made through work\n\n@[Willow Court|gap-simiah-courts] is a Tarsian residential court in settled Haven. Its shared history is carried through work, household membership and the maintenance of a common place.\n\nWillow Court began when several Tarsian households leased adjoining buildings in a settled Haven community. Their work included gardening, repairs, food preparation and small-scale trade. Sharing storage and childcare made modest earnings more dependable, and later arrivals obtained rooms through existing family relationships.\n\nThe name belongs to the court's planted common space. Its residents arrived through different journeys and built their shared customs through life together.\n\nWillow Court: Household membership\n\nA household includes people who share care and obligations, with the terms discussed when someone joins or leaves. Relatives are important, but a family can also accept a long-serving companion or an adult who has no nearby kin. The court keeps separate records of residence, shared property and personal possessions so that belonging does not automatically erase independence.\n\nChildren are cared for by familiar adults across several houses. Teaching combines household skills with lessons obtained outside the court. Parents disagree about how much work should be expected of the young, especially when a family is struggling financially.\n\nWillow Court: The common garden\n\nThe garden provides food, shade and a meeting place. Its plots include household sections and beds maintained collectively for common meals. Residents who work elsewhere contribute money or labor at other times rather than being treated as absent from community life.\n\nSera Pell, a Tarsian gardener whose household has occupied the court for two generations, keeps the planting records. Her brother works as a hired copyist and argues that the records should include the hours spent maintaining shared space. Their disagreement has led to more careful accounting without making every kindness a paid transaction.\n\nWillow Court: Safety and ordinary life\n\nHouseholds verify unfamiliar offers of employment through people they know and preserve copies of agreements. These practical precautions sit beside the ordinary concerns of a settled neighborhood.\n\nThe residents celebrate marriages, dispute repairs, seek better work and care for their shared court.","category":"Races","id":"race-simiah","illustration":{"alt":"Making room for a new adult household member at Willow Court","caption":"Making room for a new adult household member at Willow Court","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/willow-court-adult-household-joining.avif","visibility":"player","width":1140},"links":["gap-simiah-courts","yelrix","2a875534-132f-4e11-b63d-ca1d86202aea"],"raceCardIllustration":{"alt":"Tarsian household life at Willow Court","caption":"Tarsian household life at Willow Court","height":760,"src":"assets/worldbook/willow-court-adult-household-joining.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"simiah","raceRelated":[{"articleId":"gap-simiah-courts","visibility":"player"}],"sections":[{"body":"Tarsians hail from dense forests and lush jungles. Their lithe forms, keen senses, and quick reflexes suit life on the ground and high in the canopy. A prehensile tail serves as a fifth limb, helping with balance and the manipulation of objects.\n\nTheir tight-knit communities often build homes in towering trees or cliff faces. Acrobatics and climbing come naturally to them, and their agility makes them capable scouts and explorers.","heading":"Forest and canopy","visibility":"player"},{"heading":"Yel’Rix, the island homeland","body":"The Tarsian homeland is @[Yel’Rix|yelrix], the forested island east and southeast of @[Kirth|2a875534-132f-4e11-b63d-ca1d86202aea], beyond the Great Ezin Desert’s coast. Its wooded landscape belongs to the forest and canopy life with which Tarsians are closely associated. Tarsian communities also live beyond the island, including the households of @[Willow Court|gap-simiah-courts] in Haven.","visibility":"player"},{"heading":"Spiritual life","body":"Tarsian culture has a strong spiritual relationship with a living life force. This connection shapes their spiritual practices and their understanding of the living world. It is part of their culture even though the ability to become attuned to it varies from person to person.","visibility":"player"},{"heading":"Attunement and practice","body":"Not every Tarsian is attuned to this life force. Their spiritual leaders and monks, together with some of their warriors, are especially deeply attuned. Spiritual practice and personal attunement are therefore related parts of Tarsian life, rather than a single ability possessed equally by every member of the people.\n\nTarsians also value curiosity, knowledge and adaptability. Those who travel beyond their homeland encounter other landscapes and ways of life, while retaining a cultural tradition that gives the living world spiritual significance.","visibility":"player"},{"body":"At Willow Court, Tarsian families maintain varied livelihoods and a shared household history. The court grew from households leasing a small residential space within settled Haven.","heading":"The households of Willow Court","visibility":"player"},{"body":"@[Willow Court|gap-simiah-courts] is a Tarsian residential court in settled Haven. Its shared history is carried through work, household membership and the maintenance of a common place.\n\nWillow Court began when several Tarsian households leased adjoining buildings in a settled Haven community. Their work included gardening, repairs, food preparation and small-scale trade. Sharing storage and childcare made modest earnings more dependable, and later arrivals obtained rooms through existing family relationships.\n\nThe name belongs to the court's planted common space. Its residents arrived through different journeys and built their shared customs through life together.","heading":"Willow Court: A court made through work","visibility":"player"},{"body":"A household includes people who share care and obligations, with the terms discussed when someone joins or leaves. Relatives are important, but a family can also accept a long-serving companion or an adult who has no nearby kin. The court keeps separate records of residence, shared property and personal possessions so that belonging does not automatically erase independence.\n\nChildren are cared for by familiar adults across several houses. Teaching combines household skills with lessons obtained outside the court. Parents disagree about how much work should be expected of the young, especially when a family is struggling financially.","heading":"Willow Court: Household membership","visibility":"player"},{"body":"The garden provides food, shade and a meeting place. Its plots include household sections and beds maintained collectively for common meals. Residents who work elsewhere contribute money or labor at other times rather than being treated as absent from community life.\n\nSera Pell, a Tarsian gardener whose household has occupied the court for two generations, keeps the planting records. Her brother works as a hired copyist and argues that the records should include the hours spent maintaining shared space. Their disagreement has led to more careful accounting without making every kindness a paid transaction.","heading":"Willow Court: The common garden","visibility":"player"},{"body":"Households verify unfamiliar offers of employment through people they know and preserve copies of agreements. These practical precautions sit beside the ordinary concerns of a settled neighborhood.\n\nThe residents celebrate marriages, dispute repairs, seek better work and care for their shared court.","heading":"Willow Court: Safety and ordinary life","visibility":"player"}],"summary":"Tarsians are nimble, curious primate people with large, expressive eyes and prehensile tails. Their close-knit communities favor forest canopies and cliffside homes, while explorers seek knowledge of the wider world.","title":"Tarsians","type":"Race","visibility":"player","relationshipVisibility":{"yelrix":"player","2a875534-132f-4e11-b63d-ca1d86202aea":"player","gap-simiah-courts":"player"}},{"body":"","category":"Races","id":"race-thaylin","illustration":{"alt":"Thaylin travelers pause beside the road","caption":"Thaylin travelers pause beside the road","displayScale":"wide","height":760,"layout":"landscape","src":"assets/race-cards/race-thaylin-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player"},"links":[],"raceCardIllustration":{"alt":"Thaylin travelers pause beside the road","caption":"Thaylin travelers pause beside the road","height":760,"src":"assets/race-cards/race-thaylin-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"thaylin","raceRelated":[],"sections":[],"summary":"The Thaylin are Dorn’s rabbitfolk.","title":"Thaylin","type":"Race","visibility":"player"},{"body":"Humans live throughout Dorn’s towns and cities, including Georgetown, Blackwater and the mixed settlement around the Ashen Guard Outpost.\n\nCities, towns and shared households\n\nHuman communities belong to many of Dorn’s political and cultural worlds. In @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], humans account for about forty percent of residents and share civic life with half-elves, dwarves, halflings, gnomes and other peoples. In @[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8], they form roughly sixty to sixty-five percent of a much smaller settlement whose independence depends on mutual defense, boats and bridges across difficult wet ground. These are distinct communities, with different expectations of government and belonging.\n\nHuman households also live among the Aenar of @[Iril Venn|new-irilvenn]. Several generations of a human family may occupy the same lower court while a Sylvanar neighbor changes little in outward appearance. Workshops, guest rooms and more readily altered buildings support those durable households beside the older living architecture. Shared residence creates a history longer than any single human lifetime.\n\nWork, learning and public power\n\nAt @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27], the human archmage @[Kelandra Stoneforge|person-kelandra-stoneforge] holds the Ascendancy’s Artificer seat and studies magical engineering and constructs. Elsewhere, human work takes less exalted forms. @[Reedglass|gap-reedglass] depends on families who clean, sort, dry and pack marsh harvests, with seasonal labor and drying frames forming part of household wealth. Its human, Anurian, half-orc and halfling residents adapt common spaces to different bodies and kinds of work.\n\nPublic service can also carry people toward Dorn’s most dangerous boundaries. The human ranger @[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306] works with the Ash Bounders and reports to Seraphine Dawnbringer. The mixed community at the Ashen Guard Outpost maintains a foothold beside the Road of Lost Souls. Human lives in these places are shaped by their particular responsibilities, neighbors and institutions.","category":"Races","id":"race-humans","identityIllustration":{"alt":"Bastion Fallow","caption":"Bastion Fallow","height":1448,"layout":"portrait","src":"assets/worldbook/bastion-fallow-portrait.avif","visibility":"player","width":1086},"links":["46b369a0-dd37-4325-b48a-523193d9b3d8","63904922-f75a-418e-9b27-b0a6e545fb27","a98200e5-e6e1-4843-8109-402bae0c8306","d55b4ecd-c049-438e-a3f8-06a8742ac080","gap-reedglass","new-irilvenn","person-kelandra-stoneforge"],"raceCardIllustration":{"alt":"Painted landscape illustration of Humans.","caption":"Humans","height":700,"src":"assets/race-cards/race-humans-wide-v1.avif","visibility":"player","width":1050},"raceKey":"humans","raceRelated":[{"articleId":"d55b4ecd-c049-438e-a3f8-06a8742ac080","visibility":"player"},{"articleId":"46b369a0-dd37-4325-b48a-523193d9b3d8","visibility":"player"},{"articleId":"274cf988-d703-4e79-b530-6cdbfb7834fc","visibility":"player"}],"sections":[{"body":"Human communities belong to many of Dorn’s political and cultural worlds. In @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], humans account for about forty percent of residents and share civic life with half-elves, dwarves, halflings, gnomes and other peoples. In @[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8], they form roughly sixty to sixty-five percent of a much smaller settlement whose independence depends on mutual defense, boats and bridges across difficult wet ground. These are distinct communities, with different expectations of government and belonging.\n\nHuman households also live among the Aenar of @[Iril Venn|new-irilvenn]. Several generations of a human family may occupy the same lower court while a Sylvanar neighbor changes little in outward appearance. Workshops, guest rooms and more readily altered buildings support those durable households beside the older living architecture. Shared residence creates a history longer than any single human lifetime.","heading":"Cities, towns and shared households","visibility":"player"},{"body":"At @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27], the human archmage @[Kelandra Stoneforge|person-kelandra-stoneforge] holds the Ascendancy’s Artificer seat and studies magical engineering and constructs. Elsewhere, human work takes less exalted forms. @[Reedglass|gap-reedglass] depends on families who clean, sort, dry and pack marsh harvests, with seasonal labor and drying frames forming part of household wealth. Its human, Anurian, half-orc and halfling residents adapt common spaces to different bodies and kinds of work.\n\nPublic service can also carry people toward Dorn’s most dangerous boundaries. The human ranger @[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306] works with the Ash Bounders and reports to Seraphine Dawnbringer. The mixed community at the Ashen Guard Outpost maintains a foothold beside the Road of Lost Souls. Human lives in these places are shaped by their particular responsibilities, neighbors and institutions.","heading":"Work, learning and public power","visibility":"player"}],"summary":"Humans live throughout Dorn’s towns and cities, including Georgetown, Blackwater and the mixed settlement around the Ashen Guard Outpost.","title":"Humans","type":"Race","visibility":"player","relationshipVisibility":{"person-kelandra-stoneforge":"player"}},{"body":"Greenfoot kindred\n@[Greenfoot Halflings|race-greenfoot-halflings] descend from halfling and Aenar ancestors. Their communities live deep in the forests, among the hollows of living trees.\n\nHouseholds in town and forest\nHalflings live in ports, villages, forest settlements and wetland communities. They make up about a tenth of @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s population, while smaller communities belong to Blackwater and the drying courts of Reedglass. At @[Iril Venn|new-irilvenn], halfling households share the lower courts with humans and Aenar. Several generations can remain in the same court among neighbors whose lives span far longer stretches of time.\n\nIn @[Reedglass|gap-reedglass], halfling families work and live on the firmer rise above the Anurians’ lower platforms. Shallow alternatives to steps, reachable catches and divided wet and heated rooms make the shared workplace usable by different residents. Marriage gifts can include a share in a drying frame or a season of relatives’ labor. These customs belong to the settlement’s working households and the demands of its marsh trade.\n\nHospitality and local authority\nHalfling work can place an individual at the center of a town’s social life. Merrin Longfoot runs the Raven’s Nest Tavern, @[Ravenwood|notebook-9]’s principal gathering place. In @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6], @[Whisper|aeaeb051-3107-49ee-94e5-1f097bc6fcdc] is familiar in halfling form, though she is a bronze dragon. Her local influence comes through practical assistance, information and dependable personal ties rather than formal office.\n\nThe @[Greenfoot Halflings|race-greenfoot-halflings] carry a different household tradition into the deep woods. Descended from intermingled Aenar and halfling ancestry, they live around hollowed living trees and revere a central communal tree. Their forest life stands beside the varied urban and village lives of other halflings.","category":"Races","id":"race-halflings","illustration":{"alt":"Painted landscape illustration of Halflings.","caption":"Halflings","displayScale":"wide","height":700,"layout":"landscape","src":"assets/race-cards/race-halflings-wide-v1.avif","visibility":"player","width":1050},"links":["2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","aeaeb051-3107-49ee-94e5-1f097bc6fcdc","d55b4ecd-c049-438e-a3f8-06a8742ac080","gap-reedglass","new-irilvenn","notebook-9","race-greenfoot-halflings"],"raceCardIllustration":{"alt":"Painted landscape illustration of Halflings.","caption":"Halflings","height":700,"src":"assets/race-cards/race-halflings-wide-v1.avif","visibility":"player","width":1050},"raceKey":"halflings","raceRelated":[{"articleId":"d55b4ecd-c049-438e-a3f8-06a8742ac080","visibility":"player"},{"articleId":"46b369a0-dd37-4325-b48a-523193d9b3d8","visibility":"player"},{"articleId":"notebook-9","visibility":"player"}],"sections":[{"body":"@[Greenfoot Halflings|race-greenfoot-halflings] descend from halfling and Aenar ancestors. Their communities live deep in the forests, among the hollows of living trees.","heading":"Greenfoot kindred","visibility":"player"},{"body":"Halflings live in ports, villages, forest settlements and wetland communities. They make up about a tenth of @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s population, while smaller communities belong to Blackwater and the drying courts of Reedglass. At @[Iril Venn|new-irilvenn], halfling households share the lower courts with humans and Aenar. Several generations can remain in the same court among neighbors whose lives span far longer stretches of time.\n\nIn @[Reedglass|gap-reedglass], halfling families work and live on the firmer rise above the Anurians’ lower platforms. Shallow alternatives to steps, reachable catches and divided wet and heated rooms make the shared workplace usable by different residents. Marriage gifts can include a share in a drying frame or a season of relatives’ labor. These customs belong to the settlement’s working households and the demands of its marsh trade.","heading":"Households in town and forest","visibility":"player"},{"body":"Halfling work can place an individual at the center of a town’s social life. Merrin Longfoot runs the Raven’s Nest Tavern, @[Ravenwood|notebook-9]’s principal gathering place. In @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6], @[Whisper|aeaeb051-3107-49ee-94e5-1f097bc6fcdc] is familiar in halfling form, though she is a bronze dragon. Her local influence comes through practical assistance, information and dependable personal ties rather than formal office.\n\nThe @[Greenfoot Halflings|race-greenfoot-halflings] carry a different household tradition into the deep woods. Descended from intermingled Aenar and halfling ancestry, they live around hollowed living trees and revere a central communal tree. Their forest life stands beside the varied urban and village lives of other halflings.","heading":"Hospitality and local authority","visibility":"player"}],"summary":"Halflings live in Georgetown, Blackwater and other settlements. Merrin Longfoot keeps a tavern in Ravenwood.","title":"Halflings","type":"Race","visibility":"player"},{"body":"Gnomes among the cities\nGnome communities belong to both large ports and smaller settlements. About eight percent of @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s residents are gnomes. Smaller communities live in @[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8] and @[Quan’Ma|1727c233-267b-4794-ad8d-92ebda106302], participating in societies whose livelihoods depend on very different landscapes. Blackwater’s households live with marsh travel and the defense of a fiercely independent village; Quan’Ma’s residents belong to a northern harbor that trades wool, timber, mead and worked goods.\n\nThe mixed populations of these places place gnomes within local systems of trade, authority and neighborhood life. Their homes are part of wider communities rather than isolated from the other peoples of Dorn.\n\nScholarship and a troubled civic memory\nThe gnome wizard Tivilan Heffney worked with the firbolg historian @[Burgan Trovask|burgan-trovask] during a three-month investigation of @[Emberheart Hallow|08818a53-cd19-4899-90ed-ad25dfb68857]. Their recovery of artifacts and historical information contributed to The Flaming Emberheart: The History of Growth, Destruction, and Renewal. The book and recovered objects are kept at the Solarium Inspirato in Valaria, where later scholars and adventurers can study them.\n\nGeorgetown’s history also remembers the gnome abyssal warlock @[Fornakin Bolin|fornakin-bolin], who killed Maximus in the forest near Yiltir during the first Abyssal Elf uprising. Maximus was also a figure central to Georgetown’s growth as a port. Heffney’s research and Bolin’s violence belong to particular individuals and their choices; neither life sets the character of the city’s gnome population.","category":"Races","id":"race-gnomes","illustration":{"alt":"Painted landscape illustration of Gnomes.","caption":"Gnomes","displayScale":"wide","height":700,"layout":"landscape","src":"assets/race-cards/race-gnomes-wide-v1.avif","visibility":"player","width":1050},"links":["08818a53-cd19-4899-90ed-ad25dfb68857","1727c233-267b-4794-ad8d-92ebda106302","46b369a0-dd37-4325-b48a-523193d9b3d8","burgan-trovask","d55b4ecd-c049-438e-a3f8-06a8742ac080","fornakin-bolin"],"raceCardIllustration":{"alt":"Painted landscape illustration of Gnomes.","caption":"Gnomes","height":700,"src":"assets/race-cards/race-gnomes-wide-v1.avif","visibility":"player","width":1050},"raceKey":"gnomes","raceRelated":[{"articleId":"d55b4ecd-c049-438e-a3f8-06a8742ac080","visibility":"player"},{"articleId":"1727c233-267b-4794-ad8d-92ebda106302","visibility":"player"},{"articleId":"08818a53-cd19-4899-90ed-ad25dfb68857","visibility":"player"}],"sections":[{"body":"Gnome communities belong to both large ports and smaller settlements. About eight percent of @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s residents are gnomes. Smaller communities live in @[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8] and @[Quan’Ma|1727c233-267b-4794-ad8d-92ebda106302], participating in societies whose livelihoods depend on very different landscapes. Blackwater’s households live with marsh travel and the defense of a fiercely independent village; Quan’Ma’s residents belong to a northern harbor that trades wool, timber, mead and worked goods.\n\nThe mixed populations of these places place gnomes within local systems of trade, authority and neighborhood life. Their homes are part of wider communities rather than isolated from the other peoples of Dorn.","heading":"Gnomes among the cities","visibility":"player"},{"body":"The gnome wizard Tivilan Heffney worked with the firbolg historian @[Burgan Trovask|burgan-trovask] during a three-month investigation of @[Emberheart Hallow|08818a53-cd19-4899-90ed-ad25dfb68857]. Their recovery of artifacts and historical information contributed to The Flaming Emberheart: The History of Growth, Destruction, and Renewal. The book and recovered objects are kept at the Solarium Inspirato in Valaria, where later scholars and adventurers can study them.\n\nGeorgetown’s history also remembers the gnome abyssal warlock @[Fornakin Bolin|fornakin-bolin], who killed Maximus in the forest near Yiltir during the first Abyssal Elf uprising. Maximus was also a figure central to Georgetown’s growth as a port. Heffney’s research and Bolin’s violence belong to particular individuals and their choices; neither life sets the character of the city’s gnome population.","heading":"Scholarship and a troubled civic memory","visibility":"player"}],"summary":"Gnomes form communities in Georgetown, Blackwater and Quan’Ma. Tivilan Heffney, a gnome wizard, helped recover the history of Emberheart Hallow.","title":"Gnomes","type":"Race","visibility":"player"},{"body":"Families across generations\nHalf-elven lives join human and Aenar family histories within Dorn’s towns, schools and ports. About a fifth of @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s population is half-elven, making these households a substantial part of the city’s everyday life. Half-elves also share the frontier community at the Ashen Guard Outpost and the working villages of Haven.\n\n@[Mereth Sorn of Hollowglass|new-mereth] grew up with an Eldenar mother who copied texts and a human father who maintained instruments. Her household belonged to the college’s working community, where discarded drafts and repaired apparatus provided an education outside prestigious teaching circles. Her later work examined the contribution of laborers and craftspeople to discoveries often credited to scholars alone.\n\nTrade and hospitality\nIn @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6], the half-elf @[Aldo Barren|7549602f-75bb-4ccb-8745-745416d8294e] supplies residents and departing travelers through Barren’s Goods. His reputation rests on dependable stock and honest prices. A half-elf bard also performs at the Broken Tusk, where music brings working residents and travelers together.","category":"Races","id":"race-half-elves","identityIllustration":{"alt":"Alice the Ranger with a sword in her hand and a bow on her back.","caption":"Alice the Ranger","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/alice-ranger-ref.avif","visibility":"player","width":900},"links":["2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","7549602f-75bb-4ccb-8745-745416d8294e","d55b4ecd-c049-438e-a3f8-06a8742ac080","new-mereth"],"raceCardIllustration":{"alt":"Half-elven household work in Georgetown","caption":"Half-elven household work in Georgetown","height":760,"src":"assets/race-cards/race-half-elves-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"half-elves","raceRelated":[{"articleId":"d55b4ecd-c049-438e-a3f8-06a8742ac080","visibility":"player"},{"articleId":"5ae0c55e-626f-470b-9ab4-9ddca1fd1018","visibility":"player"},{"articleId":"7549602f-75bb-4ccb-8745-745416d8294e","visibility":"player"}],"sections":[{"body":"Half-elven lives join human and Aenar family histories within Dorn’s towns, schools and ports. About a fifth of @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s population is half-elven, making these households a substantial part of the city’s everyday life. Half-elves also share the frontier community at the Ashen Guard Outpost and the working villages of Haven.\n\n@[Mereth Sorn of Hollowglass|new-mereth] grew up with an Eldenar mother who copied texts and a human father who maintained instruments. Her household belonged to the college’s working community, where discarded drafts and repaired apparatus provided an education outside prestigious teaching circles. Her later work examined the contribution of laborers and craftspeople to discoveries often credited to scholars alone.","heading":"Families across generations","visibility":"player"},{"body":"In @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6], the half-elf @[Aldo Barren|7549602f-75bb-4ccb-8745-745416d8294e] supplies residents and departing travelers through Barren’s Goods. His reputation rests on dependable stock and honest prices. A half-elf bard also performs at the Broken Tusk, where music brings working residents and travelers together.","heading":"Trade and hospitality","visibility":"player"}],"summary":"Half-elves are a substantial part of Georgetown’s population and live in settlements across Haven. Alice the Ranger and Aldo Barren are among them.","title":"Half-elves","type":"Race","visibility":"player"},{"body":"Half-orcs live in communities including Blackwater, Caelwyn and Eman. Their roles range from the city guard to construction, quarrying and commerce.\n\nSettled communities and household work\n\nHalf-orcs are a substantial part of @[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8], making up roughly twenty to twenty-five percent of its residents. The village’s weathered buildings, narrow bridges and flat-bottomed boats stand at the edge of a demanding marsh. Its people, known as Swampers, value independence and give authority to a trusted First Citizen rather than a hereditary ruler or formal council.\n\nAt @[Reedglass|gap-reedglass], half-orc households occupy workshops and homes on the firmer ground above the wet working platforms. Seasonal harvests bring temporary workers into family homes; repair work follows in quieter months. The public courts’ inspection customs and arguments over work, property and rent concern these families alongside their human, Anurian and halfling neighbors.\n\nLeadership, magic and skilled trade\n\nHalf-orc careers reach well beyond any single profession. Commander Branthor Gale rose through @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f]’s city guard by merit. His command emphasizes tactical skill, justice and the training of recruits. In Eman, @[Voren Shadowveil|person-voren-shadowveil] holds the Ascendancy’s Dreamweaver seat, specializing in illusion and enchantment.\n\nKarra, the proprietor of @[the Mystic Lantern|a587f8d5-e0b0-4d3b-9ae3-62792c9cb85b], handles enchanted objects and explains their histories to curious customers. Her practical apron, stocked tools and welcoming manner belong to a working magical merchant. Public command, scholarship and shopkeeping offer different forms of standing within the places half-orcs call home.","category":"Races","id":"race-half-orcs","illustration":{"alt":"Three half-orc residents repair a drying frame beside Reedglass’s wet platforms","caption":"Half-orc households repair Reedglass drying frames","displayScale":"wide","height":760,"layout":"landscape","src":"assets/race-cards/race-half-orcs-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player"},"links":["46b369a0-dd37-4325-b48a-523193d9b3d8","a587f8d5-e0b0-4d3b-9ae3-62792c9cb85b","c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f","gap-reedglass","person-voren-shadowveil"],"raceCardIllustration":{"alt":"Three half-orc residents repair a drying frame beside Reedglass’s wet platforms","caption":"Half-orc households repair Reedglass drying frames","height":760,"src":"assets/race-cards/race-half-orcs-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"half-orcs","raceRelated":[{"articleId":"46b369a0-dd37-4325-b48a-523193d9b3d8","visibility":"player"},{"articleId":"c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f","visibility":"player"},{"articleId":"63904922-f75a-418e-9b27-b0a6e545fb27","visibility":"player"}],"sections":[{"body":"Half-orcs are a substantial part of @[Blackwater|46b369a0-dd37-4325-b48a-523193d9b3d8], making up roughly twenty to twenty-five percent of its residents. The village’s weathered buildings, narrow bridges and flat-bottomed boats stand at the edge of a demanding marsh. Its people, known as Swampers, value independence and give authority to a trusted First Citizen rather than a hereditary ruler or formal council.\n\nAt @[Reedglass|gap-reedglass], half-orc households occupy workshops and homes on the firmer ground above the wet working platforms. Seasonal harvests bring temporary workers into family homes; repair work follows in quieter months. The public courts’ inspection customs and arguments over work, property and rent concern these families alongside their human, Anurian and halfling neighbors.","heading":"Settled communities and household work","visibility":"player"},{"body":"Half-orc careers reach well beyond any single profession. Commander Branthor Gale rose through @[Caelwyn|c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f]’s city guard by merit. His command emphasizes tactical skill, justice and the training of recruits. In Eman, @[Voren Shadowveil|person-voren-shadowveil] holds the Ascendancy’s Dreamweaver seat, specializing in illusion and enchantment.\n\nKarra, the proprietor of @[the Mystic Lantern|a587f8d5-e0b0-4d3b-9ae3-62792c9cb85b], handles enchanted objects and explains their histories to curious customers. Her practical apron, stocked tools and welcoming manner belong to a working magical merchant. Public command, scholarship and shopkeeping offer different forms of standing within the places half-orcs call home.","heading":"Leadership, magic and skilled trade","visibility":"player"}],"summary":"Half-orcs live in communities including Blackwater, Caelwyn and Eman. Their roles range from the city guard to construction, quarrying and commerce.","title":"Half-orcs","type":"Race","visibility":"player","relationshipVisibility":{"person-voren-shadowveil":"player"}},{"body":"An ancient elven slur\nSome ancient elves use Elda’voð, “false Eldenar,” as a slur for orcs. The Eldenar account of @[Vorn’ðelar|vorn-delar] associates the exiled rebels with orcs, but its accusation does not establish the orcs’ ancestry.\n\nThe northern homelands\nOrc communities have helped shape the grasslands and mountain country of central Kirth. The @[Iron Tusk Confederacy|44cac6e7-6974-44fd-b1e7-1ea199fbe2bd] unites orcs with goblins and hobgoblins, joining older clan loyalties to the obligations of a shared country. Its lands extend north from the Ash into the Shiltar Range, where agricultural settlements, mines and wooded districts sustain different ways of life. @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e], the capital, concentrates government and urban industry; @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7] anchors the farming country farther south.\n\nThese landscapes support more than a martial society. Farmers, miners, craftspeople, traders and administrators keep the country supplied. Coal-burning trains connect Boâl, Gralthor and the southern crossing at Ragzul Urzok, carrying the work of inland settlements toward the road through the Ash. Clan membership remains meaningful within this changing economy, but it exists beside loyalties to households, towns, temples and the Confederacy itself.\n\nThe century of war\nThe @[Orc Wars|91c1c653-a03e-451e-bdca-5d71074daba0] lasted one hundred years. Northern orc and goblin forces fought the Free Peoples of Haven, and the violence transformed the relationship between the two regions. @[Haven’s Wall|b4418798-c8fb-47cc-ab0f-6a7ba05eea5c] was built during the conflict as a defense against the northern armies. Destructive magic left wounds that peace alone could not repair, most terribly in the Ash.\n\nGrunuk Broken Tusk helped bring the enemies to terms. The @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] was signed before the Wall at the place where Hope would later stand. It recognized the independence of both peoples, ended aggression and required disputes to be settled through dialogue. Reconstruction, support for displaced communities and limits on devastating magic were part of the settlement. A monument on the road from the Ash preserves Grunuk’s memory and the treaty’s words.\n\nThe treaty’s later amendment accepted that the Ash could not be restored to ordinary habitation or farming. Both governments instead undertook to support Aelric the Eternal’s protected passage through the wasteland. For communities on either side, peace therefore carried continuing responsibilities: resources, cooperation and the maintenance of a crossing through the war’s surviving consequences.\n\nHouseholds after the fighting\nReturning fighters found settlements short of workers, animals and cultivated land. Some families could return to an older home; others had lost any place to which they could safely return. Survivors gathered around usable water, defended markets and the protection of Boâl, living beside former auxiliaries, unrelated households and craftspeople drawn by the work of rebuilding. Clan histories preserved different memories of sacrifice and abandonment. The peace gave these disagreements room to persist without requiring another army to settle them.\n\nHousehold rolls became a practical means of recognizing residents’ claims to land use and relief. Recognition was uneven where a household depended on a warrior’s name or influential kin. Braxus’s communal houses offered another kind of witness: neighbors could affirm that someone had lived, eaten and worked among them. Hearth-standing, the term for this local recognition, gave people a place in the community alongside their ancestry.\n\nThis widening sense of belonging did not dissolve the clans. It added forms of mutual obligation for people whose lives no longer fitted a single ancestral settlement. A town’s food supply, a mining road or the dangers of the Ash could demand cooperation beyond any one family’s resources.\n\nClans, council and public authority\n@[Grishara Bloodhammer|acd16180-2df6-4ae7-be19-c83345d41e8c], the Enlightened, governs as High Chieftess and presides over the Council of the Iron Tusk. Her Bloodhammer background joins the traditions of warriors and shamans to a concern for genealogy, leadership and the memory of past agreements. Her policies seek security and international standing through sustained diplomacy as well as strength.\n\n@[Borguk Ironfist|f2dac639-f825-42a0-a485-e196e1b05cc0], Chief of the Orc Clans, represents orc martial and cultural concerns on the council. Slink Sharpwit brings goblin interests in trade, craft and technology, while General Karguk Steelbinder represents hobgoblin defense and organizational discipline. Each serves a constituent people while remaining responsible for the country as a whole.\n\nDisagreement over the pace of change remains part of government. Borguk values the trust earned through martial discipline; Grishara also directs resources toward schools, diplomacy and public culture. Their common concern for the Confederacy leaves room for different judgments about how prosperity should be secured. The military’s declared commitments to restraint and stability stand beside a justice system concerned with fairness and shared law.\n\nThe Orcish Renaissance\nThe Orcish Renaissance has expanded the range of lives that receive public recognition. Academies, libraries, museums and festivals preserve orcish and goblin heritage while supporting art, invention and scientific inquiry. Technical instruction belongs to the movement alongside scholarship: construction, surveying and skilled craft can earn patronage as readily as more prestigious studies.\n\nPublic apprenticeship grants help maintain students whose households cannot support a long training period. The grants reward workshops for teaching rather than merely buying their products. Access remains uneven, especially for small rural workshops and families far from the capital. Traveling assessors have brought experienced artisans into decisions that might otherwise have belonged only to the academies.\n\nFestivals place clan songs, martial demonstrations, goblin comedy and urban art in the same public culture. Commissions depict quarry crews, communal meals, athletes and households alongside battlefield scenes. The movement does not require orcs to abandon their inherited traditions in order to become respectable abroad. It gives a young person more ways to contribute to their people, whether as a diplomat, historian, instrument-maker, teacher or soldier.\n\nFaith, neighbors and lives abroad\nReligious life takes place within the same network of clan and civic obligations. The Bloodhammer clan’s shamans preserve one strand of that heritage, while Braxus’s communal houses give worship a practical connection to food, shelter and the recognition of neighbors. These institutions occupy different places in orc life; a clan tradition does not determine the belief or occupation of every individual.\n\nTrade after the wars brought familiar faces across former enemy lines. Haven buyers returned to northern workshops, and orc craftspeople settled south of the Wall as neighbors, employers and family members. Orcs and goblinkin became religious leaders and political figures as well as artisans. Prejudice and local skirmishes survived the treaty, but repeated cooperation made it harder to reduce an entire people to inherited stories of war.\n\nOrc lives also belong to @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] and @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. At @[the Broken Tusk|15a0e118-ec20-40cc-9e3c-c604c87f5f77], @[Azok the Silent|0bb3a233-c349-4018-822d-45f59c2fc322] keeps an inn used by travelers and local working people. Such households and businesses are part of the peace’s everyday history, lived well beyond the council chamber.\n\nElectricity in the capital\n@[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]’s engineering extends to an early electrical network. A @[hydroelectric dam|boal-hydroelectric-dam] near the capital supplies power through copper lines reinforced with Dieritium Arcanum, while substations use the same substance to store energy. Political centers, the arena and expensive shops have access to electricity, and the streets use early electric or gas-style lamps.\n\nThis infrastructure adds electrical engineering to the capital’s workshops, schools and industry. Its selective service also places advanced technology unevenly within the city’s daily life.","category":"Races","id":"race-orcs","identityIllustration":{"alt":"Azok The Silent","caption":"Azok The Silent","height":1448,"layout":"portrait","src":"assets/worldbook/azok-silent-text.avif","visibility":"player","width":1086},"links":["0bb3a233-c349-4018-822d-45f59c2fc322","15a0e118-ec20-40cc-9e3c-c604c87f5f77","2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6","44cac6e7-6974-44fd-b1e7-1ea199fbe2bd","6e0f985c-587a-4faf-bb6d-12507ae271fe","91c1c653-a03e-451e-bdca-5d71074daba0","92710cbd-bdbe-478d-bcac-7ed22499690e","acd16180-2df6-4ae7-be19-c83345d41e8c","b4418798-c8fb-47cc-ab0f-6a7ba05eea5c","boal-hydroelectric-dam","d55b4ecd-c049-438e-a3f8-06a8742ac080","f2dac639-f825-42a0-a485-e196e1b05cc0","fbc3ea9b-8391-4db1-9146-725f2cfe7ba7","vorn-delar"],"raceCardIllustration":{"alt":"Orcish art and technical learning","caption":"Orcish art and technical learning","height":760,"src":"assets/worldbook/iron-tusk-orcish-renaissance.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"orcs","raceRelated":[{"articleId":"44cac6e7-6974-44fd-b1e7-1ea199fbe2bd","visibility":"player"},{"articleId":"d55b4ecd-c049-438e-a3f8-06a8742ac080","visibility":"player"},{"articleId":"0bb3a233-c349-4018-822d-45f59c2fc322","visibility":"player"}],"sections":[{"body":"Some ancient elves use Elda’voð, “false Eldenar,” as a slur for orcs. The Eldenar account of @[Vorn’ðelar|vorn-delar] associates the exiled rebels with orcs, but its accusation does not establish the orcs’ ancestry.","heading":"An ancient elven slur","visibility":"player"},{"body":"Orc communities have helped shape the grasslands and mountain country of central Kirth. The @[Iron Tusk Confederacy|44cac6e7-6974-44fd-b1e7-1ea199fbe2bd] unites orcs with goblins and hobgoblins, joining older clan loyalties to the obligations of a shared country. Its lands extend north from the Ash into the Shiltar Range, where agricultural settlements, mines and wooded districts sustain different ways of life. @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e], the capital, concentrates government and urban industry; @[Gralthor|fbc3ea9b-8391-4db1-9146-725f2cfe7ba7] anchors the farming country farther south.\n\nThese landscapes support more than a martial society. Farmers, miners, craftspeople, traders and administrators keep the country supplied. Coal-burning trains connect Boâl, Gralthor and the southern crossing at Ragzul Urzok, carrying the work of inland settlements toward the road through the Ash. Clan membership remains meaningful within this changing economy, but it exists beside loyalties to households, towns, temples and the Confederacy itself.","heading":"The northern homelands","illustration":{"alt":"Agriculture, mining and early industry in the Iron Tusk Confederacy","caption":"Agriculture, mining and early industry in the Iron Tusk Confederacy","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-country-economy.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The @[Orc Wars|91c1c653-a03e-451e-bdca-5d71074daba0] lasted one hundred years. Northern orc and goblin forces fought the Free Peoples of Haven, and the violence transformed the relationship between the two regions. @[Haven’s Wall|b4418798-c8fb-47cc-ab0f-6a7ba05eea5c] was built during the conflict as a defense against the northern armies. Destructive magic left wounds that peace alone could not repair, most terribly in the Ash.\n\nGrunuk Broken Tusk helped bring the enemies to terms. The @[Treaty of Blood|6e0f985c-587a-4faf-bb6d-12507ae271fe] was signed before the Wall at the place where Hope would later stand. It recognized the independence of both peoples, ended aggression and required disputes to be settled through dialogue. Reconstruction, support for displaced communities and limits on devastating magic were part of the settlement. A monument on the road from the Ash preserves Grunuk’s memory and the treaty’s words.\n\nThe treaty’s later amendment accepted that the Ash could not be restored to ordinary habitation or farming. Both governments instead undertook to support Aelric the Eternal’s protected passage through the wasteland. For communities on either side, peace therefore carried continuing responsibilities: resources, cooperation and the maintenance of a crossing through the war’s surviving consequences.","heading":"The century of war","illustration":{"alt":"Grunuk Broken Tusk monument on the road from the Ash","caption":"Grunuk Broken Tusk monument on the road from the Ash","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-treaty-monument.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Returning fighters found settlements short of workers, animals and cultivated land. Some families could return to an older home; others had lost any place to which they could safely return. Survivors gathered around usable water, defended markets and the protection of Boâl, living beside former auxiliaries, unrelated households and craftspeople drawn by the work of rebuilding. Clan histories preserved different memories of sacrifice and abandonment. The peace gave these disagreements room to persist without requiring another army to settle them.\n\nHousehold rolls became a practical means of recognizing residents’ claims to land use and relief. Recognition was uneven where a household depended on a warrior’s name or influential kin. Braxus’s communal houses offered another kind of witness: neighbors could affirm that someone had lived, eaten and worked among them. Hearth-standing, the term for this local recognition, gave people a place in the community alongside their ancestry.\n\nThis widening sense of belonging did not dissolve the clans. It added forms of mutual obligation for people whose lives no longer fitted a single ancestral settlement. A town’s food supply, a mining road or the dangers of the Ash could demand cooperation beyond any one family’s resources.","heading":"Households after the fighting","illustration":{"alt":"Neighbors witness a household claim","caption":"Neighbors witness a household claim","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-household-roll-witnesses.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Grishara Bloodhammer|acd16180-2df6-4ae7-be19-c83345d41e8c], the Enlightened, governs as High Chieftess and presides over the Council of the Iron Tusk. Her Bloodhammer background joins the traditions of warriors and shamans to a concern for genealogy, leadership and the memory of past agreements. Her policies seek security and international standing through sustained diplomacy as well as strength.\n\n@[Borguk Ironfist|f2dac639-f825-42a0-a485-e196e1b05cc0], Chief of the Orc Clans, represents orc martial and cultural concerns on the council. Slink Sharpwit brings goblin interests in trade, craft and technology, while General Karguk Steelbinder represents hobgoblin defense and organizational discipline. Each serves a constituent people while remaining responsible for the country as a whole.\n\nDisagreement over the pace of change remains part of government. Borguk values the trust earned through martial discipline; Grishara also directs resources toward schools, diplomacy and public culture. Their common concern for the Confederacy leaves room for different judgments about how prosperity should be secured. The military’s declared commitments to restraint and stability stand beside a justice system concerned with fairness and shared law.","heading":"Clans, council and public authority","illustration":{"alt":"Grishara presiding over the Council of the Iron Tusk","caption":"Grishara presiding over the Council of the Iron Tusk","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-chieftess-council.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"The Orcish Renaissance has expanded the range of lives that receive public recognition. Academies, libraries, museums and festivals preserve orcish and goblin heritage while supporting art, invention and scientific inquiry. Technical instruction belongs to the movement alongside scholarship: construction, surveying and skilled craft can earn patronage as readily as more prestigious studies.\n\nPublic apprenticeship grants help maintain students whose households cannot support a long training period. The grants reward workshops for teaching rather than merely buying their products. Access remains uneven, especially for small rural workshops and families far from the capital. Traveling assessors have brought experienced artisans into decisions that might otherwise have belonged only to the academies.\n\nFestivals place clan songs, martial demonstrations, goblin comedy and urban art in the same public culture. Commissions depict quarry crews, communal meals, athletes and households alongside battlefield scenes. The movement does not require orcs to abandon their inherited traditions in order to become respectable abroad. It gives a young person more ways to contribute to their people, whether as a diplomat, historian, instrument-maker, teacher or soldier.","heading":"The Orcish Renaissance","illustration":{"alt":"Art and scientific learning in the Orcish Renaissance","caption":"Art and scientific learning in the Orcish Renaissance","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-orcish-renaissance.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Religious life takes place within the same network of clan and civic obligations. The Bloodhammer clan’s shamans preserve one strand of that heritage, while Braxus’s communal houses give worship a practical connection to food, shelter and the recognition of neighbors. These institutions occupy different places in orc life; a clan tradition does not determine the belief or occupation of every individual.\n\nTrade after the wars brought familiar faces across former enemy lines. Haven buyers returned to northern workshops, and orc craftspeople settled south of the Wall as neighbors, employers and family members. Orcs and goblinkin became religious leaders and political figures as well as artisans. Prejudice and local skirmishes survived the treaty, but repeated cooperation made it harder to reduce an entire people to inherited stories of war.\n\nOrc lives also belong to @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] and @[Hope|2dded91d-2efe-4e3c-93c0-94fbd9f6b7b6]. At @[the Broken Tusk|15a0e118-ec20-40cc-9e3c-c604c87f5f77], @[Azok the Silent|0bb3a233-c349-4018-822d-45f59c2fc322] keeps an inn used by travelers and local working people. Such households and businesses are part of the peace’s everyday history, lived well beyond the council chamber.","heading":"Faith, neighbors and lives abroad","illustration":{"alt":"A familiar buyer returns to the workshop","caption":"A familiar buyer returns to the workshop","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/iron-tusk-seasonal-haven-buyer.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"@[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]’s engineering extends to an early electrical network. A @[hydroelectric dam|boal-hydroelectric-dam] near the capital supplies power through copper lines reinforced with Dieritium Arcanum, while substations use the same substance to store energy. Political centers, the arena and expensive shops have access to electricity, and the streets use early electric or gas-style lamps.\n\nThis infrastructure adds electrical engineering to the capital’s workshops, schools and industry. Its selective service also places advanced technology unevenly within the city’s daily life.","heading":"Electricity in the capital","illustration":{"alt":"Boâl’s early electrical power and maintenance","caption":"Boâl’s early electrical power and maintenance","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/boal-hydroelectric-services.avif","visibility":"player","width":1140},"visibility":"player"}],"summary":"Orcs are one of the peoples of Kirth. Their communities include the Iron Tusk Confederacy, Georgetown and Hope, where Azok the Silent keeps the Broken Tusk.","title":"Orcs","type":"Race","visibility":"player"},{"body":"A founding people of the Confederacy\nGoblins share the @[Iron Tusk Confederacy|44cac6e7-6974-44fd-b1e7-1ea199fbe2bd] with orcs and hobgoblins. Northern goblin forces fought alongside orcs in the century-long Orc Wars, whose destructive magic left the Ash between their lands and Haven. The Treaty of Blood ended hostilities and opened a continuing relationship of trade, diplomacy and shared responsibility for the damaged region.\n\nPostwar rebuilding brought unrelated survivors, displaced households and working craftspeople together. Household recognition and the communal houses of Braxus gave residents ways to establish belonging even when older clan claims could not be proved. Goblin lives in the Confederacy developed within this larger movement from wartime divisions toward shared civic obligations.\n\nCraft, trade and the Renaissance\nSlink Sharpwit, Master of Trade and Craft, leads the goblin delegation on the Council of the Iron Tusk. His responsibilities include commercial networks, economic development and technology. He supports education that prepares skilled workers and opens new markets, bringing that perspective into discussions with Grishara Bloodhammer and the other council members.\n\n@[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e] joins goblin and orcish traditions with schools, industry and diplomacy. The Orcish Renaissance includes goblin heritage within its libraries, museums and festivals. Goblin comic performance appears beside clan songs, martial demonstrations and new urban art. Public apprenticeship grants support teaching in workshops and make craft knowledge a matter of public investment.\n\nBeyond the northern borders\nGoblins and other goblinkin settled in and around Haven after the wars, becoming craftspeople, religious leaders and political figures. Repeated trade made former enemies familiar neighbors and business partners, although old prejudices and occasional skirmishes persisted. @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] also includes a smaller goblin community within its diverse port population.\n\nMembership in a people and membership in the Confederacy are related but different things. A goblin household abroad participates in the life of its own town while carrying family memories and cultural ties beyond the northern border.","category":"Races","id":"race-goblins","illustration":{"alt":"Painted landscape illustration of Goblins.","caption":"Goblins","displayScale":"wide","height":700,"layout":"landscape","src":"assets/race-cards/race-goblins-wide-v1.avif","visibility":"player","width":1050},"links":["44cac6e7-6974-44fd-b1e7-1ea199fbe2bd","92710cbd-bdbe-478d-bcac-7ed22499690e","d55b4ecd-c049-438e-a3f8-06a8742ac080"],"raceCardIllustration":{"alt":"Painted landscape illustration of Goblins.","caption":"Goblins","height":700,"src":"assets/race-cards/race-goblins-wide-v1.avif","visibility":"player","width":1050},"raceKey":"goblins","raceRelated":[{"articleId":"44cac6e7-6974-44fd-b1e7-1ea199fbe2bd","visibility":"player"},{"articleId":"92710cbd-bdbe-478d-bcac-7ed22499690e","visibility":"player"},{"articleId":"d55b4ecd-c049-438e-a3f8-06a8742ac080","visibility":"player"}],"sections":[{"body":"Goblins share the @[Iron Tusk Confederacy|44cac6e7-6974-44fd-b1e7-1ea199fbe2bd] with orcs and hobgoblins. Northern goblin forces fought alongside orcs in the century-long Orc Wars, whose destructive magic left the Ash between their lands and Haven. The Treaty of Blood ended hostilities and opened a continuing relationship of trade, diplomacy and shared responsibility for the damaged region.\n\nPostwar rebuilding brought unrelated survivors, displaced households and working craftspeople together. Household recognition and the communal houses of Braxus gave residents ways to establish belonging even when older clan claims could not be proved. Goblin lives in the Confederacy developed within this larger movement from wartime divisions toward shared civic obligations.","heading":"A founding people of the Confederacy","visibility":"player"},{"body":"Slink Sharpwit, Master of Trade and Craft, leads the goblin delegation on the Council of the Iron Tusk. His responsibilities include commercial networks, economic development and technology. He supports education that prepares skilled workers and opens new markets, bringing that perspective into discussions with Grishara Bloodhammer and the other council members.\n\n@[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e] joins goblin and orcish traditions with schools, industry and diplomacy. The Orcish Renaissance includes goblin heritage within its libraries, museums and festivals. Goblin comic performance appears beside clan songs, martial demonstrations and new urban art. Public apprenticeship grants support teaching in workshops and make craft knowledge a matter of public investment.","heading":"Craft, trade and the Renaissance","visibility":"player"},{"body":"Goblins and other goblinkin settled in and around Haven after the wars, becoming craftspeople, religious leaders and political figures. Repeated trade made former enemies familiar neighbors and business partners, although old prejudices and occasional skirmishes persisted. @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] also includes a smaller goblin community within its diverse port population.\n\nMembership in a people and membership in the Confederacy are related but different things. A goblin household abroad participates in the life of its own town while carrying family memories and cultural ties beyond the northern border.","heading":"Beyond the northern borders","visibility":"player"}],"summary":"Goblins are among the peoples of the Iron Tusk Confederacy. Goblin and orcish traditions both contribute to life in Boâl, and goblin communities are also found in Georgetown.","title":"Goblins","type":"Race","visibility":"player"},{"body":"Legion and shared government\nHobgoblins are one of the three constituent peoples of the @[Iron Tusk Confederacy|44cac6e7-6974-44fd-b1e7-1ea199fbe2bd]. Their council delegation is led by General Karguk Steelbinder, Commander of the Legion. His remit joins defense, military readiness and organizational discipline to the maintenance of internal order. The council expects him, like its other representatives, to serve the whole Confederacy as well as his own people.\n\nThe country’s formidable military operates under a declared commitment to restraint, peace and stability. The discipline valued in Karguk’s command belongs to a wider civic settlement built around law, mutual representation and cooperation among formerly divided groups.\n\nEducation and the changing country\nKarguk supports the broad technical education promoted by Grishara Bloodhammer’s Renaissance. An effective army depends on engineers, healers and reliable supply as well as fighters. His support joins military preparation to investments in teaching and useful skills, giving hobgoblin interests a place in the country’s expanding academies and workshop training.\n\nThe Confederacy’s agriculture, mines, early factories and rail connections sustain this shared political world. Clan, household and town remain meaningful loyalties beside national institutions. Hobgoblin participation in that country extends beyond the general who represents them, even as his office makes military organization their most visible contribution to council government.","category":"Races","id":"race-hobgoblins","illustration":{"alt":"Hobgoblin technical learning in a shared workshop","caption":"Hobgoblin technical learning in a shared workshop","displayScale":"wide","height":760,"layout":"landscape","src":"assets/race-cards/race-hobgoblins-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player"},"links":["44cac6e7-6974-44fd-b1e7-1ea199fbe2bd"],"raceCardIllustration":{"alt":"Hobgoblin technical learning in a shared workshop","caption":"Hobgoblin technical learning in a shared workshop","height":760,"src":"assets/race-cards/race-hobgoblins-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"hobgoblins","raceRelated":[{"articleId":"44cac6e7-6974-44fd-b1e7-1ea199fbe2bd","visibility":"player"}],"sections":[{"body":"Hobgoblins are one of the three constituent peoples of the @[Iron Tusk Confederacy|44cac6e7-6974-44fd-b1e7-1ea199fbe2bd]. Their council delegation is led by General Karguk Steelbinder, Commander of the Legion. His remit joins defense, military readiness and organizational discipline to the maintenance of internal order. The council expects him, like its other representatives, to serve the whole Confederacy as well as his own people.\n\nThe country’s formidable military operates under a declared commitment to restraint, peace and stability. The discipline valued in Karguk’s command belongs to a wider civic settlement built around law, mutual representation and cooperation among formerly divided groups.","heading":"Legion and shared government","visibility":"player"},{"body":"Karguk supports the broad technical education promoted by Grishara Bloodhammer’s Renaissance. An effective army depends on engineers, healers and reliable supply as well as fighters. His support joins military preparation to investments in teaching and useful skills, giving hobgoblin interests a place in the country’s expanding academies and workshop training.\n\nThe Confederacy’s agriculture, mines, early factories and rail connections sustain this shared political world. Clan, household and town remain meaningful loyalties beside national institutions. Hobgoblin participation in that country extends beyond the general who represents them, even as his office makes military organization their most visible contribution to council government.","heading":"Education and the changing country","visibility":"player"}],"summary":"Hobgoblins are among the peoples united in the Iron Tusk Confederacy, alongside orcs and goblins.","title":"Hobgoblins","type":"Race","visibility":"player"},{"body":"A place in Georgetown\nBugbears belong to the smaller communities of @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]. Their neighbors include orcs, goblins, tortles, Kovard and minotaurs, alongside the city’s larger human, half-elven, dwarven, halfling, gnome and elven populations. Together, the port’s residents are known as Georgeans.\n\nGeorgetown’s harbor, markets and inland routes place these communities within an extensive trading city. The Senate and Sovereign Protector govern its public life, while crowded working districts, wealthy commercial interests and the Ships’ competing influence make local power uneven. Bugbear residents belong to that wider civic landscape. The city is known for lively evenings and an established dueling code, customs shared across its diverse population.","category":"Races","id":"race-bugbears","illustration":{"alt":"Bugbear neighbors working in Georgetown’s market","caption":"Bugbear neighbors working in Georgetown’s market","displayScale":"wide","height":760,"layout":"landscape","src":"assets/race-cards/race-bugbears-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player"},"links":["d55b4ecd-c049-438e-a3f8-06a8742ac080"],"raceCardIllustration":{"alt":"Bugbear neighbors working in Georgetown’s market","caption":"Bugbear neighbors working in Georgetown’s market","height":760,"src":"assets/race-cards/race-bugbears-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"bugbears","raceRelated":[{"articleId":"d55b4ecd-c049-438e-a3f8-06a8742ac080","visibility":"player"}],"sections":[{"body":"Bugbears belong to the smaller communities of @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]. Their neighbors include orcs, goblins, tortles, Kovard and minotaurs, alongside the city’s larger human, half-elven, dwarven, halfling, gnome and elven populations. Together, the port’s residents are known as Georgeans.\n\nGeorgetown’s harbor, markets and inland routes place these communities within an extensive trading city. The Senate and Sovereign Protector govern its public life, while crowded working districts, wealthy commercial interests and the Ships’ competing influence make local power uneven. Bugbear residents belong to that wider civic landscape. The city is known for lively evenings and an established dueling code, customs shared across its diverse population.","heading":"A place in Georgetown","visibility":"player"}],"summary":"Bugbears are among the smaller communities living in Georgetown.","title":"Bugbears","type":"Race","visibility":"player"},{"body":"Seafaring lives and city power\nMinotaurs belong to the smaller communities of @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], a port whose commerce connects legitimate shipping, hired protection and powerful underworld organizations. Within that environment, individual minotaurs occupy very different positions of authority. @[Riqshaw Thunderstep|5b2b1ce4-3b18-459c-aa0d-b957232b5303] is chief of security aboard the Lustrous Gale, where tactical judgment and loyalty accompany a playful manner. @[Dravak Stormhide|f2cc2dee-4793-493a-b0f7-c0dc048fbcfa] commands one of Georgetown’s most formidable criminal guilds.\n\nRiqshaw balances honor and practical responsibility with an appetite for goliath mead and improbable schemes. Dravak combines physical force with strategic intelligence, maintaining a guarded compound in the Lows and directing piracy, extortion and high-stakes smuggling. Their choices place minotaurs on different sides of the port’s struggle over trade and power.\n\nMinotaurs and Teranok\nThe @[Teranok|race-minnatonk] are a distinct, loosely related bovine people. Their roaming tribal communities belong to their own history in eastern Lyasa, with Ta’Cha as their main town and gathering place. The two peoples share a broad kinship without making a Teranok household or tradition interchangeable with a minotaur one.","category":"Races","id":"race-minotaurs","illustration":{"alt":"Riqshaw directs airship security","caption":"Riqshaw directs airship security","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/section-5b2b1ce4-work-and-character.avif","visibility":"player","width":1140},"links":["5b2b1ce4-3b18-459c-aa0d-b957232b5303","d55b4ecd-c049-438e-a3f8-06a8742ac080","f2cc2dee-4793-493a-b0f7-c0dc048fbcfa","race-minnatonk"],"raceCardIllustration":{"alt":"Riqshaw directs airship security","caption":"Minotaurs","height":760,"src":"assets/worldbook/section-5b2b1ce4-work-and-character.avif","visibility":"player","width":1140},"raceKey":"minotaurs","raceRelated":[{"articleId":"5b2b1ce4-3b18-459c-aa0d-b957232b5303","visibility":"player"},{"articleId":"f2cc2dee-4793-493a-b0f7-c0dc048fbcfa","visibility":"player"}],"sections":[{"body":"Minotaurs belong to the smaller communities of @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], a port whose commerce connects legitimate shipping, hired protection and powerful underworld organizations. Within that environment, individual minotaurs occupy very different positions of authority. @[Riqshaw Thunderstep|5b2b1ce4-3b18-459c-aa0d-b957232b5303] is chief of security aboard the Lustrous Gale, where tactical judgment and loyalty accompany a playful manner. @[Dravak Stormhide|f2cc2dee-4793-493a-b0f7-c0dc048fbcfa] commands one of Georgetown’s most formidable criminal guilds.\n\nRiqshaw balances honor and practical responsibility with an appetite for goliath mead and improbable schemes. Dravak combines physical force with strategic intelligence, maintaining a guarded compound in the Lows and directing piracy, extortion and high-stakes smuggling. Their choices place minotaurs on different sides of the port’s struggle over trade and power.","heading":"Seafaring lives and city power","visibility":"player"},{"body":"The @[Teranok|race-minnatonk] are a distinct, loosely related bovine people. Their roaming tribal communities belong to their own history in eastern Lyasa, with Ta’Cha as their main town and gathering place. The two peoples share a broad kinship without making a Teranok household or tradition interchangeable with a minotaur one.","heading":"Minotaurs and Teranok","visibility":"player"}],"summary":"Minotaurs include Riqshaw Thunderstep, chief of security aboard the Lustrous Gale, and Dravak Stormhide, captain of Ship Stormhide in Georgetown. They are distinct from the Teranok.","title":"Minotaurs","type":"Race","visibility":"player","relationshipVisibility":{}},{"body":"Gar’Tortle kindred\nThe @[Gar’Tortles|race-gar-tortle] are a rare, nomadic offshoot of the Tortles, distinguished by their great size, spiked shells, and snapping jaws.\n\nPeace, travel and the Gar’Tortle kindred\nTortles have cultivated traditions of peace and tranquility through monastic teaching. They have no pantheon exclusive to their people. Their smaller stature and more settled traditions distinguish them from the rare @[Gar’Tortles|race-gar-tortle], whose lives emphasize self-reliance, wandering and physical survival.\n\nThe Gar’Tortle kindred emerged as a long-separated branch of the same people. Gar’Tortles often hatch without parental protection and may form only small traveling pods. Their willingness to rely on companions can develop slowly through shared danger. Tortle kinship encompasses these different ways of living without making the Gar’Tortle experience the pattern for every tortle.\n\nTortles in Georgetown\nTortles are among the smaller communities of @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]. The port brings them into the same markets, neighborhoods and civic institutions as its larger human, half-elven, dwarven, halfling and gnome populations. Its harbor and inland routes link local households to distant trading partners, while the city’s established dueling code and busy evening life belong to a shared urban culture.","category":"Races","id":"race-tortles","illustration":{"alt":"Tortle neighbors in a quiet harbor courtyard","caption":"Tortle neighbors in a quiet harbor courtyard","displayScale":"wide","height":760,"layout":"landscape","src":"assets/race-cards/race-tortles-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player"},"links":["d55b4ecd-c049-438e-a3f8-06a8742ac080","race-gar-tortle"],"raceCardIllustration":{"alt":"Tortle neighbors in a quiet harbor courtyard","caption":"Tortle neighbors in a quiet harbor courtyard","height":760,"src":"assets/race-cards/race-tortles-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"tortles","raceRelated":[{"articleId":"d55b4ecd-c049-438e-a3f8-06a8742ac080","visibility":"player"}],"sections":[{"body":"The @[Gar’Tortles|race-gar-tortle] are a rare, nomadic offshoot of the Tortles, distinguished by their great size, spiked shells, and snapping jaws.","heading":"Gar’Tortle kindred","visibility":"player"},{"body":"Tortles have cultivated traditions of peace and tranquility through monastic teaching. They have no pantheon exclusive to their people. Their smaller stature and more settled traditions distinguish them from the rare @[Gar’Tortles|race-gar-tortle], whose lives emphasize self-reliance, wandering and physical survival.\n\nThe Gar’Tortle kindred emerged as a long-separated branch of the same people. Gar’Tortles often hatch without parental protection and may form only small traveling pods. Their willingness to rely on companions can develop slowly through shared danger. Tortle kinship encompasses these different ways of living without making the Gar’Tortle experience the pattern for every tortle.","heading":"Peace, travel and the Gar’Tortle kindred","visibility":"player"},{"body":"Tortles are among the smaller communities of @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]. The port brings them into the same markets, neighborhoods and civic institutions as its larger human, half-elven, dwarven, halfling and gnome populations. Its harbor and inland routes link local households to distant trading partners, while the city’s established dueling code and busy evening life belong to a shared urban culture.","heading":"Tortles in Georgetown","visibility":"player"}],"summary":"Tortles are among the smaller communities living in Georgetown.","title":"Tortles","type":"Race","visibility":"player"},{"body":"A rare Tortle kindred\nGar’Tortles are a rarely seen, long-separated offshoot of the @[Tortles|race-tortles]. Adults stand 7 to 8 feet tall and average 550 pounds, with their shells accounting for roughly one-third of that weight. Sharp protrusions cover their hardened shells, and powerful snapping jaws serve as natural weapons.\n\nLife and survival\nGar’Tortles hatch from eggs and enter the world alone. Some eat weaker or unhatched siblings. From birth they learn to fend for themselves in a hostile world; those who survive to adulthood become formidable survivors. They crawl for their first few weeks before learning to walk on two legs, reach adulthood at 15, and live an average of 50 years.\n\nMost lead solitary, nomadic lives. Small pods contain no more than six Gar’Tortles, and even within a pod each member generally looks after themself first. They favor an untamed life over the comforts and refinements of settled communities. Their Tortle cousins’ monastic pursuit of tranquility contrasts with the Gar’Tortles’ embrace of instinct and physical strength.\n\nAdventuring and beliefs\nGar’Tortles often take up adventuring to test their strength and prowess. Bonds with companions may begin through necessity and grow into camaraderie and friendship. Most favor a chaotic, self-directed life; some turn toward selflessness and good, though choosing order over freedom is unusual.\n\nGar’Tortles have no exclusive pantheon of their own.\n\nNames\nGar’Tortles prefer simple names, usually no more than two syllables, without gender distinctions. An individual may change their name whenever it no longer suits them, sometimes a dozen times over a lifetime. They have no surnames or family names.\n\nNames include Baka, Damu, Gar, Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, and Yog.\n\nTraits: Ability Score Increase\nIncrease one ability score by 1 and another by 2.\n\nTraits: Age\nYoung gar'tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.\n\nTraits: Alignment\nGar'Tortles tend to lead chaotic, nomadic lives. They roam most of their lives and only form small groups of six or less. Most are chaotic neutral. A few can lean towards life and selflessness, tending more toward good, but it’s unusual for a gar'tortle to shuck off chaos in favor of order.\n\nTraits: Size\nGar'Tortle adults stand 7 to 8 feet tall and average 550 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.\n\nTraits: Speed\nYour base walking speed is 30 feet.\n\nTraits: Snapping Jaws\nYour bite is a natural weapon that you can use to make unarmed strikes. On a hit, it deals slashing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normally dealt by an unarmed strike, and has a 5 reach. The target must make a DC 10 Strength saving throw. On a failed save, the target is grappled.\n\nTraits: Hold Breath\nYou can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.\n\nTraits: Natural Armor\nDue to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 16 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.\n\nTraits: Living Weapon\nYour hardened shell has sharp protrusions that can be used as a natural weapon. Your spiked shell deals 1d4 + your Strength modifier in damage.\n\nTraits: Shell Defense\nYou can withdraw into your shell as an action. Until you emerge, you gain a +3 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.\n\nTraits: Survival Instinct\nYou gain proficiency in the Survival skill. Tortles have finely honed survival instincts.\n\nTraits: Languages\nYou can speak, read, and write Aquan and Common.","category":"Races","id":"race-gar-tortle","illustration":{"alt":"A small Gar’Tortle pod crosses a rocky riverbank","caption":"A small Gar’Tortle pod crosses a rocky riverbank","displayScale":"wide","height":760,"layout":"landscape","src":"assets/race-cards/race-gar-tortle-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player"},"links":["race-tortles"],"raceCardIllustration":{"alt":"A small Gar’Tortle pod crosses a rocky riverbank","caption":"A small Gar’Tortle pod crosses a rocky riverbank","height":760,"src":"assets/race-cards/race-gar-tortle-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"gar-tortle","raceRelated":[{"articleId":"race-tortles","visibility":"player"}],"sections":[{"body":"Gar’Tortles are a rarely seen, long-separated offshoot of the @[Tortles|race-tortles]. Adults stand 7 to 8 feet tall and average 550 pounds, with their shells accounting for roughly one-third of that weight. Sharp protrusions cover their hardened shells, and powerful snapping jaws serve as natural weapons.","heading":"A rare Tortle kindred","visibility":"player"},{"body":"Gar’Tortles hatch from eggs and enter the world alone. Some eat weaker or unhatched siblings. From birth they learn to fend for themselves in a hostile world; those who survive to adulthood become formidable survivors. They crawl for their first few weeks before learning to walk on two legs, reach adulthood at 15, and live an average of 50 years.\n\nMost lead solitary, nomadic lives. Small pods contain no more than six Gar’Tortles, and even within a pod each member generally looks after themself first. They favor an untamed life over the comforts and refinements of settled communities. Their Tortle cousins’ monastic pursuit of tranquility contrasts with the Gar’Tortles’ embrace of instinct and physical strength.","heading":"Life and survival","visibility":"player"},{"body":"Gar’Tortles often take up adventuring to test their strength and prowess. Bonds with companions may begin through necessity and grow into camaraderie and friendship. Most favor a chaotic, self-directed life; some turn toward selflessness and good, though choosing order over freedom is unusual.\n\nGar’Tortles have no exclusive pantheon of their own.","heading":"Adventuring and beliefs","visibility":"player"},{"body":"Gar’Tortles prefer simple names, usually no more than two syllables, without gender distinctions. An individual may change their name whenever it no longer suits them, sometimes a dozen times over a lifetime. They have no surnames or family names.\n\nNames include Baka, Damu, Gar, Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, and Yog.","heading":"Names","visibility":"player"},{"body":"Increase one ability score by 1 and another by 2.","heading":"Traits: Ability Score Increase","visibility":"player"},{"body":"Young gar'tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.","heading":"Traits: Age","visibility":"player"},{"body":"Gar'Tortles tend to lead chaotic, nomadic lives. They roam most of their lives and only form small groups of six or less. Most are chaotic neutral. A few can lean towards life and selflessness, tending more toward good, but it’s unusual for a gar'tortle to shuck off chaos in favor of order.","heading":"Traits: Alignment","visibility":"player"},{"body":"Gar'Tortle adults stand 7 to 8 feet tall and average 550 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.","heading":"Traits: Size","visibility":"player"},{"body":"Your base walking speed is 30 feet.","heading":"Traits: Speed","visibility":"player"},{"body":"Your bite is a natural weapon that you can use to make unarmed strikes. On a hit, it deals slashing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normally dealt by an unarmed strike, and has a 5 reach. The target must make a DC 10 Strength saving throw. On a failed save, the target is grappled.","heading":"Traits: Snapping Jaws","visibility":"player"},{"body":"You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.","heading":"Traits: Hold Breath","visibility":"player"},{"body":"Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 16 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.","heading":"Traits: Natural Armor","visibility":"player"},{"body":"Your hardened shell has sharp protrusions that can be used as a natural weapon. Your spiked shell deals 1d4 + your Strength modifier in damage.","heading":"Traits: Living Weapon","visibility":"player"},{"body":"You can withdraw into your shell as an action. Until you emerge, you gain a +3 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.","heading":"Traits: Shell Defense","visibility":"player"},{"body":"You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.","heading":"Traits: Survival Instinct","visibility":"player"},{"body":"You can speak, read, and write Aquan and Common.","heading":"Traits: Languages","visibility":"player"}],"summary":"Gar’Tortles are a rare, nomadic Tortle kindred with massive spiked shells and powerful snapping jaws. Fiercely self-reliant, they travel alone or in small pods and sometimes find lasting companionship through adventure.","title":"Gar’Tortles","type":"Race","visibility":"player"},{"body":"Life in Embershade\nLizardfolk live in the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a], alongside Anurians, bullywugs, Darkscale Kobolds and other wetland peoples. The marshes extend roughly 250 miles along the coast and 75 miles inland. Mud, shallow water, bogs and quicksand surround moss-hung trees, while luminous fungi and algae brighten the darkness beneath persistent mist.\n\nThis is an inhabited landscape with dangerous routes and valuable resources. The Honeywash River provides passage, and local guides and domesticated Mireharts help travelers cross ground that can defeat an unfamiliar walker. Herbs, alchemical ingredients, timber, skins and venom connect the wetlands to surrounding markets.\n\nAn altered homeland\nEmbershade preserves the consequences of the destruction of @[Emberheart Hallow|08818a53-cd19-4899-90ed-ad25dfb68857] by Zalathax’valanrith in 989 DE. Sunken ruins and lingering magic survive amid the changed ecology. The hollow Emberheart Tree and the great dragon’s skeleton remain prominent features of the region.\n\nLizardfolk households share this altered country with neighboring peoples whose settlements and trades occupy different parts of the wetlands. Blackwater stands at the eastern edge, Downwater supports trapping in the south-central marsh, and scholars gather at Braydon’s submerged tower. Survival and exchange take place among living communities as well as the remnants of the former forest.","category":"Races","id":"race-lizardfolk","illustration":{"alt":"Painted landscape illustration of Lizardfolk.","caption":"Lizardfolk","displayScale":"wide","height":700,"layout":"landscape","src":"assets/race-cards/race-lizardfolk-wide-v1.avif","visibility":"player","width":1050},"links":["08818a53-cd19-4899-90ed-ad25dfb68857","927cb3b1-f52f-43e6-903c-445261da670a"],"raceCardIllustration":{"alt":"Painted landscape illustration of Lizardfolk.","caption":"Lizardfolk","height":700,"src":"assets/race-cards/race-lizardfolk-wide-v1.avif","visibility":"player","width":1050},"raceKey":"lizardfolk","raceRelated":[{"articleId":"927cb3b1-f52f-43e6-903c-445261da670a","visibility":"player"}],"sections":[{"body":"Lizardfolk live in the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a], alongside Anurians, bullywugs, Darkscale Kobolds and other wetland peoples. The marshes extend roughly 250 miles along the coast and 75 miles inland. Mud, shallow water, bogs and quicksand surround moss-hung trees, while luminous fungi and algae brighten the darkness beneath persistent mist.\n\nThis is an inhabited landscape with dangerous routes and valuable resources. The Honeywash River provides passage, and local guides and domesticated Mireharts help travelers cross ground that can defeat an unfamiliar walker. Herbs, alchemical ingredients, timber, skins and venom connect the wetlands to surrounding markets.","heading":"Life in Embershade","visibility":"player"},{"body":"Embershade preserves the consequences of the destruction of @[Emberheart Hallow|08818a53-cd19-4899-90ed-ad25dfb68857] by Zalathax’valanrith in 989 DE. Sunken ruins and lingering magic survive amid the changed ecology. The hollow Emberheart Tree and the great dragon’s skeleton remain prominent features of the region.\n\nLizardfolk households share this altered country with neighboring peoples whose settlements and trades occupy different parts of the wetlands. Blackwater stands at the eastern edge, Downwater supports trapping in the south-central marsh, and scholars gather at Braydon’s submerged tower. Survival and exchange take place among living communities as well as the remnants of the former forest.","heading":"An altered homeland","visibility":"player"}],"summary":"Lizardfolk tribes inhabit the Embershade Marshes alongside other peoples adapted to swamp life.","title":"Lizardfolk","type":"Race","visibility":"player"},{"body":"Wetlands and neighboring peoples\nBullywugs are frog-like amphibious people, able to move between water and land. In Dorn, their communities belong to the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a], where they live alongside Anurians, lizardfolk, Darkscale Kobolds and other residents. These neighboring peoples inhabit the same extensive wetland without becoming a single community.\n\nEmbershade’s waters, mud and mist shape travel and access to resources. Twisted trees, luminous growth and large amphibians and insects fill the marsh. The Honeywash River provides an important route, while unstable ground and predators make local knowledge valuable. Harvested herbs, alchemical materials, timber and animal products support exchange with settlements beyond the marsh.\n\nThe country after Emberheart\nThe wetland’s present form carries the history of @[Emberheart Hallow|08818a53-cd19-4899-90ed-ad25dfb68857], destroyed by Zalathax’valanrith in 989 DE. Ruins and lingering druidic magic remain within the changed landscape. The dragon’s skeleton is now occupied by Darkscale Kobolds, and the surviving hollow of the Emberheart Tree marks another part of the old settlement.\n\nBullywug communities inhabit this living, altered country alongside villages of gatherers, trappers and scholars. Roads around the marsh and guided passages through it sustain contact with the wider region.","category":"Races","id":"race-bullywugs","illustration":{"alt":"Bullywugs gather reeds in Embershade","caption":"Bullywugs gather reeds in Embershade","displayScale":"wide","height":760,"layout":"landscape","src":"assets/race-cards/race-bullywugs-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player"},"links":["08818a53-cd19-4899-90ed-ad25dfb68857","927cb3b1-f52f-43e6-903c-445261da670a"],"raceCardIllustration":{"alt":"Bullywugs gather reeds in Embershade","caption":"Bullywugs gather reeds in Embershade","height":760,"src":"assets/race-cards/race-bullywugs-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"bullywugs","raceRelated":[{"articleId":"927cb3b1-f52f-43e6-903c-445261da670a","visibility":"player"}],"sections":[{"body":"Bullywugs are frog-like amphibious people, able to move between water and land. In Dorn, their communities belong to the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a], where they live alongside Anurians, lizardfolk, Darkscale Kobolds and other residents. These neighboring peoples inhabit the same extensive wetland without becoming a single community.\n\nEmbershade’s waters, mud and mist shape travel and access to resources. Twisted trees, luminous growth and large amphibians and insects fill the marsh. The Honeywash River provides an important route, while unstable ground and predators make local knowledge valuable. Harvested herbs, alchemical materials, timber and animal products support exchange with settlements beyond the marsh.","heading":"Wetlands and neighboring peoples","visibility":"player"},{"body":"The wetland’s present form carries the history of @[Emberheart Hallow|08818a53-cd19-4899-90ed-ad25dfb68857], destroyed by Zalathax’valanrith in 989 DE. Ruins and lingering druidic magic remain within the changed landscape. The dragon’s skeleton is now occupied by Darkscale Kobolds, and the surviving hollow of the Emberheart Tree marks another part of the old settlement.\n\nBullywug communities inhabit this living, altered country alongside villages of gatherers, trappers and scholars. Roads around the marsh and guided passages through it sustain contact with the wider region.","heading":"The country after Emberheart","visibility":"player"}],"summary":"Bullywugs inhabit the Embershade Marshes. They are distinct from the Anurians who also live in the region.","title":"Bullywugs","type":"Race","visibility":"player"},{"body":"Kobolds live in Dorn, including the Darkscale Kobolds of the Embershade Marshes, who inhabit the skeletal remains of the dragon Zalathax’valanrith.\n\nThe Darkscale community\n\nThe Darkscale Kobolds live within the enormous skeleton of Zalathax’valanrith in the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a]. The dragon destroyed Emberheart Hallow in 989 DE, leaving a transformed wetland of ruins, dangerous ground and surviving magic. Its remains now form an occupied place within that landscape.\n\nDarkscale households share Embershade with lizardfolk, Anurians, bullywugs and other residents. The Honeywash River connects parts of the wetland, while guides and domesticated Mireharts help travelers navigate unstable ground. Nearby settlements trade gathered herbs, alchemical ingredients, timber, skins and other marsh resources.\n\nLiving among the remnants\n\nThe old druidic settlement survives in sunken ruins, the hollow Emberheart Tree and lingering natural magic. Its history reaches beyond the destruction alone: later recovery of artifacts and accounts has preserved a record of growth and renewal as well as catastrophe. The Darkscale settlement belongs to the marsh’s inhabited present, situated within one of its most striking relics.\n\nAt the region’s edge, Blackwater stands on the eastern route; Rikkets lies toward the southeastern coast, Downwater supports trapping farther inland, and Braydon draws scholars to a submerged tower. These places form the wider country around the kobolds’ skeletal home.\n\nSagebrush Kobolds\n\nThe @[Sagebrush Kobolds|race-sagebrush-kobolds] are a regional offshoot living in remote plateau pockets of eastern Lyasa. Their secluded communities and cautious local trade are described in their own account.","category":"Races","id":"race-kobolds","illustration":{"alt":"Painted landscape illustration of Kobolds.","caption":"Kobolds","displayScale":"wide","height":700,"layout":"landscape","src":"assets/race-cards/race-kobolds-wide-v1.avif","visibility":"player","width":1050},"links":["927cb3b1-f52f-43e6-903c-445261da670a","race-minnatonk","place-tacha","race-sagebrush-kobolds"],"raceCardIllustration":{"alt":"Painted landscape illustration of Kobolds.","caption":"Kobolds","height":700,"src":"assets/race-cards/race-kobolds-wide-v1.avif","visibility":"player","width":1050},"raceKey":"kobolds","raceRelated":[{"articleId":"927cb3b1-f52f-43e6-903c-445261da670a","visibility":"player"}],"sections":[{"body":"The Darkscale Kobolds live within the enormous skeleton of Zalathax’valanrith in the @[Embershade Marshes|927cb3b1-f52f-43e6-903c-445261da670a]. The dragon destroyed Emberheart Hallow in 989 DE, leaving a transformed wetland of ruins, dangerous ground and surviving magic. Its remains now form an occupied place within that landscape.\n\nDarkscale households share Embershade with lizardfolk, Anurians, bullywugs and other residents. The Honeywash River connects parts of the wetland, while guides and domesticated Mireharts help travelers navigate unstable ground. Nearby settlements trade gathered herbs, alchemical ingredients, timber, skins and other marsh resources.","heading":"The Darkscale community","visibility":"player"},{"body":"The old druidic settlement survives in sunken ruins, the hollow Emberheart Tree and lingering natural magic. Its history reaches beyond the destruction alone: later recovery of artifacts and accounts has preserved a record of growth and renewal as well as catastrophe. The Darkscale settlement belongs to the marsh’s inhabited present, situated within one of its most striking relics.\n\nAt the region’s edge, Blackwater stands on the eastern route; Rikkets lies toward the southeastern coast, Downwater supports trapping farther inland, and Braydon draws scholars to a submerged tower. These places form the wider country around the kobolds’ skeletal home.","heading":"Living among the remnants","visibility":"player"},{"heading":"Sagebrush Kobolds","body":"The @[Sagebrush Kobolds|race-sagebrush-kobolds] are a regional offshoot living in remote plateau pockets of eastern Lyasa. Their secluded communities and cautious local trade are described in their own account.","visibility":"player"}],"summary":"Kobolds live in Dorn, including the Darkscale Kobolds of the Embershade Marshes, who inhabit the skeletal remains of the dragon Zalathax’valanrith.","title":"Kobolds","type":"Race","visibility":"player","relationshipVisibility":{"race-minnatonk":"player","place-tacha":"player","race-sagebrush-kobolds":"player"},"searchTerms":["Sagebrush Kobolds"],"searchVisibility":"player"},{"body":"Rahm’mafal: clan, honor, and memory\nClans unite related families through shared work, ancestry, and stories. Each bears a sacred Stormname earned through trial or received in vision. Their associations with regions and holy sites matter more than fixed territorial borders. Elders preserve memory; shamans and Forgeseers interpret omens, dreams, and signs in craftsmanship; warriors serve as hunters and spiritual protectors.\n\nOaths are spoken before the Oath-Hearths, braziers linked to Bragastir’s will. Breaking a promise wounds both personal honor and spiritual belonging. Children are taught to understand the weight of a statement before making it. Even an outcast continues to bear a lineage through tattoos and songs.\n\nRahm’mafal: gods and sacred work\nBragastir, the Thunderous Matron, governs thunder, strength, and clan. She represents kinship’s protection and the force that exposes falsehood. Vulkrandur, the Flame Artisan, is associated here with creation, fire, and protection: the patient smith whose warmth shelters and whose methods are preserved in songs and forgemarks.\n\nSkjaldur, the Celestial Smith, is the demigod son of Bragastir and a mortal blacksmith. His legendary work at the Forge of Hjor’Gandur links the mortal mountain to the divine forge. Tools and relics bearing his sigil inspire craftspeople to unite spiritual truth with practical mastery.\n\nRahm’mafal: names, gatherings, and art\nA given name precedes a Stormname, which must be earned through a great deed or divine trial. Such names can become hereditary clan titles; Thunderstep, Flameborn, Skycarver, Stormfang, and Stoneheart are examples. Tattoos record achievements during rites of passage, while stone markers preserve them near longhouses and on the Cradle Steppes.\n\nSeasonal Feasts of Bragastir bring contests in strength, endurance, storytelling, and craft. Forgefire pilgrimages send young artisans and warriors toward Hjor’Gandur to shape their first true creation. Goliaths speak Tharnic, characterized by clipped consonants and resonant vowels. Drums, throat-singing, and horns carved from stone beasts accompany communal song. Their art remains useful: weapons carry story-runes, hammers sound chosen tones, cloaks display lineages, and longhouses bear sky-and-fire imagery.\n\nWinners at the seasonal Feasts of Bragastir are honored as spiritual exemplars until the next gathering. The contests reward endurance, story and craftsmanship as well as strength. The same union of practical work and spiritual meaning runs through the Forgefire pilgrimage: shaping a first true creation is a cultural milestone, not simply the acquisition of a weapon or tool.\n\nA land close to the divine\nRahm’mafal rises through wind-scoured moors, exposed highlands, fjords, conifer forests, volcanic steppes, and floating stone spires. Its people understand these environments as manifestations of Bragastir and Vulkrandur. Moors carry sacred cairns and pilgrimage routes; highland voices are believed to mingle with the dead. Fishing clans and seers inhabit the fjords. The dark forests, called Vulkrandur’s lungs, shelter ritual hunts and the beginnings of forging pilgrimages. Clifftops host vows, sky burials, and stormwatching, while smith clans and Firebound pilgrims gather near volcanic vents.\n\nHjor’Gandur, the continent’s highest mountain, is its spiritual center and is said to pierce the boundary with Fjorgast. Stormcord Pass provides a perilous route for unity rites. On the Cradle Steppes, migration, hunting, and festivals unfold among lineage-carved monoliths. The Embermaw Caldera is understood as a wound from Vulkrandur’s first hammer, and its lava serves sacred crafting. Skyroot Vale holds petrified trees, rare herbs, and places for communion with spirit echoes. The Edge of Sky is a cliff of formal speech and declarations of identity.\n\nCreation stories attach particular divine memories to the terrain. The moors are where Bragastir first shaped the winds to sing, while the gods are said to have poured their breath into the glacial canyons. Highland voices carry farther and seem to mingle with the dead; lowlanders sometimes call those exposed ridges “skyfields.” Headlands above water or mist-filled valleys are remembered as places where Bragastir’s voice first touched the world.\n\nThe Storm Matriarch\nThaurga Stormborn Flamewrought, whose Tharnic name is Thaurga Vurn’Kelda Thaur’Makra, is the Storm Matriarch. Storm-dark granite skin, glowing forge-tattoos, divine scars, and silver eyes mark her imposing appearance. Fireglass and meteoric iron adorn her silver-black braids. Having completed all five Trials of Storm-Wrought Worth, she bears the Fangbinder’s Brand and carries Skjarnhul, an ancestral hammer reforged on Hjor’Gandur.\n\nHer wife, Kaelyra Windbound Flamehair, is Shield-Matron of the Skyborne Council. Her Tharnic name is Kaelyra Aruun’Dethra Vurn’Vethra. Nearly a foot shorter than Thaurga, she has lighter stone-grey skin, ritual scars, wind tattoos, and copper-red and flame-gold braids. Quiet and calculating, she first fought beside Thaurga during the Trial of Thundering Unity. Her ceremonial glaive, Stormwake, also called Dren’Velkar, was forged during the Trial of the Sky-Anvil.\n\nKaelyra’s quiet calculation is matched by unwavering loyalty. Stormwake hums with wind and divine resonance, joining her ceremonial office to the trial in which she made it. Among the clans, a joke told safely beyond the couple’s hearing claims that Rahm’mafal’s most powerful storms begin in the matriarchs’ longhouse rather than with Bragastir.\n\nThe matriarchal household\nTheir eldest daughter, Varka Flamevoice, follows the Hammer-Gothi path as a priest-crafter, ceremonial smith, and emerging spiritual leader. She channels storms and speaks in divine trances, with an expected future overseeing the Oath-Hearths. Their son Durnan Ashstride is a steady young warrior currently undertaking Stoneheart. Their youngest daughter, Ylvi Stormchaser, is an inquisitive, fierce preteen whose future path is still open.\n\nYlvi especially admires Nyx of House Virellin, a tiefling diplomat and tutor from Haven. Nyx has midnight-red skin, black curling horns, and ember-gold eyes. Trusted by the matriarch’s court, she bridges cultures and holds the unusual distinction of being a non-goliath admitted to sacred rites. Ylvi follows her eagerly, wearing scraps of metal and bone that buzz in rain.\n\nThe sacred trials: Stoneheart: carrying the inheritance\nAn aspirant carries a heavy slab of storm-forged stone from the roots of a sacred mountain up Mount Hjor’Gandur. Wind, difficult ground, and ancestral whispers test both body and conviction. Clan tradition holds that the stone bears unfinished ancestral hopes, making the climb a confrontation with inherited burdens and personal doubt.\n\nAt the summit, the carrier places the stone on the lightning-carved black Altar of Klamharth. This is an offering rather than abandonment of the burden. An accepted offering may kindle flame and still the wind. Those who complete Stoneheart are called Stormbearers.\n\nClan stories describe the wind weeping in the voices of those who failed the ascent. The burden therefore carries both the ancestors’ unfinished hopes and the climber’s deepest doubts. A Stormbearer is said to retain the storm within their bones, with a presence that stills argument and kindles resolve.\n\nThe sacred trials: Thundering Unity: refusing division\nThis trial must be undertaken with companions. Together they cross the shifting Stormcord Pass between active volcanoes, weathering smoke, lightning, broken paths, and burning winds. Survival requires shared support: steadying each other, carrying the injured, and refusing to abandon the group.\n\nIts ending is defined by an unbreakable bond rather than a fixed destination. Betrayal and division constitute failure. Successful companions become Binders of the Stormcord; tradition says that their connection can carry voices through dreams and endure separation and death.\n\nThe sacred trials: The Sky-Anvil: making something true\nAt the mortal forge high on Hjor’Gandur, an aspirant creates one weapon, tool, or heirloom that expresses their spirit. Prepared metal is forbidden. The maker must extract mountain ore and smelt it with their own fire before shaping it at the ancient, storm-driven forge.\n\nBeauty is secondary to conviction. The work must honestly embody its creator. Those who succeed are called Soulforged, and their creations preserve their names beyond death. Such relics may remain within a family for generations or disappear and return when needed.\n\nThe ancient forge’s bellows move with the breath of storms, and its coals remain alight through the deepest frost. Hammer blows struck with conviction are said to answer with ancestral echoes. A maker who works without that conviction hears only silence. The forge judges the truth of the creation rather than ornament alone.\n\nThe sacred trials: The Thunderous Call: a name answered\nAt the Edge of Sky, an aspirant speaks their name and deeds into the fiercest storm without flinching. The declaration is an honest reckoning, not an invitation to boast. In the stories, a sufficiently resolute voice earns recognition from the storm; in rare cases Bragastir answers with a new name.\n\nSurvivors who receive that recognition become Stormnamed and enter the Songs of Lineage. Tales of failure describe names scattered into silence.\n\nThe sacred trials: Stormfang: mastering without rage\nA floating rock in the Stormspire Range bears the sacred arena of Stormfang. There, the challenger faces a Forge-Fanged Beast made of molten lightning and divine fire. Mere domination is insufficient: striking from wrath and sparing from fear both miss the trial’s purpose. Success requires understanding, respect, and disciplined mastery.\n\nOnly one challenger in ten completes the ordeal. Successful Fangbinders receive a glowing shoulder brand from the creature’s flame and are regarded as divine emissaries. Across all five trials, transformation matters more than acclaim: each participant renews the pact linking clan memory, the land, and the gods.","category":"Races","id":"race-goliaths","illustration":{"alt":"Practical mastery and spiritual truth in goliath craft","caption":"Practical mastery and spiritual truth in goliath craft","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/goliath-practical-sacred-craft-v1.avif","visibility":"player","width":1140},"links":[],"raceCardIllustration":{"alt":"Practical mastery and spiritual truth in goliath craft","caption":"Goliaths","height":760,"src":"assets/worldbook/goliath-practical-sacred-craft-v1.avif","visibility":"player","width":1140},"raceKey":"goliaths","raceRelated":[{"articleId":"notebook-13","heading":"Clan, honor, and memory","visibility":"player"},{"articleId":"notebook-13","heading":"Gods and sacred work","visibility":"player"},{"articleId":"notebook-13","heading":"Names, gatherings, and art","visibility":"player"},{"articleId":"notebook-13","visibility":"player"},{"articleId":"141a88f1-9d94-4d1d-8058-004caaceda22","visibility":"player"}],"sections":[{"body":"Clans unite related families through shared work, ancestry, and stories. Each bears a sacred Stormname earned through trial or received in vision. Their associations with regions and holy sites matter more than fixed territorial borders. Elders preserve memory; shamans and Forgeseers interpret omens, dreams, and signs in craftsmanship; warriors serve as hunters and spiritual protectors.\n\nOaths are spoken before the Oath-Hearths, braziers linked to Bragastir’s will. Breaking a promise wounds both personal honor and spiritual belonging. Children are taught to understand the weight of a statement before making it. Even an outcast continues to bear a lineage through tattoos and songs.","heading":"Rahm’mafal: clan, honor, and memory","illustration":{"alt":"An oath at the clan hearth","caption":"An oath at the clan hearth","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/goliath-oath-hearth.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Bragastir, the Thunderous Matron, governs thunder, strength, and clan. She represents kinship’s protection and the force that exposes falsehood. Vulkrandur, the Flame Artisan, is associated here with creation, fire, and protection: the patient smith whose warmth shelters and whose methods are preserved in songs and forgemarks.\n\nSkjaldur, the Celestial Smith, is the demigod son of Bragastir and a mortal blacksmith. His legendary work at the Forge of Hjor’Gandur links the mortal mountain to the divine forge. Tools and relics bearing his sigil inspire craftspeople to unite spiritual truth with practical mastery.","heading":"Rahm’mafal: gods and sacred work","visibility":"player"},{"body":"A given name precedes a Stormname, which must be earned through a great deed or divine trial. Such names can become hereditary clan titles; Thunderstep, Flameborn, Skycarver, Stormfang, and Stoneheart are examples. Tattoos record achievements during rites of passage, while stone markers preserve them near longhouses and on the Cradle Steppes.\n\nSeasonal Feasts of Bragastir bring contests in strength, endurance, storytelling, and craft. Forgefire pilgrimages send young artisans and warriors toward Hjor’Gandur to shape their first true creation. Goliaths speak Tharnic, characterized by clipped consonants and resonant vowels. Drums, throat-singing, and horns carved from stone beasts accompany communal song. Their art remains useful: weapons carry story-runes, hammers sound chosen tones, cloaks display lineages, and longhouses bear sky-and-fire imagery.\n\nWinners at the seasonal Feasts of Bragastir are honored as spiritual exemplars until the next gathering. The contests reward endurance, story and craftsmanship as well as strength. The same union of practical work and spiritual meaning runs through the Forgefire pilgrimage: shaping a first true creation is a cultural milestone, not simply the acquisition of a weapon or tool.","heading":"Rahm’mafal: names, gatherings, and art","illustration":{"alt":"Clan song and useful art","caption":"Clan song and useful art","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/goliath-saga-gathering.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Rahm’mafal rises through wind-scoured moors, exposed highlands, fjords, conifer forests, volcanic steppes, and floating stone spires. Its people understand these environments as manifestations of Bragastir and Vulkrandur. Moors carry sacred cairns and pilgrimage routes; highland voices are believed to mingle with the dead. Fishing clans and seers inhabit the fjords. The dark forests, called Vulkrandur’s lungs, shelter ritual hunts and the beginnings of forging pilgrimages. Clifftops host vows, sky burials, and stormwatching, while smith clans and Firebound pilgrims gather near volcanic vents.\n\nHjor’Gandur, the continent’s highest mountain, is its spiritual center and is said to pierce the boundary with Fjorgast. Stormcord Pass provides a perilous route for unity rites. On the Cradle Steppes, migration, hunting, and festivals unfold among lineage-carved monoliths. The Embermaw Caldera is understood as a wound from Vulkrandur’s first hammer, and its lava serves sacred crafting. Skyroot Vale holds petrified trees, rare herbs, and places for communion with spirit echoes. The Edge of Sky is a cliff of formal speech and declarations of identity.\n\nCreation stories attach particular divine memories to the terrain. The moors are where Bragastir first shaped the winds to sing, while the gods are said to have poured their breath into the glacial canyons. Highland voices carry farther and seem to mingle with the dead; lowlanders sometimes call those exposed ridges “skyfields.” Headlands above water or mist-filled valleys are remembered as places where Bragastir’s voice first touched the world.","heading":"A land close to the divine","illustration":{"alt":"A clan hall among Rahm’mafal’s sacred landscapes","caption":"A clan hall among Rahm’mafal’s sacred landscapes","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/goliath-sacred-longhouse.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Thaurga Stormborn Flamewrought, whose Tharnic name is Thaurga Vurn’Kelda Thaur’Makra, is the Storm Matriarch. Storm-dark granite skin, glowing forge-tattoos, divine scars, and silver eyes mark her imposing appearance. Fireglass and meteoric iron adorn her silver-black braids. Having completed all five Trials of Storm-Wrought Worth, she bears the Fangbinder’s Brand and carries Skjarnhul, an ancestral hammer reforged on Hjor’Gandur.\n\nHer wife, Kaelyra Windbound Flamehair, is Shield-Matron of the Skyborne Council. Her Tharnic name is Kaelyra Aruun’Dethra Vurn’Vethra. Nearly a foot shorter than Thaurga, she has lighter stone-grey skin, ritual scars, wind tattoos, and copper-red and flame-gold braids. Quiet and calculating, she first fought beside Thaurga during the Trial of Thundering Unity. Her ceremonial glaive, Stormwake, also called Dren’Velkar, was forged during the Trial of the Sky-Anvil.\n\nKaelyra’s quiet calculation is matched by unwavering loyalty. Stormwake hums with wind and divine resonance, joining her ceremonial office to the trial in which she made it. Among the clans, a joke told safely beyond the couple’s hearing claims that Rahm’mafal’s most powerful storms begin in the matriarchs’ longhouse rather than with Bragastir.","heading":"The Storm Matriarch","illustration":{"alt":"Thaurga and Kaelyra at the Oath-Hearth","caption":"Thaurga and Kaelyra at the Oath-Hearth","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/goliath-matriarch-counsel.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"Their eldest daughter, Varka Flamevoice, follows the Hammer-Gothi path as a priest-crafter, ceremonial smith, and emerging spiritual leader. She channels storms and speaks in divine trances, with an expected future overseeing the Oath-Hearths. Their son Durnan Ashstride is a steady young warrior currently undertaking Stoneheart. Their youngest daughter, Ylvi Stormchaser, is an inquisitive, fierce preteen whose future path is still open.\n\nYlvi especially admires Nyx of House Virellin, a tiefling diplomat and tutor from Haven. Nyx has midnight-red skin, black curling horns, and ember-gold eyes. Trusted by the matriarch’s court, she bridges cultures and holds the unusual distinction of being a non-goliath admitted to sacred rites. Ylvi follows her eagerly, wearing scraps of metal and bone that buzz in rain.","heading":"The matriarchal household","illustration":{"alt":"Nyx and Ylvi in the matriarchal household","caption":"Nyx and Ylvi in the matriarchal household","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/goliath-household-tutor.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"An aspirant carries a heavy slab of storm-forged stone from the roots of a sacred mountain up Mount Hjor’Gandur. Wind, difficult ground, and ancestral whispers test both body and conviction. Clan tradition holds that the stone bears unfinished ancestral hopes, making the climb a confrontation with inherited burdens and personal doubt.\n\nAt the summit, the carrier places the stone on the lightning-carved black Altar of Klamharth. This is an offering rather than abandonment of the burden. An accepted offering may kindle flame and still the wind. Those who complete Stoneheart are called Stormbearers.\n\nClan stories describe the wind weeping in the voices of those who failed the ascent. The burden therefore carries both the ancestors’ unfinished hopes and the climber’s deepest doubts. A Stormbearer is said to retain the storm within their bones, with a presence that stills argument and kindles resolve.","heading":"The sacred trials: Stoneheart: carrying the inheritance","illustration":{"alt":"Stoneheart on Mount Hjor’Gandur","caption":"Stoneheart on Mount Hjor’Gandur","height":1024,"layout":"landscape","src":"assets/worldbook/goliath-stoneheart-mountain.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"This trial must be undertaken with companions. Together they cross the shifting Stormcord Pass between active volcanoes, weathering smoke, lightning, broken paths, and burning winds. Survival requires shared support: steadying each other, carrying the injured, and refusing to abandon the group.\n\nIts ending is defined by an unbreakable bond rather than a fixed destination. Betrayal and division constitute failure. Successful companions become Binders of the Stormcord; tradition says that their connection can carry voices through dreams and endure separation and death.","heading":"The sacred trials: Thundering Unity: refusing division","illustration":{"alt":"Thundering Unity in Stormcord Pass","caption":"Thundering Unity in Stormcord Pass","height":1024,"layout":"landscape","src":"assets/worldbook/goliath-thundering-unity.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"At the mortal forge high on Hjor’Gandur, an aspirant creates one weapon, tool, or heirloom that expresses their spirit. Prepared metal is forbidden. The maker must extract mountain ore and smelt it with their own fire before shaping it at the ancient, storm-driven forge.\n\nBeauty is secondary to conviction. The work must honestly embody its creator. Those who succeed are called Soulforged, and their creations preserve their names beyond death. Such relics may remain within a family for generations or disappear and return when needed.\n\nThe ancient forge’s bellows move with the breath of storms, and its coals remain alight through the deepest frost. Hammer blows struck with conviction are said to answer with ancestral echoes. A maker who works without that conviction hears only silence. The forge judges the truth of the creation rather than ornament alone.","heading":"The sacred trials: The Sky-Anvil: making something true","illustration":{"alt":"The Sky-Anvil at Hjor’Gandur","caption":"The Sky-Anvil at Hjor’Gandur","height":1024,"layout":"landscape","src":"assets/worldbook/goliath-sky-anvil.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"At the Edge of Sky, an aspirant speaks their name and deeds into the fiercest storm without flinching. The declaration is an honest reckoning, not an invitation to boast. In the stories, a sufficiently resolute voice earns recognition from the storm; in rare cases Bragastir answers with a new name.\n\nSurvivors who receive that recognition become Stormnamed and enter the Songs of Lineage. Tales of failure describe names scattered into silence.","heading":"The sacred trials: The Thunderous Call: a name answered","illustration":{"alt":"A name spoken at the Edge of Sky","caption":"A name spoken at the Edge of Sky","height":1024,"layout":"landscape","src":"assets/worldbook/goliath-thunderous-call.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"A floating rock in the Stormspire Range bears the sacred arena of Stormfang. There, the challenger faces a Forge-Fanged Beast made of molten lightning and divine fire. Mere domination is insufficient: striking from wrath and sparing from fear both miss the trial’s purpose. Success requires understanding, respect, and disciplined mastery.\n\nOnly one challenger in ten completes the ordeal. Successful Fangbinders receive a glowing shoulder brand from the creature’s flame and are regarded as divine emissaries. Across all five trials, transformation matters more than acclaim: each participant renews the pact linking clan memory, the land, and the gods.","heading":"The sacred trials: Stormfang: mastering without rage","illustration":{"alt":"The Stormfang ordeal","caption":"The Stormfang ordeal","height":1024,"layout":"landscape","src":"assets/worldbook/goliath-stormfang.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"Goliaths are a clan-based people whose Rahm’mafal communities sustain ancestral memory through sacred trials, craftsmanship, oaths and shared obligations.","title":"Goliaths","type":"Race","visibility":"player"},{"body":"Earth, air and fire genasi are found among Dorn’s people. Kharizan the Clever is an earth genasi; Lyra Windrider of Eman is an air genasi; Ezin’s emperor is a fire genasi.\n\nElemental inheritances\n\nGenasi carry elemental affinities expressed in different forms. Air, earth, fire and water lineages embody different aspects of that inheritance, which can appear in complexion, movement and magical gifts. An elemental nature does not place all genasi within the same nation or profession.\n\nDorn’s known genasi include the air genasi @[Lyra Windrider|person-lyra-windrider], the earth genasi Kharizan the Clever and the fire genasi Emperor Al’ Haziz. Their lives belong to Eman, Ezin and Halar respectively, linking elemental heritage to three distinct political worlds.\n\nLearning and authority\n\n@[Lyra Windrider|person-lyra-windrider] holds the Stormcaller seat in @[Eman’s Ascendancy|org-ascendancy], where her specialty is elemental magic. Her place among seven archmages gives that expertise a role in the government of a city concerned with stability, power and controlled knowledge.\n\n@[Kharizan the Clever|c3494b01-b94a-4ba6-a164-3b1e6abc1465], an earth genasi, has sandstone-colored skin and rough-textured hair, making his elemental inheritance visible. Bright clothing and elaborate jewelry express his cultivated confidence and status in Ezin. His position there belongs to the city’s particular arrangements of wealth and authority.\n\nThe fire genasi emperor\n\n@[Emperor Al’ Haziz|d6a63444-58aa-4446-a126-c57dabfab221] rules Halar with absolute authority, advised by a court and supported by a structured judiciary. Still in his late twenties, he seeks to preserve the port’s traditions while directing its trade, defense and cultural life.\n\nHis fire genasi heritage is one part of a public identity shaped by dynasty, government and the obligations of a trading city. The differences between his court, Kharizan’s influence and Lyra’s scholarly office show how varied genasi lives can be within Dorn.","category":"Races","id":"race-genasi","illustration":{"alt":"Kharizan receives the city’s petitioners","caption":"Kharizan receives the city’s petitioners","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/section-c3494b01-power-in-ezin.avif","visibility":"player","width":1140},"links":["c3494b01-b94a-4ba6-a164-3b1e6abc1465","d6a63444-58aa-4446-a126-c57dabfab221","org-ascendancy","person-lyra-windrider"],"raceCardIllustration":{"alt":"Kharizan receives the city’s petitioners","caption":"Genasi","height":760,"src":"assets/worldbook/section-c3494b01-power-in-ezin.avif","visibility":"player","width":1140},"raceKey":"genasi","raceRelated":[{"articleId":"c3494b01-b94a-4ba6-a164-3b1e6abc1465","visibility":"player"},{"articleId":"63904922-f75a-418e-9b27-b0a6e545fb27","visibility":"player"},{"articleId":"d6a63444-58aa-4446-a126-c57dabfab221","visibility":"player"}],"sections":[{"body":"Genasi carry elemental affinities expressed in different forms. Air, earth, fire and water lineages embody different aspects of that inheritance, which can appear in complexion, movement and magical gifts. An elemental nature does not place all genasi within the same nation or profession.\n\nDorn’s known genasi include the air genasi @[Lyra Windrider|person-lyra-windrider], the earth genasi Kharizan the Clever and the fire genasi Emperor Al’ Haziz. Their lives belong to Eman, Ezin and Halar respectively, linking elemental heritage to three distinct political worlds.","heading":"Elemental inheritances","visibility":"player"},{"body":"@[Lyra Windrider|person-lyra-windrider] holds the Stormcaller seat in @[Eman’s Ascendancy|org-ascendancy], where her specialty is elemental magic. Her place among seven archmages gives that expertise a role in the government of a city concerned with stability, power and controlled knowledge.\n\n@[Kharizan the Clever|c3494b01-b94a-4ba6-a164-3b1e6abc1465], an earth genasi, has sandstone-colored skin and rough-textured hair, making his elemental inheritance visible. Bright clothing and elaborate jewelry express his cultivated confidence and status in Ezin. His position there belongs to the city’s particular arrangements of wealth and authority.","heading":"Learning and authority","visibility":"player"},{"body":"@[Emperor Al’ Haziz|d6a63444-58aa-4446-a126-c57dabfab221] rules Halar with absolute authority, advised by a court and supported by a structured judiciary. Still in his late twenties, he seeks to preserve the port’s traditions while directing its trade, defense and cultural life.\n\nHis fire genasi heritage is one part of a public identity shaped by dynasty, government and the obligations of a trading city. The differences between his court, Kharizan’s influence and Lyra’s scholarly office show how varied genasi lives can be within Dorn.","heading":"The fire genasi emperor","visibility":"player"}],"summary":"Earth, air and fire genasi are found among Dorn’s people. Kharizan the Clever is an earth genasi; Lyra Windrider of Eman is an air genasi; Ezin’s emperor is a fire genasi.","title":"Genasi","type":"Race","visibility":"player","relationshipVisibility":{"person-lyra-windrider":"player"}},{"body":"Aurelia and Georgetown: Service and appointment\nAasimar carry celestial gifts within mortal lives. In @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], @[Aurelia Silverdawn|ecf797a5-1547-4ac3-a3fa-07641642dc68] has brought those gifts into military, religious and civic service as Sovereign Protector.\n\nBorn in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] to a blacksmith and a healer, Aurelia showed celestial gifts early. She joined the city guard, rose through its ranks, and led campaigns against outside threats. A deeper commitment to @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d] later brought her into the temple guard, protecting sacred places and clergy.\n\nWorking between religious authorities, guards, and civic factions developed her diplomacy as well as her faith. When the Sovereign Protector's office became vacant, the Senate selected her by an overwhelming vote. Her principal allies remain the Senate, Releous's clergy, and the two guard institutions; her opponents are forces seeking to destabilize the city.\n\nAurelia and Georgetown: Presence and abilities\nAurelia stands six feet tall with an athletic build, pale skin, long golden hair, and luminous celestial-blue eyes. Her engraved ceremonial armor balances protection with gemstones and formal ornament.\n\nShe remains a capable warrior and uses her celestial heritage to heal and safeguard others. Her public manner is measured and service-minded, and she approaches political conflict as a mediator as well as a defender.\n\nAurelia and Georgetown: Senate relationships\nAmong @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s senators, Consul Paxis respects Aurelia but sometimes considers her moral limits an obstacle to pragmatic government. Laela Windwhisper admires her civic and spiritual dedication; Brom Ironfist seeks her military counsel. Selira Nightshade regards her as a defender of underrepresented residents, while Lictor Guard Captain Cassian Vorenus works closely with her on security.","category":"Races","id":"race-aasimar","illustration":{"alt":"Aurelia’s Senate appointment","caption":"Aurelia’s Senate appointment","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/section-ecf797a5-service-and-appointment.avif","visibility":"player","width":1140},"links":["d55b4ecd-c049-438e-a3f8-06a8742ac080","ecf797a5-1547-4ac3-a3fa-07641642dc68","efecd1c2-4f09-4bdc-9cdd-0506d275c44d"],"raceCardIllustration":{"alt":"Aurelia’s Senate appointment","caption":"Aasimar","height":760,"src":"assets/worldbook/section-ecf797a5-service-and-appointment.avif","visibility":"player","width":1140},"raceKey":"aasimar","raceRelated":[{"articleId":"ecf797a5-1547-4ac3-a3fa-07641642dc68","visibility":"player"}],"sections":[{"body":"Aasimar carry celestial gifts within mortal lives. In @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080], @[Aurelia Silverdawn|ecf797a5-1547-4ac3-a3fa-07641642dc68] has brought those gifts into military, religious and civic service as Sovereign Protector.\n\nBorn in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] to a blacksmith and a healer, Aurelia showed celestial gifts early. She joined the city guard, rose through its ranks, and led campaigns against outside threats. A deeper commitment to @[Releous|efecd1c2-4f09-4bdc-9cdd-0506d275c44d] later brought her into the temple guard, protecting sacred places and clergy.\n\nWorking between religious authorities, guards, and civic factions developed her diplomacy as well as her faith. When the Sovereign Protector's office became vacant, the Senate selected her by an overwhelming vote. Her principal allies remain the Senate, Releous's clergy, and the two guard institutions; her opponents are forces seeking to destabilize the city.","heading":"Aurelia and Georgetown: Service and appointment","visibility":"player"},{"body":"Aurelia stands six feet tall with an athletic build, pale skin, long golden hair, and luminous celestial-blue eyes. Her engraved ceremonial armor balances protection with gemstones and formal ornament.\n\nShe remains a capable warrior and uses her celestial heritage to heal and safeguard others. Her public manner is measured and service-minded, and she approaches political conflict as a mediator as well as a defender.","heading":"Aurelia and Georgetown: Presence and abilities","visibility":"player"},{"body":"Among @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]’s senators, Consul Paxis respects Aurelia but sometimes considers her moral limits an obstacle to pragmatic government. Laela Windwhisper admires her civic and spiritual dedication; Brom Ironfist seeks her military counsel. Selira Nightshade regards her as a defender of underrepresented residents, while Lictor Guard Captain Cassian Vorenus works closely with her on security.","heading":"Aurelia and Georgetown: Senate relationships","visibility":"player"}],"summary":"Aasimar are among Dorn’s peoples. Aurelia Silverdawn, Georgetown’s Sovereign Protector, is an aasimar known for healing and protective gifts.","title":"Aasimar","type":"Race","visibility":"player"},{"body":"Burgan Trovask and the recovered past\nThe firbolg @[Burgan Trovask|burgan-trovask] is an adventurer, historian and treasure hunter whose work recovered the history of @[Emberheart Hallow|08818a53-cd19-4899-90ed-ad25dfb68857]. Alongside the gnome wizard Tivilan Heffney, he spent three months investigating the ruined settlement. Their discoveries brought artifacts and historical information out of a landscape still marked by draconic destruction and surviving druidic magic.\n\nTrovask’s account became The Flaming Emberheart: The History of Growth, Destruction, and Renewal. The book and recovered objects are held at the Solarium Inspirato in Valaria, where scholars and adventurers use them to study the Emberheart and Lo’rilandia’s legacy.\n\nHistory as continuing work\nThe recovered history looks beyond a single disaster. Emberheart Hallow’s destruction in 989 DE transformed the country now known as the Embershade Marshes, but ruins, natural magic and later communities preserve more than the memory of loss. Trovask’s work follows growth, destruction and renewal together.\n\nHis collaboration with Heffney places a firbolg scholar within Dorn’s broader network of researchers and public collections. The surviving book lets people who never entered the ruins examine discoveries made through that shared fieldwork.","category":"Races","id":"race-firbolgs","identityIllustration":{"alt":"Burgan Trovask","caption":"Burgan Trovask","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/burgan-trovask-historian-identity.avif","visibility":"player","width":900},"links":["08818a53-cd19-4899-90ed-ad25dfb68857","burgan-trovask"],"raceCardIllustration":{"alt":"Firbolgs and a gnome colleague survey old ruins","caption":"Firbolgs and a gnome colleague survey old ruins","height":760,"src":"assets/race-cards/race-firbolgs-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"firbolgs","raceRelated":[{"articleId":"burgan-trovask","visibility":"player"},{"articleId":"08818a53-cd19-4899-90ed-ad25dfb68857","visibility":"player"}],"sections":[{"body":"The firbolg @[Burgan Trovask|burgan-trovask] is an adventurer, historian and treasure hunter whose work recovered the history of @[Emberheart Hallow|08818a53-cd19-4899-90ed-ad25dfb68857]. Alongside the gnome wizard Tivilan Heffney, he spent three months investigating the ruined settlement. Their discoveries brought artifacts and historical information out of a landscape still marked by draconic destruction and surviving druidic magic.\n\nTrovask’s account became The Flaming Emberheart: The History of Growth, Destruction, and Renewal. The book and recovered objects are held at the Solarium Inspirato in Valaria, where scholars and adventurers use them to study the Emberheart and Lo’rilandia’s legacy.","heading":"Burgan Trovask and the recovered past","visibility":"player"},{"body":"The recovered history looks beyond a single disaster. Emberheart Hallow’s destruction in 989 DE transformed the country now known as the Embershade Marshes, but ruins, natural magic and later communities preserve more than the memory of loss. Trovask’s work follows growth, destruction and renewal together.\n\nHis collaboration with Heffney places a firbolg scholar within Dorn’s broader network of researchers and public collections. The surviving book lets people who never entered the ruins examine discoveries made through that shared fieldwork.","heading":"History as continuing work","visibility":"player"}],"summary":"Firbolgs include Burgan Trovask, the adventurer, historian and treasure hunter who investigated Emberheart Hallow.","title":"Firbolgs","type":"Race","visibility":"player"},{"body":"Desert travel and local knowledge\nTabaxi are catlike people whose lives in Dorn include the routes through the Lebren Desert. @[Dar’Ren Dar|3fa8b965-444c-49c1-86b9-56fda3f4d0f4], a cautious, sly rogue based in @[Halar|201d1aa8-b9e3-4bac-9a6f-0816fde68762], offers paid guidance through that country. His work depends on knowledge of a landscape where a traveler’s destination may be difficult to find or reach.\n\nA guide’s place in the wider world\nDar’Ren Dar’s life connects Halar’s settled port to the desert beyond it. His guarded manner belongs to a particular professional relationship with outsiders: people hire him because he knows ground they do not. At thirty-seven, with yellow eyes and an established base in the city, he is a recognizable figure within that local trade.\n\nTabaxi identity does not make every individual a desert guide or rogue. Dar’Ren Dar’s occupation is one way a tabaxi makes a living among Dorn’s towns, travelers and difficult landscapes.","category":"Races","id":"race-tabaxi","identityIllustration":{"alt":"Dar'Ren Dar","caption":"Dar'Ren Dar","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/darren-dar-ref.avif","visibility":"player","width":900},"links":["201d1aa8-b9e3-4bac-9a6f-0816fde68762","3fa8b965-444c-49c1-86b9-56fda3f4d0f4"],"raceCardIllustration":{"alt":"Tabaxi travelers discuss a desert route","caption":"Tabaxi travelers discuss a desert route","height":760,"src":"assets/race-cards/race-tabaxi-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"tabaxi","raceRelated":[{"articleId":"3fa8b965-444c-49c1-86b9-56fda3f4d0f4","visibility":"player"}],"sections":[{"body":"Tabaxi are catlike people whose lives in Dorn include the routes through the Lebren Desert. @[Dar’Ren Dar|3fa8b965-444c-49c1-86b9-56fda3f4d0f4], a cautious, sly rogue based in @[Halar|201d1aa8-b9e3-4bac-9a6f-0816fde68762], offers paid guidance through that country. His work depends on knowledge of a landscape where a traveler’s destination may be difficult to find or reach.","heading":"Desert travel and local knowledge","visibility":"player"},{"body":"Dar’Ren Dar’s life connects Halar’s settled port to the desert beyond it. His guarded manner belongs to a particular professional relationship with outsiders: people hire him because he knows ground they do not. At thirty-seven, with yellow eyes and an established base in the city, he is a recognizable figure within that local trade.\n\nTabaxi identity does not make every individual a desert guide or rogue. Dar’Ren Dar’s occupation is one way a tabaxi makes a living among Dorn’s towns, travelers and difficult landscapes.","heading":"A guide’s place in the wider world","visibility":"player"}],"summary":"Tabaxi live and travel in Dorn. Dar’Ren Dar, a tabaxi rogue based in Halar, offers paid guidance through the Lebren Desert.","title":"Tabaxi","type":"Race","visibility":"player"},{"body":"","category":"Races","id":"race-drakari","identityIllustration":{"alt":"An unnamed adult Drakari with blue-grey scales, a draconic muzzle, horns and clawed feet stands in plain layered clothes in a neutral stone courtyard.","caption":"An unnamed Drakari. Clothing, colors and setting are illustrative.","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/race-drakari-public.avif","visibility":"player","width":900},"links":[],"raceCardIllustration":{"alt":"Drakari inspect protective wards together","caption":"Drakari inspect protective wards together","height":760,"src":"assets/race-cards/race-drakari-cultural-wide-v2.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"drakari","raceRelated":[{"articleId":"63904922-f75a-418e-9b27-b0a6e545fb27","visibility":"player"},{"articleId":"org-ascendancy","visibility":"player"}],"sections":[],"summary":"The Drakari, also called dragonborn, are people with draconic features. Thalor Ironspine of Eman’s Ascendancy is a Drakari specialist in defensive magic and wards.","title":"Drakari","type":"Race","visibility":"player"},{"body":"Tieflings live in communities across Dorn. Nyx of House Virellin serves as a diplomat, tutor and cultural liaison to Rahm’mafal’s goliath court, while Consul Paxis represents merchant interests in Georgetown.\n\nAppearance and varied callings\n\nTieflings carry a fiend-touched appearance within mortal lives, but their ancestry does not assign them one allegiance or occupation. In Dorn, they serve as researchers, diplomats, athletes and underworld leaders. @[Nyx of House Virellin|nyx-house-virellin], a diplomat from Haven, has midnight-red skin, curling black horns and ember-gold eyes. Her work brings her into the goliath court of Rahm’mafal as a tutor and cultural liaison.\n\nTrusted by Thaurga’s court, Nyx has the unusual honor of taking part in sacred rites despite being an outsider. Ylvi Stormchaser admires and follows her. Her standing grows from intelligence, teaching and relationships across communities.\n\nArcane and civic worlds\n\n@[Eldoria Valen|person-eldoria-valen] holds the Seeker seat in @[Eman’s Ascendancy|org-ascendancy], directing research and discovery within its ruling circle of archmages. Tiefling athletes also play alongside humans in the Ezin Dust Devils, whose unpredictable approach makes them distinctive on the Ironball field.","category":"Races","id":"race-tieflings","identityIllustration":{"alt":"Nyx of House Virellin","caption":"Nyx of House Virellin","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/nyx-virellin-diplomat-identity.avif","visibility":"player","width":900},"links":["nyx-house-virellin","org-ascendancy","person-eldoria-valen"],"raceCardIllustration":{"alt":"Nyx tutors Ylvi in the matriarchal household","caption":"Nyx tutors Ylvi in the matriarchal household","height":760,"src":"assets/worldbook/goliath-household-tutor.avif","visibility":"player","width":1140,"captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide"},"raceKey":"tieflings","raceRelated":[{"articleId":"nyx-house-virellin","visibility":"player"},{"articleId":"d55b4ecd-c049-438e-a3f8-06a8742ac080","visibility":"player"}],"sections":[{"body":"Tieflings carry a fiend-touched appearance within mortal lives, but their ancestry does not assign them one allegiance or occupation. In Dorn, they serve as researchers, diplomats, athletes and underworld leaders. @[Nyx of House Virellin|nyx-house-virellin], a diplomat from Haven, has midnight-red skin, curling black horns and ember-gold eyes. Her work brings her into the goliath court of Rahm’mafal as a tutor and cultural liaison.\n\nTrusted by Thaurga’s court, Nyx has the unusual honor of taking part in sacred rites despite being an outsider. Ylvi Stormchaser admires and follows her. Her standing grows from intelligence, teaching and relationships across communities.","heading":"Appearance and varied callings","visibility":"player"},{"body":"@[Eldoria Valen|person-eldoria-valen] holds the Seeker seat in @[Eman’s Ascendancy|org-ascendancy], directing research and discovery within its ruling circle of archmages. Tiefling athletes also play alongside humans in the Ezin Dust Devils, whose unpredictable approach makes them distinctive on the Ironball field.","heading":"Arcane and civic worlds","visibility":"player"}],"summary":"Tieflings live in communities across Dorn. Nyx of House Virellin serves as a diplomat, tutor and cultural liaison to Rahm’mafal’s goliath court, while Consul Paxis represents merchant interests in Georgetown.","title":"Tieflings","type":"Race","visibility":"player","relationshipVisibility":{"person-eldoria-valen":"player"}},{"body":"Small bears, ancient cities\nGursa are small anthropomorphic bears, standing between 2.5 and 4 feet tall. In ancient times they lived alongside humans and other peoples, building large cities that held extensive knowledge of magic, mechanics, and other secrets.\n\nOther peoples sought that knowledge for themselves, turning to violence and coercion to seize it. Gursa populations dwindled until the surviving communities became the stuff of myth and legend. The isolated colonies that remain are hidden deep in forests, far from those who hunt them.\n\nLife in the warrens\nGursa warrens are close-knit communities alive with activity: grinding gears, small explosions, cries of surprise or triumph, and frequent laughter. Gursa delight in invention, exploration, investigation, creation, and play.\n\nTheir curiosity and excitement about the wider world often conflict with the need to protect their homes. Some venture out as adventurers, seeking ways to reconnect their people with the world beyond their forests.\n\nTraits: Ability Score Increase\nYour Intelligence increases by 2, and your Dexterity increases by 1.\n\nTraits: Age\nGursa age at about the same rate as humans, reaching adulthood around 30. They can live for 300 to 500 years.\n\nTraits: Alignment\nGursa are usually good-aligned. Those who lean toward law often become record keepers, magic users, or priests. Those who lean toward chaos are often storytellers, actors, or inventors.\n\nTraits: Size\nGursa stand between 2.5 and 4 feet tall. Your size is Small.","category":"Races","id":"race-gursa","illustration":{"alt":"Painted landscape illustration of Gursa.","caption":"Gursa","displayScale":"wide","height":700,"layout":"landscape","src":"assets/race-cards/race-gursa-wide-v1.avif","visibility":"player","width":1050},"links":[],"raceCardIllustration":{"alt":"Painted landscape illustration of Gursa.","caption":"Gursa","height":700,"src":"assets/race-cards/race-gursa-wide-v1.avif","visibility":"player","width":1050},"raceKey":"gursa","raceRelated":[],"sections":[{"body":"Gursa are small anthropomorphic bears, standing between 2.5 and 4 feet tall. In ancient times they lived alongside humans and other peoples, building large cities that held extensive knowledge of magic, mechanics, and other secrets.\n\nOther peoples sought that knowledge for themselves, turning to violence and coercion to seize it. Gursa populations dwindled until the surviving communities became the stuff of myth and legend. The isolated colonies that remain are hidden deep in forests, far from those who hunt them.","heading":"Small bears, ancient cities","visibility":"player"},{"body":"Gursa warrens are close-knit communities alive with activity: grinding gears, small explosions, cries of surprise or triumph, and frequent laughter. Gursa delight in invention, exploration, investigation, creation, and play.\n\nTheir curiosity and excitement about the wider world often conflict with the need to protect their homes. Some venture out as adventurers, seeking ways to reconnect their people with the world beyond their forests.","heading":"Life in the warrens","visibility":"player"},{"body":"Your Intelligence increases by 2, and your Dexterity increases by 1.","heading":"Traits: Ability Score Increase","visibility":"player"},{"body":"Gursa age at about the same rate as humans, reaching adulthood around 30. They can live for 300 to 500 years.","heading":"Traits: Age","visibility":"player"},{"body":"Gursa are usually good-aligned. Those who lean toward law often become record keepers, magic users, or priests. Those who lean toward chaos are often storytellers, actors, or inventors.","heading":"Traits: Alignment","visibility":"player"},{"body":"Gursa stand between 2.5 and 4 feet tall. Your size is Small.","heading":"Traits: Size","visibility":"player"}],"summary":"Gursa are small bear-like people whose hidden forest warrens preserve a love of magic, invention, and discovery. Once builders of great cities, their surviving communities balance joyful curiosity with caution toward the wider world.","title":"Gursa","type":"Race","visibility":"player"},{"body":"Aenar and halfling ancestry\nGreenfoot Halflings descend from Aenar who intermixed with halflings. Their ancestors embraced the deep forests, developing a way of life closely intertwined with the living woods.\n\nThe Hollow and the Leafshroud Wardens\nGreenfoot communities live in the hollows of living trees, deep in the woods. The Hollow is the most famous of these settlements. Close-knit communities gather around a revered central tree, often a large, multilevel tree that serves as their communal space.\n\nThe Leafshroud Wardens are clan protectors who patrol the forest and safeguard the community.\n\nHalfling heritage\nGreenfoot characters have halfling traits in addition to the Greenfoot traits below.\n\nTraits: Ability Score Increase\nYour Wisdom score increases by 1.\n\nTraits: Branch Born\nYour life in the trees has made you adept at navigating the forest and moving through its terrain. You have a climb speed of 20 feet, and you are proficient in the Survival skill. Additionally, you have advantage on Wisdom (Survival) checks made in forest terrain.\n\nTraits: Leaf Listener\nYou can cast Speak with Plants once with this trait, requiring no material components. You regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.","category":"Races","id":"race-greenfoot-halflings","illustration":{"alt":"Painted landscape illustration of Greenfoot Halflings.","caption":"Greenfoot Halflings","displayScale":"wide","height":700,"layout":"landscape","src":"assets/race-cards/race-greenfoot-halflings-wide-v1.avif","visibility":"player","width":1050},"links":[],"raceCardIllustration":{"alt":"Painted landscape illustration of Greenfoot Halflings.","caption":"Greenfoot Halflings","height":700,"src":"assets/race-cards/race-greenfoot-halflings-wide-v1.avif","visibility":"player","width":1050},"raceKey":"greenfoot-halflings","raceRelated":[{"articleId":"race-halflings","visibility":"player"},{"articleId":"notebook-source-4","visibility":"player"},{"articleId":"org-leafshroud-wardens","visibility":"player"}],"sections":[{"body":"Greenfoot Halflings descend from Aenar who intermixed with halflings. Their ancestors embraced the deep forests, developing a way of life closely intertwined with the living woods.","heading":"Aenar and halfling ancestry","visibility":"player"},{"body":"Greenfoot communities live in the hollows of living trees, deep in the woods. The Hollow is the most famous of these settlements. Close-knit communities gather around a revered central tree, often a large, multilevel tree that serves as their communal space.\n\nThe Leafshroud Wardens are clan protectors who patrol the forest and safeguard the community.","heading":"The Hollow and the Leafshroud Wardens","visibility":"player"},{"body":"Greenfoot characters have halfling traits in addition to the Greenfoot traits below.","heading":"Halfling heritage","visibility":"player"},{"body":"Your Wisdom score increases by 1.","heading":"Traits: Ability Score Increase","visibility":"player"},{"body":"Your life in the trees has made you adept at navigating the forest and moving through its terrain. You have a climb speed of 20 feet, and you are proficient in the Survival skill. Additionally, you have advantage on Wisdom (Survival) checks made in forest terrain.","heading":"Traits: Branch Born","visibility":"player"},{"body":"You can cast Speak with Plants once with this trait, requiring no material components. You regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.","heading":"Traits: Leaf Listener","visibility":"player"}],"summary":"Greenfoot Halflings descend from Aenar and halfling ancestors. Their close-knit woodland communities make homes in living trees, guarded by the Leafshroud Wardens.","title":"Greenfoot Halflings","type":"Race","visibility":"player"},{"body":"The children of Dockside\nThe Rat Catchers are part of daily life in @[Tsaris Bay|notebook-16], where children chase vermin around Dockside and earn coin through pest control. The gang includes children and teenagers. Its members belong to the working streets of a port shaped by ships, warehouses and busy trade.\n\nLocals credit the Rat Catchers with knowing every alley, sewer and shortcut in the city. Their name is associated with both the practical work seen around the harbor and the street knowledge for which the children are known.\n\nClergy work and information for coin\nThe gang works loosely for @[the Clergy|notebook-12] and offers information for coin. Pest control, local knowledge and paid information all belong to the Rat Catchers’ place in the port. Their connection to the syndicate brings them into the same world of quiet dealings that runs beneath Tsaris Bay’s ordinary maritime business.\n\nTabby and Minx and the party\n@[Tabby and Minx|tabby-and-minx] are two named members of the gang. By the time of @[the warehouse breach|notebook-10], @[Kael Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] and his companions had partly come to trust them.\n\nAfter the warehouse was destroyed and the survivors secured passage toward Valaria, the pair approached before the ship could depart. They warned that the Clergy was already organizing against the party: word had spread, the syndicate was moving, and Tsaris Bay was no longer safe.","category":"Factions","factionGroup":"Criminal networks","id":"org-rat-catchers","illustration":{"alt":"Tabby and Minx, two Rat Catcher children, on the fogbound docks of Tsaris Bay","caption":"Tabby and Minx, two members of the Rat Catchers","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/tabby-minx-dockside.avif","visibility":"player","width":1140},"links":["a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","notebook-10","notebook-12","notebook-16","tabby-and-minx"],"raceRelated":[],"sections":[{"body":"The Rat Catchers are part of daily life in @[Tsaris Bay|notebook-16], where children chase vermin around Dockside and earn coin through pest control. The gang includes children and teenagers. Its members belong to the working streets of a port shaped by ships, warehouses and busy trade.\n\nLocals credit the Rat Catchers with knowing every alley, sewer and shortcut in the city. Their name is associated with both the practical work seen around the harbor and the street knowledge for which the children are known.","heading":"The children of Dockside","visibility":"player"},{"body":"The gang works loosely for @[the Clergy|notebook-12] and offers information for coin. Pest control, local knowledge and paid information all belong to the Rat Catchers’ place in the port. Their connection to the syndicate brings them into the same world of quiet dealings that runs beneath Tsaris Bay’s ordinary maritime business.","heading":"Clergy work and information for coin","visibility":"player"},{"body":"@[Tabby and Minx|tabby-and-minx] are two named members of the gang. By the time of @[the warehouse breach|notebook-10], @[Kael Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] and his companions had partly come to trust them.\n\nAfter the warehouse was destroyed and the survivors secured passage toward Valaria, the pair approached before the ship could depart. They warned that the Clergy was already organizing against the party: word had spread, the syndicate was moving, and Tsaris Bay was no longer safe.","heading":"Tabby and Minx and the party","visibility":"player"}],"summary":"The Rat Catchers are a gang of children and teenagers in Tsaris Bay who earn coin through pest control and information. They work loosely for the Clergy and are known locally for their familiarity with the city’s alleys, sewers and shortcuts.","title":"The Rat Catchers","type":"Faction","visibility":"player"},{"body":"Maz and her fire fox\nMazikeen, also called Maz, is an albino tiefling Wildfire Druid who travels with a small fire fox. She belongs to the same adventuring company as @[Bane|141a88f1-9d94-4d1d-8058-004caaceda22], @[Kael “Talon” Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5], @[Raven|raven] and @[Kaldras|kaldras].\n\nA childhood behind closed doors\nMazikeen grew up largely confined to her family’s compound and mansion. Her father kept her wings bound and hidden, restricting the life she could show to the world.\n\nHer mother became withdrawn under the weight of the family’s circumstances, but never stopped loving her daughter. Mazikeen’s father separated the two, removing Maz from her mother’s influence and placing her in a tower with an old woman as her caretaker. The separation deepened her mother’s distress.\n\nThe tower fire\nMazikeen’s wildfire druid magic began to manifest during her confinement. She started a fire in the tower, where an adventuring party found and rescued her. The fire and rescue brought her life beyond the enclosure her father had imposed.\n\nThe girl Talon refused to kill\nMazikeen was the young albino tiefling whom @[Kael “Talon” Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] refused to kill in @[Galion|6dd1a6e4-fb26-40ee-bdf5-49576cb670d1]. His refusal to carry out the killing formed part of his break with the Clergy.\n\nThe revelation at the abandoned temple\nWhile the party investigated an abandoned temple of Lilith’s cult, it found clues about the locks keeping @[Lilith|2ea2df52-9430-4207-97b5-ab848f6994cc] imprisoned. During that sequence of events, Asmodeus told Mazikeen that Lilith was her true mother. The revelation joined her own history to the danger the companions were investigating.\n\n@[Raven|raven] had signed a contract with Asmodeus and changed patrons. He also offered the party help in keeping Lilith confined, but they rejected the offer. Mazikeen’s newly revealed parentage did not settle how the group would deal with either Prime or the locks.\n\nThe funeral in Greenhaven\nAfter the companions found @[Kael|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] dead in a barn near @[Greenhaven|bda50d53-a2c4-4f74-8a04-806fcf4c6247], Raven recalled @[Kethra’s|8a396d5c-a8de-4341-9179-459e90069f8f] funeral edicts and Bane built the pyre. Mazikeen led the ceremony. Each companion spoke about Kael, honoring him before continuing their journey.\n\nKethra and an angelic servant watched from the shadows. Mazikeen and Bane noticed their presence. When the fire had burned out, each member of the group took some of Kael’s ashes, intending to scatter them when the moment felt right. They returned to Greenhaven’s inn and rested.\n\nQuestions on the northern road\nThe companions met @[Relas|relas-winter-eladrin] in Greenhaven and continued north toward the Iron Tusk Confederacy. After the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc], their route followed the @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0] through the Ash.\n\nOn their first day beyond the outpost, Bane arranged the mansion cube like his home. Mazikeen asked Relas about his assignment. He spoke of possible trouble at the Spring Equinox and the need to reach the Confederacy. Their uneventful first day gave way to a battle with Defilers at a damaged stretch of road on the next.","category":"People","id":"mazikeen","links":["141a88f1-9d94-4d1d-8058-004caaceda22","274cf988-d703-4e79-b530-6cdbfb7834fc","2ea2df52-9430-4207-97b5-ab848f6994cc","8a396d5c-a8de-4341-9179-459e90069f8f","a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","bda50d53-a2c4-4f74-8a04-806fcf4c6247","eba02322-f5a9-4b54-a2d2-00a888c614f0","kaldras","raven","relas-winter-eladrin","6dd1a6e4-fb26-40ee-bdf5-49576cb670d1"],"raceRelated":[],"sections":[{"body":"Mazikeen, also called Maz, is an albino tiefling Wildfire Druid who travels with a small fire fox. She belongs to the same adventuring company as @[Bane|141a88f1-9d94-4d1d-8058-004caaceda22], @[Kael “Talon” Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5], @[Raven|raven] and @[Kaldras|kaldras].","heading":"Maz and her fire fox","visibility":"player"},{"heading":"A childhood behind closed doors","body":"Mazikeen grew up largely confined to her family’s compound and mansion. Her father kept her wings bound and hidden, restricting the life she could show to the world.\n\nHer mother became withdrawn under the weight of the family’s circumstances, but never stopped loving her daughter. Mazikeen’s father separated the two, removing Maz from her mother’s influence and placing her in a tower with an old woman as her caretaker. The separation deepened her mother’s distress.","visibility":"player"},{"heading":"The tower fire","body":"Mazikeen’s wildfire druid magic began to manifest during her confinement. She started a fire in the tower, where an adventuring party found and rescued her. The fire and rescue brought her life beyond the enclosure her father had imposed.","visibility":"player"},{"heading":"The girl Talon refused to kill","body":"Mazikeen was the young albino tiefling whom @[Kael “Talon” Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] refused to kill in @[Galion|6dd1a6e4-fb26-40ee-bdf5-49576cb670d1]. His refusal to carry out the killing formed part of his break with the Clergy.","visibility":"player"},{"body":"While the party investigated an abandoned temple of Lilith’s cult, it found clues about the locks keeping @[Lilith|2ea2df52-9430-4207-97b5-ab848f6994cc] imprisoned. During that sequence of events, Asmodeus told Mazikeen that Lilith was her true mother. The revelation joined her own history to the danger the companions were investigating.\n\n@[Raven|raven] had signed a contract with Asmodeus and changed patrons. He also offered the party help in keeping Lilith confined, but they rejected the offer. Mazikeen’s newly revealed parentage did not settle how the group would deal with either Prime or the locks.","heading":"The revelation at the abandoned temple","visibility":"player"},{"body":"After the companions found @[Kael|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] dead in a barn near @[Greenhaven|bda50d53-a2c4-4f74-8a04-806fcf4c6247], Raven recalled @[Kethra’s|8a396d5c-a8de-4341-9179-459e90069f8f] funeral edicts and Bane built the pyre. Mazikeen led the ceremony. Each companion spoke about Kael, honoring him before continuing their journey.\n\nKethra and an angelic servant watched from the shadows. Mazikeen and Bane noticed their presence. When the fire had burned out, each member of the group took some of Kael’s ashes, intending to scatter them when the moment felt right. They returned to Greenhaven’s inn and rested.","heading":"The funeral in Greenhaven","illustration":{"alt":"Mazikeen leads Kael’s funeral rites beside the pyre in Greenhaven","caption":"Mazikeen leads Kael’s funeral rites beside the pyre in Greenhaven","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/kael-greenhaven-pyre-rites-v1.avif","visibility":"player","width":1536},"visibility":"player"},{"body":"The companions met @[Relas|relas-winter-eladrin] in Greenhaven and continued north toward the Iron Tusk Confederacy. After the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc], their route followed the @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0] through the Ash.\n\nOn their first day beyond the outpost, Bane arranged the mansion cube like his home. Mazikeen asked Relas about his assignment. He spoke of possible trouble at the Spring Equinox and the need to reach the Confederacy. Their uneventful first day gave way to a battle with Defilers at a damaged stretch of road on the next.","heading":"Questions on the northern road","visibility":"player"}],"summary":"Mazikeen, called Maz, is an albino tiefling Wildfire Druid accompanied by a small fire fox. She learned from Asmodeus that Lilith was her mother and led the funeral rites for Kael near Greenhaven.","title":"Mazikeen","type":"Person","visibility":"player"},{"body":"A forge cleric among the adventurers\nKaldras is a red-bearded dwarf forge cleric whose work with the party centers on healing and protection. His companions include @[Mazikeen|mazikeen], @[Raven|raven], @[Bane|141a88f1-9d94-4d1d-8058-004caaceda22], @[Kael “Talon” Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] and, in Boâl, @[Relas|relas-winter-eladrin] and @[Inaro|inaro].\n\nThe Losthammer inheritance\nKaldras belongs to Losthammer, one of the major clans of @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653]. His family are lorekeepers, and he was expected to follow that vocation. Their inheritance includes the legend of a lost forge deep beneath the city’s mines.\n\nHe carries @[Anvil’s Codex|46f2efc0-3333-4cc8-8ea5-3cc177a34e10], whose meaning has yet to be fully decoded. @[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62], Georgetown’s dwarven High Loremaster and a former friend and ally of Maximus, gave it to him in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]. Its secrets will eventually lead Kaldras to the lost forge.\n\nThe trail to the empty barn\nWhen shadowy smoke swallowed Kael, Direheart and Eamon Blackwood near @[Greenhaven|bda50d53-a2c4-4f74-8a04-806fcf4c6247], Kaldras cast Locate Object on Kael’s bow. The spell gave the companions a direction. They heard a shot as they began moving and another before reaching a barn on the town’s outskirts.\n\nKael was already dead. Bane tried to stop the bleeding, while Kaldras attempted Spare the Dying; the spell could not restore someone who had died. Searching the barn, Kaldras found a large raven feather touched by celestial power. It vanished, and the companions concluded that @[Kethra|8a396d5c-a8de-4341-9179-459e90069f8f] had taken Kael’s soul. Carmi’s Speak with Dead then identified Lily as his killer.\n\nThe Direlamps of the Ash\nAfter Kael’s funeral, Kaldras traveled north with the party to the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc]. At the Ashen Hearth, Habbak told them about @[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5], the lich who watched over the Ash and kept its undead in check. Aelric’s Direlamps warded the @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0], turning undead away from its course.\n\nKaldras wanted to understand the lamps and returned to Habbak for more information. His inquiries continued after the companions helped Seraphine and the Dawnguard repel a ghoul assault on the outpost’s outer wall. The defenders won the encounter, but one Dawnguard member died.\n\nRestoring the High Lore Keeper\nBeneath @[Boâl’s|92710cbd-bdbe-478d-bcac-7ed22499690e] Grand Library, the party solved the Moon Temple’s mural puzzle and opened a concealed chamber. @[Terandyn|82b19278-25bf-466e-a132-376e2cf29e1c] forced his way into their expedition, throwing High Lore Keeper Ok’arish’s body into the room before confronting the adventurers with four cultists.\n\nThe party defeated the cultists, and Raven killed Terandyn as he tried to escape. Kaldras reached Ok’arish in time to cast Revivify, consuming a diamond worth 300 gold pieces. The restored lore keeper reported that Terandyn had killed the library’s guards and preservationists. No member of the party died in the confrontation.\n\nTablets, equipment and the road ahead\nThe chamber held metal tablets written in the language of the Primes. Raven called on Asmodeus, who possessed @[Inaro|inaro] and translated enough to point the party toward @[Balmoral|place-balmoral]. A full translation remained unfinished. The companions retained rubbings of the tablets.\n\nKaldras joined Raven and Ok’arish in identifying Terandyn’s recovered sword, armor, ring and circlet. After hearing the party’s report, @[Grishara Bloodhammer|acd16180-2df6-4ae7-be19-c83345d41e8c] granted them a deed to a rundown fort roughly two hours outside Boâl. The group prepared for its northern journey; the fort’s inspection and restoration were still ahead at the end of the expedition.","category":"People","id":"kaldras","links":["141a88f1-9d94-4d1d-8058-004caaceda22","274cf988-d703-4e79-b530-6cdbfb7834fc","82b19278-25bf-466e-a132-376e2cf29e1c","8a396d5c-a8de-4341-9179-459e90069f8f","92710cbd-bdbe-478d-bcac-7ed22499690e","a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","acd16180-2df6-4ae7-be19-c83345d41e8c","bda50d53-a2c4-4f74-8a04-806fcf4c6247","dac8c468-98b8-483e-9d28-901dc58410a5","eba02322-f5a9-4b54-a2d2-00a888c614f0","inaro","mazikeen","place-balmoral","raven","relas-winter-eladrin","bd8d33dd-f336-4f27-906e-ec835d298653","46f2efc0-3333-4cc8-8ea5-3cc177a34e10","07966a74-5302-4466-825f-0f642a4b9b62","d55b4ecd-c049-438e-a3f8-06a8742ac080"],"raceRelated":[],"sections":[{"body":"Kaldras is a red-bearded dwarf forge cleric whose work with the party centers on healing and protection. His companions include @[Mazikeen|mazikeen], @[Raven|raven], @[Bane|141a88f1-9d94-4d1d-8058-004caaceda22], @[Kael “Talon” Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5] and, in Boâl, @[Relas|relas-winter-eladrin] and @[Inaro|inaro].","heading":"A forge cleric among the adventurers","visibility":"player"},{"heading":"The Losthammer inheritance","body":"Kaldras belongs to Losthammer, one of the major clans of @[Fastenbard|bd8d33dd-f336-4f27-906e-ec835d298653]. His family are lorekeepers, and he was expected to follow that vocation. Their inheritance includes the legend of a lost forge deep beneath the city’s mines.\n\nHe carries @[Anvil’s Codex|46f2efc0-3333-4cc8-8ea5-3cc177a34e10], whose meaning has yet to be fully decoded. @[Tordek Blackanvil|07966a74-5302-4466-825f-0f642a4b9b62], Georgetown’s dwarven High Loremaster and a former friend and ally of Maximus, gave it to him in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080]. Its secrets will eventually lead Kaldras to the lost forge.","visibility":"player"},{"body":"When shadowy smoke swallowed Kael, Direheart and Eamon Blackwood near @[Greenhaven|bda50d53-a2c4-4f74-8a04-806fcf4c6247], Kaldras cast Locate Object on Kael’s bow. The spell gave the companions a direction. They heard a shot as they began moving and another before reaching a barn on the town’s outskirts.\n\nKael was already dead. Bane tried to stop the bleeding, while Kaldras attempted Spare the Dying; the spell could not restore someone who had died. Searching the barn, Kaldras found a large raven feather touched by celestial power. It vanished, and the companions concluded that @[Kethra|8a396d5c-a8de-4341-9179-459e90069f8f] had taken Kael’s soul. Carmi’s Speak with Dead then identified Lily as his killer.","heading":"The trail to the empty barn","illustration":{"alt":"Kaldras discovers the vanishing celestial raven feather in the barn","caption":"Kaldras discovers the vanishing celestial raven feather in the barn","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/kael-barn-celestial-feather-v1.avif","visibility":"player","width":1140},"visibility":"player"},{"body":"After Kael’s funeral, Kaldras traveled north with the party to the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc]. At the Ashen Hearth, Habbak told them about @[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5], the lich who watched over the Ash and kept its undead in check. Aelric’s Direlamps warded the @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0], turning undead away from its course.\n\nKaldras wanted to understand the lamps and returned to Habbak for more information. His inquiries continued after the companions helped Seraphine and the Dawnguard repel a ghoul assault on the outpost’s outer wall. The defenders won the encounter, but one Dawnguard member died.","heading":"The Direlamps of the Ash","visibility":"player"},{"body":"Beneath @[Boâl’s|92710cbd-bdbe-478d-bcac-7ed22499690e] Grand Library, the party solved the Moon Temple’s mural puzzle and opened a concealed chamber. @[Terandyn|82b19278-25bf-466e-a132-376e2cf29e1c] forced his way into their expedition, throwing High Lore Keeper Ok’arish’s body into the room before confronting the adventurers with four cultists.\n\nThe party defeated the cultists, and Raven killed Terandyn as he tried to escape. Kaldras reached Ok’arish in time to cast Revivify, consuming a diamond worth 300 gold pieces. The restored lore keeper reported that Terandyn had killed the library’s guards and preservationists. No member of the party died in the confrontation.","heading":"Restoring the High Lore Keeper","visibility":"player"},{"body":"The chamber held metal tablets written in the language of the Primes. Raven called on Asmodeus, who possessed @[Inaro|inaro] and translated enough to point the party toward @[Balmoral|place-balmoral]. A full translation remained unfinished. The companions retained rubbings of the tablets.\n\nKaldras joined Raven and Ok’arish in identifying Terandyn’s recovered sword, armor, ring and circlet. After hearing the party’s report, @[Grishara Bloodhammer|acd16180-2df6-4ae7-be19-c83345d41e8c] granted them a deed to a rundown fort roughly two hours outside Boâl. The group prepared for its northern journey; the fort’s inspection and restoration were still ahead at the end of the expedition.","heading":"Tablets, equipment and the road ahead","illustration":{"alt":"Raven and Kaldras study the Moon Temple tablets and their rubbings","caption":"Raven and Kaldras study the Moon Temple tablets and their rubbings","displayScale":"paired","height":1024,"layout":"landscape","src":"assets/worldbook/boal-tablet-rubbings.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"Kaldras is a red-bearded dwarf forge cleric and member of the adventuring party. His search for Kael led the companions to the barn at Greenhaven; at Boâl’s Moon Temple, his Revivify restored High Lore Keeper Ok’arish.","title":"Kaldras Losthammer","type":"Person","visibility":"player"},{"body":"A Kovard warlock\nRaven is a black-furred @[Kovard|race-kovard] woman and warlock who wears dark-red robes. She adventures with @[Mazikeen|mazikeen], @[Kaldras|kaldras], @[Bane|141a88f1-9d94-4d1d-8058-004caaceda22] and @[Kael “Talon” Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5]; @[Relas|relas-winter-eladrin] and @[Inaro|inaro] are among her companions at Boâl.\n\nThe contract with Asmodeus\nDuring the party’s investigation of an abandoned temple connected to Lilith’s cult, Raven signed a contract with Asmodeus and changed patrons. Asmodeus later offered to help the companions keep @[Lilith|2ea2df52-9430-4207-97b5-ab848f6994cc] imprisoned, but the party rejected his offer. He also told Mazikeen that Lilith was her true mother.\n\nBy the Moon Temple expedition in Boâl, Raven was openly bound to Asmodeus. The bargain placed a powerful source of aid within reach, but his later intervention made its cost explicit.\n\nRemembering Kethra’s rites\nWhen the companions found Kael dead near @[Greenhaven|bda50d53-a2c4-4f74-8a04-806fcf4c6247], Raven remembered Kethra’s funeral edicts. Her knowledge guided the group’s response: Bane built the pyre and Mazikeen led the ceremony, while each companion spoke in Kael’s memory.\n\nWhen the fire had burned out, the companions each took a share of the ashes to scatter when the time felt right. They returned to the inn before continuing north.\n\nThe damaged Road of Lost Souls\nOn the second day of the journey beyond the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc], the party reached a damaged stretch of the @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0]. Five Defilers attacked. Their Necrosis Vomit afflicted Raven and Bane, and Raven fell unconscious during the fight.\n\n@[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306], a ranger of the Ash, assisted the travelers and healed both afflicted companions afterward. Raven decided that she had endured enough and accepted his offer to guide her back to the outpost. That account ends shortly after midday, immediately after the battle; her later return to the party is recorded at Boâl.\n\nThe warning from Valaria\nRaven returned from Valaria with news obtained through contacts and researchers: @[Terandyn|82b19278-25bf-466e-a132-376e2cf29e1c], leader of the Children of Unmaking, was pursuing the party. He wanted information beneath the Grand Library in @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e] about the second ritual to release Lilith.\n\nHigh Lore Keeper Ok’arish admitted the companions after guards and preservationists secured the Moon Temple. They solved its mural puzzle and entered the concealed chamber. Terandyn arrived with four cultists after attacking the library. During the ensuing battle, the party gravely wounded him, and Raven struck the killing blow as he tried to escape. Kaldras then revived Ok’arish.\n\nThe tablets and the debt\nThe hidden chamber’s metal tablets were written in the language of the Primes. Unable to translate them fully, Raven reluctantly invoked Asmodeus. He possessed @[Inaro|inaro] and supplied enough meaning to identify @[Balmoral|place-balmoral] as the next lead concerning Lilith’s second release ritual. He also told the party that the favor had created a debt.\n\nOk’arish suggested that a complete translation might be possible in Valaria. Raven, Kaldras and the lore keeper identified Terandyn’s recovered equipment, and the companions retained tablet rubbings. Their report to @[Grishara Bloodhammer|acd16180-2df6-4ae7-be19-c83345d41e8c] earned the party a ruined fort outside Boâl. The expedition ended with preparations to travel north, further translation and restoration of the fort still unfinished.","category":"People","id":"raven","links":["141a88f1-9d94-4d1d-8058-004caaceda22","274cf988-d703-4e79-b530-6cdbfb7834fc","2ea2df52-9430-4207-97b5-ab848f6994cc","82b19278-25bf-466e-a132-376e2cf29e1c","92710cbd-bdbe-478d-bcac-7ed22499690e","a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","a98200e5-e6e1-4843-8109-402bae0c8306","acd16180-2df6-4ae7-be19-c83345d41e8c","bda50d53-a2c4-4f74-8a04-806fcf4c6247","eba02322-f5a9-4b54-a2d2-00a888c614f0","inaro","kaldras","mazikeen","place-balmoral","race-kovard","relas-winter-eladrin"],"raceRelated":[],"sections":[{"body":"Raven is a black-furred @[Kovard|race-kovard] woman and warlock who wears dark-red robes. She adventures with @[Mazikeen|mazikeen], @[Kaldras|kaldras], @[Bane|141a88f1-9d94-4d1d-8058-004caaceda22] and @[Kael “Talon” Hawthorne|a2aa551a-0450-4aa3-bf82-a4d03c64cdb5]; @[Relas|relas-winter-eladrin] and @[Inaro|inaro] are among her companions at Boâl.","heading":"A Kovard warlock","visibility":"player"},{"body":"During the party’s investigation of an abandoned temple connected to Lilith’s cult, Raven signed a contract with Asmodeus and changed patrons. Asmodeus later offered to help the companions keep @[Lilith|2ea2df52-9430-4207-97b5-ab848f6994cc] imprisoned, but the party rejected his offer. He also told Mazikeen that Lilith was her true mother.\n\nBy the Moon Temple expedition in Boâl, Raven was openly bound to Asmodeus. The bargain placed a powerful source of aid within reach, but his later intervention made its cost explicit.","heading":"The contract with Asmodeus","visibility":"player"},{"body":"When the companions found Kael dead near @[Greenhaven|bda50d53-a2c4-4f74-8a04-806fcf4c6247], Raven remembered Kethra’s funeral edicts. Her knowledge guided the group’s response: Bane built the pyre and Mazikeen led the ceremony, while each companion spoke in Kael’s memory.\n\nWhen the fire had burned out, the companions each took a share of the ashes to scatter when the time felt right. They returned to the inn before continuing north.","heading":"Remembering Kethra’s rites","visibility":"player"},{"body":"On the second day of the journey beyond the @[Ashen Guard Outpost|274cf988-d703-4e79-b530-6cdbfb7834fc], the party reached a damaged stretch of the @[Road of Lost Souls|eba02322-f5a9-4b54-a2d2-00a888c614f0]. Five Defilers attacked. Their Necrosis Vomit afflicted Raven and Bane, and Raven fell unconscious during the fight.\n\n@[Bastion Fallow|a98200e5-e6e1-4843-8109-402bae0c8306], a ranger of the Ash, assisted the travelers and healed both afflicted companions afterward. Raven decided that she had endured enough and accepted his offer to guide her back to the outpost. That account ends shortly after midday, immediately after the battle; her later return to the party is recorded at Boâl.","heading":"The damaged Road of Lost Souls","visibility":"player"},{"body":"Raven returned from Valaria with news obtained through contacts and researchers: @[Terandyn|82b19278-25bf-466e-a132-376e2cf29e1c], leader of the Children of Unmaking, was pursuing the party. He wanted information beneath the Grand Library in @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e] about the second ritual to release Lilith.\n\nHigh Lore Keeper Ok’arish admitted the companions after guards and preservationists secured the Moon Temple. They solved its mural puzzle and entered the concealed chamber. Terandyn arrived with four cultists after attacking the library. During the ensuing battle, the party gravely wounded him, and Raven struck the killing blow as he tried to escape. Kaldras then revived Ok’arish.","heading":"The warning from Valaria","visibility":"player"},{"body":"The hidden chamber’s metal tablets were written in the language of the Primes. Unable to translate them fully, Raven reluctantly invoked Asmodeus. He possessed @[Inaro|inaro] and supplied enough meaning to identify @[Balmoral|place-balmoral] as the next lead concerning Lilith’s second release ritual. He also told the party that the favor had created a debt.\n\nOk’arish suggested that a complete translation might be possible in Valaria. Raven, Kaldras and the lore keeper identified Terandyn’s recovered equipment, and the companions retained tablet rubbings. Their report to @[Grishara Bloodhammer|acd16180-2df6-4ae7-be19-c83345d41e8c] earned the party a ruined fort outside Boâl. The expedition ended with preparations to travel north, further translation and restoration of the fort still unfinished.","heading":"The tablets and the debt","illustration":{"alt":"Raven and Kaldras examine the Moon Temple tablets and their rubbings","caption":"Raven and Kaldras examine the Moon Temple tablets and their rubbings","displayScale":"paired","height":1024,"layout":"landscape","src":"assets/worldbook/boal-tablet-rubbings.avif","visibility":"player","width":1536},"visibility":"player"}],"summary":"Raven is a black-furred Kovard warlock bound to Asmodeus and a member of the adventuring party. Her research helped uncover Terandyn’s plans for the Moon Temple, where she struck his fatal blow and called on her patron to translate the recovered tablets.","title":"Raven","type":"Person","visibility":"player"},{"body":"A concealed appearance\nVaelith is covered from head to toe in clothing, with gauntlets and a close-fitting helm that conceals her entire face. A hood covers the helm.\n\nRelas and the hidden temple\nAfter a mental intrusion the previous night, @[Relas|relas-winter-eladrin] suspected Vaelith and confronted her in her office. She demanded to know how the party had learned of the recently discovered Moon Temple beneath @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]’s Grand Library. Relas explained that his order possessed ancient references to it. Vaelith demonstrated her psychic strength by leaving him in severe mental pain, saying she was protecting the Confederacy on Grishara’s orders.","category":"People","id":"vaelith-the-seer","links":["44cac6e7-6974-44fd-b1e7-1ea199fbe2bd","92710cbd-bdbe-478d-bcac-7ed22499690e","acd16180-2df6-4ae7-be19-c83345d41e8c","relas-winter-eladrin"],"raceRelated":[],"sections":[{"heading":"A concealed appearance","body":"Vaelith is covered from head to toe in clothing, with gauntlets and a close-fitting helm that conceals her entire face. A hood covers the helm.","visibility":"player"},{"body":"After a mental intrusion the previous night, @[Relas|relas-winter-eladrin] suspected Vaelith and confronted her in her office. She demanded to know how the party had learned of the recently discovered Moon Temple beneath @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]’s Grand Library. Relas explained that his order possessed ancient references to it. Vaelith demonstrated her psychic strength by leaving him in severe mental pain, saying she was protecting the Confederacy on Grishara’s orders.","heading":"Relas and the hidden temple","visibility":"player"}],"summary":"Vaelith is the psychic assistant to @[Chieftess Grishara Bloodhammer|acd16180-2df6-4ae7-be19-c83345d41e8c]. She claims to act in defense of the @[Iron Tusk Confederacy|44cac6e7-6974-44fd-b1e7-1ea199fbe2bd].","title":"Vaelith the Seer","type":"Person","visibility":"player","identityIllustration":{"src":"assets/worldbook/vaelith-grooved-metal-mask-v2.avif","alt":"Vaelith in her hood and fitted metal mask","caption":"Vaelith in her hood and fitted metal mask","layout":"landscape","width":1536,"height":1024,"displayScale":"wide","visibility":"player","altVisibility":"player","captionVisibility":"player"}},{"body":"The Moon Temple expedition\nAfter guards and preservationists secured the hidden Moon Temple beneath the library, Ok’arish admitted the adventurers. @[Terandyn|82b19278-25bf-466e-a132-376e2cf29e1c] attacked the library and killed him, then threw his body into the party’s newly opened chamber. After the battle, @[Kaldras|kaldras] restored Ok’arish with Revivify. The lore keeper reported the deaths of the guards and preservationists.\n\nThe surviving knowledge\nOk’arish helped @[Raven|raven] and Kaldras identify Terandyn’s recovered equipment. The temple’s metal tablets remained only partly translated after Asmodeus’s intervention. Ok’arish suggested that a fuller translation might be possible in @[Valaria|notebook-17].","category":"People","id":"okarish-high-lore-keeper","links":["82b19278-25bf-466e-a132-376e2cf29e1c","92710cbd-bdbe-478d-bcac-7ed22499690e","kaldras","notebook-17","raven"],"raceRelated":[],"sections":[{"body":"After guards and preservationists secured the hidden Moon Temple beneath the library, Ok’arish admitted the adventurers. @[Terandyn|82b19278-25bf-466e-a132-376e2cf29e1c] attacked the library and killed him, then threw his body into the party’s newly opened chamber. After the battle, @[Kaldras|kaldras] restored Ok’arish with Revivify. The lore keeper reported the deaths of the guards and preservationists.","heading":"The Moon Temple expedition","visibility":"player"},{"body":"Ok’arish helped @[Raven|raven] and Kaldras identify Terandyn’s recovered equipment. The temple’s metal tablets remained only partly translated after Asmodeus’s intervention. Ok’arish suggested that a fuller translation might be possible in @[Valaria|notebook-17].","heading":"The surviving knowledge","visibility":"player"}],"summary":"Ok’arish is the orc sorcerer and High Lore Keeper who heads @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]’s Grand Library.","title":"High Lore Keeper Ok’arish","type":"Person","visibility":"player","identityIllustration":{"src":"assets/worldbook/okarish-lore-keeper-v1.avif","alt":"High Lore Keeper Ok’arish","caption":"High Lore Keeper Ok’arish","layout":"landscape","width":1536,"height":1024,"displayScale":"wide","visibility":"player","altVisibility":"player","captionVisibility":"player"}},{"body":"The trapped travelers\n@[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37], Jennra and their guide @[Dar’Ren Dar|3fa8b965-444c-49c1-86b9-56fda3f4d0f4] encountered the tower after reaching a patch of the rare Nescutar plant. Entering trapped them inside with people from different times, including Noblin Bolin, father of their enemy @[Fornakin Bolin|fornakin-bolin]. They passed through Feywild and Shadowfell pockets to the top, where Jennra solved a riddle that returned them outside.","category":"Places","id":"bolivar-tower","links":["00e759c0-855d-4d12-925d-84e94d64e10e","3fa8b965-444c-49c1-86b9-56fda3f4d0f4","539914f0-a980-4ce9-8de6-d12e55607e37","fornakin-bolin"],"raceRelated":[],"sections":[{"body":"@[Jbone Emberfang|539914f0-a980-4ce9-8de6-d12e55607e37], Jennra and their guide @[Dar’Ren Dar|3fa8b965-444c-49c1-86b9-56fda3f4d0f4] encountered the tower after reaching a patch of the rare Nescutar plant. Entering trapped them inside with people from different times, including Noblin Bolin, father of their enemy @[Fornakin Bolin|fornakin-bolin]. They passed through Feywild and Shadowfell pockets to the top, where Jennra solved a riddle that returned them outside.","heading":"The trapped travelers","visibility":"player"}],"summary":"Bolivar Tower is a mysterious tower revealed by a sandstorm in @[Lebren|00e759c0-855d-4d12-925d-84e94d64e10e], where time passes far more slowly than outside.","title":"Bolivar Tower","type":"Building / Landmark","visibility":"player","illustration":{"src":"assets/worldbook/bolivar-tower-sandstorm-v1.avif","alt":"Bolivar Tower revealed amid a sandstorm","caption":"Bolivar Tower revealed amid a sandstorm","layout":"landscape","width":1536,"height":1024,"displayScale":"wide","visibility":"player","altVisibility":"player","captionVisibility":"player"}},{"id":"strombard","title":"Strombard","type":"Settlement","category":"Places","summary":"Strombard is a dwarven capital on Kirth, north of the mountain range it shares with Meerbard. Precious-metal wealth, substantial surface and underground architecture, and devotion to Durhan shape its civic life. Its families are closely intertwined with Fastenbard.","sections":[{"heading":"A capital built around obligations","body":"Strombard has broad, stepped public halls near its principal mountain entrances, with houses and workshops continuing into the rock. Its most imposing rooms are used for weddings, inheritance hearings, funeral meals and seasonal assemblies as often as for worship. Durhan's domains of kin and law are made tangible through the conduct of everyday business in these shared spaces.\n\nThe kingdom's wealth comes from precious metals, but money does not circulate only through miners and jewelers. Assayers, engravers, carriers, cooks, teachers, masons and archivists sustain the capital. An assayer's mark is a public promise that an ingot contains what its seller claims. Debased metal consequently damages a household's standing beyond the immediate purchaser: it makes every future transaction require more proof.\n\nStrombard is a monarchy constrained by a convocation of clan elders and civic ward representatives. The monarch presides over external relations and public obligations; succession requires both a legitimate claim and formal recognition. Strombard prizes continuity of office. Fastenbard's Highshield and Council retain their own form of government.","visibility":"player","illustration":{"src":"assets/worldbook/strombard-deep-assay-hall.avif","caption":"Dwarven assayers and household witnesses examine silver beneath Strombard's towering rock-cut civic vaults.","alt":"Dwarven assayers and household witnesses examine silver beneath Strombard's towering rock-cut civic vaults.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1536,"height":1024}},{"heading":"Law reaches beyond ancestry","body":"The courts distinguish family inheritance from public access. A clan may own a mine, but cannot lawfully close a shared ventilation route or intercept water needed by another ward simply because the channel passes through its land. Durhan's clergy preserve oaths and conduct reconciliations, while trained civic judges decide ordinary property cases. Piety is not a substitute for evidence, and the priest who blessed a marriage does not automatically decide its estate.\n\nPeople without a powerful clan can become full residents through witnessed household membership or sustained civic service. In practice, access to witnesses and patient advocates is uneven. This gives Strombard a meaningful contradiction: its public language insists that law shelters everyone, while established families possess the archives and relationships needed to use that law most effectively.","visibility":"player","illustration":{"src":"assets/worldbook/strombard-silver-assay.avif","caption":"An assayer and household witnesses compare silver samples in Strombard.","alt":"An assayer and household witnesses compare silver samples in Strombard.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1536,"height":1024}},{"heading":"The mountain argument with Meerbard","body":"Strombard's northern clans traditionally argue that underground workings must be treated as connected systems. A southern excavation can change drainage or weaken rock supporting a northern gallery. Meerbard's clans answer that a northern claim to a vein cannot justify control over every southern approach, carrier or buyer. Each side has sound practical concerns as well as families prepared to dress private profit in public principle.\n\nThe rivalry concerns several kinds of rights: who may extract a branching seam, who must maintain a cross-range passage, whose assessment determines ore value and who bears the cost when water or spoil crosses a boundary. The kingdoms continue to trade, exchange marriages and rescue people in danger. Their antagonism coexists with practical cooperation and close personal relationships.\n\nThe rivalry reached a remembered turning point in the Divided Assay. A rich consignment was assessed differently on the two sides, and both sets of witnesses accused the other of profiting from the discrepancy. Retaliatory restrictions spread beyond the original merchants. The eventual settlement restored deliveries and required paired samples, but left ownership and transport charges unsettled. The confrontation ended, but the competing interests that drove it remain.","visibility":"player"},{"heading":"The Fastenbard connection","body":"Strombard's kin ties to Fastenbard grew through successive migrations. Early craftspeople moved toward northern mineral prospects; later households followed relatives, married into local houses and retained rooms in the south. Their different religious emphases also remain intact: Durhan's ancestral obligations and Thardrum's making are often celebrated within the same extended family.\n\nGruden Kegjaw learned smithing from his father in Strombard before establishing the Iron Gauntlet in Hope. His patient teaching carries that tradition into another community, showing how family knowledge travels beyond the capital.","visibility":"player"},{"heading":"Present condition","body":"Strombard's principal debate is how much inherited standing should matter in a changing commercial world. Families enriched by assaying and archives worry that Meerbard can redirect trade around them. Younger householders want its courts to distinguish a reasonable duty to relatives from a permanent claim upon their earnings. Strong links with Fastenbard provide stability, but also raise the uncomfortable possibility that well-connected northern and southern families can settle opportunities among themselves before outsiders hear about them.","visibility":"player"}],"body":"A capital built around obligations\nStrombard has broad, stepped public halls near its principal mountain entrances, with houses and workshops continuing into the rock. Its most imposing rooms are used for weddings, inheritance hearings, funeral meals and seasonal assemblies as often as for worship. Durhan's domains of kin and law are made tangible through the conduct of everyday business in these shared spaces.\n\nThe kingdom's wealth comes from precious metals, but money does not circulate only through miners and jewelers. Assayers, engravers, carriers, cooks, teachers, masons and archivists sustain the capital. An assayer's mark is a public promise that an ingot contains what its seller claims. Debased metal consequently damages a household's standing beyond the immediate purchaser: it makes every future transaction require more proof.\n\nStrombard is a monarchy constrained by a convocation of clan elders and civic ward representatives. The monarch presides over external relations and public obligations; succession requires both a legitimate claim and formal recognition. Strombard prizes continuity of office. Fastenbard's Highshield and Council retain their own form of government.\n\nLaw reaches beyond ancestry\nThe courts distinguish family inheritance from public access. A clan may own a mine, but cannot lawfully close a shared ventilation route or intercept water needed by another ward simply because the channel passes through its land. Durhan's clergy preserve oaths and conduct reconciliations, while trained civic judges decide ordinary property cases. Piety is not a substitute for evidence, and the priest who blessed a marriage does not automatically decide its estate.\n\nPeople without a powerful clan can become full residents through witnessed household membership or sustained civic service. In practice, access to witnesses and patient advocates is uneven. This gives Strombard a meaningful contradiction: its public language insists that law shelters everyone, while established families possess the archives and relationships needed to use that law most effectively.\n\nThe mountain argument with Meerbard\nStrombard's northern clans traditionally argue that underground workings must be treated as connected systems. A southern excavation can change drainage or weaken rock supporting a northern gallery. Meerbard's clans answer that a northern claim to a vein cannot justify control over every southern approach, carrier or buyer. Each side has sound practical concerns as well as families prepared to dress private profit in public principle.\n\nThe rivalry concerns several kinds of rights: who may extract a branching seam, who must maintain a cross-range passage, whose assessment determines ore value and who bears the cost when water or spoil crosses a boundary. The kingdoms continue to trade, exchange marriages and rescue people in danger. Their antagonism coexists with practical cooperation and close personal relationships.\n\nThe rivalry reached a remembered turning point in the Divided Assay. A rich consignment was assessed differently on the two sides, and both sets of witnesses accused the other of profiting from the discrepancy. Retaliatory restrictions spread beyond the original merchants. The eventual settlement restored deliveries and required paired samples, but left ownership and transport charges unsettled. The confrontation ended, but the competing interests that drove it remain.\n\nThe Fastenbard connection\nStrombard's kin ties to Fastenbard grew through successive migrations. Early craftspeople moved toward northern mineral prospects; later households followed relatives, married into local houses and retained rooms in the south. Their different religious emphases also remain intact: Durhan's ancestral obligations and Thardrum's making are often celebrated within the same extended family.\n\nGruden Kegjaw learned smithing from his father in Strombard before establishing the Iron Gauntlet in Hope. His patient teaching carries that tradition into another community, showing how family knowledge travels beyond the capital.\n\nPresent condition\nStrombard's principal debate is how much inherited standing should matter in a changing commercial world. Families enriched by assaying and archives worry that Meerbard can redirect trade around them. Younger householders want its courts to distinguish a reasonable duty to relatives from a permanent claim upon their earnings. Strong links with Fastenbard provide stability, but also raise the uncomfortable possibility that well-connected northern and southern families can settle opportunities among themselves before outsiders hear about them.","links":[],"raceRelated":[],"visibility":"player","illustration":{"src":"assets/worldbook/strombard-monumental-terraces.avif","caption":"Strombard's inhabited terraces climb toward monumental mountain halls dedicated to kinship and civic obligation.","alt":"Strombard's inhabited terraces climb toward monumental mountain halls dedicated to kinship and civic obligation.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1536,"height":1024}},{"id":"meerbard","title":"Meerbard","type":"Settlement","category":"Places","summary":"Meerbard is a coastal dwarven capital on Kirth, south of the mountain range it shares with Strombard. Its mixed population and dwarven government support an important center of intercontinental trade.","sections":[{"heading":"A kingdom organized around arrivals","body":"Meerbard joins a mountain-facing upper town to coastal warehouses and residential streets. Its public spaces accommodate people who may stay a tide, a season or a lifetime. A ship's factor, a southern clan matriarch and a family selling cooked food all have different reasons to want predictable law at the waterfront.\n\nCargo brokers, shipwrights, riggers, interpreters, repairers and provisioners matter as much as merchants who own vessels. The city's dwarven engineering is especially visible in durable fittings, cranes, retaining works and the careful separation of wet storage from dry goods. Salt and weather give its metalworkers different priorities from Fastenbard's celebrated deep-mined materials. An ingenious object that cannot be repaired with available parts is poorly suited to a working harbor.\n\nMeerbard is a chartered crown: the dwarven ruling houses preserve responsibility for defense and external treaties, while residential wards and chartered trades exercise defined authority over markets, sanitation and quays. Resident representation is based on an established household or trade membership rather than species. This gives the mixed population a durable political stake without erasing the existing dwarven government. The balance remains imperfect; temporary crews and newly arrived laborers receive protection under law but less influence over its making.","visibility":"player","illustration":{"src":"assets/worldbook/meerbard-subterranean-market.avif","caption":"Dwarf and human residents trade in Meerbard's large subterranean market, beneath stone vaults and lamplit galleries.","alt":"Dwarf and human residents trade in Meerbard's large subterranean market, beneath stone vaults and lamplit galleries.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1536,"height":1024}},{"heading":"A different understanding of a clan","body":"A maritime household can include relatives abroad, resident partners of different peoples and dependents whose livelihoods are tied to a business without owning it. Meerbard's clan registers distinguish ancestry from sponsorship and commercial partnership. All three matter, but none automatically confers the rights of the others. A trusted human shipwright can belong to a household without a false ancestral genealogy being manufactured for them.\n\nFamily meals are correspondingly public and varied. Food traditions follow visiting relatives and crews, while household cooking retains the dependable dishes suited to feeding many people at uneven hours. A child may learn a trade term in one language and its household equivalent in another. Older relatives sometimes complain that young Meerbarders speak like price lists from three oceans; younger residents answer that their grandparents expected them to make themselves understood.","visibility":"player","illustration":{"src":"assets/worldbook/meerbard-household-meal.avif","caption":"A mixed Meerbard household shares a meal overlooking the working waterfront.","alt":"A mixed Meerbard household shares a meal overlooking the working waterfront.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1536,"height":1024}},{"heading":"The southern claim","body":"Meerbard's clans do not regard the mountain merely as Strombard's resource with a southern exit. Their roads, stores, working animals, workshops and harbor labor make extraction commercially possible. They argue that maintenance and access create legitimate interests that a northern archive cannot cancel.\n\nThis conflict is particularly sharp when a northern clan owns ore but a southern household has financed its movement. Meerbard favors independent assessment at delivery and transparent charges for carriage. Strombard fears that this lets merchants use a delayed ship or a disputed grade to force unfavorable prices upon miners. Both kingdoms contain people who profit from the disagreement and people who simply want their wages paid on time.\n\nThe institutional response is a small joint mountain commission whose members inspect only shared safety concerns and disputed consignments. It cannot annex land, reopen a closed mine or settle sovereignty. Its limited jurisdiction explains how the rival clans can cooperate without a sweeping reconciliation. Fastenbard is too closely related to Strombard to be accepted automatically as a neutral arbitrator, even though individual Fastenbard specialists may be invited for their expertise.","visibility":"player"},{"heading":"Across the water","body":"Creslin lies across the Notika Ocean. Meerbard's merchants therefore encounter more than unfamiliar products: cargo linked to Eman's economy may come with labor claims and magical restrictions that the harbor does not apply at home. The port's mixed population does not make every trader principled. Some demand proof that a worker is free to leave a contract; others prefer not to ask what made a shipment cheap.\n\nMeerbard observes a narrow maritime rule: debt attached to goods can be enforced in the trade courts, but a visiting claimant cannot seize a person at the quay without a local hearing. The distinction produces tension among traders and gives residents a concrete question to debate in the courts. The movement of people remains a central part of its economy and moral life.","visibility":"player"},{"heading":"Present condition","body":"Meerbard is outward-looking because its livelihood rewards contact, not because every resident likes strangers. Crowded housing and competition for landing space favor established households. Southern clan leaders want more independence from Strombard's assessment practices while relying on Strombard metal and Fastenbard workmanship. Their rivalry is consequently sustained by intimacy and mutual dependence as much as distance.","visibility":"player"}],"body":"A kingdom organized around arrivals\nMeerbard joins a mountain-facing upper town to coastal warehouses and residential streets. Its public spaces accommodate people who may stay a tide, a season or a lifetime. A ship's factor, a southern clan matriarch and a family selling cooked food all have different reasons to want predictable law at the waterfront.\n\nCargo brokers, shipwrights, riggers, interpreters, repairers and provisioners matter as much as merchants who own vessels. The city's dwarven engineering is especially visible in durable fittings, cranes, retaining works and the careful separation of wet storage from dry goods. Salt and weather give its metalworkers different priorities from Fastenbard's celebrated deep-mined materials. An ingenious object that cannot be repaired with available parts is poorly suited to a working harbor.\n\nMeerbard is a chartered crown: the dwarven ruling houses preserve responsibility for defense and external treaties, while residential wards and chartered trades exercise defined authority over markets, sanitation and quays. Resident representation is based on an established household or trade membership rather than species. This gives the mixed population a durable political stake without erasing the existing dwarven government. The balance remains imperfect; temporary crews and newly arrived laborers receive protection under law but less influence over its making.\n\nA different understanding of a clan\nA maritime household can include relatives abroad, resident partners of different peoples and dependents whose livelihoods are tied to a business without owning it. Meerbard's clan registers distinguish ancestry from sponsorship and commercial partnership. All three matter, but none automatically confers the rights of the others. A trusted human shipwright can belong to a household without a false ancestral genealogy being manufactured for them.\n\nFamily meals are correspondingly public and varied. Food traditions follow visiting relatives and crews, while household cooking retains the dependable dishes suited to feeding many people at uneven hours. A child may learn a trade term in one language and its household equivalent in another. Older relatives sometimes complain that young Meerbarders speak like price lists from three oceans; younger residents answer that their grandparents expected them to make themselves understood.\n\nThe southern claim\nMeerbard's clans do not regard the mountain merely as Strombard's resource with a southern exit. Their roads, stores, working animals, workshops and harbor labor make extraction commercially possible. They argue that maintenance and access create legitimate interests that a northern archive cannot cancel.\n\nThis conflict is particularly sharp when a northern clan owns ore but a southern household has financed its movement. Meerbard favors independent assessment at delivery and transparent charges for carriage. Strombard fears that this lets merchants use a delayed ship or a disputed grade to force unfavorable prices upon miners. Both kingdoms contain people who profit from the disagreement and people who simply want their wages paid on time.\n\nThe institutional response is a small joint mountain commission whose members inspect only shared safety concerns and disputed consignments. It cannot annex land, reopen a closed mine or settle sovereignty. Its limited jurisdiction explains how the rival clans can cooperate without a sweeping reconciliation. Fastenbard is too closely related to Strombard to be accepted automatically as a neutral arbitrator, even though individual Fastenbard specialists may be invited for their expertise.\n\nAcross the water\nCreslin lies across the Notika Ocean. Meerbard's merchants therefore encounter more than unfamiliar products: cargo linked to Eman's economy may come with labor claims and magical restrictions that the harbor does not apply at home. The port's mixed population does not make every trader principled. Some demand proof that a worker is free to leave a contract; others prefer not to ask what made a shipment cheap.\n\nMeerbard observes a narrow maritime rule: debt attached to goods can be enforced in the trade courts, but a visiting claimant cannot seize a person at the quay without a local hearing. The distinction produces tension among traders and gives residents a concrete question to debate in the courts. The movement of people remains a central part of its economy and moral life.\n\nPresent condition\nMeerbard is outward-looking because its livelihood rewards contact, not because every resident likes strangers. Crowded housing and competition for landing space favor established households. Southern clan leaders want more independence from Strombard's assessment practices while relying on Strombard metal and Fastenbard workmanship. Their rivalry is consequently sustained by intimacy and mutual dependence as much as distance.","links":[],"raceRelated":[],"visibility":"player","illustration":{"src":"assets/worldbook/meerbard-working-harbor.avif","caption":"Dwarven and human workers move cargo through Meerbard's busy coastal harbor.","alt":"Dwarven and human workers move cargo through Meerbard's busy coastal harbor.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1536,"height":1024}},{"id":"ivanbard","title":"Ivanbard","type":"Settlement","category":"Places","summary":"Ivanbard is a dwarven capital in Creslin's northern interior mountain country, south of Whitehold Woods and northwest of Eman. Its workshops and political life are shaped by skilled work and the powerful arcane-commercial economy around it.","sections":[{"heading":"A mountain kingdom beside concentrated power","body":"Ivanbard is a realm of precision workshops and inhabited mountain courts. Its makers produce fitted machinery, surveying instruments, durable furnace components and carefully graded metal stock. The demand for such work comes from Creslin's magical engineering and powerful commercial buyers. Its value lies in difficult work that must behave predictably when used alongside enchantment, water power or ordinary human labor.\n\nIts crown governs with both clan delegates and independent workshop representatives. The latter are necessary because a successful maker may employ people from several lineages and sell to buyers who care more about specifications than ancestral status. Clan delegates warn that workshop votes let wealthy employers buy a second political voice. Independent makers answer that restricting authority to pedigree simply hides inherited wealth behind respectable language.\n\nThe central public institution is a testing hall where buyers and makers can witness an object's performance before accepting it. A test records conditions and limitations as well as successes. The hall makes disputes over knowledge and workmanship answerable through a shared demonstration.","visibility":"player","illustration":{"src":"assets/worldbook/ivanbard-deep-testing-hall.avif","caption":"Makers demonstrate fitted metal components in Ivanbard's vast enclosed mountain testing galleries.","alt":"Makers demonstrate fitted metal components in Ivanbard's vast enclosed mountain testing galleries.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1536,"height":1024}},{"heading":"Trade with Eman","body":"Eman's House Ironclad is an important commercial counterpart whose interests do not always align with Ivanbard's. Ironclad serves its own place within the High Families. Ivanbard's small producers may find an Ironclad contract profitable and its exclusive terms ruinous. @[Tiberius Stoneheart|person-tiberius-stoneheart]'s place on the Ascendancy likewise gives Ivanbard no automatic voice in Eman's government.\n\nIvanbard law permits repayment obligations and civil seizure of commercial property but forbids a workshop's debts from transferring ownership of its workers. That distinction is repeatedly tested by outside contracts. Powerful local employers still use housing, apprenticeship bonds and access to customers to constrain people who are formally free. The kingdom's claim to protect makers is an argument about actual conditions, not proof that it always succeeds.\n\nThe Saltthread Houses offer a second path to buyers. Their established network can carry smaller orders and preserve duplicate records; it cannot free Ivanbard from the larger economy. Some workshops deliberately divide their sales among several intermediaries, accepting higher costs for independence. Others sign exclusive arrangements and use the immediate gains to expand.","visibility":"player","illustration":{"src":"assets/worldbook/ivanbard-testing-hall.avif","caption":"Makers demonstrate fitted components before witnesses in Ivanbard's testing hall.","alt":"Makers demonstrate fitted components before witnesses in Ivanbard's testing hall.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1536,"height":1024}},{"heading":"Forest and mountain households","body":"Whitehold Woods shapes the northern country. Long-standing exchanges bring timber products, charcoal and preserved food from forest-edge communities. These commercial relationships do not place Whitehold or Whitesere under Ivanbard's rule. Workshops purchase usable material, but residents increasingly ask whether a cheap order merely moves the cost of stripped woodland onto another household.\n\nCivic life has a distinctive public teaching tradition. Experienced makers demonstrate a failed joint or a warped fitting in an open courtyard, explaining why it did not work. Children attend beside hired workers and visitors. The intention is practical, though wealthy houses sometimes turn their demonstrations into advertising. The practice sits within a wider Creslin tradition of questioning who receives credit for skilled work, also visible in Hollowglass's history.","visibility":"player"},{"heading":"Religion and historical memory","body":"Durhan is honored in household obligations and Thardrum in making, but Creslin's environment produces disagreement over how visibly religion should govern work. Some makers resist Eman's disdain for worship through conspicuous forge rites. Others prefer restrained observance because they do not want belief used to excuse a poor result. Ivanbard's testing hall accepts neither a priestly blessing nor an archmage's reputation as a substitute for an agreed demonstration.\n\nIts Draconic-era history centers on the requisition of specialized labor. Certain clan leaders bought security by providing skilled teams; others hid workers or dispersed instruction among households. Later royal histories celebrated survival and neglected accommodation. Present families disagree over whether opening those records dishonors ancestors or finally permits their descendants to understand them.","visibility":"player"},{"heading":"Present condition","body":"Ivanbard has enough skill and political independence to negotiate, but not enough power to ignore Eman. Its citizens fear the loss of control over livelihoods more immediately than invasion. A generation of workshop owners wants larger contracts and wider markets; many workers want the kingdom's promises of independence to apply inside their own workplaces. The resulting politics are distinctly Creslin's: wealth, expertise and coercion meet in the terms under which knowledge becomes a product.","visibility":"player"}],"body":"Ivanbard is a dwarven capital in Creslin's northern interior mountain country, south of Whitehold Woods and northwest of Eman. Its workshops and political life are shaped by skilled work and the powerful arcane-commercial economy around it.\n\nA mountain kingdom beside concentrated power\n\nIvanbard is a realm of precision workshops and inhabited mountain courts. Its makers produce fitted machinery, surveying instruments, durable furnace components and carefully graded metal stock. The demand for such work comes from Creslin's magical engineering and powerful commercial buyers. Its value lies in difficult work that must behave predictably when used alongside enchantment, water power or ordinary human labor.\n\nIts crown governs with both clan delegates and independent workshop representatives. The latter are necessary because a successful maker may employ people from several lineages and sell to buyers who care more about specifications than ancestral status. Clan delegates warn that workshop votes let wealthy employers buy a second political voice. Independent makers answer that restricting authority to pedigree simply hides inherited wealth behind respectable language.\n\nThe central public institution is a testing hall where buyers and makers can witness an object's performance before accepting it. A test records conditions and limitations as well as successes. The hall makes disputes over knowledge and workmanship answerable through a shared demonstration.\n\nTrade with Eman\n\nEman's House Ironclad is an important commercial counterpart whose interests do not always align with Ivanbard's. Ironclad serves its own place within the High Families. Ivanbard's small producers may find an Ironclad contract profitable and its exclusive terms ruinous. @[Tiberius Stoneheart|person-tiberius-stoneheart]'s place on the Ascendancy likewise gives Ivanbard no automatic voice in Eman's government.\n\nIvanbard law permits repayment obligations and civil seizure of commercial property but forbids a workshop's debts from transferring ownership of its workers. That distinction is repeatedly tested by outside contracts. Powerful local employers still use housing, apprenticeship bonds and access to customers to constrain people who are formally free. The kingdom's claim to protect makers is an argument about actual conditions, not proof that it always succeeds.\n\nThe Saltthread Houses offer a second path to buyers. Their established network can carry smaller orders and preserve duplicate records; it cannot free Ivanbard from the larger economy. Some workshops deliberately divide their sales among several intermediaries, accepting higher costs for independence. Others sign exclusive arrangements and use the immediate gains to expand.\n\nForest and mountain households\n\nWhitehold Woods shapes the northern country. Long-standing exchanges bring timber products, charcoal and preserved food from forest-edge communities. These commercial relationships do not place Whitehold or Whitesere under Ivanbard's rule. Workshops purchase usable material, but residents increasingly ask whether a cheap order merely moves the cost of stripped woodland onto another household.\n\nCivic life has a distinctive public teaching tradition. Experienced makers demonstrate a failed joint or a warped fitting in an open courtyard, explaining why it did not work. Children attend beside hired workers and visitors. The intention is practical, though wealthy houses sometimes turn their demonstrations into advertising. The practice sits within a wider Creslin tradition of questioning who receives credit for skilled work, also visible in Hollowglass's history.\n\nReligion and historical memory\n\nDurhan is honored in household obligations and Thardrum in making, but Creslin's environment produces disagreement over how visibly religion should govern work. Some makers resist Eman's disdain for worship through conspicuous forge rites. Others prefer restrained observance because they do not want belief used to excuse a poor result. Ivanbard's testing hall accepts neither a priestly blessing nor an archmage's reputation as a substitute for an agreed demonstration.\n\nIts Draconic-era history centers on the requisition of specialized labor. Certain clan leaders bought security by providing skilled teams; others hid workers or dispersed instruction among households. Later royal histories celebrated survival and neglected accommodation. Present families disagree over whether opening those records dishonors ancestors or finally permits their descendants to understand them.\n\nPresent condition\n\nIvanbard has enough skill and political independence to negotiate, but not enough power to ignore Eman. Its citizens fear the loss of control over livelihoods more immediately than invasion. A generation of workshop owners wants larger contracts and wider markets; many workers want the kingdom's promises of independence to apply inside their own workplaces. The resulting politics are distinctly Creslin's: wealth, expertise and coercion meet in the terms under which knowledge becomes a product.","links":["person-tiberius-stoneheart"],"raceRelated":[],"visibility":"player","illustration":{"src":"assets/worldbook/ivanbard-workshop-courts.avif","caption":"Ivanbard's precision workshops and public courts occupy wooded mountain terraces.","alt":"Ivanbard's precision workshops and public courts occupy wooded mountain terraces.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1536,"height":1024},"relationshipVisibility":{"person-tiberius-stoneheart":"player"}},{"id":"dwarven-capital-abbrond","title":"Jargenbard","type":"Settlement","category":"Places","summary":"Jargenbard is a dwarven capital in Abbrond's mountain country, renowned for its open-sky ring city, reflected-light farms, whiskey and formidable fighters. The orc warbands of the Zul'vash Horde and separate goblin communities inhabit the surrounding mountains. Its three great distilling clans, Embercask, Mirrorfield and Stonewick, have competed for influence for centuries.","sections":[{"heading":"A realm whose work faces outward","body":"The city's farming and distilling stand within a broader tradition of joining materials well. Its workshops produce stone footings, structural fittings, tools, hinges, braces and components intended to work with timber and changing living structures. This grows naturally beside Abbrond's forests and maritime repair economy.\n\nThe capital's outer terraces, work courts and domestic halls lie beneath the mountain's natural rock roof. A concentrated opening above the city center admits daylight to its gardens and waterfalls, while shafts and mirrors carry light into enclosed halls. Residents use underground storage where stable conditions matter. A wealthy family's prestige may lie in a hall that has been altered successfully through several generations rather than in an untouched ancestral chamber.","visibility":"player"},{"heading":"Prestige and government among the distilling clans","body":"Jargenbard values demonstrated skill, as Ivanbard does, but its most celebrated expression is distilling. Three major clans, Embercask, Mirrorfield and Stonewick, possess very old, highly prized alcohol recipes. Their standing rests on the quality they can still produce, the mastery those recipes demand and the success their drinks earn in the market. Sales bring wealth; sustained excellence brings esteem. Together, those sources of influence make their leading households prominent in community government.\n\nPolitical influence shifts toward the clan whose alcohol currently dominates the market, but money alone is not treated as proof of merit. An inherited recipe can open doors without guaranteeing that its current keepers deserve trust. A clan that grows rich while letting quality decline weakens the craft reputation on which its authority depends. Another can earn renewed respect through exceptional work before its sales catch up. Market success and skilled judgment reinforce one another without being identical.\n\nThese rivalries shape everyday life. Public tastings attract attention beyond prospective buyers because judgments of quality can affect a house's standing. Celebrated blenders, malt workers, growers and coopers may disagree with the clan head who claims credit for their work. Families outside the leading distilling clans can respect great whiskey while asking why expertise in producing it should settle an unrelated question about housing or water. Respect for distilling skill does not prevent residents from questioning how far that authority should extend.","visibility":"player"},{"heading":"The three great clans","body":"@[Clan Embercask|clan-embercask] prizes mature whiskey, careful selection and the stewardship of old cellars. @[Clan Mirrorfield|clan-mirrorfield] ties its distilling reputation to exceptional grain, the reflected-light farms and the character of each harvest. @[Clan Stonewick|clan-stonewick] combines old recipes and accomplished blending with mastery of vessels, fittings and dependable equipment.\n\nOver several hundred years, all three have held the foremost position in the city's life. Embercask's mature reserves supported an early period of precedence; Mirrorfield rose with the prestige of the cultivated rings; Stonewick gained influence through its skilled production and widening markets. Later generations saw further shifts as releases, leadership and public priorities changed. None has made its ascendancy permanent.\n\nThe rivalry reaches into the lives of growers, coopers, carriers and independent makers. Smaller households may seek a major clan's sponsorship without accepting its judgment on every question. Friendship and employment cross clan boundaries, even while the leading houses compete intensely for prestige.","visibility":"player"},{"heading":"The Night of Broken Barrels","body":"A couple of hundred years ago, an individual Stonewick distiller falsely accused Mirrorfield of stealing an Embercask recipe. The accusation spread during a harvest celebration, drawing major and minor clans into the citywide brawl remembered as @[the Night of Broken Barrels|hist-night-of-broken-barrels]. People were injured and homes, workshops and stores damaged.\n\nThe rescue of threatened ancestral casks helped interrupt the fighting: rivals worked together while neighbors pressed for access to homes, care for the injured and an end to further attacks. An investigation exposed the false accusation. Stonewick removed the instigator from leadership, and all three great clans helped fund repairs. The saying “Mind the barrels” recalls the ordinary lives and inherited work that pride can put at risk.","visibility":"player","illustration":{"src":"assets/worldbook/abbrond-05-night-broken-barrels-enclosed-v2.avif","caption":"Rivals rescue ancestral casks as the Night of Broken Barrels begins to lose its momentum.","alt":"Rivals rescue ancestral casks as the Night of Broken Barrels begins to lose its momentum.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1672,"height":941}},{"heading":"Beneath the mountain’s roof","body":"Jargenbard is sheltered beneath a vast natural roof of rock. Its opening to the sky is concentrated above the center, where a great oculus casts daylight onto hanging gardens and waterfalls. Concentric terraces descend around this illuminated heart, while the outer rings and halls extend beneath stone. Radial stairs and rising galleries connect the rings so that reaching a neighboring ward does not always require circling the whole city.\n\nFrom the central galleries, a visitor sees the inhabited mountain as a succession of spaces: gardens bright beneath the oculus; lower terraces crossed by falling water; covered streets opening onto the central space; enclosed growing chambers supplied by reflected light; then workshops, stores, dwellings and, deeper still, mines. Comfortable homes and ordinary lodging exist at several levels, and mine workers do not all live at the bottom. Noise, access, ventilation and household preference matter alongside wealth.\n\nWater is directed through separate systems. Clean channels supply drinking and food production before controlled flows enter ornamental falls or power workshops. Mine drainage does not flow casually through kitchen gardens. Storage basins, overflow channels and maintenance galleries are essential parts of the beauty: a blocked channel above a crowded ring is a public danger, and the gardens cannot be sustained by spectacle alone.\n\nThe central opening and the immense rock roof surrounding it are the city's principal landmarks. Most neighborhoods remain enclosed within the mountain. Even in daylight, some streets remain quiet and dim. At evening, the bright center darkens gradually while lamps and household windows reveal the rings.","visibility":"player"},{"heading":"Farming with borrowed daylight","body":"Interior agriculture is one of Jargenbard's best-known achievements. All the kingdoms use reflected daylight in smaller ways, but Jargenbard has developed it into a civic system supporting substantial farming inside the mountain. Collectors at the sunlit openings follow the sun's changing position. Light shafts and mirrors relay that daylight into broad farming halls entirely inside the mountain, where angled panels and pale surfaces distribute it over beds and working paths. The planted rows are enclosed by stone rather than opening onto the surrounding landscape.\n\nMirrors redirect and spread available light; they do not create an unlimited supply. Every reflection loses some, and spreading a beam over more ground makes it weaker. The most demanding crops therefore occupy enclosed halls with wide, efficient light shafts. Deeper chambers grow shade-tolerant crops, maintain seedlings or serve other uses. Unlit mushroom cultivation makes productive use of spaces where a field crop would fail, but it does not replace the grain needed by people and distillers.\n\nThe system follows seasons rather than pretending to abolish them. In the brighter growing months, barley and other grain occupy extensive beds within the best-lit growing halls. Leaf crops, herbs and nursery plants use controlled light at other levels. Cloudy periods shorten what can be grown; storms force the most exposed collectors into protected positions. Winter meals draw more heavily on preserved food, stores and imported staples. Jargenbard is famous for making mountain agriculture unusually effective, not for being independent of every harvest beyond its walls.\n\nTurning, cleaning and repairing reflectors is skilled work. Dust, soot, condensation and mineral deposits can gradually ruin an apparently intact installation. Inspectors examine the whole light path rather than blaming a farmer when a bed becomes unproductive. Shutters protect people from accidental glare and concentrated heat. No public stair is supposed to become a hazardous focal point when a panel moves. The system depends on available sunlight and careful maintenance.\n\nSoil is equally deliberate. Beds are built from mineral material, compost and imported organic matter, with drainage beneath them. Crop rotations, resting beds and separate nursery spaces reduce the temptation to force every patch into permanent production. Growers monitor damp and fungal disease, especially where warm cultivation meets cool rock. Waste used by growers is processed before it reaches food beds.","visibility":"player","illustration":{"src":"assets/worldbook/abbrond-02-mirror-lit-grain-hall-enclosed-v2.avif","caption":"Inside the mountain, light shafts and mirrors bring borrowed daylight to the vaulted grain halls.","alt":"Inside the mountain, light shafts and mirrors bring borrowed daylight to the vaulted grain halls.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1672,"height":941}},{"heading":"A public light schedule","body":"The public light office coordinates the large collectors, growing seasons and maintenance closures. It includes growers and mechanics, because a perfectly aligned installation is pointless if its timing does not suit the crop. Local households control small reflectors, but no private owner may block a shared light shaft or redirect a public collector toward a profitable private bed.\n\nLight is allocated in practical measures: which growing area receives useful exposure, for how long and at what season. Inspectors account for changes in the sun's path and the neighboring structures. Established plots have predictable access, while new cultivation must show that it will not leave another hall unexpectedly in shade. This gives the kingdom an unusually concrete form of politics. Permission for a prestigious new balcony can be refused because it would steal morning light from a public nursery.\n\nMirror makers are respected, but farmers hold equal standing within this tradition. A reflector is a tool, and the skill of knowing when to sow, thin, irrigate and harvest cannot be replaced by polished metal. Some families specialize in optical work; others in grain, soil or seed keeping. Apprentices learn both the part they maintain and the consequence of its failure elsewhere.","visibility":"player"},{"heading":"The whiskey kingdom","body":"Jargenbard's whiskey gives this agricultural achievement a recognizable place in daily life and trade. Its signature spirit is a malt whiskey made from barley grown on the bright terraces and in the well-lit upper halls, with carefully chosen local water and long maturation in mountain stores. Selecting suitable casks is a craft in its own right.\n\nThere is more than one grade. Small, expensive batches come entirely from the city's daylight farms and are marked accordingly. Larger houses buy grain from surrounding agricultural communities and identify those purchases honestly. Counterfeiting the mark of a mountain-grown batch is a commercial offense. The kingdom's reputation rests on the ability to distinguish a scarce specialty from an everyday good spirit, not on a fiction that all its whiskey comes from a few decorative gardens.\n\nThe craft supports malt workers, kiln tenders, coopers, glass and pottery makers, blenders, warehouse crews and traders. The hottest industrial districts are separated from maturing stores. Cellars are chosen for stable conditions, sound drainage and manageable ventilation; deeper is not automatically better. Some casks mature near the open rings, others in enclosed chambers, producing differences that distillers understand through records and tasting rather than a claim that stone makes every spirit improve forever.\n\nFood takes precedence in a poor growing season. The grain reserve can restrict how much public-grown grain is sold for distilling, leading to disputes between growers who need a good price and households who need dependable bread. Spent grain can feed animals or enter composting, but recovering part of its value does not make whiskey production free of costs. A wealthy distiller can wait for a better year more easily than a small malt house can.\n\nWhiskey also shapes hospitality without becoming a universal habit. Guests may be offered a small measure alongside bread and a preserved fruit or savory dish, with an equally ordinary nonalcoholic alternative. Tasting rooms are places to learn about water, grain and casks, as well as places to socialize. Abstaining does not make someone less dwarven. Family celebrations can honor a cask laid down when a new household formed, though the person who matures into adulthood is never obliged to drink it.","visibility":"player","illustration":{"src":"assets/worldbook/abbrond-03-clan-cellar-life-enclosed-v2.avif","caption":"Patient cellar work and skilled maintenance sustain the city’s celebrated whiskey.","alt":"Patient cellar work and skilled maintenance sustain the city’s celebrated whiskey.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1672,"height":941}},{"heading":"The mountain beyond the gardens","body":"The orc warbands of the Zul'vash Horde inhabit the surrounding mountain country. Goblins also live among its wider ridges and passages. Jargenbard's everyday arrangements therefore distinguish the maintained approaches and galleries of the city from country its government does not automatically control. Maps used by carriers show which paths have been recently checked and which reports are out of date, rather than coloring the entire range as dwarven territory.\n\nWatchkeepers, guides and maintenance crews have practical responsibilities: keeping sightlines clear, checking access points, reporting changes and warning travelers when conditions are uncertain. That work can matter without declaring every nearby orc or goblin an enemy. Decisions about accompanied journeys or temporary closures can respond to a specific report or a hazardous route; ancestry alone need not substitute for knowledge of what actually happened.\n\nThe architecture reflects this setting. Entrances to inhabited galleries can be watched or closed without shutting down the whole city. Workers servicing exposed collectors and water channels need reliable routes back into the covered terraces. The farming beds themselves lie within enclosed halls. Public stores provide a margin when outside movement is interrupted by weather, damaged paths or other local conditions. Interior agriculture helps sustain that margin, though the city still depends on outside movement and trade.\n\nThe dwarves have a traditional conflict with the orc warbands of the Zul'vash Horde, whose society is distinct from the more refined Iron Tusk Confederacy.","visibility":"player"},{"heading":"Gardeners and formidable fighters","body":"The city's cultivated beauty belongs alongside a strong fighting tradition. Its dwarves are highly skilled fighters, as well as growers, engineers and distillers. Neither side of that identity is a disguise: a person can be proud of keeping a growing hall productive and equally proud of their discipline in its defense. The conflict with surrounding orc warbands makes military competence an important part of mountain life.\n\nCivic life treats readiness as sustained practice. Training competes for time with planting, harvest, repairs and household care. Experienced defenders teach steadiness, judgment and responsibility to others; the city honors people who keep essential work going alongside those who fight. The Stillbreakers are the city's celebrated elite fighters.\n\nDistilling knowledge also inspired alchemical fire-vessels: combustible liquid weapons made as a separate military craft. Their substance is distinct from drinking whiskey.\n\nThis gives Jargenbard a striking contrast within its own public identity: the same city is known abroad for fine whiskey, remarkable gardens and formidable defenders. Local customs keep the military craft institutionally separate from drinking houses and commercial whiskey marks, so a merchant's promise of hospitality is not confused with an armorer's work. The Stillbreakers take their name from the distilling craft.","visibility":"player"},{"heading":"The Stillbreakers","body":"The @[Stillbreakers|org-stillbreakers] are Jargenbard's elite fighters, known for fierce energy, formidable skill and rough-spiked armor used in combat alongside their axes. Their hard-used equipment and intimidating manner belong to a disciplined fighting tradition.\n\nEach of the three great clans vies to supply the finest fighters and gear. The competition gives their rivalry a shared civic purpose: the force is a source of pride across Jargenbard, rather than the private muscle of the most successful distilling house.","visibility":"player","illustration":{"src":"assets/worldbook/abbrond-04-stillbreakers-mountain-watch-v2.avif","caption":"Rough-spiked armor and axes mark the Stillbreakers, whose fierce manner is backed by practiced skill.","alt":"Rough-spiked armor and axes mark the Stillbreakers, whose fierce manner is backed by practiced skill.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1672,"height":941}},{"heading":"Faith and public memory","body":"Local worship of Thardrum emphasizes work that sustains a shared home, including farming tools, safe water channels and the reflectors that keep a growing hall productive. Durhan's kinship can be expressed through obligations to those who inherit the city, including people outside a maker's family.","visibility":"player"},{"heading":"Present condition","body":"Jargenbard's present-day character rests on food, light, water and an inhabited mountain region whose other peoples retain their own agency. Distillers want dependable barley, growers want fair prices, and households want the public gardens to feed people before export labels. Fast contracts from distant buyers can also tempt workshops to treat timber, stone and specialist knowledge as interchangeable supplies. Local households resist both reckless expansion and the notion that any change betrays the past. These civic questions remain part of ordinary life in the ring city.","visibility":"player"}],"body":"The city's farming and distilling stand within a broader tradition of joining materials well. Its workshops produce stone footings, structural fittings, tools, hinges, braces and components intended to work with timber and changing living structures. This grows naturally beside Abbrond's forests and maritime repair economy.\n\nThe capital's outer terraces, work courts and domestic halls lie beneath the mountain's natural rock roof. A concentrated opening above the city center admits daylight to its gardens and waterfalls, while shafts and mirrors carry light into enclosed halls. Residents use underground storage where stable conditions matter. A wealthy family's prestige may lie in a hall that has been altered successfully through several generations rather than in an untouched ancestral chamber.\n\nJargenbard values demonstrated skill, as Ivanbard does, but its most celebrated expression is distilling. Three major clans, Embercask, Mirrorfield and Stonewick, possess very old, highly prized alcohol recipes. Their standing rests on the quality they can still produce, the mastery those recipes demand and the success their drinks earn in the market. Sales bring wealth; sustained excellence brings esteem. Together, those sources of influence make their leading households prominent in community government.\n\nPolitical influence shifts toward the clan whose alcohol currently dominates the market, but money alone is not treated as proof of merit. An inherited recipe can open doors without guaranteeing that its current keepers deserve trust. A clan that grows rich while letting quality decline weakens the craft reputation on which its authority depends. Another can earn renewed respect through exceptional work before its sales catch up. Market success and skilled judgment reinforce one another without being identical.\n\nThese rivalries shape everyday life. Public tastings attract attention beyond prospective buyers because judgments of quality can affect a house's standing. Celebrated blenders, malt workers, growers and coopers may disagree with the clan head who claims credit for their work. Families outside the leading distilling clans can respect great whiskey while asking why expertise in producing it should settle an unrelated question about housing or water. Respect for distilling skill does not prevent residents from questioning how far that authority should extend.\n\n@[Clan Embercask|clan-embercask] prizes mature whiskey, careful selection and the stewardship of old cellars. @[Clan Mirrorfield|clan-mirrorfield] ties its distilling reputation to exceptional grain, the reflected-light farms and the character of each harvest. @[Clan Stonewick|clan-stonewick] combines old recipes and accomplished blending with mastery of vessels, fittings and dependable equipment.\n\nOver several hundred years, all three have held the foremost position in the city's life. Embercask's mature reserves supported an early period of precedence; Mirrorfield rose with the prestige of the cultivated rings; Stonewick gained influence through its skilled production and widening markets. Later generations saw further shifts as releases, leadership and public priorities changed. None has made its ascendancy permanent.\n\nThe rivalry reaches into the lives of growers, coopers, carriers and independent makers. Smaller households may seek a major clan's sponsorship without accepting its judgment on every question. Friendship and employment cross clan boundaries, even while the leading houses compete intensely for prestige.\n\nA couple of hundred years ago, an individual Stonewick distiller falsely accused Mirrorfield of stealing an Embercask recipe. The accusation spread during a harvest celebration, drawing major and minor clans into the citywide brawl remembered as @[the Night of Broken Barrels|hist-night-of-broken-barrels]. People were injured and homes, workshops and stores damaged.\n\nThe rescue of threatened ancestral casks helped interrupt the fighting: rivals worked together while neighbors pressed for access to homes, care for the injured and an end to further attacks. An investigation exposed the false accusation. Stonewick removed the instigator from leadership, and all three great clans helped fund repairs. The saying “Mind the barrels” recalls the ordinary lives and inherited work that pride can put at risk.\n\nJargenbard is sheltered beneath a vast natural roof of rock. Its opening to the sky is concentrated above the center, where a great oculus casts daylight onto hanging gardens and waterfalls. Concentric terraces descend around this illuminated heart, while the outer rings and halls extend beneath stone. Radial stairs and rising galleries connect the rings so that reaching a neighboring ward does not always require circling the whole city.\n\nFrom the central galleries, a visitor sees the inhabited mountain as a succession of spaces: gardens bright beneath the oculus; lower terraces crossed by falling water; covered streets opening onto the central space; enclosed growing chambers supplied by reflected light; then workshops, stores, dwellings and, deeper still, mines. Comfortable homes and ordinary lodging exist at several levels, and mine workers do not all live at the bottom. Noise, access, ventilation and household preference matter alongside wealth.\n\nWater is directed through separate systems. Clean channels supply drinking and food production before controlled flows enter ornamental falls or power workshops. Mine drainage does not flow casually through kitchen gardens. Storage basins, overflow channels and maintenance galleries are essential parts of the beauty: a blocked channel above a crowded ring is a public danger, and the gardens cannot be sustained by spectacle alone.\n\nThe central opening and the immense rock roof surrounding it are the city's principal landmarks. Most neighborhoods remain enclosed within the mountain. Even in daylight, some streets remain quiet and dim. At evening, the bright center darkens gradually while lamps and household windows reveal the rings.\n\nInterior agriculture is one of Jargenbard's best-known achievements. All the kingdoms use reflected daylight in smaller ways, but Jargenbard has developed it into a civic system supporting substantial farming inside the mountain. Collectors at the sunlit openings follow the sun's changing position. Light shafts and mirrors relay that daylight into broad farming halls entirely inside the mountain, where angled panels and pale surfaces distribute it over beds and working paths. The planted rows are enclosed by stone rather than opening onto the surrounding landscape.\n\nMirrors redirect and spread available light; they do not create an unlimited supply. Every reflection loses some, and spreading a beam over more ground makes it weaker. The most demanding crops therefore occupy enclosed halls with wide, efficient light shafts. Deeper chambers grow shade-tolerant crops, maintain seedlings or serve other uses. Unlit mushroom cultivation makes productive use of spaces where a field crop would fail, but it does not replace the grain needed by people and distillers.\n\nThe system follows seasons rather than pretending to abolish them. In the brighter growing months, barley and other grain occupy extensive beds within the best-lit growing halls. Leaf crops, herbs and nursery plants use controlled light at other levels. Cloudy periods shorten what can be grown; storms force the most exposed collectors into protected positions. Winter meals draw more heavily on preserved food, stores and imported staples. Jargenbard is famous for making mountain agriculture unusually effective, not for being independent of every harvest beyond its walls.\n\nTurning, cleaning and repairing reflectors is skilled work. Dust, soot, condensation and mineral deposits can gradually ruin an apparently intact installation. Inspectors examine the whole light path rather than blaming a farmer when a bed becomes unproductive. Shutters protect people from accidental glare and concentrated heat. No public stair is supposed to become a hazardous focal point when a panel moves. The system depends on available sunlight and careful maintenance.\n\nSoil is equally deliberate. Beds are built from mineral material, compost and imported organic matter, with drainage beneath them. Crop rotations, resting beds and separate nursery spaces reduce the temptation to force every patch into permanent production. Growers monitor damp and fungal disease, especially where warm cultivation meets cool rock. Waste used by growers is processed before it reaches food beds.\n\nThe public light office coordinates the large collectors, growing seasons and maintenance closures. It includes growers and mechanics, because a perfectly aligned installation is pointless if its timing does not suit the crop. Local households control small reflectors, but no private owner may block a shared light shaft or redirect a public collector toward a profitable private bed.\n\nLight is allocated in practical measures: which growing area receives useful exposure, for how long and at what season. Inspectors account for changes in the sun's path and the neighboring structures. Established plots have predictable access, while new cultivation must show that it will not leave another hall unexpectedly in shade. This gives the kingdom an unusually concrete form of politics. Permission for a prestigious new balcony can be refused because it would steal morning light from a public nursery.\n\nMirror makers are respected, but farmers hold equal standing within this tradition. A reflector is a tool, and the skill of knowing when to sow, thin, irrigate and harvest cannot be replaced by polished metal. Some families specialize in optical work; others in grain, soil or seed keeping. Apprentices learn both the part they maintain and the consequence of its failure elsewhere.\n\nJargenbard's whiskey gives this agricultural achievement a recognizable place in daily life and trade. Its signature spirit is a malt whiskey made from barley grown on the bright terraces and in the well-lit upper halls, with carefully chosen local water and long maturation in mountain stores. Selecting suitable casks is a craft in its own right.\n\nThere is more than one grade. Small, expensive batches come entirely from the city's daylight farms and are marked accordingly. Larger houses buy grain from surrounding agricultural communities and identify those purchases honestly. Counterfeiting the mark of a mountain-grown batch is a commercial offense. The kingdom's reputation rests on the ability to distinguish a scarce specialty from an everyday good spirit, not on a fiction that all its whiskey comes from a few decorative gardens.\n\nThe craft supports malt workers, kiln tenders, coopers, glass and pottery makers, blenders, warehouse crews and traders. The hottest industrial districts are separated from maturing stores. Cellars are chosen for stable conditions, sound drainage and manageable ventilation; deeper is not automatically better. Some casks mature near the open rings, others in enclosed chambers, producing differences that distillers understand through records and tasting rather than a claim that stone makes every spirit improve forever.\n\nFood takes precedence in a poor growing season. The grain reserve can restrict how much public-grown grain is sold for distilling, leading to disputes between growers who need a good price and households who need dependable bread. Spent grain can feed animals or enter composting, but recovering part of its value does not make whiskey production free of costs. A wealthy distiller can wait for a better year more easily than a small malt house can.\n\nWhiskey also shapes hospitality without becoming a universal habit. Guests may be offered a small measure alongside bread and a preserved fruit or savory dish, with an equally ordinary nonalcoholic alternative. Tasting rooms are places to learn about water, grain and casks, as well as places to socialize. Abstaining does not make someone less dwarven. Family celebrations can honor a cask laid down when a new household formed, though the person who matures into adulthood is never obliged to drink it.\n\nThe orc warbands of the Zul'vash Horde inhabit the surrounding mountain country. Goblins also live among its wider ridges and passages. Jargenbard's everyday arrangements therefore distinguish the maintained approaches and galleries of the city from country its government does not automatically control. Maps used by carriers show which paths have been recently checked and which reports are out of date, rather than coloring the entire range as dwarven territory.\n\nWatchkeepers, guides and maintenance crews have practical responsibilities: keeping sightlines clear, checking access points, reporting changes and warning travelers when conditions are uncertain. That work can matter without declaring every nearby orc or goblin an enemy. Decisions about accompanied journeys or temporary closures can respond to a specific report or a hazardous route; ancestry alone need not substitute for knowledge of what actually happened.\n\nThe architecture reflects this setting. Entrances to inhabited galleries can be watched or closed without shutting down the whole city. Workers servicing exposed collectors and water channels need reliable routes back into the covered terraces. The farming beds themselves lie within enclosed halls. Public stores provide a margin when outside movement is interrupted by weather, damaged paths or other local conditions. Interior agriculture helps sustain that margin, though the city still depends on outside movement and trade.\n\nThe dwarves have a traditional conflict with the orc warbands of the Zul'vash Horde, whose society is distinct from the more refined Iron Tusk Confederacy.\n\nThe city's cultivated beauty belongs alongside a strong fighting tradition. Its dwarves are highly skilled fighters, as well as growers, engineers and distillers. Neither side of that identity is a disguise: a person can be proud of keeping a growing hall productive and equally proud of their discipline in its defense. The conflict with surrounding orc warbands makes military competence an important part of mountain life.\n\nCivic life treats readiness as sustained practice. Training competes for time with planting, harvest, repairs and household care. Experienced defenders teach steadiness, judgment and responsibility to others; the city honors people who keep essential work going alongside those who fight. The Stillbreakers are the city's celebrated elite fighters.\n\nDistilling knowledge also inspired alchemical fire-vessels: combustible liquid weapons made as a separate military craft. Their substance is distinct from drinking whiskey.\n\nThis gives Jargenbard a striking contrast within its own public identity: the same city is known abroad for fine whiskey, remarkable gardens and formidable defenders. Local customs keep the military craft institutionally separate from drinking houses and commercial whiskey marks, so a merchant's promise of hospitality is not confused with an armorer's work. The Stillbreakers take their name from the distilling craft.\n\nThe @[Stillbreakers|org-stillbreakers] are Jargenbard's elite fighters, known for fierce energy, formidable skill and rough-spiked armor used in combat alongside their axes. Their hard-used equipment and intimidating manner belong to a disciplined fighting tradition.\n\nEach of the three great clans vies to supply the finest fighters and gear. The competition gives their rivalry a shared civic purpose: the force is a source of pride across Jargenbard, rather than the private muscle of the most successful distilling house.\n\nLocal worship of Thardrum emphasizes work that sustains a shared home, including farming tools, safe water channels and the reflectors that keep a growing hall productive. Durhan's kinship can be expressed through obligations to those who inherit the city, including people outside a maker's family.\n\nJargenbard's present-day character rests on food, light, water and an inhabited mountain region whose other peoples retain their own agency. Distillers want dependable barley, growers want fair prices, and households want the public gardens to feed people before export labels. Fast contracts from distant buyers can also tempt workshops to treat timber, stone and specialist knowledge as interchangeable supplies. Local households resist both reckless expansion and the notion that any change betrays the past. These civic questions remain part of ordinary life in the ring city.","links":["clan-embercask","clan-mirrorfield","clan-stonewick","hist-night-of-broken-barrels","org-stillbreakers"],"raceRelated":[],"visibility":"player","illustration":{"src":"assets/worldbook/abbrond-01-central-oculus-city-v2.avif","caption":"A concentrated opening in Jargenbard’s great rock roof lights the central gardens and waterfalls.","alt":"A concentrated opening in Jargenbard’s great rock roof lights the central gardens and waterfalls.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1672,"height":941}},{"id":"clan-embercask","title":"Clan Embercask","type":"Organization","category":"Factions","summary":"Embercask's distinction is patience made credible. Its best whiskey is prized for deep maturity, careful selection and continuity of character across generations. The clan possesses old recipes, well-kept stores and an unusually strong tradition of teaching its tasters to recognize when a celebrated spirit is not ready. Its most admired makers can refuse a lucrative sale rather than release a disappointing batch under the family mark.","sections":[{"heading":"Cellars and inheritance","body":"An Embercask household's prestige is partly measured by what it has kept in trust. Some casks are reserved for descendants whose names were unknown when the spirit entered the store. That practice supports an image of leadership willing to think beyond the next profitable season. It also favors families wealthy enough to wait. Younger members sometimes question whether reverence for an old reserve has become an excuse to deny them resources for a workshop or home now.","visibility":"player"},{"heading":"Public influence","body":"Embercask earns influence when the city values steadiness: reliable reserves, long commitments and work that survives changes in fashion. Its leading households prefer predictable public spending and careful limits on promises made against future sales. Their weakness is an inclination to confuse inherited standing with demonstrated excellence, precisely the distinction the city's other makers insist upon.","visibility":"player"},{"heading":"Rivalries","body":"The clan's rivalry with Stonewick is especially sharp over the meaning of consistency. Embercask praises the recognizable history of a particular spirit; Stonewick argues that choosing and combining different spirits well is equally demanding. Mirrorfield challenges both to explain why so much public admiration begins only after the grain has left the growing hall.","visibility":"player"}],"body":"Cellars and inheritance\nAn Embercask household's prestige is partly measured by what it has kept in trust. Some casks are reserved for descendants whose names were unknown when the spirit entered the store. That practice supports an image of leadership willing to think beyond the next profitable season. It also favors families wealthy enough to wait. Younger members sometimes question whether reverence for an old reserve has become an excuse to deny them resources for a workshop or home now.\n\nPublic influence\nEmbercask earns influence when the city values steadiness: reliable reserves, long commitments and work that survives changes in fashion. Its leading households prefer predictable public spending and careful limits on promises made against future sales. Their weakness is an inclination to confuse inherited standing with demonstrated excellence, precisely the distinction the city's other makers insist upon.\n\nRivalries\nThe clan's rivalry with Stonewick is especially sharp over the meaning of consistency. Embercask praises the recognizable history of a particular spirit; Stonewick argues that choosing and combining different spirits well is equally demanding. Mirrorfield challenges both to explain why so much public admiration begins only after the grain has left the growing hall.","links":[],"raceRelated":[],"visibility":"player","factionGroup":"Houses & lineages","illustration":{"src":"assets/worldbook/abbrond-03-clan-cellar-life-enclosed-v2.avif","caption":"Patient cellar work and skilled maintenance sustain the city’s celebrated whiskey.","alt":"Patient cellar work and skilled maintenance sustain the city’s celebrated whiskey.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1672,"height":941}},{"id":"clan-mirrorfield","title":"Clan Mirrorfield","type":"Organization","category":"Factions","summary":"Mirrorfield's mastery begins while the grain is still alive. Its oldest recipes are associated with particular grain qualities, careful malting and a close relationship between growers and distillers. Its celebrated releases make the character of a harvest noticeable without treating every seasonal difference as a flaw. A Mirrorfield maker is expected to understand the growing bed and the malt house, not merely the final tasting room.","sections":[{"heading":"The reflected light farms","body":"The clan is closely associated with the skill of farming under redirected sunlight. Members include growers, seed keepers and people who maintain the working relationships between cultivation and the city's reflectors. They do not own the sun or control all public light. Their claim to distinction is that they can produce exceptional grain within shared limits and explain the work behind it.","visibility":"player"},{"heading":"Household life","body":"Mirrorfield households give harvest meals a prominence that other great families reserve for a release from the cellar. Growers who supplied a batch are named publicly beside its makers. This practice wins loyalty among people whose labor is easily overshadowed by a wealthy distilling house, although the clan's critics ask whether recognition is always matched by fair payment.","visibility":"player"},{"heading":"Influence and rivalries","body":"Mirrorfield's influence rises when food, water and cultivation command attention. Its leaders argue that the city's most famous export depends on a healthy productive landscape and that drink cannot be allowed to exhaust the grain reserve. Their commercial temptation is equally plain: the reputation of a prized harvest can make selling grain to their own distillers more attractive than supplying ordinary households.\n\nEmbercask respects Mirrorfield's patience with a difficult crop while questioning its variable releases. Stonewick eagerly buys interesting Mirrorfield-grown grain and resists any suggestion that the grower should receive most of the credit for the finished spirit. Their quarrels are often arguments about where craftsmanship begins.","visibility":"player"}],"body":"The reflected light farms\nThe clan is closely associated with the skill of farming under redirected sunlight. Members include growers, seed keepers and people who maintain the working relationships between cultivation and the city's reflectors. They do not own the sun or control all public light. Their claim to distinction is that they can produce exceptional grain within shared limits and explain the work behind it.\n\nHousehold life\nMirrorfield households give harvest meals a prominence that other great families reserve for a release from the cellar. Growers who supplied a batch are named publicly beside its makers. This practice wins loyalty among people whose labor is easily overshadowed by a wealthy distilling house, although the clan's critics ask whether recognition is always matched by fair payment.\n\nInfluence and rivalries\nMirrorfield's influence rises when food, water and cultivation command attention. Its leaders argue that the city's most famous export depends on a healthy productive landscape and that drink cannot be allowed to exhaust the grain reserve. Their commercial temptation is equally plain: the reputation of a prized harvest can make selling grain to their own distillers more attractive than supplying ordinary households.\n\nEmbercask respects Mirrorfield's patience with a difficult crop while questioning its variable releases. Stonewick eagerly buys interesting Mirrorfield-grown grain and resists any suggestion that the grower should receive most of the credit for the finished spirit. Their quarrels are often arguments about where craftsmanship begins.","links":[],"raceRelated":[],"visibility":"player","factionGroup":"Houses & lineages","illustration":{"src":"assets/worldbook/abbrond-02-mirror-lit-grain-hall-enclosed-v2.avif","caption":"Inside the mountain, light shafts and mirrors bring borrowed daylight to the vaulted grain halls.","alt":"Inside the mountain, light shafts and mirrors bring borrowed daylight to the vaulted grain halls.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1672,"height":941}},{"id":"clan-stonewick","title":"Clan Stonewick","type":"Organization","category":"Factions","summary":"Stonewick's reputation joins distilling to exceptional command of the vessels, fittings and working equipment that support it. Its makers are respected for dependable construction, careful maintenance and an ability to recognize when a problem belongs to the equipment rather than the recipe. They also excel at selection and blending, bringing the same attention to fit and balance into the finished whiskey. It preserves its own old recipes and house styles, then builds carefully judged releases from varied stocks. Its most respected blenders can bring unlike qualities into a coherent whole without making every whiskey taste the same.","sections":[{"heading":"Craft and commerce","body":"Coopers, fitters, vessel makers and repairers hold unusual prestige within Stonewick households. Their work supplies practical reasons for other distillers to respect a commercial rival. This does not make the clan the sole owner of the city's equipment or the inventor of every useful fitting.\n\nThe clan's commercial reach is part of its craft. Merchants report how a shipment was received, which qualities buyers recognized and which promises were misunderstood. Tasting rooms give strangers a vocabulary for what they are drinking. Smaller releases let customers discover a style before committing to an expensive purchase. None of this replaces quality; selling a weak spirit persuasively is regarded as a failure of the family standard, not a triumph of business.","visibility":"player"},{"heading":"Households and influence","body":"Stonewick's prosperity supports more experimental makers and apprentices drawn from outside its oldest households. Its hospitality is often lively and outward-looking. The danger is that a powerful house can praise innovation while allowing only ideas that can be sold quickly. A blend admired abroad can also lose favor at home if residents believe the clan is using the city's name while neglecting its obligations.\n\nStonewick becomes particularly influential when wider sales are bringing work and revenue into Jargenbard. Its leaders favor dependable access, storage and room for independent producers to find buyers, although smaller merchants watch carefully for arrangements that would leave every introduction in Stonewick hands.","visibility":"player"},{"heading":"Rivalries","body":"Embercask accuses it of confusing a fashionable release with an enduring achievement. Mirrorfield insists that a skillful blend cannot excuse concealing where grain came from. Stonewick answers that stewardship includes finding buyers who will pay enough to keep growers, cellars and workshops employed.","visibility":"player"}],"body":"Craft and commerce\nCoopers, fitters, vessel makers and repairers hold unusual prestige within Stonewick households. Their work supplies practical reasons for other distillers to respect a commercial rival. This does not make the clan the sole owner of the city's equipment or the inventor of every useful fitting.\n\nThe clan's commercial reach is part of its craft. Merchants report how a shipment was received, which qualities buyers recognized and which promises were misunderstood. Tasting rooms give strangers a vocabulary for what they are drinking. Smaller releases let customers discover a style before committing to an expensive purchase. None of this replaces quality; selling a weak spirit persuasively is regarded as a failure of the family standard, not a triumph of business.\n\nHouseholds and influence\nStonewick's prosperity supports more experimental makers and apprentices drawn from outside its oldest households. Its hospitality is often lively and outward-looking. The danger is that a powerful house can praise innovation while allowing only ideas that can be sold quickly. A blend admired abroad can also lose favor at home if residents believe the clan is using the city's name while neglecting its obligations.\n\nStonewick becomes particularly influential when wider sales are bringing work and revenue into Jargenbard. Its leaders favor dependable access, storage and room for independent producers to find buyers, although smaller merchants watch carefully for arrangements that would leave every introduction in Stonewick hands.\n\nRivalries\nEmbercask accuses it of confusing a fashionable release with an enduring achievement. Mirrorfield insists that a skillful blend cannot excuse concealing where grain came from. Stonewick answers that stewardship includes finding buyers who will pay enough to keep growers, cellars and workshops employed.","links":[],"raceRelated":[],"visibility":"player","factionGroup":"Houses & lineages","illustration":{"src":"assets/worldbook/abbrond-03-clan-cellar-life-enclosed-v2.avif","caption":"Patient cellar work and skilled maintenance sustain the city’s celebrated whiskey.","alt":"Patient cellar work and skilled maintenance sustain the city’s celebrated whiskey.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1672,"height":941}},{"id":"org-stillbreakers","title":"The Stillbreakers","type":"Organization","category":"Factions","summary":"Jargenbard's elite fighters carry a reputation for fierce, unruly energy backed by formidable skill. Their armor is deliberately rough-spiked and bears the marks of hard use. It is part of their fighting identity as much as their axes: opponents face armored dwarves willing to meet them bodily rather than treating armor as a passive shell. Their armor is locally made, repeatedly repaired and marked by hard use.","sections":[{"heading":"Discipline beneath the roughness","body":"The Stillbreakers turn the city's respect for difficult craft toward combat. The same public that can recognize a master grower or blender recognizes trained judgment beneath a fighter's intimidating manner. Outsiders may remember the noise, boasts and scarred armor; the city also knows the sustained practice that makes those fighters effective. Their wildness is a public temperament and style, not a requirement to fight intoxicated.","visibility":"player"},{"heading":"Clan pride and supply","body":"The three great clans can all take pride in members who earn a place. The rivalry becomes useful here: each clan vies to supply the finest fighters and gear to the Stillbreakers. The force is a shared source of pride, not the private muscle of whichever distilling house currently leads the market.","visibility":"player"},{"heading":"Life in Jargenbard","body":"Their ties to the distilling world appear in workshop slang, scarred maker's marks and the respect given to people who maintain dangerous equipment well. Ordinary citizens also know these fighters through family, work and the growing halls. The gardens do not conceal a secret martial society; cultivation and defense belong openly to the same city.\n\nThe traditional conflict with the mountain orc warbands of the Zul'vash Horde forms part of the Stillbreakers' regional setting.","visibility":"player"}],"body":"Discipline beneath the roughness\nThe Stillbreakers turn the city's respect for difficult craft toward combat. The same public that can recognize a master grower or blender recognizes trained judgment beneath a fighter's intimidating manner. Outsiders may remember the noise, boasts and scarred armor; the city also knows the sustained practice that makes those fighters effective. Their wildness is a public temperament and style, not a requirement to fight intoxicated.\n\nClan pride and supply\nThe three great clans can all take pride in members who earn a place. The rivalry becomes useful here: each clan vies to supply the finest fighters and gear to the Stillbreakers. The force is a shared source of pride, not the private muscle of whichever distilling house currently leads the market.\n\nLife in Jargenbard\nTheir ties to the distilling world appear in workshop slang, scarred maker's marks and the respect given to people who maintain dangerous equipment well. Ordinary citizens also know these fighters through family, work and the growing halls. The gardens do not conceal a secret martial society; cultivation and defense belong openly to the same city.\n\nThe traditional conflict with the mountain orc warbands of the Zul'vash Horde forms part of the Stillbreakers' regional setting.","links":[],"raceRelated":[],"visibility":"player","factionGroup":"Guards & fighting companies","illustration":{"src":"assets/worldbook/abbrond-04-stillbreakers-mountain-watch-v2.avif","caption":"Rough-spiked armor and axes mark the Stillbreakers, whose fierce manner is backed by practiced skill.","alt":"Rough-spiked armor and axes mark the Stillbreakers, whose fierce manner is backed by practiced skill.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1672,"height":941}},{"id":"hist-night-of-broken-barrels","title":"The Night of Broken Barrels","type":"History","category":"History","summary":"A couple of hundred years ago, during a harvest celebration, rivalry erupted into the citywide brawl remembered as the Night of Broken Barrels. A false accusation of recipe theft drew major and minor clans into the fighting. The rescue of ancestral casks helped bring rivals together to stop the destruction.","sections":[{"heading":"The accusation","body":"During a harvest celebration, a prominent Stonewick distiller claimed that Mirrorfield's newly praised whiskey had been made from a stolen Embercask recipe. Some listeners repeated the claim, but it was the individual distiller's accusation, not a position adopted by the entire Stonewick clan. The allegation was false. It appealed to two anxieties at once: Embercask's determination to protect inherited knowledge and resentment among rivals watching Mirrorfield gain prestige.\n\nThe distiller pointed to a similarity in the finished drink and treated it as proof of theft, omitting evidence that Mirrorfield had made related releases before the supposed opportunity to steal the recipe. Some Stonewick households repeated the allegation in good faith; others refused to endorse it. Responsibility belongs to the people who promoted the falsehood, not to every descendant who later bore the clan name.","visibility":"player"},{"heading":"From argument to a citywide brawl","body":"A confrontation at a public tasting became a fistfight. Relatives arrived to defend people they believed had been insulted, while smaller clans chose sides through friendship, employment and old commercial resentments. Retellings grew more certain as they spread. Soon people far from the original dispute were fighting over what they had heard someone else had said.\n\nViolence moved through drinking houses, markets and working courts across the terraces. The watch was overwhelmed by the scale of the disorder and by the difficulty of separating neighbors and relatives whose loyalties cut across its own ranks. Doors, stalls and furnishings were wrecked; barrels were rolled into streets or smashed, and stores that had taken years to assemble were damaged. Ordinary households suffered alongside the prestigious distillers. A broken shop could end a small family's livelihood even if no famous recipe had ever been kept there.\n\nThis was a vast and destructive brawl, chiefly fought with fists and improvised violence, not a war between standing armies. People were badly hurt, and the property damage reached far beyond the distilling houses.","visibility":"player"},{"heading":"Stopping the fighting","body":"Neighbors were carrying injured people through damaged streets, householders were trying to reach relatives, and workers found their own livelihoods being destroyed in the name of a clan's honor. Members of every side were already demanding safe passage when the alarm sounded from an Embercask storehouse.\n\nThe storehouse had been damaged in the fighting. Beyond its broken entrance lay ancestral casks bearing names older than anyone in the street, some associated with households that no longer survived to care for them. The danger was suddenly larger than the loss of saleable whiskey. Work entrusted through generations was about to disappear while the people supposed to inherit the city fought outside.\n\nAn Embercask keeper called for help and found Mirrorfield growers nearest the door. A Stonewick fitter recognized the damaged supports and joined them. People who had been shouting clan names moments earlier began passing instructions, clearing a path and helping one another move the threatened stores. A cask reached the street with several families' hands against it, its old mark still visible through dust.\n\nPeople on every side witnessed the cooperation. It gave those trying to stop the brawl something immediate to ask of the crowd: clear the way, help the wounded, protect homes and stop damaging what neighbors were struggling to save. The rescue did not make the false accusation harmless or bring sudden forgiveness. It broke the momentum of the fighting and made continued destruction harder to call an act of loyalty.\n\nClan elders, workshop leaders and representatives of the affected households met while trusted residents kept passages clear and separated remaining groups. The first agreement concerned people: assistance to the injured, access to homes and no further attacks while the accusation was examined. Protecting stores and closing the disputed public tastings followed. The halt took effort and did not instantly produce affection between the rivals.","visibility":"player"},{"heading":"The reckoning","body":"Earlier batch records and testimony from people who had tasted Mirrorfield's previous work established that the accusation could not support the theft claimed. No clan had to publish its recipe for the charge to be rejected. The Stonewick instigator was required to retract the charge publicly and was removed from leadership by members of their own clan. Supporters who had knowingly promoted the allegation also lost standing. This consequence holds people accountable without condemning every Stonewick household.\n\nResponsibility for the wreckage was not confined to the original accusers. Households whose members had damaged shops or homes contributed to restitution, and all three great clans funded repairs to shared streets and stores. Smaller families pressed for compensation to reach ordinary businesses rather than being absorbed by the largest cellars. Some losses could be repaired; vanished work, injury and broken trust took longer.","visibility":"player"},{"heading":"The event in memory","body":"All three clans preserve uncomfortable versions of the night. Embercask remembers how easily the defense of inheritance became permission for anger. Mirrorfield remembers being falsely accused and must also account for violence committed by its defenders. Stonewick remembers the shame of an allegation advanced in its name and the members who challenged it.\n\nA saying survives from the account: “Mind the barrels.” In a heated argument it can mean remembering the inherited work and ordinary lives that stand to be damaged, rather than merely being careful with a drink. The words recall the cost of letting pride endanger a shared inheritance.\n\nThe Night of Broken Barrels did not end their rivalry. It gave the city a lasting example of what happens when commercial prestige, family loyalty and an untested accusation are allowed to reinforce one another.","visibility":"player"}],"body":"The accusation\nDuring a harvest celebration, a prominent Stonewick distiller claimed that Mirrorfield's newly praised whiskey had been made from a stolen Embercask recipe. Some listeners repeated the claim, but it was the individual distiller's accusation, not a position adopted by the entire Stonewick clan. The allegation was false. It appealed to two anxieties at once: Embercask's determination to protect inherited knowledge and resentment among rivals watching Mirrorfield gain prestige.\n\nThe distiller pointed to a similarity in the finished drink and treated it as proof of theft, omitting evidence that Mirrorfield had made related releases before the supposed opportunity to steal the recipe. Some Stonewick households repeated the allegation in good faith; others refused to endorse it. Responsibility belongs to the people who promoted the falsehood, not to every descendant who later bore the clan name.\n\nFrom argument to a citywide brawl\nA confrontation at a public tasting became a fistfight. Relatives arrived to defend people they believed had been insulted, while smaller clans chose sides through friendship, employment and old commercial resentments. Retellings grew more certain as they spread. Soon people far from the original dispute were fighting over what they had heard someone else had said.\n\nViolence moved through drinking houses, markets and working courts across the terraces. The watch was overwhelmed by the scale of the disorder and by the difficulty of separating neighbors and relatives whose loyalties cut across its own ranks. Doors, stalls and furnishings were wrecked; barrels were rolled into streets or smashed, and stores that had taken years to assemble were damaged. Ordinary households suffered alongside the prestigious distillers. A broken shop could end a small family's livelihood even if no famous recipe had ever been kept there.\n\nThis was a vast and destructive brawl, chiefly fought with fists and improvised violence, not a war between standing armies. People were badly hurt, and the property damage reached far beyond the distilling houses.\n\nStopping the fighting\nNeighbors were carrying injured people through damaged streets, householders were trying to reach relatives, and workers found their own livelihoods being destroyed in the name of a clan's honor. Members of every side were already demanding safe passage when the alarm sounded from an Embercask storehouse.\n\nThe storehouse had been damaged in the fighting. Beyond its broken entrance lay ancestral casks bearing names older than anyone in the street, some associated with households that no longer survived to care for them. The danger was suddenly larger than the loss of saleable whiskey. Work entrusted through generations was about to disappear while the people supposed to inherit the city fought outside.\n\nAn Embercask keeper called for help and found Mirrorfield growers nearest the door. A Stonewick fitter recognized the damaged supports and joined them. People who had been shouting clan names moments earlier began passing instructions, clearing a path and helping one another move the threatened stores. A cask reached the street with several families' hands against it, its old mark still visible through dust.\n\nPeople on every side witnessed the cooperation. It gave those trying to stop the brawl something immediate to ask of the crowd: clear the way, help the wounded, protect homes and stop damaging what neighbors were struggling to save. The rescue did not make the false accusation harmless or bring sudden forgiveness. It broke the momentum of the fighting and made continued destruction harder to call an act of loyalty.\n\nClan elders, workshop leaders and representatives of the affected households met while trusted residents kept passages clear and separated remaining groups. The first agreement concerned people: assistance to the injured, access to homes and no further attacks while the accusation was examined. Protecting stores and closing the disputed public tastings followed. The halt took effort and did not instantly produce affection between the rivals.\n\nThe reckoning\nEarlier batch records and testimony from people who had tasted Mirrorfield's previous work established that the accusation could not support the theft claimed. No clan had to publish its recipe for the charge to be rejected. The Stonewick instigator was required to retract the charge publicly and was removed from leadership by members of their own clan. Supporters who had knowingly promoted the allegation also lost standing. This consequence holds people accountable without condemning every Stonewick household.\n\nResponsibility for the wreckage was not confined to the original accusers. Households whose members had damaged shops or homes contributed to restitution, and all three great clans funded repairs to shared streets and stores. Smaller families pressed for compensation to reach ordinary businesses rather than being absorbed by the largest cellars. Some losses could be repaired; vanished work, injury and broken trust took longer.\n\nThe event in memory\nAll three clans preserve uncomfortable versions of the night. Embercask remembers how easily the defense of inheritance became permission for anger. Mirrorfield remembers being falsely accused and must also account for violence committed by its defenders. Stonewick remembers the shame of an allegation advanced in its name and the members who challenged it.\n\nA saying survives from the account: “Mind the barrels.” In a heated argument it can mean remembering the inherited work and ordinary lives that stand to be damaged, rather than merely being careful with a drink. The words recall the cost of letting pride endanger a shared inheritance.\n\nThe Night of Broken Barrels did not end their rivalry. It gave the city a lasting example of what happens when commercial prestige, family loyalty and an untested accusation are allowed to reinforce one another.","links":[],"raceRelated":[],"visibility":"player","illustration":{"src":"assets/worldbook/abbrond-05-night-broken-barrels-enclosed-v2.avif","caption":"Rivals rescue ancestral casks as the Night of Broken Barrels begins to lose its momentum.","alt":"Rivals rescue ancestral casks as the Night of Broken Barrels begins to lose its momentum.","visibility":"player","captionVisibility":"player","altVisibility":"player","layout":"landscape","displayScale":"wide","width":1672,"height":941}},{"id":"person-eldoria-valen","title":"Eldoria Valen","type":"Person","category":"People","links":["org-ascendancy","63904922-f75a-418e-9b27-b0a6e545fb27","ea45b794-91b0-4c36-a647-ad00c6bc8632","race-tieflings"],"aliases":["Archmage Eldoria Valen","Seeker Eldoria Valen"],"source":"Recovered source lore","summary":"Eldoria Valen, known as the Seeker, is a tiefling archmage of Eman’s Ascendancy specializing in arcane research and discovery.","sections":[{"heading":"The Seeker","body":"Eldoria Valen is the tiefling archmage known as the Seeker. Arcane research and discovery define Eldoria’s specialty among the seven members of @[the Ascendancy|org-ascendancy].","visibility":"player"},{"heading":"Place in Eman","body":"@[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] is a center of magical research and development as well as trade and industry. The Ascendancy oversees that arcane work while governing the city. Eldoria’s research specialty belongs within this wider concentration of magical knowledge and political authority.","visibility":"player"}],"editorialStatus":"source-verified-ascendancy-member-extraction","visibility":"player","summaryVisibility":"player","aliasesVisibility":"player","relationshipVisibility":{"org-ascendancy":"player","63904922-f75a-418e-9b27-b0a6e545fb27":"player","ea45b794-91b0-4c36-a647-ad00c6bc8632":"player","race-tieflings":"player"},"bodyVisibility":"player","body":"Eldoria Valen, known as the Seeker, is a tiefling archmage of Eman’s Ascendancy specializing in arcane research and discovery.\n\nThe Seeker\n\nEldoria Valen is the tiefling archmage known as the Seeker. Arcane research and discovery define Eldoria’s specialty among the seven members of @[the Ascendancy|org-ascendancy].\n\nPlace in Eman\n\n@[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] is a center of magical research and development as well as trade and industry. The Ascendancy oversees that arcane work while governing the city. Eldoria’s research specialty belongs within this wider concentration of magical knowledge and political authority.","identityIllustration":{"src":"assets/worldbook/person-eldoria-valen-portrait-v1.avif","caption":"Eldoria Valen, the Seeker","alt":"Portrait of Eldoria Valen, the Seeker","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"person-thalor-ironspine","title":"Thalor Ironspine","type":"Person","category":"People","links":["org-ascendancy","63904922-f75a-418e-9b27-b0a6e545fb27","ea45b794-91b0-4c36-a647-ad00c6bc8632","race-drakari"],"aliases":["Archmage Thalor Ironspine","Shield Thalor Ironspine"],"source":"Recovered source lore","summary":"Thalor Ironspine, known as the Shield, is a Drakari (dragonborn) archmage of Eman’s Ascendancy specializing in defensive magic and wards.","sections":[{"heading":"The Shield","body":"Thalor Ironspine is the Drakari archmage known as the Shield. Also called dragonborn, the Drakari are people with draconic features. Thalor specializes in defensive magic and wards as one of @[the Ascendancy’s|org-ascendancy] seven members.","visibility":"player"},{"heading":"Place in Eman","body":"@[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] maintains order through both mundane and magical means. Its ruling archmages prioritize stability and the city’s protection, while the resulting system restricts dissent and the freedoms of the Lowborn. Thalor’s established specialty is magical defense; the city’s broader enforcement system belongs to the Ascendancy collectively.","visibility":"player"}],"editorialStatus":"source-verified-ascendancy-member-extraction","visibility":"player","summaryVisibility":"player","aliasesVisibility":"player","relationshipVisibility":{"org-ascendancy":"player","63904922-f75a-418e-9b27-b0a6e545fb27":"player","ea45b794-91b0-4c36-a647-ad00c6bc8632":"player","race-drakari":"player"},"bodyVisibility":"player","body":"Thalor Ironspine, known as the Shield, is a Drakari (dragonborn) archmage of Eman’s Ascendancy specializing in defensive magic and wards.\n\nThe Shield\n\nThalor Ironspine is the Drakari archmage known as the Shield. Also called dragonborn, the Drakari are people with draconic features. Thalor specializes in defensive magic and wards as one of @[the Ascendancy’s|org-ascendancy] seven members.\n\nPlace in Eman\n\n@[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] maintains order through both mundane and magical means. Its ruling archmages prioritize stability and the city’s protection, while the resulting system restricts dissent and the freedoms of the Lowborn. Thalor’s established specialty is magical defense; the city’s broader enforcement system belongs to the Ascendancy collectively.","identityIllustration":{"src":"assets/worldbook/person-thalor-ironspine-portrait-v1.avif","caption":"Thalor Ironspine, the Shield","alt":"Portrait of Thalor Ironspine, the Shield","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"person-lyra-windrider","title":"Lyra Windrider","type":"Person","category":"People","links":["org-ascendancy","63904922-f75a-418e-9b27-b0a6e545fb27","ea45b794-91b0-4c36-a647-ad00c6bc8632","race-genasi"],"aliases":["Archmage Lyra Windrider","Stormcaller Lyra Windrider"],"source":"Recovered source lore","summary":"Lyra Windrider, known as the Stormcaller, is an air genasi archmage of Eman’s Ascendancy specializing in elemental mastery.","sections":[{"heading":"The Stormcaller","body":"Lyra Windrider is the air genasi archmage known as the Stormcaller. An expert in elemental mastery, Lyra holds one of the seven places in @[the Ascendancy|org-ascendancy], the ruling body of Eman.","visibility":"player"},{"heading":"Place in Eman","body":"Elemental magic is one of several distinct specialties represented among the ruling archmages. The council also includes experts in research, wards, illusion, constructs, necromancy and antiquities. Together they govern @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27], a lakeside center of commerce, industry and arcane power on Creslin.","visibility":"player"}],"editorialStatus":"source-verified-ascendancy-member-extraction","visibility":"player","summaryVisibility":"player","aliasesVisibility":"player","relationshipVisibility":{"org-ascendancy":"player","63904922-f75a-418e-9b27-b0a6e545fb27":"player","ea45b794-91b0-4c36-a647-ad00c6bc8632":"player","race-genasi":"player"},"bodyVisibility":"player","body":"Lyra Windrider, known as the Stormcaller, is an air genasi archmage of Eman’s Ascendancy specializing in elemental mastery.\n\nThe Stormcaller\n\nLyra Windrider is the air genasi archmage known as the Stormcaller. An expert in elemental mastery, Lyra holds one of the seven places in @[the Ascendancy|org-ascendancy], the ruling body of Eman.\n\nPlace in Eman\n\nElemental magic is one of several distinct specialties represented among the ruling archmages. The council also includes experts in research, wards, illusion, constructs, necromancy and antiquities. Together they govern @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27], a lakeside center of commerce, industry and arcane power on Creslin.","identityIllustration":{"src":"assets/worldbook/person-lyra-windrider-portrait-v1.avif","caption":"Lyra Windrider, the Stormcaller","alt":"Portrait of Lyra Windrider, the Stormcaller","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"person-voren-shadowveil","title":"Voren Shadowveil","type":"Person","category":"People","links":["org-ascendancy","63904922-f75a-418e-9b27-b0a6e545fb27","ea45b794-91b0-4c36-a647-ad00c6bc8632","race-half-orcs"],"aliases":["Archmage Voren Shadowveil","Dreamweaver Voren Shadowveil"],"source":"Recovered source lore","summary":"Voren Shadowveil, known as the Dreamweaver, is a half-orc archmage of Eman’s Ascendancy specializing in illusion and enchantment.","sections":[{"heading":"The Dreamweaver","body":"Voren Shadowveil is the half-orc archmage known as the Dreamweaver. A master of illusion and enchantment, Voren serves alongside six other specialist archmages in @[the Ascendancy|org-ascendancy].","visibility":"player"},{"heading":"Place in Eman","body":"The Ascendancy combines arcane authority with the government of @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Its rulers value stability, control and the accumulation of power. The city’s wealthy High Families exercise economic influence beside them, maintaining relationships with the council that can be cooperative and politically strained.","visibility":"player"}],"editorialStatus":"source-verified-ascendancy-member-extraction","visibility":"player","summaryVisibility":"player","aliasesVisibility":"player","relationshipVisibility":{"org-ascendancy":"player","63904922-f75a-418e-9b27-b0a6e545fb27":"player","ea45b794-91b0-4c36-a647-ad00c6bc8632":"player","race-half-orcs":"player"},"bodyVisibility":"player","body":"Voren Shadowveil, known as the Dreamweaver, is a half-orc archmage of Eman’s Ascendancy specializing in illusion and enchantment.\n\nThe Dreamweaver\n\nVoren Shadowveil is the half-orc archmage known as the Dreamweaver. A master of illusion and enchantment, Voren serves alongside six other specialist archmages in @[the Ascendancy|org-ascendancy].\n\nPlace in Eman\n\nThe Ascendancy combines arcane authority with the government of @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27]. Its rulers value stability, control and the accumulation of power. The city’s wealthy High Families exercise economic influence beside them, maintaining relationships with the council that can be cooperative and politically strained.","identityIllustration":{"src":"assets/worldbook/person-voren-shadowveil-portrait-v1.avif","caption":"Voren Shadowveil, the Dreamweaver","alt":"Portrait of Voren Shadowveil, the Dreamweaver","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"person-kelandra-stoneforge","title":"Kelandra Stoneforge","type":"Person","category":"People","links":["org-ascendancy","63904922-f75a-418e-9b27-b0a6e545fb27","ea45b794-91b0-4c36-a647-ad00c6bc8632","race-humans"],"aliases":["Archmage Kelandra Stoneforge","Artificer Kelandra Stoneforge"],"source":"Recovered source lore","summary":"Kelandra Stoneforge, known as the Artificer, is a human archmage of Eman’s Ascendancy specializing in magical engineering and constructs.","sections":[{"heading":"The Artificer","body":"Kelandra Stoneforge is the human archmage known as the Artificer. Magical engineering and constructs are Kelandra’s specialties within @[the Ascendancy|org-ascendancy], Eman’s seven-member ruling council.","visibility":"player"},{"heading":"Place in Eman","body":"@[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] combines magical research with a substantial industrial economy. Metalworking, construction and the control of magical elements sit alongside shipping and finance among its major activities. The Ascendancy oversees arcane research and development, while the High Families control influential economic enterprises.","visibility":"player"}],"editorialStatus":"source-verified-ascendancy-member-extraction","visibility":"player","summaryVisibility":"player","aliasesVisibility":"player","relationshipVisibility":{"org-ascendancy":"player","63904922-f75a-418e-9b27-b0a6e545fb27":"player","ea45b794-91b0-4c36-a647-ad00c6bc8632":"player","race-humans":"player"},"bodyVisibility":"player","body":"Kelandra Stoneforge, known as the Artificer, is a human archmage of Eman’s Ascendancy specializing in magical engineering and constructs.\n\nThe Artificer\n\nKelandra Stoneforge is the human archmage known as the Artificer. Magical engineering and constructs are Kelandra’s specialties within @[the Ascendancy|org-ascendancy], Eman’s seven-member ruling council.\n\nPlace in Eman\n\n@[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] combines magical research with a substantial industrial economy. Metalworking, construction and the control of magical elements sit alongside shipping and finance among its major activities. The Ascendancy oversees arcane research and development, while the High Families control influential economic enterprises.","identityIllustration":{"src":"assets/worldbook/person-kelandra-stoneforge-portrait-v1.avif","caption":"Kelandra Stoneforge, the Artificer","alt":"Portrait of Kelandra Stoneforge, the Artificer","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"person-darius-nightbane","title":"Darius Nightbane","type":"Person","category":"People","links":["org-ascendancy","63904922-f75a-418e-9b27-b0a6e545fb27","ea45b794-91b0-4c36-a647-ad00c6bc8632"],"aliases":["Archmage Darius Nightbane","Deathbringer Darius Nightbane"],"source":"Recovered source lore","summary":"Darius Nightbane, known as the Deathbringer, is a drow elf archmage of Eman’s Ascendancy specializing in necromancy and undead control.","sections":[{"heading":"The Deathbringer","body":"Darius Nightbane is the drow archmage known as the Deathbringer. Necromancy and the control of undead define Darius’s specialty among the seven members of @[the Ascendancy|org-ascendancy].","visibility":"player"},{"heading":"Place in Eman","body":"The Ascendancy’s authority is arcane and political. In @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27], rulers and nobles commonly dismiss religion as archaic or unnecessary, although worship remains legal. The council governs through mundane and magical power, working with the High Families to sustain the city’s established order.","visibility":"player"}],"editorialStatus":"source-verified-ascendancy-member-extraction","visibility":"player","summaryVisibility":"player","aliasesVisibility":"player","relationshipVisibility":{"org-ascendancy":"player","63904922-f75a-418e-9b27-b0a6e545fb27":"player","ea45b794-91b0-4c36-a647-ad00c6bc8632":"player"},"bodyVisibility":"player","body":"Darius Nightbane, known as the Deathbringer, is a drow elf archmage of Eman’s Ascendancy specializing in necromancy and undead control.\n\nThe Deathbringer\n\nDarius Nightbane is the drow archmage known as the Deathbringer. Necromancy and the control of undead define Darius’s specialty among the seven members of @[the Ascendancy|org-ascendancy].\n\nPlace in Eman\n\nThe Ascendancy’s authority is arcane and political. In @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27], rulers and nobles commonly dismiss religion as archaic or unnecessary, although worship remains legal. The council governs through mundane and magical power, working with the High Families to sustain the city’s established order.","identityIllustration":{"src":"assets/worldbook/person-darius-nightbane-portrait-v1.avif","caption":"Darius Nightbane, the Deathbringer","alt":"Portrait of Darius Nightbane, the Deathbringer","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"person-tiberius-stoneheart","title":"Tiberius Stoneheart","type":"Person","category":"People","links":["org-ascendancy","63904922-f75a-418e-9b27-b0a6e545fb27","ea45b794-91b0-4c36-a647-ad00c6bc8632"],"aliases":["Archmage Tiberius Stoneheart","Relic Tiberius Stoneheart"],"source":"Recovered source lore","summary":"Tiberius Stoneheart, known as the Relic, is a dwarf archmage of Eman’s Ascendancy specializing in antiquities and ancient artifacts.","sections":[{"heading":"The Relic","body":"Tiberius Stoneheart is the dwarven archmage known as the Relic. Antiquities and ancient artifacts are Tiberius’s focus within @[the Ascendancy|org-ascendancy], the seven archmages who rule Eman.","visibility":"player"},{"heading":"Place in Eman","body":"The study of old objects forms one of the Ascendancy’s seven established magical specialties. @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] is an important center of arcane research as well as a city enriched by trade and industry. Its High Families wield wealth beside the archmages, and their interests help shape the political setting in which the council governs.","visibility":"player"}],"editorialStatus":"source-verified-ascendancy-member-extraction","visibility":"player","summaryVisibility":"player","aliasesVisibility":"player","relationshipVisibility":{"org-ascendancy":"player","63904922-f75a-418e-9b27-b0a6e545fb27":"player","ea45b794-91b0-4c36-a647-ad00c6bc8632":"player"},"bodyVisibility":"player","body":"Tiberius Stoneheart, known as the Relic, is a dwarf archmage of Eman’s Ascendancy specializing in antiquities and ancient artifacts.\n\nThe Relic\n\nTiberius Stoneheart is the dwarven archmage known as the Relic. Antiquities and ancient artifacts are Tiberius’s focus within @[the Ascendancy|org-ascendancy], the seven archmages who rule Eman.\n\nPlace in Eman\n\nThe study of old objects forms one of the Ascendancy’s seven established magical specialties. @[Eman|63904922-f75a-418e-9b27-b0a6e545fb27] is an important center of arcane research as well as a city enriched by trade and industry. Its High Families wield wealth beside the archmages, and their interests help shape the political setting in which the council governs.","identityIllustration":{"src":"assets/worldbook/person-tiberius-stoneheart-portrait-v1.avif","caption":"Tiberius Stoneheart, the Relic","alt":"Portrait of Tiberius Stoneheart, the Relic","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"creature-hovar","title":"Hovar","type":"Species","category":"Creatures","summary":"Hovar are large reptilian-bovine beasts of burden used by the Teranok. Their strength supports the roaming households and tribal caravans of eastern Lyasa.","sections":[{"heading":"The great carriers of the plains","body":"Hovar have the heavy build of a great burden-bearing bovine with a distinctly reptilian appearance. They are familiar companions of @[Teranok|race-minnatonk] caravans, moving through the plains and plateau country of eastern Lyasa beneath broad loads of household equipment.\n\nA caravan’s Hovar carry much of what makes a camp a home: folded shelter materials, cooking gear, water vessels, tools and the bundles a family chooses to take from one season to the next. Their presence allows whole communities to move together rather than send only lightly equipped travelers onto the plains.","visibility":"player"},{"heading":"Harness, handling and care","body":"Teranok packframes distribute a load across the animal rather than hanging its entire weight from one point. Harness is checked before departure and inspected again at rest stops. A slipping frame or damaged fastening can injure an animal and put a household’s essential supplies at risk, so small repairs receive immediate attention.\n\nExperienced handlers watch movement and behavior as closely as the load itself. They allow room between animals, guide strangers away from crowded working areas and adjust the day’s progress when a Hovar needs care. Good handling is considered a practical skill learned through patient attention, not simply a test of strength.\n\nWater, forage and rest shape caravan decisions. A route that looks short on a map may be unsuitable for a loaded animal, and a scout’s report must consider the whole traveling community. The pace of a tribe therefore reflects its carriers as well as its people.","visibility":"player","illustration":{"src":"assets/worldbook/hovar-harness-care-v3-teranok-refresh.avif","caption":"Teranok handlers checking a Hovar’s harness","alt":"Teranok handlers checking a Hovar’s harness","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1050,"height":700,"layout":"landscape","displayScale":"wide"}},{"heading":"A place within the household","body":"A Hovar’s loss can affect several families, so its care is rarely treated as one person’s private concern. Neighbors help shift burdens when an animal cannot continue, and young handlers learn alongside relatives who know the caravan’s animals well.\n\nAt @[Ta’Cha|place-tacha], open yards provide space to unload, inspect equipment and prepare for the next journey. Hovar and their handlers give the town much of its daily rhythm: arrivals spread into the campgrounds, repairs fill the workshops and departures draw families back toward the open country.\n\nTeranok gratitude toward these animals appears in ordinary conduct as much as ceremony. A well-rested carrier, a carefully repaired strap and a load lightened before difficult ground are visible expressions of the responsibility that accompanies reliance on another living creature.","visibility":"player","illustration":{"src":"assets/worldbook/hovar-plainstalker-rescue-v2.avif","caption":"Teranok warriors defending a fallen Hovar from Plainstalkers.","alt":"Two Teranok warriors fight off three bipedal Plainstalkers around a living Hovar down in the grass with its household cargo","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}}],"visibility":"player","links":["race-minnatonk","place-tacha"],"body":"Hovar are large reptilian-bovine beasts of burden used by the Teranok. Their strength supports the roaming households and tribal caravans of eastern Lyasa.\n\nThe great carriers of the plains\n\nHovar have the heavy build of a great burden-bearing bovine with a distinctly reptilian appearance. They are familiar companions of @[Teranok|race-minnatonk] caravans, moving through the plains and plateau country of eastern Lyasa beneath broad loads of household equipment.\n\nA caravan’s Hovar carry much of what makes a camp a home: folded shelter materials, cooking gear, water vessels, tools and the bundles a family chooses to take from one season to the next. Their presence allows whole communities to move together rather than send only lightly equipped travelers onto the plains.\n\nHarness, handling and care\n\nTeranok packframes distribute a load across the animal rather than hanging its entire weight from one point. Harness is checked before departure and inspected again at rest stops. A slipping frame or damaged fastening can injure an animal and put a household’s essential supplies at risk, so small repairs receive immediate attention.\n\nExperienced handlers watch movement and behavior as closely as the load itself. They allow room between animals, guide strangers away from crowded working areas and adjust the day’s progress when a Hovar needs care. Good handling is considered a practical skill learned through patient attention, not simply a test of strength.\n\nWater, forage and rest shape caravan decisions. A route that looks short on a map may be unsuitable for a loaded animal, and a scout’s report must consider the whole traveling community. The pace of a tribe therefore reflects its carriers as well as its people.\n\nA place within the household\n\nA Hovar’s loss can affect several families, so its care is rarely treated as one person’s private concern. Neighbors help shift burdens when an animal cannot continue, and young handlers learn alongside relatives who know the caravan’s animals well.\n\nAt @[Ta’Cha|place-tacha], open yards provide space to unload, inspect equipment and prepare for the next journey. Hovar and their handlers give the town much of its daily rhythm: arrivals spread into the campgrounds, repairs fill the workshops and departures draw families back toward the open country.\n\nTeranok gratitude toward these animals appears in ordinary conduct as much as ceremony. A well-rested carrier, a carefully repaired strap and a load lightened before difficult ground are visible expressions of the responsibility that accompanies reliance on another living creature.","summaryVisibility":"player","bodyVisibility":"player","empty":false,"source":"Author canon","editorialStatus":"author-approved-cultural-expansion","relationshipVisibility":{"race-minnatonk":"player","place-tacha":"player"},"illustration":{"src":"assets/worldbook/hovar-main-v3-teranok-refresh.avif","caption":"A Hovar bearing household supplies across eastern Lyasa","alt":"A Hovar bearing household supplies across eastern Lyasa","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1050,"height":700,"layout":"landscape","displayScale":"wide"}},{"id":"creature-plainstalker-eclian","title":"Plainstalker Eclians","type":"Species","category":"Creatures","summary":"Plainstalkers are a very wild and dangerous regional form of Eclian found in eastern Lyasa. More upright and raptorlike than Sprintscales, they run exclusively on their hindlegs and have smaller forearms.","sections":[{"heading":"The upright Eclians of eastern Lyasa","body":"Plainstalkers belong to the @[Eclians|48ca9102-3f8d-461e-bbe4-1151bc61465f], the scaled creatures whose forms have adapted to widely differing environments. They resemble the Sprintscale form, but carry themselves more upright, with a strongly raptorlike outline. Their smaller forearms do not take part in running: a Plainstalker runs only on its hindlegs.\n\nTheir Eclian ancestry is expressed in an agile scaled body, adapted claws and the family’s featherlike vestiges. The upright stance distinguishes them from a familiar Sprintscale silhouette even before they begin to move. Their presence adds a dangerous wild Eclian form to the plains and plateau country of eastern Lyasa.","visibility":"player","illustration":{"src":"assets/worldbook/plainstalker-running-v1.avif","caption":"A Plainstalker running on its hindlegs","alt":"A Plainstalker running on its hindlegs","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"heading":"A dangerous presence on the plains","body":"Plainstalkers are very wild and very dangerous. For the @[Teranok|race-minnatonk] traveling through their country, they are a threat to account for when choosing routes, keeping watch and protecting the vulnerable parts of a caravan. Their resemblance to a widely bred transport animal gives no assurance that a traveler can approach or handle one safely.\n\nPredatory cats and wolves also inhabit this country. Caravans therefore face several kinds of animal danger rather than a single threat, and the responsibility for watchfulness continues beyond the first sighting of a Plainstalker.","visibility":"player"},{"heading":"Reading the country","body":"Teranok scouts pass sightings onward when communities meet, helping other caravans judge the conditions ahead. Families traveling with loaded @[Hovar|creature-hovar] take particular care to keep their line together and avoid leaving an isolated household behind.\n\nAround @[Ta’Cha|place-tacha], the camps below the bluff-top town remain part of the same open landscape. Those resting there still depend on watchful handlers and guards. The bridges above provide a striking landmark, but arriving caravans must first cross the living country beneath them.","visibility":"player"}],"visibility":"player","aliases":["Plainstalker","Plainstalkers","Plainstalker Eclian"],"links":["48ca9102-3f8d-461e-bbe4-1151bc61465f","race-minnatonk","place-tacha","creature-hovar"],"body":"Plainstalkers are a very wild and dangerous regional form of Eclian found in eastern Lyasa. More upright and raptorlike than Sprintscales, they run exclusively on their hindlegs and have smaller forearms.\n\nThe upright Eclians of eastern Lyasa\n\nPlainstalkers belong to the @[Eclians|48ca9102-3f8d-461e-bbe4-1151bc61465f], the scaled creatures whose forms have adapted to widely differing environments. They resemble the Sprintscale form, but carry themselves more upright, with a strongly raptorlike outline. Their smaller forearms do not take part in running: a Plainstalker runs only on its hindlegs.\n\nTheir Eclian ancestry is expressed in an agile scaled body, adapted claws and the family’s featherlike vestiges. The upright stance distinguishes them from a familiar Sprintscale silhouette even before they begin to move. Their presence adds a dangerous wild Eclian form to the plains and plateau country of eastern Lyasa.\n\nA dangerous presence on the plains\n\nPlainstalkers are very wild and very dangerous. For the @[Teranok|race-minnatonk] traveling through their country, they are a threat to account for when choosing routes, keeping watch and protecting the vulnerable parts of a caravan. Their resemblance to a widely bred transport animal gives no assurance that a traveler can approach or handle one safely.\n\nPredatory cats and wolves also inhabit this country. Caravans therefore face several kinds of animal danger rather than a single threat, and the responsibility for watchfulness continues beyond the first sighting of a Plainstalker.\n\nReading the country\n\nTeranok scouts pass sightings onward when communities meet, helping other caravans judge the conditions ahead. Families traveling with loaded @[Hovar|creature-hovar] take particular care to keep their line together and avoid leaving an isolated household behind.\n\nAround @[Ta’Cha|place-tacha], the camps below the bluff-top town remain part of the same open landscape. Those resting there still depend on watchful handlers and guards. The bridges above provide a striking landmark, but arriving caravans must first cross the living country beneath them.","summaryVisibility":"player","bodyVisibility":"player","empty":false,"source":"Author canon","editorialStatus":"author-approved-cultural-expansion","relationshipVisibility":{"48ca9102-3f8d-461e-bbe4-1151bc61465f":"player","race-minnatonk":"player","place-tacha":"player","creature-hovar":"player"},"illustration":{"src":"assets/worldbook/plainstalker-main-v1.avif","alt":"A wild Plainstalker Eclian of eastern Lyasa","caption":"A wild Plainstalker Eclian of eastern Lyasa","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"race-narlins","title":"Narlins","type":"Species","category":"Creatures","visibility":"player","aliases":["Narlin"],"summary":"Narlins are a small-bodied offshoot of kuo-toa found along rivers and lakes throughout Lyasa. Their scattered hut villages are sparsely populated, fiercely territorial and closely tied to the waters beside them.","sections":[{"heading":"Small people of the riverbanks","body":"Narlins are a fishlike humanoid people, an offshoot of kuo-toa distinguished by their smaller stature. They are Small in size and live in scattered communities beside the rivers and lakes of @[Lyasa|place-lyasa]. Their settlements occur across the landmass rather than belonging only to the eastern Teranok plains.\n\nA Narlin village can be found on an open plains riverbank, beside a forest lake or along waters at the lower elevations of the mountains. These different surroundings share the feature most important to the settlement: a bank or shore on which its inhabitants can make their home.","visibility":"player"},{"heading":"Scattered villages","body":"Narlin settlements consist of small, hut-like dwellings on riverbanks and lakeshores. They are not densely populated, and the communities are scattered rather than forming a continuous belt of habitation along every waterway.\n\nThe village is the center of local life. A traveler may encounter one community in a broad stretch of otherwise open country, or find another tucked against a forest shore. Their presence belongs to Lyasa’s many waterside landscapes, including places well beyond the routes of the roaming Teranok tribes.","visibility":"player"},{"heading":"Territory close to home","body":"Narlins are aggressively territorial around their villages. They do not stray far from those settlements, so the danger they present is concentrated around a particular community’s home ground rather than spread through long-ranging expeditions.\n\nOutsiders approaching a seemingly modest cluster of huts should take its inhabitants’ boundaries seriously. The small size of a settlement does not imply a mild response to intrusion. At the same time, their defensive aggression should be understood at its local scale: a Narlin community protects its own immediate territory, with no general claim that it pursues travelers far across Lyasa.","visibility":"player","illustration":{"src":"assets/worldbook/narlins-lakeshore-watch-v1.avif","caption":"Narlins keeping watch at a low-mountain lakeshore village","alt":"Narlins keeping watch at a low-mountain lakeshore village","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}}],"links":["place-lyasa"],"body":"Narlins are a small-bodied offshoot of kuo-toa found along rivers and lakes throughout Lyasa. Their scattered hut villages are sparsely populated, fiercely territorial and closely tied to the waters beside them.\n\nSmall people of the riverbanks\n\nNarlins are a fishlike humanoid people, an offshoot of kuo-toa distinguished by their smaller stature. They are Small in size and live in scattered communities beside the rivers and lakes of @[Lyasa|place-lyasa]. Their settlements occur across the landmass rather than belonging only to the eastern Teranok plains.\n\nA Narlin village can be found on an open plains riverbank, beside a forest lake or along waters at the lower elevations of the mountains. These different surroundings share the feature most important to the settlement: a bank or shore on which its inhabitants can make their home.\n\nScattered villages\n\nNarlin settlements consist of small, hut-like dwellings on riverbanks and lakeshores. They are not densely populated, and the communities are scattered rather than forming a continuous belt of habitation along every waterway.\n\nThe village is the center of local life. A traveler may encounter one community in a broad stretch of otherwise open country, or find another tucked against a forest shore. Their presence belongs to Lyasa’s many waterside landscapes, including places well beyond the routes of the roaming Teranok tribes.\n\nTerritory close to home\n\nNarlins are aggressively territorial around their villages. They do not stray far from those settlements, so the danger they present is concentrated around a particular community’s home ground rather than spread through long-ranging expeditions.\n\nOutsiders approaching a seemingly modest cluster of huts should take its inhabitants’ boundaries seriously. The small size of a settlement does not imply a mild response to intrusion. At the same time, their defensive aggression should be understood at its local scale: a Narlin community protects its own immediate territory, with no general claim that it pursues travelers far across Lyasa.","summaryVisibility":"player","bodyVisibility":"player","empty":false,"source":"Author canon","editorialStatus":"author-approved-cultural-expansion","relationshipVisibility":{"place-lyasa":"player"},"illustration":{"src":"assets/worldbook/narlins-river-village-main-v1.avif","alt":"Narlins beside their riverbank huts","caption":"Narlins beside their riverbank huts","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"},"raceCardIllustration":{"src":"assets/worldbook/narlins-river-village-main-v1.avif","alt":"Narlins beside their riverbank huts","caption":"Narlins beside their riverbank huts","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"place-lyasa","title":"Lyasa","type":"Landmass","category":"Places","visibility":"player","summary":"Lyasa is a landmass of Dorn. Its eastern plains and plateau formations are the homeland of the Teranok, while scattered Narlin villages occupy riverbanks and lakeshores across its plains, forests and lower mountain elevations.","sections":[{"heading":"The eastern plains and plateaus","body":"The eastern country is shaped by plains and plateau formations. Most @[Teranok|race-minnatonk] communities travel as roaming tribes, carrying their household life with the help of great reptilian-bovine @[Hovar|creature-hovar]. Their main town and gathering place, @[Ta’Cha|place-tacha], occupies bluff-tops and tall stone pillars connected by spanning bridges.\n\nWild @[Plainstalker Eclians|creature-plainstalker-eclian], predatory cats and wolves inhabit this country. Remote plateau pockets also shelter @[Sagebrush Kobolds|race-kobolds], whose small, secretive communities usually avoid other peoples. A couple of roaming Teranok tribes maintain shaky relationships and cautious trade with a few Sagebrush tribes; those local connections do not amount to a general alliance.","visibility":"player"},{"heading":"Rivers, lakes and the Narlin villages","body":"@[Narlins|race-narlins] live beside rivers and lakes throughout Lyasa. Their sparse hut villages may stand in plains country, in forests or at lower mountain elevations. This distribution extends beyond the Teranok homeland and is part of the wider landmass’s inhabited landscape.\n\nThe Narlins are small-bodied, fishlike relatives of kuo-toa. They are aggressively territorial near their settlements but rarely stray far from home. Each village therefore creates a local boundary that travelers must respect, without implying a single Narlin state or a population that densely occupies every waterway.","visibility":"player"}],"links":["race-minnatonk","place-tacha","creature-hovar","creature-plainstalker-eclian","race-kobolds","race-narlins"],"body":"Lyasa is a landmass of Dorn. Its eastern plains and plateau formations are the homeland of the Teranok, while scattered Narlin villages occupy riverbanks and lakeshores across its plains, forests and lower mountain elevations.\n\nThe eastern plains and plateaus\n\nThe eastern country is shaped by plains and plateau formations. Most @[Teranok|race-minnatonk] communities travel as roaming tribes, carrying their household life with the help of great reptilian-bovine @[Hovar|creature-hovar]. Their main town and gathering place, @[Ta’Cha|place-tacha], occupies bluff-tops and tall stone pillars connected by spanning bridges.\n\nWild @[Plainstalker Eclians|creature-plainstalker-eclian], predatory cats and wolves inhabit this country. Remote plateau pockets also shelter @[Sagebrush Kobolds|race-kobolds], whose small, secretive communities usually avoid other peoples. A couple of roaming Teranok tribes maintain shaky relationships and cautious trade with a few Sagebrush tribes; those local connections do not amount to a general alliance.\n\nRivers, lakes and the Narlin villages\n\n@[Narlins|race-narlins] live beside rivers and lakes throughout Lyasa. Their sparse hut villages may stand in plains country, in forests or at lower mountain elevations. This distribution extends beyond the Teranok homeland and is part of the wider landmass’s inhabited landscape.\n\nThe Narlins are small-bodied, fishlike relatives of kuo-toa. They are aggressively territorial near their settlements but rarely stray far from home. Each village therefore creates a local boundary that travelers must respect, without implying a single Narlin state or a population that densely occupies every waterway.","summaryVisibility":"player","bodyVisibility":"player","empty":false,"source":"Author canon","editorialStatus":"author-approved-cultural-expansion","relationshipVisibility":{"race-minnatonk":"player","place-tacha":"player","creature-hovar":"player","creature-plainstalker-eclian":"player","race-kobolds":"player","race-narlins":"player"},"illustration":{"alt":"Eastern Lyasa’s grassy plains, plateau formations and wooded river country.","caption":"Lyasa","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/lyasa-hero-v1.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"Eastern Lyasa’s grassy plains, plateau formations and wooded river country.","caption":"Lyasa","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/lyasa-hero-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"beacons-of-hope","title":"Beacons of Hope","type":"Organization","category":"Factions","factionGroup":"Adventuring companies","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"An adventuring company bound by shared trials, dangerous bargains and the people they fight to protect.","aliases":["The Beacons of Hope","Beacons"],"aliasesVisibility":"player","sections":[],"body":"An adventuring company bound by shared trials, dangerous bargains and the people they fight to protect.","links":["141a88f1-9d94-4d1d-8058-004caaceda22","a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","inaro","baa0debb-4359-4643-ae8c-6d1e871e265f","raven","kaldras","relas-winter-eladrin","mazikeen","2606a474-a8cc-48e7-bb9e-27915126222b","notebook-10","person-avacyn-silef"],"relationshipVisibility":{"141a88f1-9d94-4d1d-8058-004caaceda22":"player","a2aa551a-0450-4aa3-bf82-a4d03c64cdb5":"player","inaro":"player","baa0debb-4359-4643-ae8c-6d1e871e265f":"player","raven":"player","kaldras":"player","relas-winter-eladrin":"player","mazikeen":"player","2606a474-a8cc-48e7-bb9e-27915126222b":"player","notebook-10":"player","person-avacyn-silef":"player"},"empty":false},{"id":"place-thalvyr-kingdom","title":"Thalvyr Kingdom","type":"Region","category":"Places","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"Thalvyr Kingdom lies in Abbrond, in country mapped between mountains, forests, rivers, a lake and wetlands.","sections":[{"heading":"Thalvyr and the surrounding country","body":"This regional map covers Thalvyr Kingdom and neighboring country within @[Abbrond|abbrond]. It shows the northern mountains, river routes, forests, Raven Lake and the southwestern wetlands. The places grouped here describe the mapped area; their political relationships have not been established.","visibility":"player"},{"heading":"Mapped places","body":"@[Thu’valk Forest|place-thuvalk-forest] — The forest shown east of Thalvyr Kingdom on the regional map.\n\n@[Blackstone Mountains|place-blackstone-mountains] — The mountains along the northwestern side of the regional map, forming the southern end of Abbrond’s existing mountain chain.\n\n@[Blackstone Forest|place-blackstone-forest] — The broad forest on the western side of the region, below the Blackstone Mountains.\n\n@[Zul’vash Horde mountain presence|place-zulvash-mountain-presence] — The regional map places the orc warbands of the @[Zul’vash Horde|org-zulvash-horde] among the northern mountains.\n\n@[Krogash|place-krogash] — Krogash is a named location among the northern mountains, near the upper river on the regional map.\n\n@[Shallow|place-thalvyr-shallow] — Shallow is mapped south of Blackstone Forest, west of the main river route.\n\n@[Raven town|place-raven-town] — Raven town is shown beside a forested area north of @[Raven Lake|place-raven-lake].\n\n@[Raven Lake|place-raven-lake] — Raven Lake lies in the southeastern part of the regional map and receives the river running through the surrounding country.\n\n@[Raven Docks|place-raven-docks] — Raven Docks is shown on the western shore of @[Raven Lake|place-raven-lake].\n\n@[Dusk Fallow|place-dusk-fallow] — Dusk Fallow is a named location within @[Dusk Fallow Swamp|place-dusk-fallow-swamp].\n\n@[Dusk Fallow Swamp|place-dusk-fallow-swamp] — Dusk Fallow Swamp occupies the southwestern part of the regional map.\n\n@[Glenmore Ruins|place-glenmore-ruins] — Glenmore is an abandoned city, marked as ruins north of Thalvyr Kingdom on the regional map.","visibility":"player"}],"body":"Thalvyr Kingdom lies in Abbrond, in country mapped between mountains, forests, rivers, a lake and wetlands.\n\nThalvyr and the surrounding country\n\nThis regional map covers Thalvyr Kingdom and neighboring country within @[Abbrond|abbrond]. It shows the northern mountains, river routes, forests, Raven Lake and the southwestern wetlands. The places grouped here describe the mapped area; their political relationships have not been established.\n\nMapped places\n\n@[Thu’valk Forest|place-thuvalk-forest] — The forest shown east of Thalvyr Kingdom on the regional map.\n\n@[Blackstone Mountains|place-blackstone-mountains] — The mountains along the northwestern side of the regional map, forming the southern end of Abbrond’s existing mountain chain.\n\n@[Blackstone Forest|place-blackstone-forest] — The broad forest on the western side of the region, below the Blackstone Mountains.\n\n@[Zul’vash Horde mountain presence|place-zulvash-mountain-presence] — The regional map places the orc warbands of the @[Zul’vash Horde|org-zulvash-horde] among the northern mountains.\n\n@[Krogash|place-krogash] — Krogash is a named location among the northern mountains, near the upper river on the regional map.\n\n@[Shallow|place-thalvyr-shallow] — Shallow is mapped south of Blackstone Forest, west of the main river route.\n\n@[Raven town|place-raven-town] — Raven town is shown beside a forested area north of @[Raven Lake|place-raven-lake].\n\n@[Raven Lake|place-raven-lake] — Raven Lake lies in the southeastern part of the regional map and receives the river running through the surrounding country.\n\n@[Raven Docks|place-raven-docks] — Raven Docks is shown on the western shore of @[Raven Lake|place-raven-lake].\n\n@[Dusk Fallow|place-dusk-fallow] — Dusk Fallow is a named location within @[Dusk Fallow Swamp|place-dusk-fallow-swamp].\n\n@[Dusk Fallow Swamp|place-dusk-fallow-swamp] — Dusk Fallow Swamp occupies the southwestern part of the regional map.\n\n@[Glenmore Ruins|place-glenmore-ruins] — Glenmore is an abandoned city, marked as ruins north of Thalvyr Kingdom on the regional map.","links":["abbrond","org-zulvash-horde","place-thuvalk-forest","place-blackstone-mountains","place-blackstone-forest","place-zulvash-mountain-presence","place-krogash","place-thalvyr-shallow","place-raven-town","place-raven-lake","place-raven-docks","place-dusk-fallow","place-dusk-fallow-swamp","place-glenmore-ruins"],"relationshipVisibility":{"abbrond":"player","org-zulvash-horde":"player","place-thuvalk-forest":"player","place-blackstone-mountains":"player","place-blackstone-forest":"player","place-zulvash-mountain-presence":"player","place-krogash":"player","place-thalvyr-shallow":"player","place-raven-town":"player","place-raven-lake":"player","place-raven-docks":"player","place-dusk-fallow":"player","place-dusk-fallow-swamp":"player","place-glenmore-ruins":"player"},"companionMapId":"ThalvyrKingdom","empty":false},{"id":"org-zulvash-horde","title":"Zul’vash Horde","type":"Organization","category":"Factions","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"The Zul’vash Horde are the mountain orc warbands associated with Abbrond’s dwarven frontier.","sections":[{"heading":"Mapped mountain presence","body":"The Thalvyr regional map places the Horde among the northern mountains. Their presence connects to the orc warbands in Abbrond’s dwarven context.","visibility":"player"}],"body":"The Zul’vash Horde are the mountain orc warbands associated with Abbrond’s dwarven frontier.\n\nMapped mountain presence\n\nThe Thalvyr regional map places the Horde among the northern mountains. Their presence connects to the orc warbands in Abbrond’s dwarven context.","links":["place-thalvyr-kingdom","place-zulvash-mountain-presence","dwarven-capital-abbrond"],"relationshipVisibility":{"place-thalvyr-kingdom":"player","place-zulvash-mountain-presence":"player","dwarven-capital-abbrond":"player"},"companionMapId":"ThalvyrKingdom","empty":false,"factionGroup":"Orc warbands"},{"id":"place-thuvalk-forest","title":"Thu’valk Forest","type":"Forest","category":"Places","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"The forest shown east of Thalvyr Kingdom on the regional map.","sections":[],"body":"The forest shown east of Thalvyr Kingdom on the regional map.","links":["place-thalvyr-kingdom"],"relationshipVisibility":{"place-thalvyr-kingdom":"player"},"companionMapId":"ThalvyrKingdom","empty":false,"illustration":{"alt":"Sunlight over the rolling wooded country of Thu’valk Forest.","caption":"Thu’valk Forest","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/thuvalk-forest-hero-v1.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"Sunlight over the rolling wooded country of Thu’valk Forest.","caption":"Thu’valk Forest","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/thuvalk-forest-hero-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"place-blackstone-mountains","title":"Blackstone Mountains","type":"Mountain range","category":"Places","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"The mountains along the northwestern side of the regional map, forming the southern end of Abbrond’s existing mountain chain.","sections":[],"body":"The mountains along the northwestern side of the regional map, forming the southern end of Abbrond’s existing mountain chain.","links":["place-thalvyr-kingdom"],"relationshipVisibility":{"place-thalvyr-kingdom":"player"},"companionMapId":"ThalvyrKingdom","empty":false,"illustration":{"alt":"Rugged gray peaks rise above deep conifer valleys in the Blackstone Mountains.","caption":"Blackstone Mountains","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/blackstone-mountains-hero-v1.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"Rugged gray peaks rise above deep conifer valleys in the Blackstone Mountains.","caption":"Blackstone Mountains","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/blackstone-mountains-hero-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"place-blackstone-forest","title":"Blackstone Forest","type":"Forest","category":"Places","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"The broad forest on the western side of the region, below the Blackstone Mountains.","sections":[],"body":"The broad forest on the western side of the region, below the Blackstone Mountains.","links":["place-thalvyr-kingdom"],"relationshipVisibility":{"place-thalvyr-kingdom":"player"},"companionMapId":"ThalvyrKingdom","empty":false,"illustration":{"alt":"Tall conifers and mossy woodland below the Blackstone Mountains.","caption":"Blackstone Forest","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/blackstone-forest-hero-v1.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"Tall conifers and mossy woodland below the Blackstone Mountains.","caption":"Blackstone Forest","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/blackstone-forest-hero-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"place-zulvash-mountain-presence","title":"Zul’vash Horde mountain presence","type":"Location","category":"Places","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"The regional map places the orc warbands of the @[Zul’vash Horde|org-zulvash-horde] among the northern mountains.","sections":[],"body":"The regional map places the orc warbands of the @[Zul’vash Horde|org-zulvash-horde] among the northern mountains.","links":["place-thalvyr-kingdom","org-zulvash-horde"],"relationshipVisibility":{"place-thalvyr-kingdom":"player","org-zulvash-horde":"player"},"companionMapId":"ThalvyrKingdom","empty":false,"illustration":{"alt":"Irregular armed orc groups gather and spar across the fortified Zul’vash valley settlement beneath guarded slope caves.","caption":"Zul’vash Horde mountain presence","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/zulvash-unruly-warbands-preview-v3.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"Irregular armed orc groups gather and spar across the fortified Zul’vash valley settlement beneath guarded slope caves.","caption":"Zul’vash Horde mountain presence","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/zulvash-unruly-warbands-preview-v3.webp","width":1140,"height":760,"showCaption":true}},{"id":"place-krogash","title":"Krogash","type":"Location","category":"Places","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"Krogash is a named location among the northern mountains, near the upper river on the regional map.","sections":[],"body":"Krogash is a named location among the northern mountains, near the upper river on the regional map.","links":["place-thalvyr-kingdom"],"relationshipVisibility":{"place-thalvyr-kingdom":"player"},"companionMapId":"ThalvyrKingdom","empty":false,"illustration":{"alt":"Krogash’s fortified mountain-river town, defended by heavy palisades and organized orc warbands.","caption":"Krogash","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/krogash-martial-preview-v2.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"Krogash’s fortified mountain-river town, defended by heavy palisades and organized orc warbands.","caption":"Krogash","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/krogash-martial-preview-v2.webp","width":1140,"height":760,"showCaption":true}},{"id":"place-thalvyr-shallow","title":"Shallow","type":"Location","category":"Places","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"Shallow is mapped south of Blackstone Forest, west of the main river route.","sections":[],"body":"Shallow is mapped south of Blackstone Forest, west of the main river route.","links":["place-thalvyr-kingdom"],"relationshipVisibility":{"place-thalvyr-kingdom":"player"},"companionMapId":"ThalvyrKingdom","empty":false,"illustration":{"alt":"Open grassy country south of Blackstone Forest at Shallow.","caption":"Shallow","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/thalvyr-shallow-hero-v1.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"Open grassy country south of Blackstone Forest at Shallow.","caption":"Shallow","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/thalvyr-shallow-hero-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"place-raven-town","title":"Raven town","type":"Settlement","category":"Places","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"Raven town is shown beside a forested area north of @[Raven Lake|place-raven-lake].","sections":[],"body":"Raven town is shown beside a forested area north of @[Raven Lake|place-raven-lake].","links":["place-thalvyr-kingdom","place-raven-lake"],"relationshipVisibility":{"place-thalvyr-kingdom":"player","place-raven-lake":"player"},"companionMapId":"ThalvyrKingdom","empty":false,"aliases":["Raven town"],"aliasesVisibility":"player","illustration":{"alt":"A modest settlement stands beside the forest north of Raven Lake.","caption":"Raven town","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/raven-town-hero-v1.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"A modest settlement stands beside the forest north of Raven Lake.","caption":"Raven town","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/raven-town-hero-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"place-raven-lake","title":"Raven Lake","type":"Lake","category":"Places","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"Raven Lake lies in the southeastern part of the regional map and receives the river running through the surrounding country.","sections":[],"body":"Raven Lake lies in the southeastern part of the regional map and receives the river running through the surrounding country.","links":["place-thalvyr-kingdom"],"relationshipVisibility":{"place-thalvyr-kingdom":"player"},"companionMapId":"ThalvyrKingdom","empty":false,"illustration":{"alt":"Raven Lake stretches between wooded banks toward its river inlet.","caption":"Raven Lake","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/raven-lake-hero-v1.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"Raven Lake stretches between wooded banks toward its river inlet.","caption":"Raven Lake","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/raven-lake-hero-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"place-raven-docks","title":"Raven Docks","type":"Location","category":"Places","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"Raven Docks is shown on the western shore of @[Raven Lake|place-raven-lake].","sections":[],"body":"Raven Docks is shown on the western shore of @[Raven Lake|place-raven-lake].","links":["place-thalvyr-kingdom","place-raven-lake"],"relationshipVisibility":{"place-thalvyr-kingdom":"player","place-raven-lake":"player"},"companionMapId":"ThalvyrKingdom","empty":false,"illustration":{"alt":"Simple wooden landing stages and rowboats on the wooded western shore of Raven Lake.","caption":"Raven Docks","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/raven-docks-hero-v1.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"Simple wooden landing stages and rowboats on the wooded western shore of Raven Lake.","caption":"Raven Docks","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/raven-docks-hero-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"place-dusk-fallow","title":"Dusk Fallow","type":"Location","category":"Places","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"Dusk Fallow is a named location within @[Dusk Fallow Swamp|place-dusk-fallow-swamp].","sections":[],"body":"Dusk Fallow is a named location within @[Dusk Fallow Swamp|place-dusk-fallow-swamp].","links":["place-thalvyr-kingdom","place-dusk-fallow-swamp"],"relationshipVisibility":{"place-thalvyr-kingdom":"player","place-dusk-fallow-swamp":"player"},"companionMapId":"ThalvyrKingdom","empty":false,"illustration":{"alt":"A low mossy rise among pools and reeds at Dusk Fallow.","caption":"Dusk Fallow","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/dusk-fallow-hero-v1.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"A low mossy rise among pools and reeds at Dusk Fallow.","caption":"Dusk Fallow","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/dusk-fallow-hero-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"place-dusk-fallow-swamp","title":"Dusk Fallow Swamp","type":"Wetland","category":"Places","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"Dusk Fallow Swamp occupies the southwestern part of the regional map.","sections":[],"body":"Dusk Fallow Swamp occupies the southwestern part of the regional map.","links":["place-thalvyr-kingdom"],"relationshipVisibility":{"place-thalvyr-kingdom":"player"},"companionMapId":"ThalvyrKingdom","empty":false,"illustration":{"alt":"Shallow marsh pools, reeds and weathered trees in Dusk Fallow Swamp.","caption":"Dusk Fallow Swamp","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/dusk-fallow-swamp-hero-v1.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"Shallow marsh pools, reeds and weathered trees in Dusk Fallow Swamp.","caption":"Dusk Fallow Swamp","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/dusk-fallow-swamp-hero-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"place-glenmore-ruins","title":"Glenmore Ruins","type":"Ruins","category":"Places","visibility":"player","summaryVisibility":"player","bodyVisibility":"player","summary":"Glenmore is an abandoned city, marked as ruins north of Thalvyr Kingdom on the regional map.","sections":[],"body":"Glenmore is an abandoned city, marked as ruins north of Thalvyr Kingdom on the regional map.","links":["place-thalvyr-kingdom"],"relationshipVisibility":{"place-thalvyr-kingdom":"player"},"companionMapId":"ThalvyrKingdom","empty":false,"aliases":["Glenmore","Glenmoore"],"aliasesVisibility":"player","illustration":{"alt":"Roofless stone ruins and overgrown lanes of abandoned Glenmore.","caption":"Glenmore Ruins","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/glenmore-ruins-hero-v1.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"Roofless stone ruins and overgrown lanes of abandoned Glenmore.","caption":"Glenmore Ruins","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/glenmore-ruins-hero-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"yelrix","title":"Yel’Rix","type":"Island","category":"Places","visibility":"player","summary":"Yel’Rix is the forested island east and southeast of Kirth that forms the Tarsian homeland.","sections":[{"heading":"Island east of Kirth","body":"Yel’Rix lies offshore east and southeast of @[Kirth|2a875534-132f-4e11-b63d-ca1d86202aea], beyond the coast of the Great Ezin Desert. Its landscape is wooded.","visibility":"player"},{"heading":"Tarsian homeland","body":"Yel’Rix is the homeland of the @[Tarsians|race-simiah], whose communities are closely associated with forests and canopy life. Their culture includes deep spiritual practices involving a living life force, though individual attunement varies. Spiritual leaders, monks and some warriors are especially attuned.","visibility":"player"}],"links":["race-simiah","2a875534-132f-4e11-b63d-ca1d86202aea"],"summaryVisibility":"player","bodyVisibility":"player","empty":false,"companionMapId":"Kirth","relationshipVisibility":{"race-simiah":"player","2a875534-132f-4e11-b63d-ca1d86202aea":"player"},"body":"Yel’Rix is the forested island east and southeast of Kirth that forms the Tarsian homeland.\n\nIsland east of Kirth\n\nYel’Rix lies offshore east and southeast of @[Kirth|2a875534-132f-4e11-b63d-ca1d86202aea], beyond the coast of the Great Ezin Desert. Its landscape is wooded.\n\nTarsian homeland\n\nYel’Rix is the homeland of the @[Tarsians|race-simiah], whose communities are closely associated with forests and canopy life. Their culture includes deep spiritual practices involving a living life force, though individual attunement varies. Spiritual leaders, monks and some warriors are especially attuned.","illustration":{"alt":"A forested Yel’Rix coastline rises toward its interior mountain ridges.","caption":"Yel’Rix","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/yelrix-hero-v1.webp","width":1140,"height":760,"showCaption":true},"cardIllustration":{"alt":"A forested Yel’Rix coastline rises toward its interior mountain ridges.","caption":"Yel’Rix","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/yelrix-hero-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"place-orveth","title":"Orveth","type":"Settlement","category":"Places","visibility":"player","summary":"Orveth is the mountain capital of the Kovard in northern Creslin, a terraced city of hearth households, crafts and civic assemblies below the Peaks of Solemnity.","sections":[{"heading":"A capital beneath the Peaks","visibility":"player","body":"Orveth is the capital city of the @[Kovard|race-kovard], set in the mountains of northern @[Creslin|ea45b794-91b0-4c36-a647-ad00c6bc8632]. Above it rise the @[Peaks of Solemnity|place-peaks-of-solemnity], home to the great observatory and High Library. The city's relationship with those heights shapes its economy, public life and daily rhythms.\n\nThe title of capital reflects Orveth's role as a gathering place for the mountain communities and the institutions they share. It does not make the city the ruler of every Kovard household elsewhere."},{"heading":"Streets, hearths and windows","visibility":"player","body":"Stone terraces follow the slope, linked by stairs and covered passages that shelter pedestrians from the worst weather. Houses cluster around shared courts with fuel stores, workrooms and space for household meals. Deep entrances and enclosed galleries keep winter wind out of the inhabited rooms.\n\nMany buildings have a small upper terrace or sky-facing window used for household observations. Shutters and lamp hoods allow residents to look outward without filling the view with bright light. On a clear night, upper windows open as the lower streets settle into warm pools of shielded illumination.\n\nArchitecture serves ordinary movement as much as contemplation. Store rooms stand where carriers can reach them; workshops require light, ventilation and room for materials; meeting halls need benches for tired people arriving after a day's work. The skyline's religious and astronomical features grow from a city people have to inhabit."},{"heading":"The Hearthmarket","visibility":"player","body":"The Hearthmarket occupies the city's principal meeting terraces. Traders bring food, wool, leather and other upland produce beside paper, tools and materials brought from farther away. Instrument makers show brass fittings and marked circles, while binders and scribes take work for the Peaks and the settlements below.\n\nCovered stalls remain useful when weather closes the exposed spaces. Tea rooms and eating houses serve carriers, apprentices and visitors waiting for a safe ascent. Scholars descend to bargain for repairs and discover that the person who understands a damaged instrument may be too busy to admire their academic standing.\n\nA public teaching room beside the market hosts visiting instructors and lessons for residents who cannot routinely climb to the High Library. Its work makes the capital a place where advanced learning can come down from the heights, alongside the copies kept on the Second Shelves."},{"heading":"The assembly and the ascent","visibility":"player","body":"A civic assembly brings together representatives of neighborhood hearths, working associations and the city's principal religious and scholarly institutions. It deals with roads, stores, market arrangements, teaching and shared support for the Peaks. Its decisions depend on contributions from people whose resources and priorities differ.\n\nThe ascent is one of its most visible responsibilities. Carriers and maintenance crews have a strong voice in discussions about shelter, repair and supplies, particularly when an observatory project would increase traffic. The memory of the Winter of the Broken Stair is frequently invoked when someone proposes delaying work on an unremarkable section of road.\n\nOrveth coordinates such services with participating upland settlements. Arguments over the distribution of cost are familiar: a distant village may value the almanacs while believing the capital receives too much credit for the labor and materials sent from elsewhere."},{"heading":"A city of living traditions","visibility":"player","body":"Household prayer, public teaching and seasonal gatherings give Orveth a religious character without making every resident equally observant. Celestra's devotees gather for night watches; worship of other gods accompanies the varied responsibilities of families, craftworkers and travelers. Hound archon ancestors appear in carvings and family accounts, remembered as celestial forebears rather than a separate pantheon.\n\nThe Opening of the Shutters draws families onto terraces after the hardest winter weather. During the High Watch, food travels up the ascent for night crews and lessons continue after ordinary market hours. The Night of Returning Names brings travelers' news, remembrance of the dead and stories of relatives living far away into the same hearth gatherings.\n\nBetween these observances, the city is full of less ceremonial concerns: apprentices looking for employment, households enlarging a crowded room, teachers arguing over copied charts and children racing up a stair their elders would rather climb slowly."},{"heading":"Departure, return and uneven opportunity","visibility":"player","body":"Orveth receives pilgrims, prospective students and Kovard visiting from communities abroad. It also sends people away. A young instrument maker may seek a better-paid workshop, a trader follow an established route or a relative leave to join a household overseas. Letters and copied sky-books maintain some connections, while other families lose touch for years.\n\nReturn is not always simple. A person raised in another city may recognize household prayers while finding the capital's assumptions unfamiliar. Old families sometimes treat knowledge of local manners as proof of belonging, provoking arguments from those whose ancestry and obligations extend beyond the mountains.\n\nWithin Orveth, access to study is uneven too. A scholarship can open a place at the Peaks, yet the student's household may still need their wages or care work below. The civic teaching room and the Second Shelves reduce that distance without eliminating it. The capital's pride in shared knowledge is continually tested by who has the time and means to use it."}],"body":"Orveth is the mountain capital of the Kovard in northern Creslin, a terraced city of hearth households, crafts and civic assemblies below the Peaks of Solemnity.\n\nA capital beneath the Peaks\n\nOrveth is the capital city of the @[Kovard|race-kovard], set in the mountains of northern @[Creslin|ea45b794-91b0-4c36-a647-ad00c6bc8632]. Above it rise the @[Peaks of Solemnity|place-peaks-of-solemnity], home to the great observatory and High Library. The city's relationship with those heights shapes its economy, public life and daily rhythms.\n\nThe title of capital reflects Orveth's role as a gathering place for the mountain communities and the institutions they share. It does not make the city the ruler of every Kovard household elsewhere.\n\nStreets, hearths and windows\n\nStone terraces follow the slope, linked by stairs and covered passages that shelter pedestrians from the worst weather. Houses cluster around shared courts with fuel stores, workrooms and space for household meals. Deep entrances and enclosed galleries keep winter wind out of the inhabited rooms.\n\nMany buildings have a small upper terrace or sky-facing window used for household observations. Shutters and lamp hoods allow residents to look outward without filling the view with bright light. On a clear night, upper windows open as the lower streets settle into warm pools of shielded illumination.\n\nArchitecture serves ordinary movement as much as contemplation. Store rooms stand where carriers can reach them; workshops require light, ventilation and room for materials; meeting halls need benches for tired people arriving after a day's work. The skyline's religious and astronomical features grow from a city people have to inhabit.\n\nThe Hearthmarket\n\nThe Hearthmarket occupies the city's principal meeting terraces. Traders bring food, wool, leather and other upland produce beside paper, tools and materials brought from farther away. Instrument makers show brass fittings and marked circles, while binders and scribes take work for the Peaks and the settlements below.\n\nCovered stalls remain useful when weather closes the exposed spaces. Tea rooms and eating houses serve carriers, apprentices and visitors waiting for a safe ascent. Scholars descend to bargain for repairs and discover that the person who understands a damaged instrument may be too busy to admire their academic standing.\n\nA public teaching room beside the market hosts visiting instructors and lessons for residents who cannot routinely climb to the High Library. Its work makes the capital a place where advanced learning can come down from the heights, alongside the copies kept on the Second Shelves.\n\nThe assembly and the ascent\n\nA civic assembly brings together representatives of neighborhood hearths, working associations and the city's principal religious and scholarly institutions. It deals with roads, stores, market arrangements, teaching and shared support for the Peaks. Its decisions depend on contributions from people whose resources and priorities differ.\n\nThe ascent is one of its most visible responsibilities. Carriers and maintenance crews have a strong voice in discussions about shelter, repair and supplies, particularly when an observatory project would increase traffic. The memory of the Winter of the Broken Stair is frequently invoked when someone proposes delaying work on an unremarkable section of road.\n\nOrveth coordinates such services with participating upland settlements. Arguments over the distribution of cost are familiar: a distant village may value the almanacs while believing the capital receives too much credit for the labor and materials sent from elsewhere.\n\nA city of living traditions\n\nHousehold prayer, public teaching and seasonal gatherings give Orveth a religious character without making every resident equally observant. Celestra's devotees gather for night watches; worship of other gods accompanies the varied responsibilities of families, craftworkers and travelers. Hound archon ancestors appear in carvings and family accounts, remembered as celestial forebears rather than a separate pantheon.\n\nThe Opening of the Shutters draws families onto terraces after the hardest winter weather. During the High Watch, food travels up the ascent for night crews and lessons continue after ordinary market hours. The Night of Returning Names brings travelers' news, remembrance of the dead and stories of relatives living far away into the same hearth gatherings.\n\nBetween these observances, the city is full of less ceremonial concerns: apprentices looking for employment, households enlarging a crowded room, teachers arguing over copied charts and children racing up a stair their elders would rather climb slowly.\n\nDeparture, return and uneven opportunity\n\nOrveth receives pilgrims, prospective students and Kovard visiting from communities abroad. It also sends people away. A young instrument maker may seek a better-paid workshop, a trader follow an established route or a relative leave to join a household overseas. Letters and copied sky-books maintain some connections, while other families lose touch for years.\n\nReturn is not always simple. A person raised in another city may recognize household prayers while finding the capital's assumptions unfamiliar. Old families sometimes treat knowledge of local manners as proof of belonging, provoking arguments from those whose ancestry and obligations extend beyond the mountains.\n\nWithin Orveth, access to study is uneven too. A scholarship can open a place at the Peaks, yet the student's household may still need their wages or care work below. The civic teaching room and the Second Shelves reduce that distance without eliminating it. The capital's pride in shared knowledge is continually tested by who has the time and means to use it.","links":["race-kovard","ea45b794-91b0-4c36-a647-ad00c6bc8632","place-peaks-of-solemnity"],"summaryVisibility":"player","bodyVisibility":"player","empty":false,"relationshipVisibility":{"race-kovard":"player","ea45b794-91b0-4c36-a647-ad00c6bc8632":"player","place-peaks-of-solemnity":"player"},"illustration":{"src":"assets/worldbook/orveth-hearthmarket-v1.avif","alt":"Families and craftspeople trade food, cloth, books and astronomical instruments in Orveth’s terraced Hearthmarket.","caption":"Families and craftspeople trade food, cloth, books and astronomical instruments in Orveth’s terraced Hearthmarket.","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"place-peaks-of-solemnity","title":"Peaks of Solemnity","type":"Place","category":"Places","visibility":"player","summary":"High above Orveth in northern Creslin, the Peaks of Solemnity hold the great Kovard observatory and High Library, a center of celestial worship, astronomy and magical scholarship.","sections":[{"heading":"The heights above Orveth","visibility":"player","body":"The Peaks of Solemnity lie high in the mountains of northern @[Creslin|ea45b794-91b0-4c36-a647-ad00c6bc8632], above @[Orveth|place-orveth], capital of the @[Kovard|race-kovard]. The name refers to the high mountain area surrounding the great observatory and library. Its exposed terraces offer long views of the sky, while sheltered halls provide places to work when wind and cloud close the observing roofs.\n\nThe site is prominent in the homeland's religious and intellectual life. A pilgrim may come seeking time for prayer, a student to study a difficult chart and a craftsperson to repair the instrument through which that chart can be tested. Their journeys meet on the same ascent."},{"heading":"The Solemn Observatory","visibility":"player","body":"The observatory occupies connected stone buildings arranged around observing courts. Slitted roofs and movable shutters open selected instruments to the sky; the rooms beneath protect charts, lenses and finely marked circles from harsh weather. The structure has grown through successive repairs and additions. Older observing platforms remain useful beside newer instruments.\n\nIts work includes charting recurring celestial movements, comparing reports from distant stations and preparing almanacs for the settlements below. Observations are entered with their conditions and methods. Interpretations are preserved separately enough that a later reader can tell what was witnessed and what was proposed.\n\nSome instruments incorporate magic. Others deliberately remain ordinary, so that a spell's interference or an enchanted device's error can be recognized. A remarkable result is discussed as much for how it was obtained as for what it might mean."},{"heading":"The High Library","visibility":"player","body":"The adjoining High Library holds astronomical records, religious histories, magical studies and the collected accounts of Kovard households. Its shelves also carry practical texts: construction, cultivation, travel, instrument repair and other work needed to sustain the settlements that support it. Celestial ancestry is an important subject within the collection, rather than the explanation for every volume.\n\nFamily donations range from elaborate bound genealogies to weathered notebooks whose pages mix household expenses with sightings of the sky. Readers learn to distinguish a copied tradition from an eyewitness record and a celebrated interpretation from an established measurement. Disputed accounts are retained with their disagreements visible.\n\nThe library's reputation rests partly on this willingness to preserve imperfect material. A report that was later corrected may explain why a teacher reached a mistaken conclusion, while an ordinary carrier's notebook may supply the observation missing from a famous scholar's chart."},{"heading":"Prayer and inquiry","visibility":"player","body":"A sheltered prayer court gives religious observance a place within the establishment. Celestra, honored in the wider @[pantheon|notebook-4] for the moon, stars and navigation, is particularly important here; other worship accompanies the varied lives of the people who work and visit. The court is a place for devotion and reflection, with family and ancestral remembrance woven into its gatherings.\n\nReligious instruction and astronomy often share a pupil's day. Their relationship is productive and sometimes strained. An observer can reject a particular omen reading while participating in the prayer that follows a watch. A cleric can challenge a fashionable theory without claiming that faith excuses a badly maintained instrument.\n\nThis coexistence attracts visitors who want certainty from the sky and scholars who are more comfortable with unresolved questions. Teachers at the Peaks spend much of their time explaining the difference between a sacred meaning, a useful prediction and something that has actually been demonstrated."},{"heading":"The Second Shelves","visibility":"player","body":"During the Winter of the Broken Stair, damage to the ascent interrupted supplies and separated the establishment from its supporting city. Relief parties eventually reached the heights, but the danger made the dependence on a single collection impossible to ignore.\n\nThe Second Shelves grew from that experience. Important teaching texts and sequences of observations are copied for use below, with versions kept in Orveth and participating settlements. The copies are working books: teachers annotate them, instruments are checked against them and corrections must travel back to the other collections.\n\nNo duplicate can reproduce the whole High Library. Rare originals still draw readers to the Peaks, and copying demands time, materials and trained hands. Deciding which books most urgently need a second home is a continuing responsibility, sometimes a contested one.","illustration":{"src":"assets/worldbook/peaks-second-shelves-v1.avif","alt":"High Library scribes compare, copy and bind working texts for carriers to bring to Orveth and participating settlements.","caption":"High Library scribes compare, copy and bind working texts for carriers to bring to Orveth and participating settlements.","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"heading":"The ascent and the working day","visibility":"player","body":"Travel to the Peaks follows an ascent maintained from Orveth, with sheltered pauses where carriers can rest and parties can wait for weather to improve. Local guides advise visitors to take conditions seriously. A clear sky above the capital does not promise a safe passage across every exposed stretch.\n\nMuch of the establishment runs around the night watch. Meals, repairs, lessons and sleep are arranged so that an observing crew can work through the hours it needs. Closed roofs send scholars back to calculations and the library. Staff responsible for food, warmth and maintenance keep their own schedules, which do not always fit the romantic picture of a solitary observer beneath the stars.\n\nVisitors can attend public lessons and arranged viewings without joining a research program. Extended study depends on available rooms, teachers and the work being undertaken. Donations and patrons support the institution, while teaching places are also sustained through contributions from the settlements below."},{"heading":"The price of a clear view","visibility":"player","body":"The Peaks' greatest strength is sustained attention across generations. Their principal difficulties are the cost of that attention and the authority it acquires. Instruments, copying and safe access compete for resources. A fashionable project can draw wealthy support while an unglamorous sequence of observations struggles to retain staff.\n\nThe observatory and library each choose senior stewards for their specialist work, and shared maintenance is negotiated with Orveth's civic assembly. Clergy participate in religious affairs without possessing every scholarly office. The arrangement leaves room for disagreement over appointments, teaching and expenditure.\n\nThese disputes make the Peaks a living institution. A visitor might be asked to carry corrected charts to a distant teacher, locate a missing set of notes or help a supply party delayed below. The grandeur visible from the capital rests on ordinary cooperation, argument and work carried out high above it."}],"body":"High above Orveth in northern Creslin, the Peaks of Solemnity hold the great Kovard observatory and High Library, a center of celestial worship, astronomy and magical scholarship.\n\nThe heights above Orveth\n\nThe Peaks of Solemnity lie high in the mountains of northern @[Creslin|ea45b794-91b0-4c36-a647-ad00c6bc8632], above @[Orveth|place-orveth], capital of the @[Kovard|race-kovard]. The name refers to the high mountain area surrounding the great observatory and library. Its exposed terraces offer long views of the sky, while sheltered halls provide places to work when wind and cloud close the observing roofs.\n\nThe site is prominent in the homeland's religious and intellectual life. A pilgrim may come seeking time for prayer, a student to study a difficult chart and a craftsperson to repair the instrument through which that chart can be tested. Their journeys meet on the same ascent.\n\nThe Solemn Observatory\n\nThe observatory occupies connected stone buildings arranged around observing courts. Slitted roofs and movable shutters open selected instruments to the sky; the rooms beneath protect charts, lenses and finely marked circles from harsh weather. The structure has grown through successive repairs and additions. Older observing platforms remain useful beside newer instruments.\n\nIts work includes charting recurring celestial movements, comparing reports from distant stations and preparing almanacs for the settlements below. Observations are entered with their conditions and methods. Interpretations are preserved separately enough that a later reader can tell what was witnessed and what was proposed.\n\nSome instruments incorporate magic. Others deliberately remain ordinary, so that a spell's interference or an enchanted device's error can be recognized. A remarkable result is discussed as much for how it was obtained as for what it might mean.\n\nThe High Library\n\nThe adjoining High Library holds astronomical records, religious histories, magical studies and the collected accounts of Kovard households. Its shelves also carry practical texts: construction, cultivation, travel, instrument repair and other work needed to sustain the settlements that support it. Celestial ancestry is an important subject within the collection, rather than the explanation for every volume.\n\nFamily donations range from elaborate bound genealogies to weathered notebooks whose pages mix household expenses with sightings of the sky. Readers learn to distinguish a copied tradition from an eyewitness record and a celebrated interpretation from an established measurement. Disputed accounts are retained with their disagreements visible.\n\nThe library's reputation rests partly on this willingness to preserve imperfect material. A report that was later corrected may explain why a teacher reached a mistaken conclusion, while an ordinary carrier's notebook may supply the observation missing from a famous scholar's chart.\n\nPrayer and inquiry\n\nA sheltered prayer court gives religious observance a place within the establishment. Celestra, honored in the wider @[pantheon|notebook-4] for the moon, stars and navigation, is particularly important here; other worship accompanies the varied lives of the people who work and visit. The court is a place for devotion and reflection, with family and ancestral remembrance woven into its gatherings.\n\nReligious instruction and astronomy often share a pupil's day. Their relationship is productive and sometimes strained. An observer can reject a particular omen reading while participating in the prayer that follows a watch. A cleric can challenge a fashionable theory without claiming that faith excuses a badly maintained instrument.\n\nThis coexistence attracts visitors who want certainty from the sky and scholars who are more comfortable with unresolved questions. Teachers at the Peaks spend much of their time explaining the difference between a sacred meaning, a useful prediction and something that has actually been demonstrated.\n\nThe Second Shelves\n\nDuring the Winter of the Broken Stair, damage to the ascent interrupted supplies and separated the establishment from its supporting city. Relief parties eventually reached the heights, but the danger made the dependence on a single collection impossible to ignore.\n\nThe Second Shelves grew from that experience. Important teaching texts and sequences of observations are copied for use below, with versions kept in Orveth and participating settlements. The copies are working books: teachers annotate them, instruments are checked against them and corrections must travel back to the other collections.\n\nNo duplicate can reproduce the whole High Library. Rare originals still draw readers to the Peaks, and copying demands time, materials and trained hands. Deciding which books most urgently need a second home is a continuing responsibility, sometimes a contested one.\n\nThe ascent and the working day\n\nTravel to the Peaks follows an ascent maintained from Orveth, with sheltered pauses where carriers can rest and parties can wait for weather to improve. Local guides advise visitors to take conditions seriously. A clear sky above the capital does not promise a safe passage across every exposed stretch.\n\nMuch of the establishment runs around the night watch. Meals, repairs, lessons and sleep are arranged so that an observing crew can work through the hours it needs. Closed roofs send scholars back to calculations and the library. Staff responsible for food, warmth and maintenance keep their own schedules, which do not always fit the romantic picture of a solitary observer beneath the stars.\n\nVisitors can attend public lessons and arranged viewings without joining a research program. Extended study depends on available rooms, teachers and the work being undertaken. Donations and patrons support the institution, while teaching places are also sustained through contributions from the settlements below.\n\nThe price of a clear view\n\nThe Peaks' greatest strength is sustained attention across generations. Their principal difficulties are the cost of that attention and the authority it acquires. Instruments, copying and safe access compete for resources. A fashionable project can draw wealthy support while an unglamorous sequence of observations struggles to retain staff.\n\nThe observatory and library each choose senior stewards for their specialist work, and shared maintenance is negotiated with Orveth's civic assembly. Clergy participate in religious affairs without possessing every scholarly office. The arrangement leaves room for disagreement over appointments, teaching and expenditure.\n\nThese disputes make the Peaks a living institution. A visitor might be asked to carry corrected charts to a distant teacher, locate a missing set of notes or help a supply party delayed below. The grandeur visible from the capital rests on ordinary cooperation, argument and work carried out high above it.","links":["ea45b794-91b0-4c36-a647-ad00c6bc8632","place-orveth","race-kovard","notebook-4"],"summaryVisibility":"player","bodyVisibility":"player","empty":false,"relationshipVisibility":{"ea45b794-91b0-4c36-a647-ad00c6bc8632":"player","place-orveth":"player","race-kovard":"player","notebook-4":"player"},"illustration":{"src":"assets/worldbook/peaks-observatory-library-v1.avif","alt":"Kovard porters bring books up the snowy maintained ascent to the Peaks observatory and adjoining High Library.","caption":"Kovard porters bring books up the snowy maintained ascent to the Peaks observatory and adjoining High Library.","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"race-sagebrush-kobolds","title":"Sagebrush Kobolds","type":"Race","category":"Races","raceKey":"sagebrush-kobolds","visibility":"player","summary":"Sagebrush Kobolds are a secretive, greenish-brown regional offshoot of kobolds, living in small tribes among the remote plateau formations of eastern Lyasa.","summaryVisibility":"player","bodyVisibility":"player","empty":false,"source":"Author canon","aliases":["Sagebrush Kobold"],"links":["race-kobolds","race-minnatonk","place-tacha","place-lyasa"],"relationshipVisibility":{"race-kobolds":"player","race-minnatonk":"player","place-tacha":"player","place-lyasa":"player"},"sections":[{"heading":"The plateau tribes","body":"The Sagebrush Kobolds are a regional offshoot of @[kobolds|race-kobolds] whose small tribes inhabit remote pockets among eastern Lyasa’s plateau formations. Adapted to the plains, their greenish-brown coloring helps conceal them against vegetation and weathered ground. They are secretive and prefer to avoid other peoples.","visibility":"player"},{"heading":"Seclusion and territory","body":"These communities generally cause little trouble when left alone. Encounters become more difficult when outsiders intrude into their territory. The open appearance of the plains can mislead travelers into assuming that a secluded plateau pocket is unoccupied; respecting these communities means allowing them the distance they seek.","visibility":"player"},{"heading":"Tenuous trade with the Teranok","body":"A couple of roaming Teranok tribes maintain very tenuous relationships with a few Sagebrush tribes, allowing some cautious trading. Trust is thin and depends on the particular communities involved. These fragile exchanges do not amount to a general alliance between the two peoples, and an outsider cannot assume that one tribe’s welcome will extend to another. Their plateau country lies in the wider homeland of the @[Teranok|race-minnatonk], whose main town is @[Ta’Cha|place-tacha].","visibility":"player","illustration":{"src":"assets/worldbook/sagebrush-cautious-trade-v2-teranok-refresh.avif","caption":"A cautious local exchange with Teranok travelers","alt":"A cautious local exchange with Teranok travelers","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1050,"height":700,"layout":"landscape","displayScale":"wide"}}],"illustration":{"src":"assets/worldbook/sagebrush-main-v1.avif","alt":"Sagebrush Kobolds in a sheltered plateau pocket","caption":"Sagebrush Kobolds in a sheltered plateau pocket","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"},"raceCardIllustration":{"src":"assets/worldbook/sagebrush-main-v1.avif","alt":"Sagebrush Kobolds in a sheltered plateau pocket","caption":"Sagebrush Kobolds in a sheltered plateau pocket","visibility":"player","captionVisibility":"player","altVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"},"body":"Sagebrush Kobolds are a secretive, greenish-brown regional offshoot of kobolds, living in small tribes among the remote plateau formations of eastern Lyasa.\n\nThe plateau tribes\n\nThe Sagebrush Kobolds are a regional offshoot of @[kobolds|race-kobolds] whose small tribes inhabit remote pockets among eastern Lyasa’s plateau formations. Adapted to the plains, their greenish-brown coloring helps conceal them against vegetation and weathered ground. They are secretive and prefer to avoid other peoples.\n\nSeclusion and territory\n\nThese communities generally cause little trouble when left alone. Encounters become more difficult when outsiders intrude into their territory. The open appearance of the plains can mislead travelers into assuming that a secluded plateau pocket is unoccupied; respecting these communities means allowing them the distance they seek.\n\nTenuous trade with the Teranok\n\nA couple of roaming Teranok tribes maintain very tenuous relationships with a few Sagebrush tribes, allowing some cautious trading. Trust is thin and depends on the particular communities involved. These fragile exchanges do not amount to a general alliance between the two peoples, and an outsider cannot assume that one tribe’s welcome will extend to another. Their plateau country lies in the wider homeland of the @[Teranok|race-minnatonk], whose main town is @[Ta’Cha|place-tacha]."},{"id":"import-xmm-aarakocra-aeromancer","title":"Aarakocra Aeromancer","officialName":"Aarakocra Aeromancer","type":"Monster","category":"Creatures","visibility":"player","body":"Medium elemental, Neutral. Challenge 4. 2024 revised rules.\n\nOverview\n\nAarakocra aeromancers control magical winds from the endless storms of the Elemental Plane of Air.\n\nAarakocra\n\n*Winged Guardians of the Sky*\n\n- **Habitat.** Mountain, Planar (Elemental Plane of Air)  \n- **Treasure.** Implements, Individual  \n\nAarakocra are birdlike folk who soar the skies of countless worlds and the endless expanses of the Elemental Plane of Air. They often resemble avians common to the lands where they dwell; some resemble hawks or condors, while others appear similar to hummingbirds or archaeopteryxes. In many lands, aarakocra tell of their ancient heroics resisting the wicked Queen of Chaos alongside the mysterious Wind Dukes of Aaqa.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":10},"collection":"Monster Manual (2025)","summary":"Medium elemental, Neutral. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Aarakocra aeromancers control magical winds from the endless storms of the Elemental Plane of Air.","visibility":"player"},{"heading":"Aarakocra","body":"*Winged Guardians of the Sky*\n\n- **Habitat.** Mountain, Planar (Elemental Plane of Air)  \n- **Treasure.** Implements, Individual  \n\nAarakocra are birdlike folk who soar the skies of countless worlds and the endless expanses of the Elemental Plane of Air. They often resemble avians common to the lands where they dwell; some resemble hawks or condors, while others appear similar to hummingbirds or archaeopteryxes. In many lands, aarakocra tell of their ancient heroics resisting the wicked Queen of Chaos alongside the mysterious Wind Dukes of Aaqa.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"aarakocra-aeromancer-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-aarakocra-aeromancer-v1.avif","alt":"Aarakocra Aeromancer","caption":"Aarakocra Aeromancer","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-aarakocra-skirmisher","title":"Aarakocra Skirmisher","officialName":"Aarakocra Skirmisher","type":"Monster","category":"Creatures","visibility":"player","body":"Medium elemental, Neutral. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nAarakocra skirmishers are adept at fighting aerial foes amid the clouds. They often attack land-bound threats with diving strikes from above.\n\nAarakocra\n\n*Winged Guardians of the Sky*\n\n- **Habitat.** Mountain, Planar (Elemental Plane of Air)  \n- **Treasure.** Implements, Individual  \n\nAarakocra are birdlike folk who soar the skies of countless worlds and the endless expanses of the Elemental Plane of Air. They often resemble avians common to the lands where they dwell; some resemble hawks or condors, while others appear similar to hummingbirds or archaeopteryxes. In many lands, aarakocra tell of their ancient heroics resisting the wicked Queen of Chaos alongside the mysterious Wind Dukes of Aaqa.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":10},"collection":"Monster Manual (2025)","summary":"Medium elemental, Neutral. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Aarakocra skirmishers are adept at fighting aerial foes amid the clouds. They often attack land-bound threats with diving strikes from above.","visibility":"player"},{"heading":"Aarakocra","body":"*Winged Guardians of the Sky*\n\n- **Habitat.** Mountain, Planar (Elemental Plane of Air)  \n- **Treasure.** Implements, Individual  \n\nAarakocra are birdlike folk who soar the skies of countless worlds and the endless expanses of the Elemental Plane of Air. They often resemble avians common to the lands where they dwell; some resemble hawks or condors, while others appear similar to hummingbirds or archaeopteryxes. In many lands, aarakocra tell of their ancient heroics resisting the wicked Queen of Chaos alongside the mysterious Wind Dukes of Aaqa.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"aarakocra-skirmisher-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-aarakocra-skirmisher-v1.avif","alt":"Aarakocra Skirmisher","caption":"Aarakocra Skirmisher","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-aboleth","title":"Aboleth","officialName":"Aboleth","type":"Monster","category":"Creatures","visibility":"player","body":"Large aberration, Lawful Evil. Challenge 10. 2024 revised rules.\n\nAboleth\n\n*Ageless Alien Mastermind*\n\n- **Habitat.** Underdark, Underwater  \n- **Treasure.** Relics  \n\nIn aquatic abysses, aboleths dream of dead empires and orchestrate plots that unfold across ages. These elusive, amphibious immortals physically and mentally overwhelm their victims and transform creatures with a slimy, aberrant infection, reshaping other beings to serve them beneath the waves.\n\nAboleths possess terrifying intellects and have alien mindsets. These creatures possess perfect memories of proto-worlds and incomprehensible dominions from the multiverse's earliest eons. Their secrets are innumerable and unfathomable. Aboleths lurk in places awash in primordial mysteries: the ruins of aquatic empires, hidden magical nexuses, or weak places between planes of existence. In these lairs, aboleths dream of epochs past, collect throngs of psychically dominated servants, consume the minds of unwitting victims, and prepare for their return to power.\n\nAboleths' alien goals and methods are often mysterious to other creatures. Roll on or choose a result from the Aboleth Schemes table to inspire an aboleth's schemes.\n\n> [!quote] A quote from Evard  \n> \n> The lies we call reason are fragile things, vulnerable and raw on the shores of eons. But in the dream-vaults of dread ancients roil seas of terrifying truth. Our age is an island, and the ebb of primordial tides avows the Stygian wave.\n\n**Aboleth Schemes**\n\n| dice: 1d6 | The Aboleth Seeks To... |\n|-----------|-------------------------|\n| 1 | Accomplish incomprehensible plans that lead it to act in seemingly random ways. |\n| 2 | Learn more of the world by kidnapping people and consuming their minds. |\n| 3 | Manipulate innocents into worshiping it as a god by using its telepathy from hiding. |\n| 4 | Open a gate to the distant past or future, releasing an invasion from another time. |\n| 5 | Rouse a dragon turtle, a kraken, or another sea monster to flood a coastal city. |\n| 6 | Trick treasure hunters into recovering relics from its long-fallen empire. |\n\nAboleth Lairs\n\nAboleths usually dwell in submerged ruins and caverns. They keep air-filled spaces for their terrestrial servants and to hold treasures that would be damaged by water.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":12},"collection":"Monster Manual (2025)","summary":"Large aberration, Lawful Evil. Challenge 10. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Aboleth","body":"*Ageless Alien Mastermind*\n\n- **Habitat.** Underdark, Underwater  \n- **Treasure.** Relics  \n\nIn aquatic abysses, aboleths dream of dead empires and orchestrate plots that unfold across ages. These elusive, amphibious immortals physically and mentally overwhelm their victims and transform creatures with a slimy, aberrant infection, reshaping other beings to serve them beneath the waves.\n\nAboleths possess terrifying intellects and have alien mindsets. These creatures possess perfect memories of proto-worlds and incomprehensible dominions from the multiverse's earliest eons. Their secrets are innumerable and unfathomable. Aboleths lurk in places awash in primordial mysteries: the ruins of aquatic empires, hidden magical nexuses, or weak places between planes of existence. In these lairs, aboleths dream of epochs past, collect throngs of psychically dominated servants, consume the minds of unwitting victims, and prepare for their return to power.\n\nAboleths' alien goals and methods are often mysterious to other creatures. Roll on or choose a result from the Aboleth Schemes table to inspire an aboleth's schemes.\n\n> [!quote] A quote from Evard  \n> \n> The lies we call reason are fragile things, vulnerable and raw on the shores of eons. But in the dream-vaults of dread ancients roil seas of terrifying truth. Our age is an island, and the ebb of primordial tides avows the Stygian wave.\n\n**Aboleth Schemes**\n\n| dice: 1d6 | The Aboleth Seeks To... |\n|-----------|-------------------------|\n| 1 | Accomplish incomprehensible plans that lead it to act in seemingly random ways. |\n| 2 | Learn more of the world by kidnapping people and consuming their minds. |\n| 3 | Manipulate innocents into worshiping it as a god by using its telepathy from hiding. |\n| 4 | Open a gate to the distant past or future, releasing an invasion from another time. |\n| 5 | Rouse a dragon turtle, a kraken, or another sea monster to flood a coastal city. |\n| 6 | Trick treasure hunters into recovering relics from its long-fallen empire. |","visibility":"player"},{"heading":"Aboleth Lairs","body":"Aboleths usually dwell in submerged ruins and caverns. They keep air-filled spaces for their terrestrial servants and to hold treasures that would be damaged by water.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"aboleth-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-aboleth-v1.avif","alt":"Aboleth","caption":"Aboleth","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-abominable-yeti","title":"Abominable Yeti","officialName":"Abominable Yeti","type":"Monster","category":"Creatures","visibility":"player","body":"Huge monstrosity, Chaotic Evil. Challenge 9. 2024 revised rules.\n\nOverview\n\nGiants even among their own intimidating kind, abominable yetis are stronger and bloodthirstier than their kin. They claim whole regions as their hunting grounds, and they might track trespassers for days. On sighting prey, abominable yetis fling boulders of ice and snow before closing to finish foes. In addition to their icy claws and gaze, they can exhale a blast of arctic cold.\n\nAbominable yetis dwell in frigid ruins or the deserted lairs of other monsters atop infamous peaks.\n\nYetis\n\n*Chilling Stalkers of the Frozen Wilds*\n\n- **Habitat.** Arctic  \n- **Treasure.** Any  \n\nAcross alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws. In addition to their physical might, yetis can chill creatures with a look, freezing their foes in place, and they can conjure ice and hurl it at foes.\n\nDue to yetis' elusiveness, folktales about yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes' aversion to fire.\n\n> [!quote] A quote from Kelesta Hawke of the Emerald Enclave  \n> \n> In the yeti, I find no kinship, no understanding, no mercy. Theirs is not the might of the mountain or the magic of glacial wonders. Theirs is a world where harmony lies murdered and frozen.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":340},"collection":"Monster Manual (2025)","summary":"Huge monstrosity, Chaotic Evil. Challenge 9. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Giants even among their own intimidating kind, abominable yetis are stronger and bloodthirstier than their kin. They claim whole regions as their hunting grounds, and they might track trespassers for days. On sighting prey, abominable yetis fling boulders of ice and snow before closing to finish foes. In addition to their icy claws and gaze, they can exhale a blast of arctic cold.\n\nAbominable yetis dwell in frigid ruins or the deserted lairs of other monsters atop infamous peaks.","visibility":"player"},{"heading":"Yetis","body":"*Chilling Stalkers of the Frozen Wilds*\n\n- **Habitat.** Arctic  \n- **Treasure.** Any  \n\nAcross alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws. In addition to their physical might, yetis can chill creatures with a look, freezing their foes in place, and they can conjure ice and hurl it at foes.\n\nDue to yetis' elusiveness, folktales about yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes' aversion to fire.\n\n> [!quote] A quote from Kelesta Hawke of the Emerald Enclave  \n> \n> In the yeti, I find no kinship, no understanding, no mercy. Theirs is not the might of the mountain or the magic of glacial wonders. Theirs is a world where harmony lies murdered and frozen.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"abominable-yeti-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-abominable-yeti-v1.avif","alt":"Abominable Yeti","caption":"Abominable Yeti","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-adult-black-dragon","title":"Adult Black Dragon","officialName":"Adult Black Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Huge dragon (chromatic), Chaotic Evil. Challenge 14. 2024 revised rules.\n\nOverview\n\nBy the time they're adults, black dragons are among the greatest terrors in the lands they claim. Wretched swamps and monster-haunted ruins grow more dismal and spread under an adult black dragon's influence. Morbid cultists and doomsayers frequently gather in the dragon's service, bringing with them undead terrors that answer to the black dragon and aid it in spreading ruin to nearby bastions of beauty and peace.\n\nBlack Dragons\n\n*Dragons of Decay and Despair*\n\n- **Habitat.** Swamp  \n- **Treasure.** Relics  \n\nBlack dragons delight in suffering and ruin. While other chromatic dragons scheme for power and wealth, these dragons seek to tear down all they see and rule over what remains.\n\nBlack dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds.\n\nBlack dragons hoard tarnished symbols of hope and relics of fallen empires. The more sought-after the treasure, the more black dragons prize it—particularly if they were responsible for it being lost.\n\nBlack Dragon Lairs\n\nBlack dragons lurk in dismal ruins, polluted bogs, or other sites gripped by decay.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":39},"collection":"Monster Manual (2025)","summary":"Huge dragon (chromatic), Chaotic Evil. Challenge 14. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"By the time they're adults, black dragons are among the greatest terrors in the lands they claim. Wretched swamps and monster-haunted ruins grow more dismal and spread under an adult black dragon's influence. Morbid cultists and doomsayers frequently gather in the dragon's service, bringing with them undead terrors that answer to the black dragon and aid it in spreading ruin to nearby bastions of beauty and peace.","visibility":"player"},{"heading":"Black Dragons","body":"*Dragons of Decay and Despair*\n\n- **Habitat.** Swamp  \n- **Treasure.** Relics  \n\nBlack dragons delight in suffering and ruin. While other chromatic dragons scheme for power and wealth, these dragons seek to tear down all they see and rule over what remains.\n\nBlack dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds.\n\nBlack dragons hoard tarnished symbols of hope and relics of fallen empires. The more sought-after the treasure, the more black dragons prize it—particularly if they were responsible for it being lost.","visibility":"player"},{"heading":"Black Dragon Lairs","body":"Black dragons lurk in dismal ruins, polluted bogs, or other sites gripped by decay.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"adult-black-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-adult-black-dragon-v1.avif","alt":"Adult Black Dragon","caption":"Adult Black Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-adult-blue-dragon","title":"Adult Blue Dragon","officialName":"Adult Blue Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Huge dragon (chromatic), Lawful Evil. Challenge 16. 2024 revised rules.\n\nOverview\n\nAdult blue dragons command small empires, which might be territories of subjugated followers, shadowy criminal networks, or cultic enclaves. Endlessly suspicious and wary of rivals, these dragons enact elaborate schemes to ruin their foes, test the loyalty of their servants, and ensure their dominance for centuries.\n\nBlue Dragons\n\n*Dragons of Tyranny and Tempests*\n\n- **Habitat.** Desert  \n- **Treasure.** Relics  \n\nArrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.\n\nBlue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.\n\nRegalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.\n\nBlue Dragon Lairs\n\nBlue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":49},"collection":"Monster Manual (2025)","summary":"Huge dragon (chromatic), Lawful Evil. Challenge 16. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Adult blue dragons command small empires, which might be territories of subjugated followers, shadowy criminal networks, or cultic enclaves. Endlessly suspicious and wary of rivals, these dragons enact elaborate schemes to ruin their foes, test the loyalty of their servants, and ensure their dominance for centuries.","visibility":"player"},{"heading":"Blue Dragons","body":"*Dragons of Tyranny and Tempests*\n\n- **Habitat.** Desert  \n- **Treasure.** Relics  \n\nArrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.\n\nBlue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.\n\nRegalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.","visibility":"player"},{"heading":"Blue Dragon Lairs","body":"Blue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"adult-blue-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-adult-blue-dragon-v1.avif","alt":"Adult Blue Dragon","caption":"Adult Blue Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-adult-brass-dragon","title":"Adult Brass Dragon","officialName":"Adult Brass Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Huge dragon (metallic), Chaotic Good. Challenge 13. 2024 revised rules.\n\nOverview\n\nAdult brass dragons know many secrets and have vast networks of contacts. These dragons share perspectives they've learned from across the world and passionately combat the lies of con artists and villains that lead people astray.\n\nBrass Dragons\n\n*Dragons of Lore and Rapport*\n\n- **Habitat.** Desert  \n- **Treasure.** Arcana  \n\nGregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.\n\nBrass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.\n\nBrass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story—perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.\n\nBrass Dragon Lairs\n\nBrass dragons usually dwell in secret caves and canyons near well-traveled routes.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":55},"collection":"Monster Manual (2025)","summary":"Huge dragon (metallic), Chaotic Good. Challenge 13. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Adult brass dragons know many secrets and have vast networks of contacts. These dragons share perspectives they've learned from across the world and passionately combat the lies of con artists and villains that lead people astray.","visibility":"player"},{"heading":"Brass Dragons","body":"*Dragons of Lore and Rapport*\n\n- **Habitat.** Desert  \n- **Treasure.** Arcana  \n\nGregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.\n\nBrass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.\n\nBrass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story—perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.","visibility":"player"},{"heading":"Brass Dragon Lairs","body":"Brass dragons usually dwell in secret caves and canyons near well-traveled routes.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"adult-brass-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-adult-brass-dragon-v1.avif","alt":"Adult Brass Dragon","caption":"Adult Brass Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-adult-bronze-dragon","title":"Adult Bronze Dragon","officialName":"Adult Bronze Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Huge dragon (metallic), Lawful Good. Challenge 15. 2024 revised rules.\n\nOverview\n\nAdult bronze dragons often dwell near places they defend or where they help others work toward goals. They might become patrons of whole cities, advising leaders and helping generations flourish.\n\nBronze Dragons\n\n*Dragons of Potential and Preservation*\n\n- **Habitat.** Coastal  \n- **Treasure.** Implements  \n\nWhere bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.\n\nBronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.\n\nBronze Dragon Lairs\n\nBronze dragons usually make their homes near or under the sea.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":59},"collection":"Monster Manual (2025)","summary":"Huge dragon (metallic), Lawful Good. Challenge 15. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Adult bronze dragons often dwell near places they defend or where they help others work toward goals. They might become patrons of whole cities, advising leaders and helping generations flourish.","visibility":"player"},{"heading":"Bronze Dragons","body":"*Dragons of Potential and Preservation*\n\n- **Habitat.** Coastal  \n- **Treasure.** Implements  \n\nWhere bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.\n\nBronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.","visibility":"player"},{"heading":"Bronze Dragon Lairs","body":"Bronze dragons usually make their homes near or under the sea.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"adult-bronze-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-adult-bronze-dragon-v1.avif","alt":"Adult Bronze Dragon","caption":"Adult Bronze Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-adult-copper-dragon","title":"Adult Copper Dragon","officialName":"Adult Copper Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Huge dragon (metallic), Chaotic Good. Challenge 14. 2024 revised rules.\n\nOverview\n\nAdult copper dragons use their influence to better the world. With broad circles of friends, adult copper dragons delight in introducing people to one another and helping people find places where they can flourish. When disaster strikes, these dragons draw on their family of contacts to offer support, right wrongs, and rebuild stronger than before.\n\nCopper Dragons\n\n*Dragons of Curiosity and Community*\n\n- **Habitat.** Hill  \n- **Treasure.** Arcana  \n\nRelentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.\n\nCopper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.\n\nCopper Dragon Lairs\n\nCopper dragons typically inhabit multi-chamber caves and renovated ruins.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":79},"collection":"Monster Manual (2025)","summary":"Huge dragon (metallic), Chaotic Good. Challenge 14. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Adult copper dragons use their influence to better the world. With broad circles of friends, adult copper dragons delight in introducing people to one another and helping people find places where they can flourish. When disaster strikes, these dragons draw on their family of contacts to offer support, right wrongs, and rebuild stronger than before.","visibility":"player"},{"heading":"Copper Dragons","body":"*Dragons of Curiosity and Community*\n\n- **Habitat.** Hill  \n- **Treasure.** Arcana  \n\nRelentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.\n\nCopper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.","visibility":"player"},{"heading":"Copper Dragon Lairs","body":"Copper dragons typically inhabit multi-chamber caves and renovated ruins.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"adult-copper-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-adult-copper-dragon-v2.avif","alt":"Adult Copper Dragon","caption":"Adult Copper Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-adult-gold-dragon","title":"Adult Gold Dragon","officialName":"Adult Gold Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Huge dragon (metallic), Lawful Good. Challenge 17. 2024 revised rules.\n\nOverview\n\nAdult gold dragons act subtly, frequently changing their shape to resemble harmless animals or cultivating personas so they can pass as common people.\n\nGold Dragons\n\n*Dragons of Hope and Majesty*\n\n- **Habitat.** Forest, Grassland  \n- **Treasure.** Arcana  \n\nGold dragons work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.\n\nGold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.\n\nGold Dragon Lairs\n\nGold dragons make their homes in places of natural and magical wonder.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":145},"collection":"Monster Manual (2025)","summary":"Huge dragon (metallic), Lawful Good. Challenge 17. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Adult gold dragons act subtly, frequently changing their shape to resemble harmless animals or cultivating personas so they can pass as common people.","visibility":"player"},{"heading":"Gold Dragons","body":"*Dragons of Hope and Majesty*\n\n- **Habitat.** Forest, Grassland  \n- **Treasure.** Arcana  \n\nGold dragons work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.\n\nGold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.","visibility":"player"},{"heading":"Gold Dragon Lairs","body":"Gold dragons make their homes in places of natural and magical wonder.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"adult-gold-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-adult-gold-dragon-v1.avif","alt":"Adult Gold Dragon","caption":"Adult Gold Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-adult-green-dragon","title":"Adult Green Dragon","officialName":"Adult Green Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Huge dragon (chromatic), Lawful Evil. Challenge 15. 2024 revised rules.\n\nOverview\n\nThe words of adult green dragons are as deadly as their poisonous breath. They are brilliant schemers that pride themselves on influencing communities near their lairs. They obsess over information and create vast spy networks. Many of these dragons seek magical methods of surveillance or domination, and they manipulate adventurers into hunting down lost magic to aid in such control.\n\nGreen Dragons\n\n*Dragons of Deceit and Derision*\n\n- **Habitat.** Forest  \n- **Treasure.** Arcana  \n\nFrom forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.\n\nDespite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.\n\nGreen Dragon Lairs\n\nGreen dragons lair in ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the former homes of those they've conquered.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":153},"collection":"Monster Manual (2025)","summary":"Huge dragon (chromatic), Lawful Evil. Challenge 15. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"The words of adult green dragons are as deadly as their poisonous breath. They are brilliant schemers that pride themselves on influencing communities near their lairs. They obsess over information and create vast spy networks. Many of these dragons seek magical methods of surveillance or domination, and they manipulate adventurers into hunting down lost magic to aid in such control.","visibility":"player"},{"heading":"Green Dragons","body":"*Dragons of Deceit and Derision*\n\n- **Habitat.** Forest  \n- **Treasure.** Arcana  \n\nFrom forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.\n\nDespite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.","visibility":"player"},{"heading":"Green Dragon Lairs","body":"Green dragons lair in ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the former homes of those they've conquered.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"adult-green-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-adult-green-dragon-v1.avif","alt":"Adult Green Dragon","caption":"Adult Green Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-adult-red-dragon","title":"Adult Red Dragon","officialName":"Adult Red Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Huge dragon (chromatic), Chaotic Evil. Challenge 17. 2024 revised rules.\n\nOverview\n\nAdult red dragons are tyrants that claim vast domains and might command armies of followers or significant magical resources. Red dragons rarely pay attention to the nations and claims of smaller creatures, and they might consider entire cities part of their realm. Most red dragons are inattentive rulers, though, spending decades focused on their own comforts, hoards, or magical concerns within their lairs. But when their attention returns to their territories, if they find matters not to their liking, whole lands might burn.\n\nRed Dragons\n\n*Dragons of Greed and Devastation*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Any  \n\nRed dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.\n\nRed dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.\n\nRed dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.\n\nRed Dragon Lairs\n\nRed dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they've stolen from other creatures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":255},"collection":"Monster Manual (2025)","summary":"Huge dragon (chromatic), Chaotic Evil. Challenge 17. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Adult red dragons are tyrants that claim vast domains and might command armies of followers or significant magical resources. Red dragons rarely pay attention to the nations and claims of smaller creatures, and they might consider entire cities part of their realm. Most red dragons are inattentive rulers, though, spending decades focused on their own comforts, hoards, or magical concerns within their lairs. But when their attention returns to their territories, if they find matters not to their liking, whole lands might burn.","visibility":"player"},{"heading":"Red Dragons","body":"*Dragons of Greed and Devastation*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Any  \n\nRed dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.\n\nRed dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.\n\nRed dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.","visibility":"player"},{"heading":"Red Dragon Lairs","body":"Red dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they've stolen from other creatures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"adult-red-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-adult-red-dragon-v1.avif","alt":"Adult Red Dragon","caption":"Adult Red Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-adult-silver-dragon","title":"Adult Silver Dragon","officialName":"Adult Silver Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Huge dragon (metallic), Lawful Good. Challenge 16. 2024 revised rules.\n\nOverview\n\nAdult silver dragons love to spend time among various peoples. Rather than manipulating politics directly, they support individuals who have ambitious goals or who popularize the return of great universities, inspiring athletics events or festivals, and other salutary civic institutions of the past. Silver dragons often surround themselves with like-minded allies and are watchful for hidden threats.\n\nSilver Dragons\n\n*Dragons of Courage and Fairness*\n\n- **Habitat.** Mountain, Urban  \n- **Treasure.** Arcana  \n\nSilver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.\n\nSilver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.\n\nSilver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.\n\nSilver Dragon Lairs\n\nSilver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\"","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":279},"collection":"Monster Manual (2025)","summary":"Huge dragon (metallic), Lawful Good. Challenge 16. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Adult silver dragons love to spend time among various peoples. Rather than manipulating politics directly, they support individuals who have ambitious goals or who popularize the return of great universities, inspiring athletics events or festivals, and other salutary civic institutions of the past. Silver dragons often surround themselves with like-minded allies and are watchful for hidden threats.","visibility":"player"},{"heading":"Silver Dragons","body":"*Dragons of Courage and Fairness*\n\n- **Habitat.** Mountain, Urban  \n- **Treasure.** Arcana  \n\nSilver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.\n\nSilver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.\n\nSilver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.","visibility":"player"},{"heading":"Silver Dragon Lairs","body":"Silver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\"","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"adult-silver-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-adult-silver-dragon-v1.avif","alt":"Adult Silver Dragon","caption":"Adult Silver Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-adult-white-dragon","title":"Adult White Dragon","officialName":"Adult White Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Huge dragon (chromatic), Chaotic Evil. Challenge 13. 2024 revised rules.\n\nOverview\n\nAdult white dragons claim large territories and are often the mightiest predators in those lands. While some lurk in their lairs for months, others regularly soar over their domains. When they spot something moving on the ice, they might swoop down to feed or extort food and offerings from sapient creatures.\n\nWhite Dragons\n\n*Dragons of Cold and Cruelty*\n\n- **Habitat.** Arctic  \n- **Treasure.** Arcana  \n\nAmong the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.\n\nWhite dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory—the details of which inflate as these dragons age.\n\nWhite Dragon Lairs\n\nWhite dragons brood in bitterly cold lairs clawed from stone and ice.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":329},"collection":"Monster Manual (2025)","summary":"Huge dragon (chromatic), Chaotic Evil. Challenge 13. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Adult white dragons claim large territories and are often the mightiest predators in those lands. While some lurk in their lairs for months, others regularly soar over their domains. When they spot something moving on the ice, they might swoop down to feed or extort food and offerings from sapient creatures.","visibility":"player"},{"heading":"White Dragons","body":"*Dragons of Cold and Cruelty*\n\n- **Habitat.** Arctic  \n- **Treasure.** Arcana  \n\nAmong the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.\n\nWhite dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory—the details of which inflate as these dragons age.","visibility":"player"},{"heading":"White Dragon Lairs","body":"White dragons brood in bitterly cold lairs clawed from stone and ice.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"adult-white-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-adult-white-dragon-v1.avif","alt":"Adult White Dragon","caption":"Adult White Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-air-elemental","title":"Air Elemental","officialName":"Air Elemental","type":"Monster","category":"Creatures","visibility":"player","body":"Large elemental, Neutral. Challenge 5. 2024 revised rules.\n\nAir Elemental\n\n*Primal Spirit of Wind and Storm*\n\n- **Habitat.** Desert, Mountain, Planar (Elemental Plane of Air)  \n- **Treasure.** None  \n\nEnergetic spirits from the Elemental Plane of Air, air elementals gather clouds and winds into ever-changing bodies with indistinct limbs and vague features. Beyond their home plane, these elementals might serve magic-users who conjure them, or they might congregate around nexuses of unbridled planar energy, such as wind-scoured mountain peaks or endless storms. In battle, air elementals batter enemies with powerful gusts or transform into whirlwinds to fling away foes.\n\nAir elementals often have distinctive compositions. Roll on or choose a result from the Air Elemental Compositions table to inspire the elemental's appearance.\n\n> [!quote] A quote from Husam, Son of the Breezes, Ruler of Djinn  \n> \n> What can withstand the storm's scream? The lightning's spear? The want of sweet breath? Air is the mightiest of elements—respect its power.\n\n**Air Elemental Compositions**\n\n| dice: 1d6 | The Air Elemental's Body Features... |\n|-----------|--------------------------------------|\n| 1 | Cumulus or cirrus clouds. |\n| 2 | A mixture of vibrantly colored gases. |\n| 3 | A pungent, sour-looking miasma |\n| 4 | Shifting cloud clusters that resemble animals and simple shapes. |\n| 5 | Sinister features obscured in a misty mass. |\n| 6 | Swirling storm clouds. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":13},"collection":"Monster Manual (2025)","summary":"Large elemental, Neutral. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Air Elemental","body":"*Primal Spirit of Wind and Storm*\n\n- **Habitat.** Desert, Mountain, Planar (Elemental Plane of Air)  \n- **Treasure.** None  \n\nEnergetic spirits from the Elemental Plane of Air, air elementals gather clouds and winds into ever-changing bodies with indistinct limbs and vague features. Beyond their home plane, these elementals might serve magic-users who conjure them, or they might congregate around nexuses of unbridled planar energy, such as wind-scoured mountain peaks or endless storms. In battle, air elementals batter enemies with powerful gusts or transform into whirlwinds to fling away foes.\n\nAir elementals often have distinctive compositions. Roll on or choose a result from the Air Elemental Compositions table to inspire the elemental's appearance.\n\n> [!quote] A quote from Husam, Son of the Breezes, Ruler of Djinn  \n> \n> What can withstand the storm's scream? The lightning's spear? The want of sweet breath? Air is the mightiest of elements—respect its power.\n\n**Air Elemental Compositions**\n\n| dice: 1d6 | The Air Elemental's Body Features... |\n|-----------|--------------------------------------|\n| 1 | Cumulus or cirrus clouds. |\n| 2 | A mixture of vibrantly colored gases. |\n| 3 | A pungent, sour-looking miasma |\n| 4 | Shifting cloud clusters that resemble animals and simple shapes. |\n| 5 | Sinister features obscured in a misty mass. |\n| 6 | Swirling storm clouds. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"air-elemental-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-air-elemental-v1.avif","alt":"Air Elemental","caption":"Air Elemental","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-allosaurus","title":"Allosaurus","officialName":"Allosaurus","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast (dinosaur), Unaligned. Challenge 2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":348},"collection":"Monster Manual (2025)","summary":"Large beast (dinosaur), Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"allosaurus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-allosaurus-v1.avif","alt":"Allosaurus","caption":"Allosaurus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ancient-black-dragon","title":"Ancient Black Dragon","officialName":"Ancient Black Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan dragon (chromatic), Chaotic Evil. Challenge 21. 2024 revised rules.\n\nOverview\n\nAncient black dragons plot the ruin of whole realms. They seek magic to corrupt the land, raise undead hordes, bind fiends, and replicate magical disasters. Ancient black dragons strive to create vast, dead domains where they are the greatest things that remain.\n\nBlack Dragons\n\n*Dragons of Decay and Despair*\n\n- **Habitat.** Swamp  \n- **Treasure.** Relics  \n\nBlack dragons delight in suffering and ruin. While other chromatic dragons scheme for power and wealth, these dragons seek to tear down all they see and rule over what remains.\n\nBlack dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds.\n\nBlack dragons hoard tarnished symbols of hope and relics of fallen empires. The more sought-after the treasure, the more black dragons prize it—particularly if they were responsible for it being lost.\n\nBlack Dragon Lairs\n\nBlack dragons lurk in dismal ruins, polluted bogs, or other sites gripped by decay.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":40},"collection":"Monster Manual (2025)","summary":"Gargantuan dragon (chromatic), Chaotic Evil. Challenge 21. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ancient black dragons plot the ruin of whole realms. They seek magic to corrupt the land, raise undead hordes, bind fiends, and replicate magical disasters. Ancient black dragons strive to create vast, dead domains where they are the greatest things that remain.","visibility":"player"},{"heading":"Black Dragons","body":"*Dragons of Decay and Despair*\n\n- **Habitat.** Swamp  \n- **Treasure.** Relics  \n\nBlack dragons delight in suffering and ruin. While other chromatic dragons scheme for power and wealth, these dragons seek to tear down all they see and rule over what remains.\n\nBlack dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds.\n\nBlack dragons hoard tarnished symbols of hope and relics of fallen empires. The more sought-after the treasure, the more black dragons prize it—particularly if they were responsible for it being lost.","visibility":"player"},{"heading":"Black Dragon Lairs","body":"Black dragons lurk in dismal ruins, polluted bogs, or other sites gripped by decay.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ancient-black-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ancient-black-dragon-v1.avif","alt":"Ancient Black Dragon","caption":"Ancient Black Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ancient-blue-dragon","title":"Ancient Blue Dragon","officialName":"Ancient Blue Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan dragon (chromatic), Lawful Evil. Challenge 23. 2024 revised rules.\n\nOverview\n\nAncient blue dragons think beyond dominating groups of short-lived servants. Instead, they seek to claim their places above other dragons and their world's most powerful inhabitants. If world domination seems too tedious or cliché, these dragons might seek to seize control of extraplanar realms, multi-world empires, or forces of reality—like life, storms, or time itself.\n\nBlue Dragons\n\n*Dragons of Tyranny and Tempests*\n\n- **Habitat.** Desert  \n- **Treasure.** Relics  \n\nArrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.\n\nBlue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.\n\nRegalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.\n\nBlue Dragon Lairs\n\nBlue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":50},"collection":"Monster Manual (2025)","summary":"Gargantuan dragon (chromatic), Lawful Evil. Challenge 23. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ancient blue dragons think beyond dominating groups of short-lived servants. Instead, they seek to claim their places above other dragons and their world's most powerful inhabitants. If world domination seems too tedious or cliché, these dragons might seek to seize control of extraplanar realms, multi-world empires, or forces of reality—like life, storms, or time itself.","visibility":"player"},{"heading":"Blue Dragons","body":"*Dragons of Tyranny and Tempests*\n\n- **Habitat.** Desert  \n- **Treasure.** Relics  \n\nArrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.\n\nBlue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.\n\nRegalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.","visibility":"player"},{"heading":"Blue Dragon Lairs","body":"Blue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ancient-blue-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ancient-blue-dragon-v1.avif","alt":"Ancient Blue Dragon","caption":"Ancient Blue Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ancient-brass-dragon","title":"Ancient Brass Dragon","officialName":"Ancient Brass Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan dragon (metallic), Chaotic Good. Challenge 20. 2024 revised rules.\n\nOverview\n\nAncient brass dragons create worlds-spanning networks. They combat forces of repression and misinformation, helping people learn from the mistakes of the past. Either personally or through webs of messengers, ancient brass dragons keep allies informed about challenges they can face together.\n\nBrass Dragons\n\n*Dragons of Lore and Rapport*\n\n- **Habitat.** Desert  \n- **Treasure.** Arcana  \n\nGregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.\n\nBrass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.\n\nBrass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story—perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.\n\nBrass Dragon Lairs\n\nBrass dragons usually dwell in secret caves and canyons near well-traveled routes.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":56},"collection":"Monster Manual (2025)","summary":"Gargantuan dragon (metallic), Chaotic Good. Challenge 20. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ancient brass dragons create worlds-spanning networks. They combat forces of repression and misinformation, helping people learn from the mistakes of the past. Either personally or through webs of messengers, ancient brass dragons keep allies informed about challenges they can face together.","visibility":"player"},{"heading":"Brass Dragons","body":"*Dragons of Lore and Rapport*\n\n- **Habitat.** Desert  \n- **Treasure.** Arcana  \n\nGregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.\n\nBrass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.\n\nBrass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story—perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.","visibility":"player"},{"heading":"Brass Dragon Lairs","body":"Brass dragons usually dwell in secret caves and canyons near well-traveled routes.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ancient-brass-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ancient-brass-dragon-v1.avif","alt":"Ancient Brass Dragon","caption":"Ancient Brass Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ancient-bronze-dragon","title":"Ancient Bronze Dragon","officialName":"Ancient Bronze Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan dragon (metallic), Lawful Good. Challenge 22. 2024 revised rules.\n\nOverview\n\nAncient bronze dragons develop dramatic patinas on their glimmering scales. These dragons strive to protect whole regions, continents, or planets from threats. They seek solutions to planes-spanning calamities or multiversal perils and oppose the evil of mighty chromatic dragons.\n\nBronze Dragons\n\n*Dragons of Potential and Preservation*\n\n- **Habitat.** Coastal  \n- **Treasure.** Implements  \n\nWhere bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.\n\nBronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.\n\nBronze Dragon Lairs\n\nBronze dragons usually make their homes near or under the sea.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":60},"collection":"Monster Manual (2025)","summary":"Gargantuan dragon (metallic), Lawful Good. Challenge 22. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ancient bronze dragons develop dramatic patinas on their glimmering scales. These dragons strive to protect whole regions, continents, or planets from threats. They seek solutions to planes-spanning calamities or multiversal perils and oppose the evil of mighty chromatic dragons.","visibility":"player"},{"heading":"Bronze Dragons","body":"*Dragons of Potential and Preservation*\n\n- **Habitat.** Coastal  \n- **Treasure.** Implements  \n\nWhere bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.\n\nBronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.","visibility":"player"},{"heading":"Bronze Dragon Lairs","body":"Bronze dragons usually make their homes near or under the sea.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ancient-bronze-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ancient-bronze-dragon-v1.avif","alt":"Ancient Bronze Dragon","caption":"Ancient Bronze Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ancient-copper-dragon","title":"Ancient Copper Dragon","officialName":"Ancient Copper Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan dragon (metallic), Chaotic Good. Challenge 21. 2024 revised rules.\n\nOverview\n\nAncient copper dragons use warmth and reliability to effect change over time. They open their cozy lairs to their friends as havens of learning and laughter for the young and those in need. These dragons watch for and oppose future threats while fostering sanctuaries of simple goodness.\n\nCopper Dragons\n\n*Dragons of Curiosity and Community*\n\n- **Habitat.** Hill  \n- **Treasure.** Arcana  \n\nRelentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.\n\nCopper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.\n\nCopper Dragon Lairs\n\nCopper dragons typically inhabit multi-chamber caves and renovated ruins.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":80},"collection":"Monster Manual (2025)","summary":"Gargantuan dragon (metallic), Chaotic Good. Challenge 21. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ancient copper dragons use warmth and reliability to effect change over time. They open their cozy lairs to their friends as havens of learning and laughter for the young and those in need. These dragons watch for and oppose future threats while fostering sanctuaries of simple goodness.","visibility":"player"},{"heading":"Copper Dragons","body":"*Dragons of Curiosity and Community*\n\n- **Habitat.** Hill  \n- **Treasure.** Arcana  \n\nRelentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.\n\nCopper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.","visibility":"player"},{"heading":"Copper Dragon Lairs","body":"Copper dragons typically inhabit multi-chamber caves and renovated ruins.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ancient-copper-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ancient-copper-dragon-v1.avif","alt":"Ancient Copper Dragon","caption":"Ancient Copper Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ancient-gold-dragon","title":"Ancient Gold Dragon","officialName":"Ancient Gold Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan dragon (metallic), Lawful Good. Challenge 24. 2024 revised rules.\n\nOverview\n\nAncient gold dragons are wise and mysterious. Many aid virtuous groups, guiding them in secret or patronizing them from afar. Only when stakes are at their highest do ancient gold dragons reveal themselves in all their majesty.\n\nGold Dragons\n\n*Dragons of Hope and Majesty*\n\n- **Habitat.** Forest, Grassland  \n- **Treasure.** Arcana  \n\nGold dragons work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.\n\nGold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.\n\nGold Dragon Lairs\n\nGold dragons make their homes in places of natural and magical wonder.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":146},"collection":"Monster Manual (2025)","summary":"Gargantuan dragon (metallic), Lawful Good. Challenge 24. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ancient gold dragons are wise and mysterious. Many aid virtuous groups, guiding them in secret or patronizing them from afar. Only when stakes are at their highest do ancient gold dragons reveal themselves in all their majesty.","visibility":"player"},{"heading":"Gold Dragons","body":"*Dragons of Hope and Majesty*\n\n- **Habitat.** Forest, Grassland  \n- **Treasure.** Arcana  \n\nGold dragons work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.\n\nGold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.","visibility":"player"},{"heading":"Gold Dragon Lairs","body":"Gold dragons make their homes in places of natural and magical wonder.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ancient-gold-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ancient-gold-dragon-v1.avif","alt":"Ancient Gold Dragon","caption":"Ancient Gold Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ancient-green-dragon","title":"Ancient Green Dragon","officialName":"Ancient Green Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan dragon (chromatic), Lawful Evil. Challenge 22. 2024 revised rules.\n\nOverview\n\nAncient green dragons are creatures of legend, rarely seen by their servants or foes. Via magic and well-hidden agents, these dragons stoke suspicion between allies and undermine noble works. As bonds fray, the dragons reap rewards of greater wealth and control. Eventually the ambitions of ancient green dragons stretch beyond their territories as they seek control over empires, planar realms, or death itself.\n\nGreen Dragons\n\n*Dragons of Deceit and Derision*\n\n- **Habitat.** Forest  \n- **Treasure.** Arcana  \n\nFrom forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.\n\nDespite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.\n\nGreen Dragon Lairs\n\nGreen dragons lair in ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the former homes of those they've conquered.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":154},"collection":"Monster Manual (2025)","summary":"Gargantuan dragon (chromatic), Lawful Evil. Challenge 22. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ancient green dragons are creatures of legend, rarely seen by their servants or foes. Via magic and well-hidden agents, these dragons stoke suspicion between allies and undermine noble works. As bonds fray, the dragons reap rewards of greater wealth and control. Eventually the ambitions of ancient green dragons stretch beyond their territories as they seek control over empires, planar realms, or death itself.","visibility":"player"},{"heading":"Green Dragons","body":"*Dragons of Deceit and Derision*\n\n- **Habitat.** Forest  \n- **Treasure.** Arcana  \n\nFrom forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.\n\nDespite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.","visibility":"player"},{"heading":"Green Dragon Lairs","body":"Green dragons lair in ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the former homes of those they've conquered.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ancient-green-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ancient-green-dragon-v1.avif","alt":"Ancient Green Dragon","caption":"Ancient Green Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ancient-red-dragon","title":"Ancient Red Dragon","officialName":"Ancient Red Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan dragon (chromatic), Chaotic Evil. Challenge 24. 2024 revised rules.\n\nOverview\n\nAncient red dragons number among the most feared and destructive beings in the multiverse. Few can withstand the wrath of an ancient red dragon that turns its mind toward devastation. These dragons' greed matches their ruinous potential, and they collect vast hoards studded with storied treasures and magic items. Their lairs frequently tap into volcanic depths and might pierce other planes of existence, bringing servants from the Elemental Plane of Fire or the Lower Planes into their service.\n\nRed Dragons\n\n*Dragons of Greed and Devastation*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Any  \n\nRed dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.\n\nRed dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.\n\nRed dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.\n\nRed Dragon Lairs\n\nRed dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they've stolen from other creatures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":256},"collection":"Monster Manual (2025)","summary":"Gargantuan dragon (chromatic), Chaotic Evil. Challenge 24. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ancient red dragons number among the most feared and destructive beings in the multiverse. Few can withstand the wrath of an ancient red dragon that turns its mind toward devastation. These dragons' greed matches their ruinous potential, and they collect vast hoards studded with storied treasures and magic items. Their lairs frequently tap into volcanic depths and might pierce other planes of existence, bringing servants from the Elemental Plane of Fire or the Lower Planes into their service.","visibility":"player"},{"heading":"Red Dragons","body":"*Dragons of Greed and Devastation*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Any  \n\nRed dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.\n\nRed dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.\n\nRed dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.","visibility":"player"},{"heading":"Red Dragon Lairs","body":"Red dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they've stolen from other creatures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ancient-red-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ancient-red-dragon-v1.avif","alt":"Ancient Red Dragon","caption":"Ancient Red Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ancient-silver-dragon","title":"Ancient Silver Dragon","officialName":"Ancient Silver Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan dragon (metallic), Lawful Good. Challenge 23. 2024 revised rules.\n\nOverview\n\nAncient silver dragons pursue world-wide change. They defend their communities and allies, encouraging them to perform deeds worthy of legend. Some set their sights on other worlds and planes of existence, creating extraplanar alliances or combating multiplanar threats. They might have guises in multiple societies and forge generation-spanning friendships with heroic families or valorous groups.\n\nSilver Dragons\n\n*Dragons of Courage and Fairness*\n\n- **Habitat.** Mountain, Urban  \n- **Treasure.** Arcana  \n\nSilver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.\n\nSilver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.\n\nSilver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.\n\nSilver Dragon Lairs\n\nSilver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\"","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":280},"collection":"Monster Manual (2025)","summary":"Gargantuan dragon (metallic), Lawful Good. Challenge 23. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ancient silver dragons pursue world-wide change. They defend their communities and allies, encouraging them to perform deeds worthy of legend. Some set their sights on other worlds and planes of existence, creating extraplanar alliances or combating multiplanar threats. They might have guises in multiple societies and forge generation-spanning friendships with heroic families or valorous groups.","visibility":"player"},{"heading":"Silver Dragons","body":"*Dragons of Courage and Fairness*\n\n- **Habitat.** Mountain, Urban  \n- **Treasure.** Arcana  \n\nSilver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.\n\nSilver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.\n\nSilver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.","visibility":"player"},{"heading":"Silver Dragon Lairs","body":"Silver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\"","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ancient-silver-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ancient-silver-dragon-v1.avif","alt":"Ancient Silver Dragon","caption":"Ancient Silver Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ancient-white-dragon","title":"Ancient White Dragon","officialName":"Ancient White Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan dragon (chromatic), Chaotic Evil. Challenge 20. 2024 revised rules.\n\nOverview\n\nLike arctic storms, ancient white dragons threaten icy realms. They emerge from their frozen lairs to indulge their hungers for food or treasure, menacing other creatures with lethal cold. While they might ignore animals or small groups of polar wanderers, these dragons are quick to challenge other dragons and creatures wielding powerful magic, hoping to add their foes' skulls and magic items to their own hoards.\n\nWhite Dragons\n\n*Dragons of Cold and Cruelty*\n\n- **Habitat.** Arctic  \n- **Treasure.** Arcana  \n\nAmong the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.\n\nWhite dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory—the details of which inflate as these dragons age.\n\nWhite Dragon Lairs\n\nWhite dragons brood in bitterly cold lairs clawed from stone and ice.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":330},"collection":"Monster Manual (2025)","summary":"Gargantuan dragon (chromatic), Chaotic Evil. Challenge 20. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Like arctic storms, ancient white dragons threaten icy realms. They emerge from their frozen lairs to indulge their hungers for food or treasure, menacing other creatures with lethal cold. While they might ignore animals or small groups of polar wanderers, these dragons are quick to challenge other dragons and creatures wielding powerful magic, hoping to add their foes' skulls and magic items to their own hoards.","visibility":"player"},{"heading":"White Dragons","body":"*Dragons of Cold and Cruelty*\n\n- **Habitat.** Arctic  \n- **Treasure.** Arcana  \n\nAmong the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.\n\nWhite dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory—the details of which inflate as these dragons age.","visibility":"player"},{"heading":"White Dragon Lairs","body":"White dragons brood in bitterly cold lairs clawed from stone and ice.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ancient-white-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ancient-white-dragon-v1.avif","alt":"Ancient White Dragon","caption":"Ancient White Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-animal-lord","title":"Animal Lord","officialName":"Animal Lord","type":"Monster","category":"Creatures","visibility":"player","body":"Medium celestial, Neutral. Challenge 20. 2024 revised rules.\n\nAnimal Lord\n\n*Immortal Regent of the Wild*\n\n- **Habitat.** Planar (Beastlands)  \n- **Treasure.** Relics  \n\nAnimal lords are the immortal spirits of legendary animals. They serve as the divine protectors of animals of their kind, and they appear as hybrids of humanoids and the animals they defend. They frequently change into giant, idealized versions of the animals they're associated with—albeit with glowing eyes. When contending with people, they sometimes appear as humanlike beings with subtle, animal-like features. No matter their appearance, animal lords exhibit the instincts and predilections of the animals they represent, tempered by their intellect and experience.\n\nMost animal lords make their homes in the Beastlands, but they occasionally journey to the Feywild or other idyllic realms. They rarely travel to the Material Plane, making exceptions only when a world faces environmental disaster or droves of animals are otherwise in jeopardy.\n\nAmong the best-known animal lords are those that represent cats, hawks, lizards, and wolves, but animal lords exist for beasts of all types. Some animal lords even embody creatures that are rare or extinct on Material Plane worlds, like megafauna or dinosaurs. Using their divine might, animal lords can summon spectral animals, channel spiritual energy, and exhibit powers associated with one of three broad groups: foragers, hunters, or sages. These powers are tied to an animal lord's personality and traits associated with the creature it resembles. Roll on or choose results from the relevant Animal Lord Appearances table to inspire what creature an animal lord resembles.\n\n> [!quote] A quote from Brother of Shadows, Cat Lord  \n> \n> While I don't deny the compliment, I assure you, I'm more akin to a god than a \"pretty kitty.\"\n\n> [!quote] A quote from Wind and Moon, Wolf Lord  \n> \n> You call yourself hunter, but your fear makes you smell like prey.\n\n**Forager Animal Lord Appearances**\n\n| dice: 1d10 | Bestial Shape |\n|------------|---------------|\n| 1 | Bear |\n| 2 | Bee |\n| 3 | Bison |\n| 4 | Capybara |\n| 5 | Carp |\n| 6 | Rabbit |\n| 7 | Rooster |\n| 8 | Sloth |\n| 9 | Stag |\n| 10 | Vulture |\n\n**Hunter Animal Lord Appearances**\n\n| dice: 1d10 | Bestial Shape |\n|------------|---------------|\n| 1 | Alligator |\n| 2 | Badger |\n| 3 | Bat |\n| 4 | Cat |\n| 5 | Hawk |\n| 6 | Mongoose |\n| 7 | Praying mantis |\n| 8 | Shark |\n| 9 | Snake |\n| 10 | Wolf |\n\n**Sage Animal Lord Appearances**\n\n| dice: 1d10 | Bestial Shape |\n|------------|---------------|\n| 1 | Coyote |\n| 2 | Crow |\n| 3 | Elephant |\n| 4 | Lizard |\n| 5 | Mouse |\n| 6 | Owl |\n| 7 | Salmon |\n| 8 | Spider |\n| 9 | Turtle |\n| 10 | Whale |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":15},"collection":"Monster Manual (2025)","summary":"Medium celestial, Neutral. Challenge 20. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animal Lord","body":"*Immortal Regent of the Wild*\n\n- **Habitat.** Planar (Beastlands)  \n- **Treasure.** Relics  \n\nAnimal lords are the immortal spirits of legendary animals. They serve as the divine protectors of animals of their kind, and they appear as hybrids of humanoids and the animals they defend. They frequently change into giant, idealized versions of the animals they're associated with—albeit with glowing eyes. When contending with people, they sometimes appear as humanlike beings with subtle, animal-like features. No matter their appearance, animal lords exhibit the instincts and predilections of the animals they represent, tempered by their intellect and experience.\n\nMost animal lords make their homes in the Beastlands, but they occasionally journey to the Feywild or other idyllic realms. They rarely travel to the Material Plane, making exceptions only when a world faces environmental disaster or droves of animals are otherwise in jeopardy.\n\nAmong the best-known animal lords are those that represent cats, hawks, lizards, and wolves, but animal lords exist for beasts of all types. Some animal lords even embody creatures that are rare or extinct on Material Plane worlds, like megafauna or dinosaurs. Using their divine might, animal lords can summon spectral animals, channel spiritual energy, and exhibit powers associated with one of three broad groups: foragers, hunters, or sages. These powers are tied to an animal lord's personality and traits associated with the creature it resembles. Roll on or choose results from the relevant Animal Lord Appearances table to inspire what creature an animal lord resembles.\n\n> [!quote] A quote from Brother of Shadows, Cat Lord  \n> \n> While I don't deny the compliment, I assure you, I'm more akin to a god than a \"pretty kitty.\"\n\n> [!quote] A quote from Wind and Moon, Wolf Lord  \n> \n> You call yourself hunter, but your fear makes you smell like prey.\n\n**Forager Animal Lord Appearances**\n\n| dice: 1d10 | Bestial Shape |\n|------------|---------------|\n| 1 | Bear |\n| 2 | Bee |\n| 3 | Bison |\n| 4 | Capybara |\n| 5 | Carp |\n| 6 | Rabbit |\n| 7 | Rooster |\n| 8 | Sloth |\n| 9 | Stag |\n| 10 | Vulture |\n\n**Hunter Animal Lord Appearances**\n\n| dice: 1d10 | Bestial Shape |\n|------------|---------------|\n| 1 | Alligator |\n| 2 | Badger |\n| 3 | Bat |\n| 4 | Cat |\n| 5 | Hawk |\n| 6 | Mongoose |\n| 7 | Praying mantis |\n| 8 | Shark |\n| 9 | Snake |\n| 10 | Wolf |\n\n**Sage Animal Lord Appearances**\n\n| dice: 1d10 | Bestial Shape |\n|------------|---------------|\n| 1 | Coyote |\n| 2 | Crow |\n| 3 | Elephant |\n| 4 | Lizard |\n| 5 | Mouse |\n| 6 | Owl |\n| 7 | Salmon |\n| 8 | Spider |\n| 9 | Turtle |\n| 10 | Whale |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"animal-lord-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-animal-lord-v1.avif","alt":"Animal Lord","caption":"Animal Lord","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-animated-armor","title":"Animated Armor","officialName":"Animated Armor","type":"Monster","category":"Creatures","visibility":"player","body":"Medium construct, Unaligned. Challenge 1. 2024 revised rules.\n\nOverview\n\nAnimated suits of armor might move with steady deliberateness or awkward gaits. They're often constructed from plate armor, making them easy to mistake for soldiers or helmed horrors. Other types of armor or even metal statuary might also become animated armor.\n\nAnimated Objects\n\n*Mundane Objects Come to Life*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nMagic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.\n\nRoll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.\n\n> [!quote] A quote from Levity Quickstitch, Rogue  \n> \n> Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still got the scar.\n\n**Animated Object Catalysts**\n\n| dice: 1d10 | The Object Was Animated By... |\n|------------|-------------------------------|\n| 1 | A Celestial or Fiend using the object to protect or torment a mortal. |\n| 2 | A combination of magic and technology, such as alchemy or alien science. |\n| 3 | The essence of someone transformed by a supernatural trickster. |\n| 4 | Fey as part of their games or wiles. |\n| 5 | Happenstance, with the item gaining a semblance of life after a hundred years of use. |\n| 6 | A magic-user in need of a guardian or servant. |\n| 7 | The song of a magical instrument. |\n| 8 | A spirit possessing the object. |\n| 9 | Wild magic, a spell that went awry, or a chaotic Artifact. |\n| 10 | The will of a powerful psychic being. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":16},"collection":"Monster Manual (2025)","summary":"Medium construct, Unaligned. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Animated suits of armor might move with steady deliberateness or awkward gaits. They're often constructed from plate armor, making them easy to mistake for soldiers or helmed horrors. Other types of armor or even metal statuary might also become animated armor.","visibility":"player"},{"heading":"Animated Objects","body":"*Mundane Objects Come to Life*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nMagic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.\n\nRoll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.\n\n> [!quote] A quote from Levity Quickstitch, Rogue  \n> \n> Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still got the scar.\n\n**Animated Object Catalysts**\n\n| dice: 1d10 | The Object Was Animated By... |\n|------------|-------------------------------|\n| 1 | A Celestial or Fiend using the object to protect or torment a mortal. |\n| 2 | A combination of magic and technology, such as alchemy or alien science. |\n| 3 | The essence of someone transformed by a supernatural trickster. |\n| 4 | Fey as part of their games or wiles. |\n| 5 | Happenstance, with the item gaining a semblance of life after a hundred years of use. |\n| 6 | A magic-user in need of a guardian or servant. |\n| 7 | The song of a magical instrument. |\n| 8 | A spirit possessing the object. |\n| 9 | Wild magic, a spell that went awry, or a chaotic Artifact. |\n| 10 | The will of a powerful psychic being. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"animated-armor-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-animated-armor-v1.avif","alt":"Animated Armor","caption":"Animated Armor","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-animated-broom","title":"Animated Broom","officialName":"Animated Broom","type":"Monster","category":"Creatures","visibility":"player","body":"Small construct, Unaligned. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nAnimated brooms keep their surroundings tidy and defend them when necessary. Launching into the air, these brooms dart about, attacking foes from unexpected angles. Other flying objects, like animated tools or staffs, might also use this stat block.\n\nAnimated Objects\n\n*Mundane Objects Come to Life*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nMagic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.\n\nRoll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.\n\n> [!quote] A quote from Levity Quickstitch, Rogue  \n> \n> Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still got the scar.\n\n**Animated Object Catalysts**\n\n| dice: 1d10 | The Object Was Animated By... |\n|------------|-------------------------------|\n| 1 | A Celestial or Fiend using the object to protect or torment a mortal. |\n| 2 | A combination of magic and technology, such as alchemy or alien science. |\n| 3 | The essence of someone transformed by a supernatural trickster. |\n| 4 | Fey as part of their games or wiles. |\n| 5 | Happenstance, with the item gaining a semblance of life after a hundred years of use. |\n| 6 | A magic-user in need of a guardian or servant. |\n| 7 | The song of a magical instrument. |\n| 8 | A spirit possessing the object. |\n| 9 | Wild magic, a spell that went awry, or a chaotic Artifact. |\n| 10 | The will of a powerful psychic being. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":16},"collection":"Monster Manual (2025)","summary":"Small construct, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Animated brooms keep their surroundings tidy and defend them when necessary. Launching into the air, these brooms dart about, attacking foes from unexpected angles. Other flying objects, like animated tools or staffs, might also use this stat block.","visibility":"player"},{"heading":"Animated Objects","body":"*Mundane Objects Come to Life*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nMagic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.\n\nRoll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.\n\n> [!quote] A quote from Levity Quickstitch, Rogue  \n> \n> Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still got the scar.\n\n**Animated Object Catalysts**\n\n| dice: 1d10 | The Object Was Animated By... |\n|------------|-------------------------------|\n| 1 | A Celestial or Fiend using the object to protect or torment a mortal. |\n| 2 | A combination of magic and technology, such as alchemy or alien science. |\n| 3 | The essence of someone transformed by a supernatural trickster. |\n| 4 | Fey as part of their games or wiles. |\n| 5 | Happenstance, with the item gaining a semblance of life after a hundred years of use. |\n| 6 | A magic-user in need of a guardian or servant. |\n| 7 | The song of a magical instrument. |\n| 8 | A spirit possessing the object. |\n| 9 | Wild magic, a spell that went awry, or a chaotic Artifact. |\n| 10 | The will of a powerful psychic being. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"animated-broom-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-animated-broom-v1.avif","alt":"Animated Broom","caption":"Animated Broom","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-animated-flying-sword","title":"Animated Flying Sword","officialName":"Animated Flying Sword","type":"Monster","category":"Creatures","visibility":"player","body":"Small construct, Unaligned. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nAnimated flying swords move as if wielded by unseen warriors. Whether an animated blade is newly forged or a constellation of broken fragments, the object behaves the same. Other weapons from the \"Player's Handbook\" can also be animated and use game statistics similar to those here.\n\nAnimated Objects\n\n*Mundane Objects Come to Life*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nMagic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.\n\nRoll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.\n\n> [!quote] A quote from Levity Quickstitch, Rogue  \n> \n> Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still got the scar.\n\n**Animated Object Catalysts**\n\n| dice: 1d10 | The Object Was Animated By... |\n|------------|-------------------------------|\n| 1 | A Celestial or Fiend using the object to protect or torment a mortal. |\n| 2 | A combination of magic and technology, such as alchemy or alien science. |\n| 3 | The essence of someone transformed by a supernatural trickster. |\n| 4 | Fey as part of their games or wiles. |\n| 5 | Happenstance, with the item gaining a semblance of life after a hundred years of use. |\n| 6 | A magic-user in need of a guardian or servant. |\n| 7 | The song of a magical instrument. |\n| 8 | A spirit possessing the object. |\n| 9 | Wild magic, a spell that went awry, or a chaotic Artifact. |\n| 10 | The will of a powerful psychic being. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":17},"collection":"Monster Manual (2025)","summary":"Small construct, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Animated flying swords move as if wielded by unseen warriors. Whether an animated blade is newly forged or a constellation of broken fragments, the object behaves the same. Other weapons from the \"Player's Handbook\" can also be animated and use game statistics similar to those here.","visibility":"player"},{"heading":"Animated Objects","body":"*Mundane Objects Come to Life*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nMagic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.\n\nRoll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.\n\n> [!quote] A quote from Levity Quickstitch, Rogue  \n> \n> Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still got the scar.\n\n**Animated Object Catalysts**\n\n| dice: 1d10 | The Object Was Animated By... |\n|------------|-------------------------------|\n| 1 | A Celestial or Fiend using the object to protect or torment a mortal. |\n| 2 | A combination of magic and technology, such as alchemy or alien science. |\n| 3 | The essence of someone transformed by a supernatural trickster. |\n| 4 | Fey as part of their games or wiles. |\n| 5 | Happenstance, with the item gaining a semblance of life after a hundred years of use. |\n| 6 | A magic-user in need of a guardian or servant. |\n| 7 | The song of a magical instrument. |\n| 8 | A spirit possessing the object. |\n| 9 | Wild magic, a spell that went awry, or a chaotic Artifact. |\n| 10 | The will of a powerful psychic being. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"animated-flying-sword-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-animated-flying-sword-v1.avif","alt":"Animated Flying Sword","caption":"Animated Flying Sword","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-animated-rug-of-smothering","title":"Animated Rug of Smothering","officialName":"Animated Rug of Smothering","type":"Monster","category":"Creatures","visibility":"player","body":"Large construct, Unaligned. Challenge 2. 2024 revised rules.\n\nOverview\n\nAnimated rugs of smothering might attack any creature that steps on them, or they might be passed off as superficially similar magic items, such as Carpets of Flying, and attack those who speak a supposed command word. Deadly tapestries, furs, and similar items also use this stat block.\n\nAnimated Objects\n\n*Mundane Objects Come to Life*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nMagic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.\n\nRoll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.\n\n> [!quote] A quote from Levity Quickstitch, Rogue  \n> \n> Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still got the scar.\n\n**Animated Object Catalysts**\n\n| dice: 1d10 | The Object Was Animated By... |\n|------------|-------------------------------|\n| 1 | A Celestial or Fiend using the object to protect or torment a mortal. |\n| 2 | A combination of magic and technology, such as alchemy or alien science. |\n| 3 | The essence of someone transformed by a supernatural trickster. |\n| 4 | Fey as part of their games or wiles. |\n| 5 | Happenstance, with the item gaining a semblance of life after a hundred years of use. |\n| 6 | A magic-user in need of a guardian or servant. |\n| 7 | The song of a magical instrument. |\n| 8 | A spirit possessing the object. |\n| 9 | Wild magic, a spell that went awry, or a chaotic Artifact. |\n| 10 | The will of a powerful psychic being. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":17},"collection":"Monster Manual (2025)","summary":"Large construct, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Animated rugs of smothering might attack any creature that steps on them, or they might be passed off as superficially similar magic items, such as Carpets of Flying, and attack those who speak a supposed command word. Deadly tapestries, furs, and similar items also use this stat block.","visibility":"player"},{"heading":"Animated Objects","body":"*Mundane Objects Come to Life*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nMagic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.\n\nRoll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.\n\n> [!quote] A quote from Levity Quickstitch, Rogue  \n> \n> Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still got the scar.\n\n**Animated Object Catalysts**\n\n| dice: 1d10 | The Object Was Animated By... |\n|------------|-------------------------------|\n| 1 | A Celestial or Fiend using the object to protect or torment a mortal. |\n| 2 | A combination of magic and technology, such as alchemy or alien science. |\n| 3 | The essence of someone transformed by a supernatural trickster. |\n| 4 | Fey as part of their games or wiles. |\n| 5 | Happenstance, with the item gaining a semblance of life after a hundred years of use. |\n| 6 | A magic-user in need of a guardian or servant. |\n| 7 | The song of a magical instrument. |\n| 8 | A spirit possessing the object. |\n| 9 | Wild magic, a spell that went awry, or a chaotic Artifact. |\n| 10 | The will of a powerful psychic being. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"animated-rug-of-smothering-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-animated-rug-of-smothering-v1.avif","alt":"Animated Rug of Smothering","caption":"Animated Rug of Smothering","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ankheg","title":"Ankheg","officialName":"Ankheg","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Unaligned. Challenge 2. 2024 revised rules.\n\nAnkheg\n\n*Burrowing Insectile Predator*\n\n- **Habitat.** Forest, Grassland  \n- **Treasure.** None  \n\nOversize insects, ankhegs burrow close to the surface, creating sprawling underground labyrinths. From these tunnels, they burst forth to dissolve and devour smaller creatures using their acid-dripping mandibles and sprays of digestive enzymes.\n\nAnkhegs are the bane of farmers whose grazing livestock are easy prey for these monsters. Many ankhegs hunt alone, but those in places with ample food might collect in nests of several dozen and threaten whole towns. Ankheg nests can be challenging to wipe out unless the monsters' tunnels are cleared out and their eggs destroyed.\n\nAnkheg tunnels are roughly cylindrical and are often littered with the remains of ankhegs' meals and subterranean treasures. Roll on or choose a result from the Ankheg Tunnel Discoveries table to inspire what might be found in an ankheg's tunnel.\n\n> [!quote] A quote from Feil Jenkins, Sage of Kirwak  \n> \n> Though they feed on things under the soil, ankhegs prefer live meat—your cattle, your dogs, or you.\n\n**Ankheg Tunnel Discoveries**\n\n| dice: 1d8 | Inside the Ankheg Tunnel Is... |\n|-----------|--------------------------------|\n| 1 | Another tunnel (either natural or of worked stone) that extends into the Underdark. |\n| 2 | A buried ruin or grave exposed by the tunnel. |\n| 3 | A cluster of 1d4 fresh ankheg eggs that can be broken and used as vials of Acid. |\n| 4 | A dead ankheg and evidence of a deadlier subterranean predator. |\n| 5 | A piece of ankheg carapace usable as a Shield. |\n| 6 | A pouch with 2d6 GP near a puddle of acid. |\n| 7 | A stray farm or woodland animal. |\n| 8 | A viciously mauled scarecrow. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":18},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Ankheg","body":"*Burrowing Insectile Predator*\n\n- **Habitat.** Forest, Grassland  \n- **Treasure.** None  \n\nOversize insects, ankhegs burrow close to the surface, creating sprawling underground labyrinths. From these tunnels, they burst forth to dissolve and devour smaller creatures using their acid-dripping mandibles and sprays of digestive enzymes.\n\nAnkhegs are the bane of farmers whose grazing livestock are easy prey for these monsters. Many ankhegs hunt alone, but those in places with ample food might collect in nests of several dozen and threaten whole towns. Ankheg nests can be challenging to wipe out unless the monsters' tunnels are cleared out and their eggs destroyed.\n\nAnkheg tunnels are roughly cylindrical and are often littered with the remains of ankhegs' meals and subterranean treasures. Roll on or choose a result from the Ankheg Tunnel Discoveries table to inspire what might be found in an ankheg's tunnel.\n\n> [!quote] A quote from Feil Jenkins, Sage of Kirwak  \n> \n> Though they feed on things under the soil, ankhegs prefer live meat—your cattle, your dogs, or you.\n\n**Ankheg Tunnel Discoveries**\n\n| dice: 1d8 | Inside the Ankheg Tunnel Is... |\n|-----------|--------------------------------|\n| 1 | Another tunnel (either natural or of worked stone) that extends into the Underdark. |\n| 2 | A buried ruin or grave exposed by the tunnel. |\n| 3 | A cluster of 1d4 fresh ankheg eggs that can be broken and used as vials of Acid. |\n| 4 | A dead ankheg and evidence of a deadlier subterranean predator. |\n| 5 | A piece of ankheg carapace usable as a Shield. |\n| 6 | A pouch with 2d6 GP near a puddle of acid. |\n| 7 | A stray farm or woodland animal. |\n| 8 | A viciously mauled scarecrow. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ankheg-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ankheg-v1.avif","alt":"Ankheg","caption":"Ankheg","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ankylosaurus","title":"Ankylosaurus","officialName":"Ankylosaurus","type":"Monster","category":"Creatures","visibility":"player","body":"Huge beast (dinosaur), Unaligned. Challenge 3. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":348},"collection":"Monster Manual (2025)","summary":"Huge beast (dinosaur), Unaligned. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ankylosaurus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ankylosaurus-v1.avif","alt":"Ankylosaurus","caption":"Ankylosaurus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ape","title":"Ape","officialName":"Ape","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":348},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player","illustration":{"src":"assets/worldbook/dorn-animals-rainforest-panorama-v1.avif","alt":"Rainforest wildlife.","caption":"Rainforest wildlife.","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide","role":"supporting"}}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ape-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ape-v1.avif","alt":"Ape","caption":"Ape","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-arcanaloth","title":"Arcanaloth","officialName":"Arcanaloth","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend (yugoloth), Neutral Evil. Challenge 12. 2024 revised rules.\n\nArcanaloth\n\n*Yugoloth of Magical Manipulation*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** Arcana  \n\nWhile all yugoloths are fiendish manifestations of wickedness and greed, arcanaloths bend their considerable intellects toward hoarding and exploiting secrets. They then deploy these secrets to ensnare countless victims and lesser villains, beguiling foes with false promises and powerful magic.\n\nArcanaloths possess considerable spellcasting prowess and frequently disguise themselves with magic. While they prefer to let magical servants or other yugoloths do their fighting for them, arcanaloths can defend themselves with arcane might, banishing opponents into the pages of their magic tomes.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":19},"collection":"Monster Manual (2025)","summary":"Medium fiend (yugoloth), Neutral Evil. Challenge 12. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Arcanaloth","body":"*Yugoloth of Magical Manipulation*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** Arcana  \n\nWhile all yugoloths are fiendish manifestations of wickedness and greed, arcanaloths bend their considerable intellects toward hoarding and exploiting secrets. They then deploy these secrets to ensnare countless victims and lesser villains, beguiling foes with false promises and powerful magic.\n\nArcanaloths possess considerable spellcasting prowess and frequently disguise themselves with magic. While they prefer to let magical servants or other yugoloths do their fighting for them, arcanaloths can defend themselves with arcane might, banishing opponents into the pages of their magic tomes.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"arcanaloth-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-arcanaloth-v1.avif","alt":"Arcanaloth","caption":"Arcanaloth","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-arch-hag","title":"Arch-hag","officialName":"Arch-hag","type":"Monster","category":"Creatures","visibility":"player","body":"Large fey, Neutral Evil. Challenge 21. 2024 revised rules.\n\nArch-hag\n\n*Hag of Forbidden Secrets and Magical Malice*\n\n- **Habitat.** Any  \n- **Treasure.** Arcana  \n\nImmortal and unpredictable, arch-hags hoard secrets and strike magical bargains, altering fate to indulge their fickle whims. These timeless schemers pursue the secrets of the multiverse and work strange magic in pursuit of their inscrutable goals.\n\nArch-hags are unpredictable, self-interested, and greedy, with bizarre fascinations and affectations. Nevertheless, they often make deals to further their plots. These hags are fonts of secret knowledge, particularly lore regarding forbidden magic and multiversal secrets. They might share their knowledge, but their secrets always have a price. In trade for their secrets, arch-hags might request peculiar errands, valuable magic items, or preternatural currency, like one's memories, a year of one's life, or the ability to cry.\n\nMost arch-hags avoid battle, but if forced to fight, they unleash dangerous magic, such as spectral claws, arcing lightning, and mind-bending spells. An arch-hag can curse other magic-users, confounding the spellcasters' incantations and forcing the spellcasters to say the opposite of what they mean. Even if an arch-hag is brought low, its preparations allow it to magically slip away and begin plotting its revenge.\n\nEvery arch-hag has a unique weakness tied to a fateful encounter the hag had in the past or something that embodies the antithesis of the hag's magic. A hag goes out of its way to keep this vulnerability secret. Although an arch-hag isn't physically harmed by its weakness, it can be destroyed only while its weakness is nearby. Roll on or choose a result from the Arch-hag Anathemas table to inspire an arch-hag's weakness.\n\n> [!quote] A quote from Baba Yaga, Mother of Witches  \n> \n> Heh! People who know too much grow old before their time. Ask me your questions, but be certain that every secret has its cost.\n\n**Arch-hag Anathemas**\n\n| dice: 1d10 | The Arch-hag's Weakness Is... |\n|------------|-------------------------------|\n| 1 | The bones of the arch-hag's first love. |\n| 2 | A devil's tear. |\n| 3 | An egg with a miniature castle inside. |\n| 4 | A flower that blooms only when time stops. |\n| 5 | A gift from the hag's twin. |\n| 6 | The multiverse's worst pun. |\n| 7 | One of the hag's missing teeth. |\n| 8 | Snow from the top of Mount Celestia. |\n| 9 | A star pulled from the sky. |\n| 10 | A thread from the Lady of Pain's robes. |\n\nArch-hag Lairs\n\nEach arch-hag creates a magical home, such as a hidden demiplane, a mansion atop a storm cloud, or—in the case of the arch-hag Baba Yaga—a hut atop giant chicken legs. The interiors of these lairs frequently change or exhibit bewildering features.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":21},"collection":"Monster Manual (2025)","summary":"Large fey, Neutral Evil. Challenge 21. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Arch-hag","body":"*Hag of Forbidden Secrets and Magical Malice*\n\n- **Habitat.** Any  \n- **Treasure.** Arcana  \n\nImmortal and unpredictable, arch-hags hoard secrets and strike magical bargains, altering fate to indulge their fickle whims. These timeless schemers pursue the secrets of the multiverse and work strange magic in pursuit of their inscrutable goals.\n\nArch-hags are unpredictable, self-interested, and greedy, with bizarre fascinations and affectations. Nevertheless, they often make deals to further their plots. These hags are fonts of secret knowledge, particularly lore regarding forbidden magic and multiversal secrets. They might share their knowledge, but their secrets always have a price. In trade for their secrets, arch-hags might request peculiar errands, valuable magic items, or preternatural currency, like one's memories, a year of one's life, or the ability to cry.\n\nMost arch-hags avoid battle, but if forced to fight, they unleash dangerous magic, such as spectral claws, arcing lightning, and mind-bending spells. An arch-hag can curse other magic-users, confounding the spellcasters' incantations and forcing the spellcasters to say the opposite of what they mean. Even if an arch-hag is brought low, its preparations allow it to magically slip away and begin plotting its revenge.\n\nEvery arch-hag has a unique weakness tied to a fateful encounter the hag had in the past or something that embodies the antithesis of the hag's magic. A hag goes out of its way to keep this vulnerability secret. Although an arch-hag isn't physically harmed by its weakness, it can be destroyed only while its weakness is nearby. Roll on or choose a result from the Arch-hag Anathemas table to inspire an arch-hag's weakness.\n\n> [!quote] A quote from Baba Yaga, Mother of Witches  \n> \n> Heh! People who know too much grow old before their time. Ask me your questions, but be certain that every secret has its cost.\n\n**Arch-hag Anathemas**\n\n| dice: 1d10 | The Arch-hag's Weakness Is... |\n|------------|-------------------------------|\n| 1 | The bones of the arch-hag's first love. |\n| 2 | A devil's tear. |\n| 3 | An egg with a miniature castle inside. |\n| 4 | A flower that blooms only when time stops. |\n| 5 | A gift from the hag's twin. |\n| 6 | The multiverse's worst pun. |\n| 7 | One of the hag's missing teeth. |\n| 8 | Snow from the top of Mount Celestia. |\n| 9 | A star pulled from the sky. |\n| 10 | A thread from the Lady of Pain's robes. |","visibility":"player"},{"heading":"Arch-hag Lairs","body":"Each arch-hag creates a magical home, such as a hidden demiplane, a mansion atop a storm cloud, or—in the case of the arch-hag Baba Yaga—a hut atop giant chicken legs. The interiors of these lairs frequently change or exhibit bewildering features.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"arch-hag-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-arch-hag-v1.avif","alt":"Arch-hag","caption":"Arch-hag","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-archelon","title":"Archelon","officialName":"Archelon","type":"Monster","category":"Creatures","visibility":"player","body":"Huge beast (dinosaur), Unaligned. Challenge 4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":349},"collection":"Monster Manual (2025)","summary":"Huge beast (dinosaur), Unaligned. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"archelon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-archelon-v1.avif","alt":"Archelon","caption":"Archelon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-awakened-shrub","title":"Awakened Shrub","officialName":"Awakened Shrub","type":"Monster","category":"Creatures","visibility":"player","body":"Small plant, Neutral. Challenge 0. 2024 revised rules.\n\nOverview\n\nAwakened shrubs can be any sort of small plant, from forest bushes to clustered flowers. They often appear near awakened trees or in regions imbued with primal magic. Some have whimsical appearances or foliage resembling rudimentary facial features, while others look like animate topiary creatures.\n\nAwakened Plants\n\n*Vegetation Given Magical Life*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nMagic can invest plants with mobility, sapience, and even a voice. Spells such as Awaken or the influence of other planes of existence might bring mundane vegetation to life, while other remarkable plants might naturally have these features.\n\n> [!quote] A quote from Rivergleam, Pixie  \n> \n> Just because we protect the forest doesn't mean it's defenseless.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":23},"collection":"Monster Manual (2025)","summary":"Small plant, Neutral. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Awakened shrubs can be any sort of small plant, from forest bushes to clustered flowers. They often appear near awakened trees or in regions imbued with primal magic. Some have whimsical appearances or foliage resembling rudimentary facial features, while others look like animate topiary creatures.","visibility":"player"},{"heading":"Awakened Plants","body":"*Vegetation Given Magical Life*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nMagic can invest plants with mobility, sapience, and even a voice. Spells such as Awaken or the influence of other planes of existence might bring mundane vegetation to life, while other remarkable plants might naturally have these features.\n\n> [!quote] A quote from Rivergleam, Pixie  \n> \n> Just because we protect the forest doesn't mean it's defenseless.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"awakened-shrub-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-awakened-shrub-v1.avif","alt":"Awakened Shrub","caption":"Awakened Shrub","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-awakened-tree","title":"Awakened Tree","officialName":"Awakened Tree","type":"Monster","category":"Creatures","visibility":"player","body":"Huge plant, Neutral. Challenge 2. 2024 revised rules.\n\nOverview\n\nSome awakened trees stand in still, meditative states for long periods, making them easy to mistake for normal plants, while others patrol regions of natural power. Awakened trees are sometimes brought to life by influences from the Feywild, which make them colorful and endlessly blooming, or by Shadowfell energy, which covers them with grotesque burls or makes them look lifeless.\n\nAwakened Plants\n\n*Vegetation Given Magical Life*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nMagic can invest plants with mobility, sapience, and even a voice. Spells such as Awaken or the influence of other planes of existence might bring mundane vegetation to life, while other remarkable plants might naturally have these features.\n\n> [!quote] A quote from Rivergleam, Pixie  \n> \n> Just because we protect the forest doesn't mean it's defenseless.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":23},"collection":"Monster Manual (2025)","summary":"Huge plant, Neutral. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Some awakened trees stand in still, meditative states for long periods, making them easy to mistake for normal plants, while others patrol regions of natural power. Awakened trees are sometimes brought to life by influences from the Feywild, which make them colorful and endlessly blooming, or by Shadowfell energy, which covers them with grotesque burls or makes them look lifeless.","visibility":"player"},{"heading":"Awakened Plants","body":"*Vegetation Given Magical Life*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nMagic can invest plants with mobility, sapience, and even a voice. Spells such as Awaken or the influence of other planes of existence might bring mundane vegetation to life, while other remarkable plants might naturally have these features.\n\n> [!quote] A quote from Rivergleam, Pixie  \n> \n> Just because we protect the forest doesn't mean it's defenseless.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"awakened-tree-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-awakened-tree-v1.avif","alt":"Awakened Tree","caption":"Awakened Tree","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-axe-beak","title":"Axe Beak","officialName":"Axe Beak","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Unaligned. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nAlone or in small groups, axe beaks stalk prey to feed their flocks. When working together, axe beaks use rudimentary tactics, with some distracting threats while others strike vulnerable targets or rush young axe beaks to safety.\n\nAxe Beaks\n\n*Flightless Avian Predators*\n\n- **Habitat.** Arctic, Grassland, Hill  \n- **Treasure.** None  \n\nAxe beaks are flightless, birdlike creatures with distinctive axe-shaped beaks. Swift predators, they chase down prey and use their beaks to hack through foliage protecting their quarry. Axe beaks live in varied environments. Colorfully plumed axe beaks race across tropical plains, while axe beaks with snowy feathers hunt the tundra.\n\nAxe beaks are difficult to train, but those hatched and raised in captivity can become reliable mounts.\n\n> [!quote] A quote from Batley Summerfoot, Adventurer  \n> \n> The thing's got an axe for a face and a giant, angry rooster for everything else—of course I want to ride it!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":24},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Alone or in small groups, axe beaks stalk prey to feed their flocks. When working together, axe beaks use rudimentary tactics, with some distracting threats while others strike vulnerable targets or rush young axe beaks to safety.","visibility":"player"},{"heading":"Axe Beaks","body":"*Flightless Avian Predators*\n\n- **Habitat.** Arctic, Grassland, Hill  \n- **Treasure.** None  \n\nAxe beaks are flightless, birdlike creatures with distinctive axe-shaped beaks. Swift predators, they chase down prey and use their beaks to hack through foliage protecting their quarry. Axe beaks live in varied environments. Colorfully plumed axe beaks race across tropical plains, while axe beaks with snowy feathers hunt the tundra.\n\nAxe beaks are difficult to train, but those hatched and raised in captivity can become reliable mounts.\n\n> [!quote] A quote from Batley Summerfoot, Adventurer  \n> \n> The thing's got an axe for a face and a giant, angry rooster for everything else—of course I want to ride it!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"axe-beak-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-axe-beak-v1.avif","alt":"Axe Beak","caption":"Axe Beak","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-azer-pyromancer","title":"Azer Pyromancer","officialName":"Azer Pyromancer","type":"Monster","category":"Creatures","visibility":"player","body":"Medium elemental, Lawful Neutral. Challenge 6. 2024 revised rules.\n\nOverview\n\nAzer pyromancers conjure flames from the Elemental Plane of Fire to defend themselves and stoke magical forges.\n\nAzers\n\n*Fiery Smiths of Living Metal*\n\n- **Habitat.** Mountain, Planar (Elemental Plane of Fire)  \n- **Treasure.** Armaments, Individual  \n\nAzers are living bronze folk who work the primal elements of creation to craft weapons and magical wonders among the multiverse's mightiest infernos.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":25},"collection":"Monster Manual (2025)","summary":"Medium elemental, Lawful Neutral. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Azer pyromancers conjure flames from the Elemental Plane of Fire to defend themselves and stoke magical forges.","visibility":"player"},{"heading":"Azers","body":"*Fiery Smiths of Living Metal*\n\n- **Habitat.** Mountain, Planar (Elemental Plane of Fire)  \n- **Treasure.** Armaments, Individual  \n\nAzers are living bronze folk who work the primal elements of creation to craft weapons and magical wonders among the multiverse's mightiest infernos.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"azer-pyromancer-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-azer-pyromancer-v1.avif","alt":"Azer Pyromancer","caption":"Azer Pyromancer","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-azer-sentinel","title":"Azer Sentinel","officialName":"Azer Sentinel","type":"Monster","category":"Creatures","visibility":"player","body":"Medium elemental, Lawful Neutral. Challenge 2. 2024 revised rules.\n\nOverview\n\nAzer sentinels defend their communities' smiths and channel their flames through their weapons.\n\nAzers\n\n*Fiery Smiths of Living Metal*\n\n- **Habitat.** Mountain, Planar (Elemental Plane of Fire)  \n- **Treasure.** Armaments, Individual  \n\nAzers are living bronze folk who work the primal elements of creation to craft weapons and magical wonders among the multiverse's mightiest infernos.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":25},"collection":"Monster Manual (2025)","summary":"Medium elemental, Lawful Neutral. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Azer sentinels defend their communities' smiths and channel their flames through their weapons.","visibility":"player"},{"heading":"Azers","body":"*Fiery Smiths of Living Metal*\n\n- **Habitat.** Mountain, Planar (Elemental Plane of Fire)  \n- **Treasure.** Armaments, Individual  \n\nAzers are living bronze folk who work the primal elements of creation to craft weapons and magical wonders among the multiverse's mightiest infernos.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"azer-sentinel-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-azer-sentinel-v1.avif","alt":"Azer Sentinel","caption":"Azer Sentinel","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-baboon","title":"Baboon","officialName":"Baboon","type":"Monster","category":"Creatures","visibility":"player","body":"Small beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":349},"collection":"Monster Manual (2025)","summary":"Small beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"baboon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-baboon-v1.avif","alt":"Baboon","caption":"Baboon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-badger","title":"Badger","officialName":"Badger","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":349},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"badger-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-badger-v1.avif","alt":"Badger","caption":"Badger","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-balor","title":"Balor","officialName":"Balor","type":"Monster","category":"Creatures","visibility":"player","body":"Huge fiend (demon), Chaotic Evil. Challenge 19. 2024 revised rules.\n\nBalor\n\n*Demon of Overwhelming Rage*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Armaments  \n\nBalors embody demons' ruinous fury and hatred. Towering, winged terrors, these demonic warlords seethe with wrath, their rage erupting in waves of fire and as a pair of vicious weapons: a sword of crackling lightning and a whip of lashing flames. A balor's fury persists until the moment of its demise, at which point it explodes—a last act of vengeance against those who slew it. Demon lords and evil gods harness balors' rage by making balors commanders of armies or guardians of grave secrets.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":26},"collection":"Monster Manual (2025)","summary":"Huge fiend (demon), Chaotic Evil. Challenge 19. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Balor","body":"*Demon of Overwhelming Rage*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Armaments  \n\nBalors embody demons' ruinous fury and hatred. Towering, winged terrors, these demonic warlords seethe with wrath, their rage erupting in waves of fire and as a pair of vicious weapons: a sword of crackling lightning and a whip of lashing flames. A balor's fury persists until the moment of its demise, at which point it explodes—a last act of vengeance against those who slew it. Demon lords and evil gods harness balors' rage by making balors commanders of armies or guardians of grave secrets.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"balor-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-balor-v1.avif","alt":"Balor","caption":"Balor","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-banshee","title":"Banshee","officialName":"Banshee","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Chaotic Evil. Challenge 4. 2024 revised rules.\n\nBanshee\n\n*Wailing Harbinger of Death*\n\n- **Habitat.** Any  \n- **Treasure.** Relics  \n\nHeralds of doom and plagues on the living, banshees are spirits obsessed by unresolved bitterness or sorrow. These storied phantoms slay any who glimpse them or hear their baleful wails. Although any tormented soul can arise as a banshee, some elven communities particularly fear them and believe that those who hoard or destroy beauty—natural or otherwise—risk returning as a banshee.\n\nAll manner of torments might give rise to a banshee. Roll on or choose a result from the Banshee Sorrows table to inspire how a banshee's torment influences its behavior.\n\n**Banshee Sorrows**\n\n| dice: 1d6 | Torment Compels the Banshee To... |\n|-----------|-----------------------------------|\n| 1 | Appear prior to a family member's death. |\n| 2 | Haunt the site where it was executed. |\n| 3 | Lament a lost love and haunt their grave. |\n| 4 | Presage a disaster or tragedy. |\n| 5 | Seek the return of a stolen treasure. |\n| 6 | Slay those more beautiful than it was in life. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":29},"collection":"Monster Manual (2025)","summary":"Medium undead, Chaotic Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Banshee","body":"*Wailing Harbinger of Death*\n\n- **Habitat.** Any  \n- **Treasure.** Relics  \n\nHeralds of doom and plagues on the living, banshees are spirits obsessed by unresolved bitterness or sorrow. These storied phantoms slay any who glimpse them or hear their baleful wails. Although any tormented soul can arise as a banshee, some elven communities particularly fear them and believe that those who hoard or destroy beauty—natural or otherwise—risk returning as a banshee.\n\nAll manner of torments might give rise to a banshee. Roll on or choose a result from the Banshee Sorrows table to inspire how a banshee's torment influences its behavior.\n\n**Banshee Sorrows**\n\n| dice: 1d6 | Torment Compels the Banshee To... |\n|-----------|-----------------------------------|\n| 1 | Appear prior to a family member's death. |\n| 2 | Haunt the site where it was executed. |\n| 3 | Lament a lost love and haunt their grave. |\n| 4 | Presage a disaster or tragedy. |\n| 5 | Seek the return of a stolen treasure. |\n| 6 | Slay those more beautiful than it was in life. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"banshee-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-banshee-v1.avif","alt":"Banshee","caption":"Banshee","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-barbed-devil","title":"Barbed Devil","officialName":"Barbed Devil","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend (devil), Lawful Evil. Challenge 5. 2024 revised rules.\n\nBarbed Devil\n\n*Devil of Greed and Obsession*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Any  \n\nInfernal collectors, barbed devils fanatically protect troves of treasure and scour the planes of existence for additions to their hoards. Also known as hamatulas among the ranks of the Nine Hells, these devils bedeck their barbed hides with their most prized possessions and trophies taken from those who failed to steal from them. When threatened, barbed devils strike with their thorny limbs and hurl infernal flame.\n\nBarbed devils often serve as guards and accountants for ice devil generals, pit fiend warlords, archdevils, and similarly powerful villains. In return, barbed devils gain protection for their own collections. Many barbed devils also maintain networks of imps that search the planes for treasures of interest or usefully greedy mortals.\n\nBarbed devils rarely collect anything as prosaic as coins and gems. Rather, they pride themselves on having the multiverse's greatest collection of one kind of thing—typically items of rare pedigree or emblems of power. Barbed devils refuse to steal what they covet; instead they strike bargains to claim both treasure and mortal souls.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":30},"collection":"Monster Manual (2025)","summary":"Medium fiend (devil), Lawful Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Barbed Devil","body":"*Devil of Greed and Obsession*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Any  \n\nInfernal collectors, barbed devils fanatically protect troves of treasure and scour the planes of existence for additions to their hoards. Also known as hamatulas among the ranks of the Nine Hells, these devils bedeck their barbed hides with their most prized possessions and trophies taken from those who failed to steal from them. When threatened, barbed devils strike with their thorny limbs and hurl infernal flame.\n\nBarbed devils often serve as guards and accountants for ice devil generals, pit fiend warlords, archdevils, and similarly powerful villains. In return, barbed devils gain protection for their own collections. Many barbed devils also maintain networks of imps that search the planes for treasures of interest or usefully greedy mortals.\n\nBarbed devils rarely collect anything as prosaic as coins and gems. Rather, they pride themselves on having the multiverse's greatest collection of one kind of thing—typically items of rare pedigree or emblems of power. Barbed devils refuse to steal what they covet; instead they strike bargains to claim both treasure and mortal souls.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"barbed-devil-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-barbed-devil-v1.avif","alt":"Barbed Devil","caption":"Barbed Devil","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-barlgura","title":"Barlgura","officialName":"Barlgura","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (demon), Chaotic Evil. Challenge 5. 2024 revised rules.\n\nBarlgura\n\n*Demon of Instinct and Primal Violence*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Any  \n\nBarlguras are demons that embody brutality and killer instincts. They ruthlessly hunt creatures that enter their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and terrifying evidence of their kills.\n\nBarlguras cooperate with other demons, particularly other barlguras, so long as they have ample prey. Should a region be depleted of creatures to slaughter, these demons turn on one another in frays that can devastate vast expanses.\n\nBarlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If brute force isn't enough to overwhelm their foes, barlguras can use demonic magic to conjure terrifying illusions and grasping vines. Most barlguras resemble nightmarish apes, and some bear exaggerated versions of features of predators common to the lands the barlguras inhabit. Many embed trophies from past hunts in their demonic bodies.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":31},"collection":"Monster Manual (2025)","summary":"Large fiend (demon), Chaotic Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Barlgura","body":"*Demon of Instinct and Primal Violence*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Any  \n\nBarlguras are demons that embody brutality and killer instincts. They ruthlessly hunt creatures that enter their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and terrifying evidence of their kills.\n\nBarlguras cooperate with other demons, particularly other barlguras, so long as they have ample prey. Should a region be depleted of creatures to slaughter, these demons turn on one another in frays that can devastate vast expanses.\n\nBarlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If brute force isn't enough to overwhelm their foes, barlguras can use demonic magic to conjure terrifying illusions and grasping vines. Most barlguras resemble nightmarish apes, and some bear exaggerated versions of features of predators common to the lands the barlguras inhabit. Many embed trophies from past hunts in their demonic bodies.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"barlgura-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-barlgura-v1.avif","alt":"Barlgura","caption":"Barlgura","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-basilisk","title":"Basilisk","officialName":"Basilisk","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Unaligned. Challenge 3. 2024 revised rules.\n\nBasilisk\n\n*Reptilian Guardian with a Petrifying Gaze*\n\n- **Habitat.** Mountain, Underdark  \n- **Treasure.** Any  \n\nBasilisks are ponderous predators with eight clawed legs, crystalline spines, and mighty jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs, many are captured and kept by unscrupulous folk seeking guardians for their treasures.\n\nThe remains of Petrified creatures litter the area where a basilisk hunts. These might be mundane creatures or more unusual beings that had dire encounters with a basilisk. Roll on or choose a result from the Petrified Basilisk Victims table to inspire the statues that might appear in a basilisk's hunting grounds. There is a 50 percent chance that any of these statues are missing limbs or broken into pieces.\n\n> [!quote] A quote from X the Mystic's  \n> \n> Rule 4: No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.\n\n**Petrified Basilisk Victims**\n\n| dice: 1d8 | A Basilisk Used Its Gaze to Petrify... |\n|-----------|----------------------------------------|\n| 1 | An adventurer with an ornate key hanging around their neck. |\n| 2 | Animals like bats, bears, deer, or goats. |\n| 3 | A climber clinging to a stalactite. |\n| 4 | Itself using a large mirror or shiny surface. |\n| 5 | A mimic disguised as a chest full of treasure. |\n| 6 | A monster such as an umber hulk or a troglodyte. |\n| 7 | Someone caught in a comic pose or making a regrettable face. |\n| 8 | A victim now being used as a nest for insects or other vermin. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":32},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Unaligned. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Basilisk","body":"*Reptilian Guardian with a Petrifying Gaze*\n\n- **Habitat.** Mountain, Underdark  \n- **Treasure.** Any  \n\nBasilisks are ponderous predators with eight clawed legs, crystalline spines, and mighty jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs, many are captured and kept by unscrupulous folk seeking guardians for their treasures.\n\nThe remains of Petrified creatures litter the area where a basilisk hunts. These might be mundane creatures or more unusual beings that had dire encounters with a basilisk. Roll on or choose a result from the Petrified Basilisk Victims table to inspire the statues that might appear in a basilisk's hunting grounds. There is a 50 percent chance that any of these statues are missing limbs or broken into pieces.\n\n> [!quote] A quote from X the Mystic's  \n> \n> Rule 4: No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.\n\n**Petrified Basilisk Victims**\n\n| dice: 1d8 | A Basilisk Used Its Gaze to Petrify... |\n|-----------|----------------------------------------|\n| 1 | An adventurer with an ornate key hanging around their neck. |\n| 2 | Animals like bats, bears, deer, or goats. |\n| 3 | A climber clinging to a stalactite. |\n| 4 | Itself using a large mirror or shiny surface. |\n| 5 | A mimic disguised as a chest full of treasure. |\n| 6 | A monster such as an umber hulk or a troglodyte. |\n| 7 | Someone caught in a comic pose or making a regrettable face. |\n| 8 | A victim now being used as a nest for insects or other vermin. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"basilisk-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-basilisk-v1.avif","alt":"Basilisk","caption":"Basilisk","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-bat","title":"Bat","officialName":"Bat","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":349},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"bat-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-bat-v1.avif","alt":"Bat","caption":"Bat","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-bearded-devil","title":"Bearded Devil","officialName":"Bearded Devil","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend (devil), Lawful Evil. Challenge 3. 2024 revised rules.\n\nBearded Devil\n\n*Devil of Force and Intimidation*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Armaments  \n\nBearded devils, also known as barbazus, fill the legions of the Nine Hells. These cruel soldiers follow the orders of diabolical generals as they defend infernal realms, invade Material Plane worlds, and clash against demons in planes-spanning conflicts.\n\nLeft to their own devices, bearded devils encourage mortals to act callously and abuse their power, inflating their egos and inspiring petty tyrannies. Villains aligned with the Nine Hells call on bearded devils to serve as guardians, enforce their will, or fight in wicked armies.\n\nBearded devils' eponymous beards consist of grotesque, tentacle-like growths. These squirming, barb-riddled beards carry poison capable of preventing magical healing. Bearded devils are also known for their distinctive glaives, through which they channel hellish energy. Those struck by these unnatural weapons suffer infernal wounds that grow worse until stanched or magically healed.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":33},"collection":"Monster Manual (2025)","summary":"Medium fiend (devil), Lawful Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Bearded Devil","body":"*Devil of Force and Intimidation*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Armaments  \n\nBearded devils, also known as barbazus, fill the legions of the Nine Hells. These cruel soldiers follow the orders of diabolical generals as they defend infernal realms, invade Material Plane worlds, and clash against demons in planes-spanning conflicts.\n\nLeft to their own devices, bearded devils encourage mortals to act callously and abuse their power, inflating their egos and inspiring petty tyrannies. Villains aligned with the Nine Hells call on bearded devils to serve as guardians, enforce their will, or fight in wicked armies.\n\nBearded devils' eponymous beards consist of grotesque, tentacle-like growths. These squirming, barb-riddled beards carry poison capable of preventing magical healing. Bearded devils are also known for their distinctive glaives, through which they channel hellish energy. Those struck by these unnatural weapons suffer infernal wounds that grow worse until stanched or magically healed.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"bearded-devil-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-bearded-devil-v1.avif","alt":"Bearded Devil","caption":"Bearded Devil","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-behir","title":"Behir","officialName":"Behir","type":"Monster","category":"Creatures","visibility":"player","body":"Huge monstrosity, Neutral Evil. Challenge 11. 2024 revised rules.\n\nBehir\n\n*Lightning-Spewing Glutton*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nTwelve-legged, reptilian predators, behirs endlessly hunt for their next meal. Their short legs propel them quickly across floors and walls. Any prey that behirs can't chase down, they blast with breaths of powerful lightning.\n\nLegends claim the first behirs were magically created by storm giants during an ancient, multiversal conflict between giants and dragons. The giants used their mastery of weather to alter the essence of blue dragons. The results were the first behirs, which served as hunters with a particular taste for dragon eggs.\n\nBehirs live in sprawling cave systems and elaborate ruins where they can make the most of their exceptional mobility. They are mindful of areas where dragons dwell, as most dragons view behirs as dangerous abominations and attack them on sight. Nevertheless, behirs occasionally hunt for dragon lairs in the hope of finding and devouring unhatched dragon eggs.\n\n> [!quote] A quote from Lludd, Behir  \n> \n> You wouldn't believe all the great stuff I've swallowed! Now just climb on in here, and you can keep whatever you find.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":34},"collection":"Monster Manual (2025)","summary":"Huge monstrosity, Neutral Evil. Challenge 11. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Behir","body":"*Lightning-Spewing Glutton*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nTwelve-legged, reptilian predators, behirs endlessly hunt for their next meal. Their short legs propel them quickly across floors and walls. Any prey that behirs can't chase down, they blast with breaths of powerful lightning.\n\nLegends claim the first behirs were magically created by storm giants during an ancient, multiversal conflict between giants and dragons. The giants used their mastery of weather to alter the essence of blue dragons. The results were the first behirs, which served as hunters with a particular taste for dragon eggs.\n\nBehirs live in sprawling cave systems and elaborate ruins where they can make the most of their exceptional mobility. They are mindful of areas where dragons dwell, as most dragons view behirs as dangerous abominations and attack them on sight. Nevertheless, behirs occasionally hunt for dragon lairs in the hope of finding and devouring unhatched dragon eggs.\n\n> [!quote] A quote from Lludd, Behir  \n> \n> You wouldn't believe all the great stuff I've swallowed! Now just climb on in here, and you can keep whatever you find.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"behir-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-behir-v1.avif","alt":"Behir","caption":"Behir","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-beholder","title":"Beholder","officialName":"Beholder","type":"Monster","category":"Creatures","visibility":"player","body":"Large aberration, Lawful Evil. Challenge 13. 2024 revised rules.\n\nBeholder\n\n*Infamous Many-Eyed Tyrant*\n\n- **Habitat.** Underdark  \n- **Treasure.** Arcana  \n\nBeholders—also known as eye tyrants—number among the most notorious inhabitants of the Underdark. Few creatures in the multiverse are as loathed and feared as these maniacal horrors.\n\nA beholder's distinctive, globular body is dominated by an oversize maw and a gigantic central eye. Ten stalks ending in smaller eyes crown its form. From each of these eleven eyes, a beholder can unleash a different magic power. The central eye can deactivate magic, while the smaller eyes emit rays that inflict various dooms—such as petrifying creatures, disintegrating them, slaying them outright, or other effects.\n\nBeholders possess utterly alien minds. Most exhibit paranoid, narcissistic, and megalomaniacal tendencies, and they act on agendas beyond human reasoning. While some keep to themselves, others force weaker creatures into their service. Still others cultivate grand ambitions, creating networks of minions to manipulate groups, settlements, and whole nations in the Underdark and sometimes the surface world.\n\nFew creatures loathe beholders more than other beholders. Every beholder views itself as the physical and intellectual pinnacle of its species. To them, all other beholders are aberrant rivals to be dominated or destroyed. Conflicts between beholders can last for decades and lay waste to vast subterranean realms.\n\nBeholders are a particular threat to adventurers because both gravitate toward mysterious ruins and sites of great magic. Many beholders collect the magic items and petrified bodies of heroes they've defeated, displaying them as trophies.\n\nBeholder Lairs\n\nBeholders lurk in cavern complexes they've carved using their eye rays deep in the Underdark or in lairs created for them by their servants.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":36},"collection":"Monster Manual (2025)","summary":"Large aberration, Lawful Evil. Challenge 13. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Beholder","body":"*Infamous Many-Eyed Tyrant*\n\n- **Habitat.** Underdark  \n- **Treasure.** Arcana  \n\nBeholders—also known as eye tyrants—number among the most notorious inhabitants of the Underdark. Few creatures in the multiverse are as loathed and feared as these maniacal horrors.\n\nA beholder's distinctive, globular body is dominated by an oversize maw and a gigantic central eye. Ten stalks ending in smaller eyes crown its form. From each of these eleven eyes, a beholder can unleash a different magic power. The central eye can deactivate magic, while the smaller eyes emit rays that inflict various dooms—such as petrifying creatures, disintegrating them, slaying them outright, or other effects.\n\nBeholders possess utterly alien minds. Most exhibit paranoid, narcissistic, and megalomaniacal tendencies, and they act on agendas beyond human reasoning. While some keep to themselves, others force weaker creatures into their service. Still others cultivate grand ambitions, creating networks of minions to manipulate groups, settlements, and whole nations in the Underdark and sometimes the surface world.\n\nFew creatures loathe beholders more than other beholders. Every beholder views itself as the physical and intellectual pinnacle of its species. To them, all other beholders are aberrant rivals to be dominated or destroyed. Conflicts between beholders can last for decades and lay waste to vast subterranean realms.\n\nBeholders are a particular threat to adventurers because both gravitate toward mysterious ruins and sites of great magic. Many beholders collect the magic items and petrified bodies of heroes they've defeated, displaying them as trophies.","visibility":"player"},{"heading":"Beholder Lairs","body":"Beholders lurk in cavern complexes they've carved using their eye rays deep in the Underdark or in lairs created for them by their servants.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"beholder-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-beholder-v2.avif","alt":"Beholder","caption":"Beholder","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-beholder-zombie","title":"Beholder Zombie","officialName":"Beholder Zombie","type":"Monster","category":"Creatures","visibility":"player","body":"Large undead, Neutral Evil. Challenge 5. 2024 revised rules.\n\nOverview\n\nZombies animated from the corpses of beholders retain some use of those monsters' magical eyestalks. These hovering corpses rely on their magic to destroy impediments and paralyze foes, allowing them to savage foes with their rotting maws.\n\nMagic-using beholders typically raise these abominations from the corpses of defeated rivals.\n\nZombies\n\n*Relentless Reanimated Corpses*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nZombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances.\n\nZombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.\n\n> [!quote] A quote from Account of the Night of the Walking Dead  \n> \n> Then, by a spectacular crack of lightning, the figures came into view, moving slowly toward the village. Over driving winds a voice cried out, \"The dead come for Marais d'Tarascon! An army of the walking dead!\"","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":347},"collection":"Monster Manual (2025)","summary":"Large undead, Neutral Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Zombies animated from the corpses of beholders retain some use of those monsters' magical eyestalks. These hovering corpses rely on their magic to destroy impediments and paralyze foes, allowing them to savage foes with their rotting maws.\n\nMagic-using beholders typically raise these abominations from the corpses of defeated rivals.","visibility":"player"},{"heading":"Zombies","body":"*Relentless Reanimated Corpses*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nZombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances.\n\nZombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.\n\n> [!quote] A quote from Account of the Night of the Walking Dead  \n> \n> Then, by a spectacular crack of lightning, the figures came into view, moving slowly toward the village. Over driving winds a voice cried out, \"The dead come for Marais d'Tarascon! An army of the walking dead!\"","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"beholder-zombie-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-beholder-zombie-v1.avif","alt":"Beholder Zombie","caption":"Beholder Zombie","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-black-bear","title":"Black Bear","officialName":"Black Bear","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":349},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"black-bear-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-black-bear-v1.avif","alt":"Black Bear","caption":"Black Bear","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-black-dragon-wyrmling","title":"Black Dragon Wyrmling","officialName":"Black Dragon Wyrmling","type":"Monster","category":"Creatures","visibility":"player","body":"Medium dragon (chromatic), Chaotic Evil. Challenge 2. 2024 revised rules.\n\nOverview\n\nBlack dragon wyrmlings lurk in bogs and polluted waterways, hunting for prey and weaker creatures to overpower. While older wyrmlings eventually seek their own territories, recently hatched ones might hunt one another, seeking dominance over their clutch and slaying rivals they can't subjugate.\n\nBlack Dragons\n\n*Dragons of Decay and Despair*\n\n- **Habitat.** Swamp  \n- **Treasure.** Relics  \n\nBlack dragons delight in suffering and ruin. While other chromatic dragons scheme for power and wealth, these dragons seek to tear down all they see and rule over what remains.\n\nBlack dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds.\n\nBlack dragons hoard tarnished symbols of hope and relics of fallen empires. The more sought-after the treasure, the more black dragons prize it—particularly if they were responsible for it being lost.\n\nBlack Dragon Lairs\n\nBlack dragons lurk in dismal ruins, polluted bogs, or other sites gripped by decay.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":38},"collection":"Monster Manual (2025)","summary":"Medium dragon (chromatic), Chaotic Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Black dragon wyrmlings lurk in bogs and polluted waterways, hunting for prey and weaker creatures to overpower. While older wyrmlings eventually seek their own territories, recently hatched ones might hunt one another, seeking dominance over their clutch and slaying rivals they can't subjugate.","visibility":"player"},{"heading":"Black Dragons","body":"*Dragons of Decay and Despair*\n\n- **Habitat.** Swamp  \n- **Treasure.** Relics  \n\nBlack dragons delight in suffering and ruin. While other chromatic dragons scheme for power and wealth, these dragons seek to tear down all they see and rule over what remains.\n\nBlack dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds.\n\nBlack dragons hoard tarnished symbols of hope and relics of fallen empires. The more sought-after the treasure, the more black dragons prize it—particularly if they were responsible for it being lost.","visibility":"player"},{"heading":"Black Dragon Lairs","body":"Black dragons lurk in dismal ruins, polluted bogs, or other sites gripped by decay.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"black-dragon-wyrmling-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-black-dragon-wyrmling-v1.avif","alt":"Black Dragon Wyrmling","caption":"Black Dragon Wyrmling","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-black-pudding","title":"Black Pudding","officialName":"Black Pudding","type":"Monster","category":"Creatures","visibility":"player","body":"Large ooze, Unaligned. Challenge 4. 2024 revised rules.\n\nBlack Pudding\n\n*Divisible, Corrosive Blob*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nBlack puddings are shapeless masses of predatory cells. Once a pudding detects organic matter, it oozes toward its prey, dissolving living matter and various objects. If a black pudding is split by lightning or slashing attacks, it divides into two smaller, independent puddings.\n\nVarious supernatural conditions might bring black puddings into being. Roll on or choose a result from the Black Pudding Sources table to inspire a pudding's origins.\n\n**Black Pudding Sources**\n\n| dice: 1d6 | The Black Pudding Formed From... |\n|-----------|----------------------------------|\n| 1 | An ancient black dragon's acidic saliva. |\n| 2 | The blood or extreme emotions of a foul deity. |\n| 3 | Cosmic entropy or ruinous planar forces. |\n| 4 | A curse that transformed a forgotten tyrant. |\n| 5 | Forbidden or industrialized magic. |\n| 6 | Necrotic material animated by aimless spirits. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":42},"collection":"Monster Manual (2025)","summary":"Large ooze, Unaligned. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Black Pudding","body":"*Divisible, Corrosive Blob*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nBlack puddings are shapeless masses of predatory cells. Once a pudding detects organic matter, it oozes toward its prey, dissolving living matter and various objects. If a black pudding is split by lightning or slashing attacks, it divides into two smaller, independent puddings.\n\nVarious supernatural conditions might bring black puddings into being. Roll on or choose a result from the Black Pudding Sources table to inspire a pudding's origins.\n\n**Black Pudding Sources**\n\n| dice: 1d6 | The Black Pudding Formed From... |\n|-----------|----------------------------------|\n| 1 | An ancient black dragon's acidic saliva. |\n| 2 | The blood or extreme emotions of a foul deity. |\n| 3 | Cosmic entropy or ruinous planar forces. |\n| 4 | A curse that transformed a forgotten tyrant. |\n| 5 | Forbidden or industrialized magic. |\n| 6 | Necrotic material animated by aimless spirits. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"black-pudding-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-black-pudding-v1.avif","alt":"Black Pudding","caption":"Black Pudding","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-blink-dog","title":"Blink Dog","officialName":"Blink Dog","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fey, Lawful Good. Challenge 1/4. 2024 revised rules.\n\nBlink Dog\n\n*Elusive Feywild Canine*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** None  \n\nBlink dogs glimmer with a magic that allows them to teleport, \"blinking\" from one spot to another. These dogs use this power to chase prey, baffle foes, and express joy. They're frequently found among Feywild folk, such as centaurs and pixies—often as members of rollicking hunts between worlds.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":46},"collection":"Monster Manual (2025)","summary":"Medium fey, Lawful Good. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Blink Dog","body":"*Elusive Feywild Canine*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** None  \n\nBlink dogs glimmer with a magic that allows them to teleport, \"blinking\" from one spot to another. These dogs use this power to chase prey, baffle foes, and express joy. They're frequently found among Feywild folk, such as centaurs and pixies—often as members of rollicking hunts between worlds.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"blink-dog-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-blink-dog-v1.avif","alt":"Blink Dog","caption":"Blink Dog","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-blob-of-annihilation","title":"Blob of Annihilation","officialName":"Blob of Annihilation","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan ooze (titan), Neutral Evil. Challenge 23. 2024 revised rules.\n\nBlob of Annihilation\n\n*All-Consuming Cosmic Entropy Unleashed*\n\n- **Habitat.** Any  \n- **Treasure.** Any  \n\nThe blob of annihilation is a coagulation of cosmic entropy conjoined to the remains of dead gods. This malicious entity drifts through Wildspace and multiversal expanses inimical to life—vast regions where the chance of encountering it is low.\n\nThe blob poses the greatest threat when disasters or nihilistic magic-users summon it to inhabited realms. Once unleashed, the blob of annihilation rolls across the land in vast, cosmic gyres, with fragments of the blob splitting off to engulf targets. The blob consumes anything it encounters, sweeping forests, villages, and fortresses into its mass. Within the blob is an expanse without air or gravity where entropic forces destroy whatever they engulf. Nothing can survive within for long.\n\nOnly magic items and the corpses of gods and titans can endure inside the blob. Because of that fact, treasure hunters and theologians sometimes give themselves the deadly task of trying to retrieve something from within the blob. This quest usually ends in annihilation, but occasionally it results in the find of a lifetime.\n\nWhen the blob appears, roll on or choose a result from the Blob of Annihilation Contents table to inspire what extraordinary thing remains within its goop.\n\n> [!quote] A quote from Vi, Artificer of Eberron  \n> \n> Honey, I've seen horrors that would make you shit your drawers and reach for the nearest drink. And then there's the blob of annihilation. If you see it, run. And if you can't get away from it, just hope you dissolve fast.\n\n**Blob of Annihilation Contents**\n\n| dice: 1d10 | The Blob Contains... |\n|------------|----------------------|\n| 1 | An Amulet of the Planes. |\n| 2 | An Artifact of the DM's choice. |\n| 3 | The corpses of two gods who were entangled in battle when the blob consumed them. |\n| 4 | A Cubic Gate. |\n| 5 | A Deck of Many Things. |\n| 6 | A magic key that opens a door in Sigil that no other key and no spell can open. |\n| 7 | The preserved corpse of an empyrean. |\n| 8 | The remains of half a kraken. |\n| 9 | The skull of a death god. |\n| 10 | A tarrasque that just died. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":47},"collection":"Monster Manual (2025)","summary":"Gargantuan ooze (titan), Neutral Evil. Challenge 23. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Blob of Annihilation","body":"*All-Consuming Cosmic Entropy Unleashed*\n\n- **Habitat.** Any  \n- **Treasure.** Any  \n\nThe blob of annihilation is a coagulation of cosmic entropy conjoined to the remains of dead gods. This malicious entity drifts through Wildspace and multiversal expanses inimical to life—vast regions where the chance of encountering it is low.\n\nThe blob poses the greatest threat when disasters or nihilistic magic-users summon it to inhabited realms. Once unleashed, the blob of annihilation rolls across the land in vast, cosmic gyres, with fragments of the blob splitting off to engulf targets. The blob consumes anything it encounters, sweeping forests, villages, and fortresses into its mass. Within the blob is an expanse without air or gravity where entropic forces destroy whatever they engulf. Nothing can survive within for long.\n\nOnly magic items and the corpses of gods and titans can endure inside the blob. Because of that fact, treasure hunters and theologians sometimes give themselves the deadly task of trying to retrieve something from within the blob. This quest usually ends in annihilation, but occasionally it results in the find of a lifetime.\n\nWhen the blob appears, roll on or choose a result from the Blob of Annihilation Contents table to inspire what extraordinary thing remains within its goop.\n\n> [!quote] A quote from Vi, Artificer of Eberron  \n> \n> Honey, I've seen horrors that would make you shit your drawers and reach for the nearest drink. And then there's the blob of annihilation. If you see it, run. And if you can't get away from it, just hope you dissolve fast.\n\n**Blob of Annihilation Contents**\n\n| dice: 1d10 | The Blob Contains... |\n|------------|----------------------|\n| 1 | An Amulet of the Planes. |\n| 2 | An Artifact of the DM's choice. |\n| 3 | The corpses of two gods who were entangled in battle when the blob consumed them. |\n| 4 | A Cubic Gate. |\n| 5 | A Deck of Many Things. |\n| 6 | A magic key that opens a door in Sigil that no other key and no spell can open. |\n| 7 | The preserved corpse of an empyrean. |\n| 8 | The remains of half a kraken. |\n| 9 | The skull of a death god. |\n| 10 | A tarrasque that just died. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"blob-of-annihilation-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-blob-of-annihilation-v1.avif","alt":"Blob of Annihilation","caption":"Blob of Annihilation","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-blood-hawk","title":"Blood Hawk","officialName":"Blood Hawk","type":"Monster","category":"Creatures","visibility":"player","body":"Small beast, Unaligned. Challenge 1/8. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":350},"collection":"Monster Manual (2025)","summary":"Small beast, Unaligned. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"blood-hawk-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-blood-hawk-v1.avif","alt":"Blood Hawk","caption":"Blood Hawk","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-blue-dragon-wyrmling","title":"Blue Dragon Wyrmling","officialName":"Blue Dragon Wyrmling","type":"Monster","category":"Creatures","visibility":"player","body":"Medium dragon (chromatic), Lawful Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nBlue dragon wyrmlings often serve other powerful creatures, learning the ways of control and establishing fearful reputations among weaker creatures. Many wyrmlings initially serve loyally, but as their powers grow to match their ambitions, they eventually betray or abandon their associates. These wyrmlings tempt small groups of creatures into their service, rewarding them with modest treasures and promises of future power.\n\nBlue Dragons\n\n*Dragons of Tyranny and Tempests*\n\n- **Habitat.** Desert  \n- **Treasure.** Relics  \n\nArrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.\n\nBlue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.\n\nRegalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.\n\nBlue Dragon Lairs\n\nBlue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":48},"collection":"Monster Manual (2025)","summary":"Medium dragon (chromatic), Lawful Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Blue dragon wyrmlings often serve other powerful creatures, learning the ways of control and establishing fearful reputations among weaker creatures. Many wyrmlings initially serve loyally, but as their powers grow to match their ambitions, they eventually betray or abandon their associates. These wyrmlings tempt small groups of creatures into their service, rewarding them with modest treasures and promises of future power.","visibility":"player"},{"heading":"Blue Dragons","body":"*Dragons of Tyranny and Tempests*\n\n- **Habitat.** Desert  \n- **Treasure.** Relics  \n\nArrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.\n\nBlue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.\n\nRegalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.","visibility":"player"},{"heading":"Blue Dragon Lairs","body":"Blue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"blue-dragon-wyrmling-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-blue-dragon-wyrmling-v1.avif","alt":"Blue Dragon Wyrmling","caption":"Blue Dragon Wyrmling","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-blue-slaad","title":"Blue Slaad","officialName":"Blue Slaad","type":"Monster","category":"Creatures","visibility":"player","body":"Large aberration, Chaotic Neutral. Challenge 7. 2024 revised rules.\n\nOverview\n\nAlmost as numerous as red slaadi, blue slaadi are muscular brutes with vicious blades extending from the backs of their claws. These claws carry a magical curse called chaos phage, which can transform victims into red or green slaadi. Blue slaadi accompany red slaadi and behave similarly. They innately know the signs of chaos phage and avoid slaying creatures that carry it or other slaad curses.\n\nSlaadi\n\n*Chaos-Spawned Hordes of Limbo*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Any  \n\nUnpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\nSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\n> [!note] Slaad Control Gems\n> \n> A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the Charmed condition and obeys the gem's bearer. The slaad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A Greater Restoration spell cast on a slaad destroys the gem, and the slaad ceases to be Charmed.\n> \n> One can obtain a slaad's control gem using a Wish or Imprisonment spell. If the slaad fails its saving throw against Imprisonment, the caster gains the gem, and the slaad isn't imprisoned. An Incapacitated slaad's control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) Piercing damage to the slaad.\n\n> [!quote] A quote from Jebeel Sloom  \n> \n> Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":285},"collection":"Monster Manual (2025)","summary":"Large aberration, Chaotic Neutral. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Almost as numerous as red slaadi, blue slaadi are muscular brutes with vicious blades extending from the backs of their claws. These claws carry a magical curse called chaos phage, which can transform victims into red or green slaadi. Blue slaadi accompany red slaadi and behave similarly. They innately know the signs of chaos phage and avoid slaying creatures that carry it or other slaad curses.","visibility":"player"},{"heading":"Slaadi","body":"*Chaos-Spawned Hordes of Limbo*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Any  \n\nUnpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\nSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\n> [!note] Slaad Control Gems\n> \n> A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the Charmed condition and obeys the gem's bearer. The slaad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A Greater Restoration spell cast on a slaad destroys the gem, and the slaad ceases to be Charmed.\n> \n> One can obtain a slaad's control gem using a Wish or Imprisonment spell. If the slaad fails its saving throw against Imprisonment, the caster gains the gem, and the slaad isn't imprisoned. An Incapacitated slaad's control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) Piercing damage to the slaad.\n\n> [!quote] A quote from Jebeel Sloom  \n> \n> Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"blue-slaad-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-blue-slaad-v1.avif","alt":"Blue Slaad","caption":"Blue Slaad","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-boar","title":"Boar","officialName":"Boar","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":350},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"boar-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-boar-v1.avif","alt":"Boar","caption":"Boar","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-bone-devil","title":"Bone Devil","officialName":"Bone Devil","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (devil), Lawful Evil. Challenge 9. 2024 revised rules.\n\nBone Devil\n\n*Devil of Dread and Obedience*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Implements  \n\nBone devils are gaunt, nightmarish Fiends with pallid skin stretched tight over frames that combine human and insectile features. Also known as osyluths, these Fiends command weaker devils and other beings aligned with infernal legions. Bone devils ensure that the commands of hellish sovereigns are exacted efficiently and that non-devils fulfill their commitments to the Nine Hells. They slay those who renege on infernal deals, sending treacherous mortal souls to face unspeakable punishments.\n\nWhen not serving their diabolical masters, bone devils tempt self-obsessed mortals with promises of other creatures' adulation and obedience. These devils prop up petty tyrants, helping them grow increasingly calloused and amoral.\n\nBone devils travel across the multiverse to fulfill diabolical orders. If left with no other choices, they might conscript mortals to aid them in their vicious goals. Roll on or choose a result from the Bone Devil Objectives table to inspire a bone devil's goals.\n\n> [!quote] A quote from Sylvira Savikas, Candlekeep Sage  \n> \n> Bone devils are just one of a thousand reasons never to make a deal with a devil, but they're a significant one. Break said deal, and it'll likely be one of these nightmares that drags you down to the Nine Hells.\n\n**Bone Devil Objectives**\n\n| dice: 1d4 | The Bone Devil Seeks To... |\n|-----------|----------------------------|\n| 1 | Capture a soul that escaped the Nine Hells. |\n| 2 | Convey a message or make an example of someone in the name of an archdevil. |\n| 3 | Find someone who broke a deal with a devil. |\n| 4 | Slay someone or steal something as part of its pact with a wicked magic-user. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":52},"collection":"Monster Manual (2025)","summary":"Large fiend (devil), Lawful Evil. Challenge 9. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Bone Devil","body":"*Devil of Dread and Obedience*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Implements  \n\nBone devils are gaunt, nightmarish Fiends with pallid skin stretched tight over frames that combine human and insectile features. Also known as osyluths, these Fiends command weaker devils and other beings aligned with infernal legions. Bone devils ensure that the commands of hellish sovereigns are exacted efficiently and that non-devils fulfill their commitments to the Nine Hells. They slay those who renege on infernal deals, sending treacherous mortal souls to face unspeakable punishments.\n\nWhen not serving their diabolical masters, bone devils tempt self-obsessed mortals with promises of other creatures' adulation and obedience. These devils prop up petty tyrants, helping them grow increasingly calloused and amoral.\n\nBone devils travel across the multiverse to fulfill diabolical orders. If left with no other choices, they might conscript mortals to aid them in their vicious goals. Roll on or choose a result from the Bone Devil Objectives table to inspire a bone devil's goals.\n\n> [!quote] A quote from Sylvira Savikas, Candlekeep Sage  \n> \n> Bone devils are just one of a thousand reasons never to make a deal with a devil, but they're a significant one. Break said deal, and it'll likely be one of these nightmares that drags you down to the Nine Hells.\n\n**Bone Devil Objectives**\n\n| dice: 1d4 | The Bone Devil Seeks To... |\n|-----------|----------------------------|\n| 1 | Capture a soul that escaped the Nine Hells. |\n| 2 | Convey a message or make an example of someone in the name of an archdevil. |\n| 3 | Find someone who broke a deal with a devil. |\n| 4 | Slay someone or steal something as part of its pact with a wicked magic-user. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"bone-devil-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-bone-devil-v1.avif","alt":"Bone Devil","caption":"Bone Devil","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-bone-naga","title":"Bone Naga","officialName":"Bone Naga","type":"Monster","category":"Creatures","visibility":"player","body":"Large undead, Neutral Evil. Challenge 4. 2024 revised rules.\n\nBone Naga\n\n*Deathless Serpentine Mind Bender*\n\n- **Habitat.** Underdark  \n- **Treasure.** Relics  \n\nNagas are immortal but not invincible, and powerful magic can end their lives. Bone nagas are skeletal terrors raised from the remains of magically slain nagas or nagas that were killed but that hadn't yet rejuvenated. They are granted unlife through rituals practiced by cultists, yuan-ti, and morbid spirit nagas. These Undead nagas possess magical abilities similar to those they had in life, along with an eerie gaze that can beguile other creatures.\n\nBone nagas typically obey those who resurrected them, serving their creators as tireless guards and sharing the lore they collected in life. Undeath disrupts the perfect memory bone nagas enjoyed while alive, leaving them with gaps in their memories or details scrambled into puzzle-like jumbles.\n\nIn rare cases, bone nagas continue to pursue the goals they had while alive instead of serving other creatures. Most free-willed bone nagas are evil beings raised from spirit naga remains, but in unusual instances, bone nagas created from guardian nagas continue good, albeit confused, existences.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":53},"collection":"Monster Manual (2025)","summary":"Large undead, Neutral Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Bone Naga","body":"*Deathless Serpentine Mind Bender*\n\n- **Habitat.** Underdark  \n- **Treasure.** Relics  \n\nNagas are immortal but not invincible, and powerful magic can end their lives. Bone nagas are skeletal terrors raised from the remains of magically slain nagas or nagas that were killed but that hadn't yet rejuvenated. They are granted unlife through rituals practiced by cultists, yuan-ti, and morbid spirit nagas. These Undead nagas possess magical abilities similar to those they had in life, along with an eerie gaze that can beguile other creatures.\n\nBone nagas typically obey those who resurrected them, serving their creators as tireless guards and sharing the lore they collected in life. Undeath disrupts the perfect memory bone nagas enjoyed while alive, leaving them with gaps in their memories or details scrambled into puzzle-like jumbles.\n\nIn rare cases, bone nagas continue to pursue the goals they had while alive instead of serving other creatures. Most free-willed bone nagas are evil beings raised from spirit naga remains, but in unusual instances, bone nagas created from guardian nagas continue good, albeit confused, existences.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"bone-naga-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-bone-naga-v1.avif","alt":"Bone Naga","caption":"Bone Naga","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-brass-dragon-wyrmling","title":"Brass Dragon Wyrmling","officialName":"Brass Dragon Wyrmling","type":"Monster","category":"Creatures","visibility":"player","body":"Medium dragon (metallic), Chaotic Good. Challenge 1. 2024 revised rules.\n\nOverview\n\nBrass dragon wyrmlings are relentlessly curious. These dragons eagerly engage approachable creatures and are quick to explore any place that has an interesting story. Once they hear tales of adventure, many are keen to start their own quests.\n\nBrass Dragons\n\n*Dragons of Lore and Rapport*\n\n- **Habitat.** Desert  \n- **Treasure.** Arcana  \n\nGregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.\n\nBrass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.\n\nBrass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story—perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.\n\nBrass Dragon Lairs\n\nBrass dragons usually dwell in secret caves and canyons near well-traveled routes.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":54},"collection":"Monster Manual (2025)","summary":"Medium dragon (metallic), Chaotic Good. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Brass dragon wyrmlings are relentlessly curious. These dragons eagerly engage approachable creatures and are quick to explore any place that has an interesting story. Once they hear tales of adventure, many are keen to start their own quests.","visibility":"player"},{"heading":"Brass Dragons","body":"*Dragons of Lore and Rapport*\n\n- **Habitat.** Desert  \n- **Treasure.** Arcana  \n\nGregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.\n\nBrass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.\n\nBrass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story—perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.","visibility":"player"},{"heading":"Brass Dragon Lairs","body":"Brass dragons usually dwell in secret caves and canyons near well-traveled routes.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"brass-dragon-wyrmling-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-brass-dragon-wyrmling-v1.avif","alt":"Brass Dragon Wyrmling","caption":"Brass Dragon Wyrmling","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-brazen-gorgon","title":"Brazen Gorgon","officialName":"Brazen Gorgon","type":"Monster","category":"Creatures","visibility":"player","body":"Large construct, Unaligned. Challenge 9. 2024 revised rules.\n\nOverview\n\nFollowers of the exiled archdevil Moloch altered the process of creating gorgons to craft their own diabolical guardians called brazen gorgons. These gorgons are hollow, bull-like automatons whose metal bodies glow with intense heat. When they charge their foes, the ribs of their frames open like cages to ensnare enemies and roast them within. Brazen gorgons are often found in blasphemous sites dedicated to Moloch, other archdevils, or bloodthirsty gods.\n\nGorgons\n\n*Bull-like Guardians with Petrifying Breath*\n\n- **Habitat.** Forest, Grassland, Hill  \n- **Treasure.** Any  \n\nResembling mighty bulls armored in iron plates, gorgons are lifelike automatons that seek to destroy all who enter their territories. In addition to goring foes with their deadly horns and trampling them under their iron hooves, gorgons exhale gouts of noxious gas.\n\nGorgons are created by magic-users to serve as guardians. The process for creating a gorgon is labor intensive and dangerous, with one method requiring the skeleton of a bull, the blood of a medusa, and the brain of a basilisk fused into a frame of ensorcelled iron. If the process fails, petrifying gas emerges from the materials, creating a magical threat that can fill a structure and linger for years.\n\nWhen magic-users create gorgons, they often enchant them to ignore those who confront the creature with a specific command key, usually a password or a specific signal. Once a gorgon is set to guard an area, it attacks any who enter until they flee or are destroyed. Should someone provide the command key, the monster ignores that intruder so long as the intruder remains in its sight. But if the intruder ventures out of sight and then returns without again presenting the command key, the gorgon attacks. Those in a gorgon's territory must remain vigilant and aware of the monster's exact position, or they risk being attacked by a gorgon they thought was no longer a threat.\n\nThose who create gorgons strive to give them purposefully obscure command keys. Hints at command keys might be found among the records of a gorgon's creator or in the area the gorgon protects—perhaps scrawled as a petrified trespasser's final act. Roll on or choose a result from the Gorgon Command Keys table to inspire the word or signal that temporarily neutralizes a gorgon.\n\n**Gorgon Command Keys**\n\n| dice: 1d6 | Gorgon Won't Attack Those That... |\n|-----------|-----------------------------------|\n| 1 | Cast a particular spell in the gorgon's presence. |\n| 2 | Keep their back to the gorgon or otherwise act like they don't see the monster. |\n| 3 | Offer it a drink of blood, water, or wine. |\n| 4 | Recite a specific rhyme or sing a certain song. |\n| 5 | Say its creator's name backward. |\n| 6 | Wear a mask, perhaps in the shape of a bull or an animal meaningful to the gorgon's creator. |\n\n> [!quote] A quote from Lum the Maestro  \n> \n> Notable among my eccentric ancestor's scattered designs was a schematic of a swamp-dwelling bovine monster and an ominous note: \"Do better.\"","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":149},"collection":"Monster Manual (2025)","summary":"Large construct, Unaligned. Challenge 9. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Followers of the exiled archdevil Moloch altered the process of creating gorgons to craft their own diabolical guardians called brazen gorgons. These gorgons are hollow, bull-like automatons whose metal bodies glow with intense heat. When they charge their foes, the ribs of their frames open like cages to ensnare enemies and roast them within. Brazen gorgons are often found in blasphemous sites dedicated to Moloch, other archdevils, or bloodthirsty gods.","visibility":"player"},{"heading":"Gorgons","body":"*Bull-like Guardians with Petrifying Breath*\n\n- **Habitat.** Forest, Grassland, Hill  \n- **Treasure.** Any  \n\nResembling mighty bulls armored in iron plates, gorgons are lifelike automatons that seek to destroy all who enter their territories. In addition to goring foes with their deadly horns and trampling them under their iron hooves, gorgons exhale gouts of noxious gas.\n\nGorgons are created by magic-users to serve as guardians. The process for creating a gorgon is labor intensive and dangerous, with one method requiring the skeleton of a bull, the blood of a medusa, and the brain of a basilisk fused into a frame of ensorcelled iron. If the process fails, petrifying gas emerges from the materials, creating a magical threat that can fill a structure and linger for years.\n\nWhen magic-users create gorgons, they often enchant them to ignore those who confront the creature with a specific command key, usually a password or a specific signal. Once a gorgon is set to guard an area, it attacks any who enter until they flee or are destroyed. Should someone provide the command key, the monster ignores that intruder so long as the intruder remains in its sight. But if the intruder ventures out of sight and then returns without again presenting the command key, the gorgon attacks. Those in a gorgon's territory must remain vigilant and aware of the monster's exact position, or they risk being attacked by a gorgon they thought was no longer a threat.\n\nThose who create gorgons strive to give them purposefully obscure command keys. Hints at command keys might be found among the records of a gorgon's creator or in the area the gorgon protects—perhaps scrawled as a petrified trespasser's final act. Roll on or choose a result from the Gorgon Command Keys table to inspire the word or signal that temporarily neutralizes a gorgon.\n\n**Gorgon Command Keys**\n\n| dice: 1d6 | Gorgon Won't Attack Those That... |\n|-----------|-----------------------------------|\n| 1 | Cast a particular spell in the gorgon's presence. |\n| 2 | Keep their back to the gorgon or otherwise act like they don't see the monster. |\n| 3 | Offer it a drink of blood, water, or wine. |\n| 4 | Recite a specific rhyme or sing a certain song. |\n| 5 | Say its creator's name backward. |\n| 6 | Wear a mask, perhaps in the shape of a bull or an animal meaningful to the gorgon's creator. |\n\n> [!quote] A quote from Lum the Maestro  \n> \n> Notable among my eccentric ancestor's scattered designs was a schematic of a swamp-dwelling bovine monster and an ominous note: \"Do better.\"","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"brazen-gorgon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-brazen-gorgon-v1.avif","alt":"Brazen Gorgon","caption":"Brazen Gorgon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-bronze-dragon-wyrmling","title":"Bronze Dragon Wyrmling","officialName":"Bronze Dragon Wyrmling","type":"Monster","category":"Creatures","visibility":"player","body":"Medium dragon (metallic), Lawful Good. Challenge 2. 2024 revised rules.\n\nOverview\n\nBronze dragon wyrmlings believe they can solve any problems, and they seek to prove it. They often fixate on local challenges, such as drought or rampant banditry. While their zeal can be charming, these wyrmlings can get in over their heads and might then need help correcting mistakes.\n\nBronze Dragons\n\n*Dragons of Potential and Preservation*\n\n- **Habitat.** Coastal  \n- **Treasure.** Implements  \n\nWhere bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.\n\nBronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.\n\nBronze Dragon Lairs\n\nBronze dragons usually make their homes near or under the sea.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":58},"collection":"Monster Manual (2025)","summary":"Medium dragon (metallic), Lawful Good. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Bronze dragon wyrmlings believe they can solve any problems, and they seek to prove it. They often fixate on local challenges, such as drought or rampant banditry. While their zeal can be charming, these wyrmlings can get in over their heads and might then need help correcting mistakes.","visibility":"player"},{"heading":"Bronze Dragons","body":"*Dragons of Potential and Preservation*\n\n- **Habitat.** Coastal  \n- **Treasure.** Implements  \n\nWhere bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.\n\nBronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.","visibility":"player"},{"heading":"Bronze Dragon Lairs","body":"Bronze dragons usually make their homes near or under the sea.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"bronze-dragon-wyrmling-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-bronze-dragon-wyrmling-v1.avif","alt":"Bronze Dragon Wyrmling","caption":"Bronze Dragon Wyrmling","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-brown-bear","title":"Brown Bear","officialName":"Brown Bear","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":350},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"brown-bear-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-brown-bear-v1.avif","alt":"Brown Bear","caption":"Brown Bear","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-bugbear-stalker","title":"Bugbear Stalker","officialName":"Bugbear Stalker","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fey (goblinoid), Chaotic Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nBugbear stalkers frequently take their victims hostage, relishing opportunities to imprison and terrorize other creatures.\n\nBugbears\n\n*Lurking Goblinoid Brutes*\n\n- **Habitat.** Forest, Grassland, Planar (Feywild), Underdark  \n- **Treasure.** Armaments, Individual  \n\nBugbears embody fear of the wilds and the menace of natural places. They're notoriously stealthy, and foes that venture into their territories often vanish without a trace.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":62},"collection":"Monster Manual (2025)","summary":"Medium fey (goblinoid), Chaotic Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Bugbear stalkers frequently take their victims hostage, relishing opportunities to imprison and terrorize other creatures.","visibility":"player"},{"heading":"Bugbears","body":"*Lurking Goblinoid Brutes*\n\n- **Habitat.** Forest, Grassland, Planar (Feywild), Underdark  \n- **Treasure.** Armaments, Individual  \n\nBugbears embody fear of the wilds and the menace of natural places. They're notoriously stealthy, and foes that venture into their territories often vanish without a trace.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"bugbear-stalker-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-bugbear-stalker-v1.avif","alt":"Bugbear Stalker","caption":"Bugbear Stalker","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-bugbear-warrior","title":"Bugbear Warrior","officialName":"Bugbear Warrior","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fey (goblinoid), Chaotic Evil. Challenge 1. 2024 revised rules.\n\nOverview\n\nBugbear warriors serve those who offer them treasure, food, or the chance to hunt challenging prey.\n\nBugbears\n\n*Lurking Goblinoid Brutes*\n\n- **Habitat.** Forest, Grassland, Planar (Feywild), Underdark  \n- **Treasure.** Armaments, Individual  \n\nBugbears embody fear of the wilds and the menace of natural places. They're notoriously stealthy, and foes that venture into their territories often vanish without a trace.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":62},"collection":"Monster Manual (2025)","summary":"Medium fey (goblinoid), Chaotic Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Bugbear warriors serve those who offer them treasure, food, or the chance to hunt challenging prey.","visibility":"player"},{"heading":"Bugbears","body":"*Lurking Goblinoid Brutes*\n\n- **Habitat.** Forest, Grassland, Planar (Feywild), Underdark  \n- **Treasure.** Armaments, Individual  \n\nBugbears embody fear of the wilds and the menace of natural places. They're notoriously stealthy, and foes that venture into their territories often vanish without a trace.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"bugbear-warrior-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-bugbear-warrior-v2.avif","alt":"Bugbear Warrior","caption":"Bugbear Warrior","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-bulette","title":"Bulette","officialName":"Bulette","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Unaligned. Challenge 5. 2024 revised rules.\n\nOverview\n\nBulettes range under vast territories. They often threaten animal herds, and they can wipe out whole farming communities.\n\nBulettes\n\n*Ravenous, Subsurface Land Sharks*\n\n- **Habitat.** Grassland, Hill, Mountain  \n- **Treasure.** None  \n\nAlso called \"land sharks,\" bulettes are single-minded predators that burrow under, leap over, and burst through obstacles in pursuit of their quarry. They burrow rapidly just below ground. On sensing movement, they erupt from below, attempting to catch prey in their oversize maws.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":63},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Unaligned. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Bulettes range under vast territories. They often threaten animal herds, and they can wipe out whole farming communities.","visibility":"player"},{"heading":"Bulettes","body":"*Ravenous, Subsurface Land Sharks*\n\n- **Habitat.** Grassland, Hill, Mountain  \n- **Treasure.** None  \n\nAlso called \"land sharks,\" bulettes are single-minded predators that burrow under, leap over, and burst through obstacles in pursuit of their quarry. They burrow rapidly just below ground. On sensing movement, they erupt from below, attempting to catch prey in their oversize maws.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"bulette-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-bulette-v1.avif","alt":"Bulette","caption":"Bulette","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-bulette-pup","title":"Bulette Pup","officialName":"Bulette Pup","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Unaligned. Challenge 2. 2024 revised rules.\n\nOverview\n\nJuvenile bulettes are known as pups. They travel in small groups, using their numbers to bring down larger foes. Their arrival frequently presages the appearance of an adult bulette.\n\nBulettes\n\n*Ravenous, Subsurface Land Sharks*\n\n- **Habitat.** Grassland, Hill, Mountain  \n- **Treasure.** None  \n\nAlso called \"land sharks,\" bulettes are single-minded predators that burrow under, leap over, and burst through obstacles in pursuit of their quarry. They burrow rapidly just below ground. On sensing movement, they erupt from below, attempting to catch prey in their oversize maws.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":63},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Juvenile bulettes are known as pups. They travel in small groups, using their numbers to bring down larger foes. Their arrival frequently presages the appearance of an adult bulette.","visibility":"player"},{"heading":"Bulettes","body":"*Ravenous, Subsurface Land Sharks*\n\n- **Habitat.** Grassland, Hill, Mountain  \n- **Treasure.** None  \n\nAlso called \"land sharks,\" bulettes are single-minded predators that burrow under, leap over, and burst through obstacles in pursuit of their quarry. They burrow rapidly just below ground. On sensing movement, they erupt from below, attempting to catch prey in their oversize maws.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"bulette-pup-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-bulette-pup-v1.avif","alt":"Bulette Pup","caption":"Bulette Pup","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-bullywug-bog-sage","title":"Bullywug Bog Sage","officialName":"Bullywug Bog Sage","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fey, Neutral. Challenge 4. 2024 revised rules.\n\nOverview\n\nBullywug bog sages channel the magic of the swamp to sicken foes and speak with plants.\n\nBullywugs\n\n*Amphibious Appreciators of Marsh and Muck*\n\n- **Habitat.** Swamp  \n- **Treasure.** Implements, Individual  \n\nFey embodiments of swamplands, bullywugs protect the murky wilds and consider themselves cosmically favored for that role. These human-size, toad- or frog-like creatures have close relationships with the creatures of the swamp.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":64},"collection":"Monster Manual (2025)","summary":"Medium fey, Neutral. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Bullywug bog sages channel the magic of the swamp to sicken foes and speak with plants.","visibility":"player"},{"heading":"Bullywugs","body":"*Amphibious Appreciators of Marsh and Muck*\n\n- **Habitat.** Swamp  \n- **Treasure.** Implements, Individual  \n\nFey embodiments of swamplands, bullywugs protect the murky wilds and consider themselves cosmically favored for that role. These human-size, toad- or frog-like creatures have close relationships with the creatures of the swamp.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"bullywug-bog-sage-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-bullywug-bog-sage-v1.avif","alt":"Bullywug Bog Sage","caption":"Bullywug Bog Sage","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-bullywug-warrior","title":"Bullywug Warrior","officialName":"Bullywug Warrior","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fey, Neutral. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nBullywug warriors are adept at moving through swamps and ambushing trespassers. They often work alongside packs of trained giant frogs.\n\nBullywugs\n\n*Amphibious Appreciators of Marsh and Muck*\n\n- **Habitat.** Swamp  \n- **Treasure.** Implements, Individual  \n\nFey embodiments of swamplands, bullywugs protect the murky wilds and consider themselves cosmically favored for that role. These human-size, toad- or frog-like creatures have close relationships with the creatures of the swamp.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":64},"collection":"Monster Manual (2025)","summary":"Medium fey, Neutral. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Bullywug warriors are adept at moving through swamps and ambushing trespassers. They often work alongside packs of trained giant frogs.","visibility":"player"},{"heading":"Bullywugs","body":"*Amphibious Appreciators of Marsh and Muck*\n\n- **Habitat.** Swamp  \n- **Treasure.** Implements, Individual  \n\nFey embodiments of swamplands, bullywugs protect the murky wilds and consider themselves cosmically favored for that role. These human-size, toad- or frog-like creatures have close relationships with the creatures of the swamp.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"bullywug-warrior-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-bullywug-warrior-v1.avif","alt":"Bullywug Warrior","caption":"Bullywug Warrior","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-cambion","title":"Cambion","officialName":"Cambion","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend, Neutral Evil. Challenge 5. 2024 revised rules.\n\nCambion\n\n*Mortal Infused with Fiendish Might*\n\n- **Habitat.** Any  \n- **Treasure.** Relics  \n\nCambions are former mortals corrupted by fiendish power or possessed by insidious forces. While tieflings are free-willed individuals with a hint of fiendish ancestry, cambions are inherently tied to or remade by the wicked magic of the Lower Planes.\n\nMany cambions serve the malevolent forces that are the source of their powers. Others seek to claim the might of whatever created them or to seize otherworldly powers of their own. Among the most notorious of such cambions is Iuz, a villain who became an evil demigod and whose villainous nation threatens the Free City of Greyhawk on Oerth.\n\nCambions come into being in disparate ways. Roll on or choose a result from the Cambion Origins table to determine the source of a cambion's fiendish might.\n\n> [!quote] A quote from Iuz the Evil, Cambion Demigod  \n> \n> It seems that I must do everything myself, since I have only fools for servants. Clearly disappointment must ever be the price of divinity.\n\n**Cambion Origins**\n\n| dice: 1d6 | The Cambion Gained Its Power After... |\n|-----------|---------------------------------------|\n| 1 | Being possessed by a fiendish being. |\n| 2 | Being resurrected by an evil magic-user. |\n| 3 | Lengthy exposure to a Lower Plane. |\n| 4 | Making a bargain with a Fiend. |\n| 5 | Suffering a god's curse. |\n| 6 | Taking part in fiendish rituals. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":65},"collection":"Monster Manual (2025)","summary":"Medium fiend, Neutral Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Cambion","body":"*Mortal Infused with Fiendish Might*\n\n- **Habitat.** Any  \n- **Treasure.** Relics  \n\nCambions are former mortals corrupted by fiendish power or possessed by insidious forces. While tieflings are free-willed individuals with a hint of fiendish ancestry, cambions are inherently tied to or remade by the wicked magic of the Lower Planes.\n\nMany cambions serve the malevolent forces that are the source of their powers. Others seek to claim the might of whatever created them or to seize otherworldly powers of their own. Among the most notorious of such cambions is Iuz, a villain who became an evil demigod and whose villainous nation threatens the Free City of Greyhawk on Oerth.\n\nCambions come into being in disparate ways. Roll on or choose a result from the Cambion Origins table to determine the source of a cambion's fiendish might.\n\n> [!quote] A quote from Iuz the Evil, Cambion Demigod  \n> \n> It seems that I must do everything myself, since I have only fools for servants. Clearly disappointment must ever be the price of divinity.\n\n**Cambion Origins**\n\n| dice: 1d6 | The Cambion Gained Its Power After... |\n|-----------|---------------------------------------|\n| 1 | Being possessed by a fiendish being. |\n| 2 | Being resurrected by an evil magic-user. |\n| 3 | Lengthy exposure to a Lower Plane. |\n| 4 | Making a bargain with a Fiend. |\n| 5 | Suffering a god's curse. |\n| 6 | Taking part in fiendish rituals. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"cambion-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-cambion-v1.avif","alt":"Cambion","caption":"Cambion","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-camel","title":"Camel","officialName":"Camel","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1/8. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":351},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"camel-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-camel-v1.avif","alt":"Camel","caption":"Camel","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-carrion-crawler","title":"Carrion Crawler","officialName":"Carrion Crawler","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Unaligned. Challenge 2. 2024 revised rules.\n\nCarrion Crawler\n\n*Catacomb-Scouring Necrophage*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** None  \n\nRavenous corpse eaters, carrion crawlers gravitate toward places of slaughter and decay. In such charnel environs, they feast on the dead with no qualms about their meals' origins or freshness.\n\nCarrion crawlers have segmented bodies like gigantic cutworms. From beneath their multipart maws protrude eight thin, lashing tentacles. Creatures struck by these tentacles risk being paralyzed and consumed.\n\nCarrion crawlers scour sewers, battlefields, necropolises, and fetid wildernesses for corpses, clinging to ceilings to ambush smaller prey and to avoid competing hunters. They're drawn to light and the scent of blood, recognizing them as signs of food.\n\nThese scavengers avoid ingesting inorganic material. Crypts with funeral armors sucked clean of their corpses and eerily pristine catacombs are signs of infestation by carrion crawlers.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":66},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Carrion Crawler","body":"*Catacomb-Scouring Necrophage*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** None  \n\nRavenous corpse eaters, carrion crawlers gravitate toward places of slaughter and decay. In such charnel environs, they feast on the dead with no qualms about their meals' origins or freshness.\n\nCarrion crawlers have segmented bodies like gigantic cutworms. From beneath their multipart maws protrude eight thin, lashing tentacles. Creatures struck by these tentacles risk being paralyzed and consumed.\n\nCarrion crawlers scour sewers, battlefields, necropolises, and fetid wildernesses for corpses, clinging to ceilings to ambush smaller prey and to avoid competing hunters. They're drawn to light and the scent of blood, recognizing them as signs of food.\n\nThese scavengers avoid ingesting inorganic material. Crypts with funeral armors sucked clean of their corpses and eerily pristine catacombs are signs of infestation by carrion crawlers.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"carrion-crawler-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-carrion-crawler-v1.avif","alt":"Carrion Crawler","caption":"Carrion Crawler","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-cat","title":"Cat","officialName":"Cat","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":351},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"cat-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-cat-v1.avif","alt":"Cat","caption":"Cat","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-centaur-trooper","title":"Centaur Trooper","officialName":"Centaur Trooper","type":"Monster","category":"Creatures","visibility":"player","body":"Large fey, Neutral Good. Challenge 2. 2024 revised rules.\n\nOverview\n\nCentaur troopers are knight-like guardians. Many are suspicious of non-Fey creatures.\n\nCentaurs\n\n*Defenders of the Feywild*\n\n- **Habitat.** Forest, Grassland, Planar (Feywild)  \n- **Treasure.** Armaments, Individual  \n\nCentaurs are defenders of forests, plains, and sites of primeval power. With upper bodies like humans' and the lower bodies of horses, centaurs charge into battle against those who would harm their allies.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":67},"collection":"Monster Manual (2025)","summary":"Large fey, Neutral Good. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Centaur troopers are knight-like guardians. Many are suspicious of non-Fey creatures.","visibility":"player"},{"heading":"Centaurs","body":"*Defenders of the Feywild*\n\n- **Habitat.** Forest, Grassland, Planar (Feywild)  \n- **Treasure.** Armaments, Individual  \n\nCentaurs are defenders of forests, plains, and sites of primeval power. With upper bodies like humans' and the lower bodies of horses, centaurs charge into battle against those who would harm their allies.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"centaur-trooper-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-centaur-trooper-v1.avif","alt":"Centaur Trooper","caption":"Centaur Trooper","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-centaur-warden","title":"Centaur Warden","officialName":"Centaur Warden","type":"Monster","category":"Creatures","visibility":"player","body":"Large fey, Neutral Good. Challenge 7. 2024 revised rules.\n\nOverview\n\nCentaur wardens often lead groups of centaur troopers and act as intermediaries between Fey creatures and trespassers into their territories.\n\nCentaurs\n\n*Defenders of the Feywild*\n\n- **Habitat.** Forest, Grassland, Planar (Feywild)  \n- **Treasure.** Armaments, Individual  \n\nCentaurs are defenders of forests, plains, and sites of primeval power. With upper bodies like humans' and the lower bodies of horses, centaurs charge into battle against those who would harm their allies.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":67},"collection":"Monster Manual (2025)","summary":"Large fey, Neutral Good. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Centaur wardens often lead groups of centaur troopers and act as intermediaries between Fey creatures and trespassers into their territories.","visibility":"player"},{"heading":"Centaurs","body":"*Defenders of the Feywild*\n\n- **Habitat.** Forest, Grassland, Planar (Feywild)  \n- **Treasure.** Armaments, Individual  \n\nCentaurs are defenders of forests, plains, and sites of primeval power. With upper bodies like humans' and the lower bodies of horses, centaurs charge into battle against those who would harm their allies.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"centaur-warden-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-centaur-warden-v1.avif","alt":"Centaur Warden","caption":"Centaur Warden","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-chain-devil","title":"Chain Devil","officialName":"Chain Devil","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend (devil), Lawful Evil. Challenge 8. 2024 revised rules.\n\nChain Devil\n\n*Devil of Pain and Control*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Implements  \n\nAlso known as kytons, chain devils consider themselves morbid artisans who use deception, menace, and vicious metal to coerce prisoners into betraying themselves. Many serve powerful devils, wrenching secrets from imprisoned souls using deadly, animate chains. Left to their own devices, chain devils encourage ruthless individuals to pursue forbidden magic, leading their pupils down paths to the Nine Hells.\n\nAlong with psychological threats and physical harm, a chain devil uses its unnerving gaze to make its victims perceive their worst fear rather than the monster. Roll on or choose a result from the Chain Devil Masks table to inspire a chain devil's fearful appearance.\n\n**Chain Devil Masks**\n\n| dice: 1d4 | To a Viewer, the Chain Devil Looks Like... |\n|-----------|--------------------------------------------|\n| 1 | The corpse of a loved one. |\n| 2 | A disapproving deity. |\n| 3 | A harsh instructor or superior. |\n| 4 | The viewer at their lowest point in life. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":68},"collection":"Monster Manual (2025)","summary":"Medium fiend (devil), Lawful Evil. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Chain Devil","body":"*Devil of Pain and Control*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Implements  \n\nAlso known as kytons, chain devils consider themselves morbid artisans who use deception, menace, and vicious metal to coerce prisoners into betraying themselves. Many serve powerful devils, wrenching secrets from imprisoned souls using deadly, animate chains. Left to their own devices, chain devils encourage ruthless individuals to pursue forbidden magic, leading their pupils down paths to the Nine Hells.\n\nAlong with psychological threats and physical harm, a chain devil uses its unnerving gaze to make its victims perceive their worst fear rather than the monster. Roll on or choose a result from the Chain Devil Masks table to inspire a chain devil's fearful appearance.\n\n**Chain Devil Masks**\n\n| dice: 1d4 | To a Viewer, the Chain Devil Looks Like... |\n|-----------|--------------------------------------------|\n| 1 | The corpse of a loved one. |\n| 2 | A disapproving deity. |\n| 3 | A harsh instructor or superior. |\n| 4 | The viewer at their lowest point in life. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"chain-devil-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-chain-devil-v1.avif","alt":"Chain Devil","caption":"Chain Devil","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-chasme","title":"Chasme","officialName":"Chasme","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (demon), Chaotic Evil. Challenge 6. 2024 revised rules.\n\nChasme\n\n*Demon of Betrayal and Sycophancy*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Relics  \n\nFlying forth from the Abyss, chasmes resemble horse-size flies. They incapacitate foes by producing a mind-numbing droning, then use their proboscises to drain victims of life. In the Abyss, most chasmes obsequiously serve more powerful demons and search for captives to press into demonic hordes.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":69},"collection":"Monster Manual (2025)","summary":"Large fiend (demon), Chaotic Evil. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Chasme","body":"*Demon of Betrayal and Sycophancy*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Relics  \n\nFlying forth from the Abyss, chasmes resemble horse-size flies. They incapacitate foes by producing a mind-numbing droning, then use their proboscises to drain victims of life. In the Abyss, most chasmes obsequiously serve more powerful demons and search for captives to press into demonic hordes.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"chasme-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-chasme-v1.avif","alt":"Chasme","caption":"Chasme","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-chimera","title":"Chimera","officialName":"Chimera","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Chaotic Evil. Challenge 6. 2024 revised rules.\n\nChimera\n\n*Multiheaded Ravager*\n\n- **Habitat.** Grassland, Hill, Mountain  \n- **Treasure.** Any  \n\nViolent and unpredictable, chimeras combine the deadliest traits of lions, rams, and red dragons. With their fearsome claws, crushing horns, and fiery breath, chimeras are tempests of ferocity, driven by their three heads' conflicting instincts. Their heads agree on little but their desires to feed and to drive competitors from the rugged territories where these monsters make their lairs. When they spot prey, chimeras typically strafe foes with their fire breath before landing to attack with their fangs, horns, and claws.\n\nOwing to their draconic instincts, chimeras are greedy creatures that hoard treasures within cavernous lairs. They're undiscerning about what they collect, gathering shiny objects alongside trophies and bones from their recent kills. Brave souls seeking to distract or temporarily appease a chimera can do so by offering it treasure and food.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":70},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Chaotic Evil. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Chimera","body":"*Multiheaded Ravager*\n\n- **Habitat.** Grassland, Hill, Mountain  \n- **Treasure.** Any  \n\nViolent and unpredictable, chimeras combine the deadliest traits of lions, rams, and red dragons. With their fearsome claws, crushing horns, and fiery breath, chimeras are tempests of ferocity, driven by their three heads' conflicting instincts. Their heads agree on little but their desires to feed and to drive competitors from the rugged territories where these monsters make their lairs. When they spot prey, chimeras typically strafe foes with their fire breath before landing to attack with their fangs, horns, and claws.\n\nOwing to their draconic instincts, chimeras are greedy creatures that hoard treasures within cavernous lairs. They're undiscerning about what they collect, gathering shiny objects alongside trophies and bones from their recent kills. Brave souls seeking to distract or temporarily appease a chimera can do so by offering it treasure and food.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"chimera-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-chimera-v1.avif","alt":"Chimera","caption":"Chimera","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-chuul","title":"Chuul","officialName":"Chuul","type":"Monster","category":"Creatures","visibility":"player","body":"Large aberration, Chaotic Evil. Challenge 4. 2024 revised rules.\n\nChuul\n\n*Chitinous Servant of Primeval Powers*\n\n- **Habitat.** Coastal, Swamp, Underdark  \n- **Treasure.** Relics  \n\nChuuls originated in forgotten ages when aboleths and stranger beings ruled alien empires beneath the waves. The aboleths transformed numerous deep-sea predators into servants that could venture beyond the seas to claim more magic and creatures to exploit. Chuuls are the most enduring of these bizarre servants.\n\nMany chuuls serve aboleth overlords, carrying out their whims amid lightless seas and primeval swamps. Other chuuls obey new aberrant masters, such as beholders, grells, or mind flayers. Some chuuls follow their own drives, endlessly collecting ancient magic treasures or interpreting age-old orders to bizarre ends. Regardless of their agendas, chuuls snare creatures in their massive pincers before rendering foes helpless with their paralytic tentacles.\n\nChuuls don't age and can lie dormant in hidden places for millennia before threats, ancient orders, or strange compulsions awaken them.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":71},"collection":"Monster Manual (2025)","summary":"Large aberration, Chaotic Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Chuul","body":"*Chitinous Servant of Primeval Powers*\n\n- **Habitat.** Coastal, Swamp, Underdark  \n- **Treasure.** Relics  \n\nChuuls originated in forgotten ages when aboleths and stranger beings ruled alien empires beneath the waves. The aboleths transformed numerous deep-sea predators into servants that could venture beyond the seas to claim more magic and creatures to exploit. Chuuls are the most enduring of these bizarre servants.\n\nMany chuuls serve aboleth overlords, carrying out their whims amid lightless seas and primeval swamps. Other chuuls obey new aberrant masters, such as beholders, grells, or mind flayers. Some chuuls follow their own drives, endlessly collecting ancient magic treasures or interpreting age-old orders to bizarre ends. Regardless of their agendas, chuuls snare creatures in their massive pincers before rendering foes helpless with their paralytic tentacles.\n\nChuuls don't age and can lie dormant in hidden places for millennia before threats, ancient orders, or strange compulsions awaken them.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"chuul-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-chuul-v1.avif","alt":"Chuul","caption":"Chuul","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-clay-golem","title":"Clay Golem","officialName":"Clay Golem","type":"Monster","category":"Creatures","visibility":"player","body":"Large construct, Unaligned. Challenge 9. 2024 revised rules.\n\nClay Golem\n\n*Guardian of Home and Heart*\n\n- **Habitat.** Urban  \n- **Treasure.** Relics  \n\nClay golems are magical defenders made from earth and clay to protect places or communities. The materials used in creating clay golems originate from near the location the golems protect and often have special significance to their creators, such as clay from a holy site or bricks from a magical ruin. While some clay golems are masterfully sculpted to resemble living beings, others have only vaguely humanlike forms.\n\nThese golems obey their creators' orders and protect what their makers value most. Some still follow these orders long after their creators' deaths. Roll on or choose a result from the Clay Golem Orders table to inspire the commands a clay golem follows.\n\n**Clay Golem Orders**\n\n| dice: 1d4 | The Clay Golem Follows Orders To... |\n|-----------|-------------------------------------|\n| 1 | Block the path of anyone who enters a site with a weapon drawn. |\n| 2 | Defend any member of their creator's family or community who is threatened in its sight. |\n| 3 | Prevent any Fiend from crossing a bridge. |\n| 4 | Remove any who enter its creator's workshop. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":72},"collection":"Monster Manual (2025)","summary":"Large construct, Unaligned. Challenge 9. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Clay Golem","body":"*Guardian of Home and Heart*\n\n- **Habitat.** Urban  \n- **Treasure.** Relics  \n\nClay golems are magical defenders made from earth and clay to protect places or communities. The materials used in creating clay golems originate from near the location the golems protect and often have special significance to their creators, such as clay from a holy site or bricks from a magical ruin. While some clay golems are masterfully sculpted to resemble living beings, others have only vaguely humanlike forms.\n\nThese golems obey their creators' orders and protect what their makers value most. Some still follow these orders long after their creators' deaths. Roll on or choose a result from the Clay Golem Orders table to inspire the commands a clay golem follows.\n\n**Clay Golem Orders**\n\n| dice: 1d4 | The Clay Golem Follows Orders To... |\n|-----------|-------------------------------------|\n| 1 | Block the path of anyone who enters a site with a weapon drawn. |\n| 2 | Defend any member of their creator's family or community who is threatened in its sight. |\n| 3 | Prevent any Fiend from crossing a bridge. |\n| 4 | Remove any who enter its creator's workshop. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"clay-golem-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-clay-golem-v1.avif","alt":"Clay Golem","caption":"Clay Golem","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-cloaker","title":"Cloaker","officialName":"Cloaker","type":"Monster","category":"Creatures","visibility":"player","body":"Large aberration, Chaotic Neutral. Challenge 8. 2024 revised rules.\n\nCloaker\n\n*Haunter in the Dark*\n\n- **Habitat.** Underdark  \n- **Treasure.** Implements  \n\nCloakers are mysterious Underdark predators, named by adventurers for their resemblance to hanging cloaks when they cling to walls. What cloakers call themselves is unknown, if they refer to themselves at all. Though they're undeniably intelligent, their behavior is often inscrutable.\n\nCloakers sometimes gather in Underdark enclaves, but they rarely build settlements or form social structures. Most operate as solitary predators, lurking in dismal subterranean reaches or abandoned dungeons—sometimes for months at a time—as they wait for prey to pass. They use their mottled hides to blend in with their surroundings. When unsuspecting prey nears, cloakers unfurl and attempt to latch on and then smother their victims in their powerful wings.\n\nCloakers delight in frightening foes. In addition to their methods of ambush, cloakers can create illusory duplicates of themselves and emit surreal moans that non-cloakers find terrifying in unexplainable, primal ways. Cloakers might antagonize explorers lost in the Underdark for days, terrorizing and scattering them before attacking. They rarely converse with other beings, except to whisper eerie riddles to those they're about to consume.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":73},"collection":"Monster Manual (2025)","summary":"Large aberration, Chaotic Neutral. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Cloaker","body":"*Haunter in the Dark*\n\n- **Habitat.** Underdark  \n- **Treasure.** Implements  \n\nCloakers are mysterious Underdark predators, named by adventurers for their resemblance to hanging cloaks when they cling to walls. What cloakers call themselves is unknown, if they refer to themselves at all. Though they're undeniably intelligent, their behavior is often inscrutable.\n\nCloakers sometimes gather in Underdark enclaves, but they rarely build settlements or form social structures. Most operate as solitary predators, lurking in dismal subterranean reaches or abandoned dungeons—sometimes for months at a time—as they wait for prey to pass. They use their mottled hides to blend in with their surroundings. When unsuspecting prey nears, cloakers unfurl and attempt to latch on and then smother their victims in their powerful wings.\n\nCloakers delight in frightening foes. In addition to their methods of ambush, cloakers can create illusory duplicates of themselves and emit surreal moans that non-cloakers find terrifying in unexplainable, primal ways. Cloakers might antagonize explorers lost in the Underdark for days, terrorizing and scattering them before attacking. They rarely converse with other beings, except to whisper eerie riddles to those they're about to consume.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"cloaker-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-cloaker-v1.avif","alt":"Cloaker","caption":"Cloaker","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-cloud-giant","title":"Cloud Giant","officialName":"Cloud Giant","type":"Monster","category":"Creatures","visibility":"player","body":"Huge giant, Neutral. Challenge 9. 2024 revised rules.\n\nCloud Giant\n\n*Giant of the Loftiest Heights*\n\n- **Habitat.** Mountain  \n- **Treasure.** Arcana  \n\nCloud giants use the power of the skies to observe and subtly influence the world. These giants resemble humans with hair ranging from silver to blue and with skin in cloudlike shades from stark white to twilight hues. Curved canines grow in their upper jaws, extending past their lower lips. In battle, they attack with weapons wreathed in storm clouds and throw roaring thunderheads.\n\nMost cloud giants inhabit citadels crowning tremendous mountains or magical palaces that drift amid the clouds. Many of these giants believe they possess similarly lofty status or purpose. Some view themselves as godlike beings who can manipulate and steal from terrestrial beings with impunity. Others claim their long lives and place among the clouds grant them unique perspectives, so they chronicle what they witness in the world below without interfering. In either case, cloud giants often possess fabulous magical treasures, either claimed from across the world or created by (and gigantically sized for) themselves.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":74},"collection":"Monster Manual (2025)","summary":"Huge giant, Neutral. Challenge 9. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Cloud Giant","body":"*Giant of the Loftiest Heights*\n\n- **Habitat.** Mountain  \n- **Treasure.** Arcana  \n\nCloud giants use the power of the skies to observe and subtly influence the world. These giants resemble humans with hair ranging from silver to blue and with skin in cloudlike shades from stark white to twilight hues. Curved canines grow in their upper jaws, extending past their lower lips. In battle, they attack with weapons wreathed in storm clouds and throw roaring thunderheads.\n\nMost cloud giants inhabit citadels crowning tremendous mountains or magical palaces that drift amid the clouds. Many of these giants believe they possess similarly lofty status or purpose. Some view themselves as godlike beings who can manipulate and steal from terrestrial beings with impunity. Others claim their long lives and place among the clouds grant them unique perspectives, so they chronicle what they witness in the world below without interfering. In either case, cloud giants often possess fabulous magical treasures, either claimed from across the world or created by (and gigantically sized for) themselves.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"cloud-giant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-cloud-giant-v1.avif","alt":"Cloud Giant","caption":"Cloud Giant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-cockatrice","title":"Cockatrice","officialName":"Cockatrice","type":"Monster","category":"Creatures","visibility":"player","body":"Small monstrosity, Unaligned. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nCockatrices often try to claim eye-catching structures—such as ruins and secluded farms—as roosts.\n\nCockatrices\n\n*Accursed Avians with the Power to Petrify*\n\n- **Habitat.** Grassland  \n- **Treasure.** None  \n\nCockatrices combine the features of irate roosters and starving reptiles. They petrify those they bite, their slightest peck turning their prey to stone.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":75},"collection":"Monster Manual (2025)","summary":"Small monstrosity, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Cockatrices often try to claim eye-catching structures—such as ruins and secluded farms—as roosts.","visibility":"player"},{"heading":"Cockatrices","body":"*Accursed Avians with the Power to Petrify*\n\n- **Habitat.** Grassland  \n- **Treasure.** None  \n\nCockatrices combine the features of irate roosters and starving reptiles. They petrify those they bite, their slightest peck turning their prey to stone.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"cockatrice-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-cockatrice-v1.avif","alt":"Cockatrice","caption":"Cockatrice","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-cockatrice-regent","title":"Cockatrice Regent","officialName":"Cockatrice Regent","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Unaligned. Challenge 8. 2024 revised rules.\n\nOverview\n\nBolder than their smaller cousins, cockatrice regents brim with unstable magical energy they use to restrain distant foes.\n\nCockatrices\n\n*Accursed Avians with the Power to Petrify*\n\n- **Habitat.** Grassland  \n- **Treasure.** None  \n\nCockatrices combine the features of irate roosters and starving reptiles. They petrify those they bite, their slightest peck turning their prey to stone.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":75},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Unaligned. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Bolder than their smaller cousins, cockatrice regents brim with unstable magical energy they use to restrain distant foes.","visibility":"player"},{"heading":"Cockatrices","body":"*Accursed Avians with the Power to Petrify*\n\n- **Habitat.** Grassland  \n- **Treasure.** None  \n\nCockatrices combine the features of irate roosters and starving reptiles. They petrify those they bite, their slightest peck turning their prey to stone.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"cockatrice-regent-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-cockatrice-regent-v1.avif","alt":"Cockatrice Regent","caption":"Cockatrice Regent","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-colossus","title":"Colossus","officialName":"Colossus","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan construct (titan), Unaligned. Challenge 25. 2024 revised rules.\n\nColossus\n\n*Titanic Vessel of Divine Might*\n\n- **Habitat.** Any  \n- **Treasure.** Relics  \n\nColossi are massive Constructs created by the devout to reflect the nature of a deity, which could be benevolent or wicked. Colossi thrum with incredible magic and work divine will on the land.\n\nDroves of faithful artisans craft a colossus in a shape to honor their deity, then call on that god to infuse the statue with life. This arduous process might take decades and involve hundreds of workers. If the god favors the creation, the mighty crystal at the construct's heart pulses with divine power, and the colossus rises to protect the faithful or enact the god's will.\n\nMost colossi were created in ages past and now lie dormant in secluded wilderness, awakening only when disturbed or called on to serve once more.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":76},"collection":"Monster Manual (2025)","summary":"Gargantuan construct (titan), Unaligned. Challenge 25. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Colossus","body":"*Titanic Vessel of Divine Might*\n\n- **Habitat.** Any  \n- **Treasure.** Relics  \n\nColossi are massive Constructs created by the devout to reflect the nature of a deity, which could be benevolent or wicked. Colossi thrum with incredible magic and work divine will on the land.\n\nDroves of faithful artisans craft a colossus in a shape to honor their deity, then call on that god to infuse the statue with life. This arduous process might take decades and involve hundreds of workers. If the god favors the creation, the mighty crystal at the construct's heart pulses with divine power, and the colossus rises to protect the faithful or enact the god's will.\n\nMost colossi were created in ages past and now lie dormant in secluded wilderness, awakening only when disturbed or called on to serve once more.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"colossus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-colossus-v1.avif","alt":"Colossus","caption":"Colossus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-constrictor-snake","title":"Constrictor Snake","officialName":"Constrictor Snake","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":351},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"constrictor-snake-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-constrictor-snake-v1.avif","alt":"Constrictor Snake","caption":"Constrictor Snake","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-copper-dragon-wyrmling","title":"Copper Dragon Wyrmling","officialName":"Copper Dragon Wyrmling","type":"Monster","category":"Creatures","visibility":"player","body":"Medium dragon (metallic), Chaotic Good. Challenge 1. 2024 revised rules.\n\nOverview\n\nCopper dragon wyrmlings venture into the world seeking to make friends and discover wonders. They sometimes get into trouble, but those who help them can become their friends for life.\n\nCopper Dragons\n\n*Dragons of Curiosity and Community*\n\n- **Habitat.** Hill  \n- **Treasure.** Arcana  \n\nRelentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.\n\nCopper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.\n\nCopper Dragon Lairs\n\nCopper dragons typically inhabit multi-chamber caves and renovated ruins.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":78},"collection":"Monster Manual (2025)","summary":"Medium dragon (metallic), Chaotic Good. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Copper dragon wyrmlings venture into the world seeking to make friends and discover wonders. They sometimes get into trouble, but those who help them can become their friends for life.","visibility":"player"},{"heading":"Copper Dragons","body":"*Dragons of Curiosity and Community*\n\n- **Habitat.** Hill  \n- **Treasure.** Arcana  \n\nRelentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.\n\nCopper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.","visibility":"player"},{"heading":"Copper Dragon Lairs","body":"Copper dragons typically inhabit multi-chamber caves and renovated ruins.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"copper-dragon-wyrmling-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-copper-dragon-wyrmling-v1.avif","alt":"Copper Dragon Wyrmling","caption":"Copper Dragon Wyrmling","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-couatl","title":"Couatl","officialName":"Couatl","type":"Monster","category":"Creatures","visibility":"player","body":"Medium celestial, Lawful Good. Challenge 4. 2024 revised rules.\n\nCouatl\n\n*Guardian Manifestation of the Divine*\n\n- **Habitat.** Desert, Forest, Grassland, Urban  \n- **Treasure.** Relics  \n\nEmbodiments of prophecy and protectors of divine secrets, couatls ensure fate unfolds as it should. They resemble serpents with rainbow wings, and each is a manifestation of a divine edict, a truth or fate that a righteous god decrees must hold true for all time. Most couatls appear in places of ancient power, where they guard hidden magic or ensure foretold acts do or don't come to pass. Rarely, couatls watch over communities or travel lands in disguise, interpreting omens or manipulating factors to set fate on its proper course.\n\nMotivated by eternal mandates, couatls sometimes behave in inscrutable or antagonistic ways. They are inflexible and uncompromising, as their existences are fundamentally tied to their divine directives, but they harm other creatures only when absolutely necessary to achieve divine goals.\n\nEach couatl goes through a period of renewal at the end of an age. In a couatl's lifecycle, an age might correspond to a celestial calendar or some divine chronology. Near the age's end, the couatl lays a wondrous, rainbow-hued egg. When the age ends, the couatl dies. For a period—perhaps a single day, perhaps until an annual solar event—the couatl's work is unattended. Once this time passes, the same couatl that laid the egg hatches from it, fully grown and renewed to serve for another age.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":82},"collection":"Monster Manual (2025)","summary":"Medium celestial, Lawful Good. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Couatl","body":"*Guardian Manifestation of the Divine*\n\n- **Habitat.** Desert, Forest, Grassland, Urban  \n- **Treasure.** Relics  \n\nEmbodiments of prophecy and protectors of divine secrets, couatls ensure fate unfolds as it should. They resemble serpents with rainbow wings, and each is a manifestation of a divine edict, a truth or fate that a righteous god decrees must hold true for all time. Most couatls appear in places of ancient power, where they guard hidden magic or ensure foretold acts do or don't come to pass. Rarely, couatls watch over communities or travel lands in disguise, interpreting omens or manipulating factors to set fate on its proper course.\n\nMotivated by eternal mandates, couatls sometimes behave in inscrutable or antagonistic ways. They are inflexible and uncompromising, as their existences are fundamentally tied to their divine directives, but they harm other creatures only when absolutely necessary to achieve divine goals.\n\nEach couatl goes through a period of renewal at the end of an age. In a couatl's lifecycle, an age might correspond to a celestial calendar or some divine chronology. Near the age's end, the couatl lays a wondrous, rainbow-hued egg. When the age ends, the couatl dies. For a period—perhaps a single day, perhaps until an annual solar event—the couatl's work is unattended. Once this time passes, the same couatl that laid the egg hatches from it, fully grown and renewed to serve for another age.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"couatl-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-couatl-v1.avif","alt":"Couatl","caption":"Couatl","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-crab","title":"Crab","officialName":"Crab","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":351},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"crab-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-crab-v1.avif","alt":"Crab","caption":"Crab","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-crawling-claw","title":"Crawling Claw","officialName":"Crawling Claw","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny undead, Neutral Evil. Challenge 0. 2024 revised rules.\n\nOverview\n\nLone crawling claws can continue killing sprees they perpetrated in life. Some recklessly attack the living, while others pursue specific victims. In rare cases, a crawling claw wreaks mayhem while the rest of its body still lives, with the original creature potentially unaware of its severed hand's crimes.\n\nCrawling Claws\n\n*Severed Appendages with Malicious Will*\n\n- **Habitat.** Any  \n- **Treasure.** None  \n\nCrawling claws are severed hands that move and act of their own murderous accord. These deathless appendages can spring to life from the severed limbs of killers and villains, and sinister magic-users might animate crawling claws as foul servants. Crawling claws appear in a variety of forms, from decaying human hands to the fresh appendages of animals or monsters\n\n> [!quote] A quote from Ansolm Haas  \n> \n> Is it possible for any creature, any living being, to be inherently evil? Such an assertion may itself facilitate the committing of evil acts. By defining a person as evil, we give them free rein to behave as they will, absolving them from the wickedness of their words and the evil of their hands.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":83},"collection":"Monster Manual (2025)","summary":"Tiny undead, Neutral Evil. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Lone crawling claws can continue killing sprees they perpetrated in life. Some recklessly attack the living, while others pursue specific victims. In rare cases, a crawling claw wreaks mayhem while the rest of its body still lives, with the original creature potentially unaware of its severed hand's crimes.","visibility":"player"},{"heading":"Crawling Claws","body":"*Severed Appendages with Malicious Will*\n\n- **Habitat.** Any  \n- **Treasure.** None  \n\nCrawling claws are severed hands that move and act of their own murderous accord. These deathless appendages can spring to life from the severed limbs of killers and villains, and sinister magic-users might animate crawling claws as foul servants. Crawling claws appear in a variety of forms, from decaying human hands to the fresh appendages of animals or monsters\n\n> [!quote] A quote from Ansolm Haas  \n> \n> Is it possible for any creature, any living being, to be inherently evil? Such an assertion may itself facilitate the committing of evil acts. By defining a person as evil, we give them free rein to behave as they will, absolving them from the wickedness of their words and the evil of their hands.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"crawling-claw-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-crawling-claw-v1.avif","alt":"Crawling Claw","caption":"Crawling Claw","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-crocodile","title":"Crocodile","officialName":"Crocodile","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1/2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":352},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"crocodile-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-crocodile-v1.avif","alt":"Crocodile","caption":"Crocodile","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-cyclops-oracle","title":"Cyclops Oracle","officialName":"Cyclops Oracle","type":"Monster","category":"Creatures","visibility":"player","body":"Huge giant, Chaotic Neutral. Challenge 10. 2024 revised rules.\n\nOverview\n\nCyclops oracles gaze through history to learn hidden truths. Many share these secrets with those who aid them in correcting the mistakes of the past.\n\nCyclopes\n\n*Monocular Servants of Destiny*\n\n- **Habitat.** Coastal, Desert, Grassland, Hill, Mountain, Underdark  \n- **Treasure.** Armaments  \n\nCyclopes are gigantic, one-eyed descendants of the gods. Using their mystical vision, cyclopes can witness how future events are likely to occur.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":88},"collection":"Monster Manual (2025)","summary":"Huge giant, Chaotic Neutral. Challenge 10. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Cyclops oracles gaze through history to learn hidden truths. Many share these secrets with those who aid them in correcting the mistakes of the past.","visibility":"player"},{"heading":"Cyclopes","body":"*Monocular Servants of Destiny*\n\n- **Habitat.** Coastal, Desert, Grassland, Hill, Mountain, Underdark  \n- **Treasure.** Armaments  \n\nCyclopes are gigantic, one-eyed descendants of the gods. Using their mystical vision, cyclopes can witness how future events are likely to occur.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"cyclops-oracle-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-cyclops-oracle-v1.avif","alt":"Cyclops Oracle","caption":"Cyclops Oracle","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-cyclops-sentry","title":"Cyclops Sentry","officialName":"Cyclops Sentry","type":"Monster","category":"Creatures","visibility":"player","body":"Huge giant, Chaotic Neutral. Challenge 6. 2024 revised rules.\n\nOverview\n\nMost cyclops sentries serve their divine progenitors and oppose those who would tamper with fate.\n\nCyclopes\n\n*Monocular Servants of Destiny*\n\n- **Habitat.** Coastal, Desert, Grassland, Hill, Mountain, Underdark  \n- **Treasure.** Armaments  \n\nCyclopes are gigantic, one-eyed descendants of the gods. Using their mystical vision, cyclopes can witness how future events are likely to occur.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":88},"collection":"Monster Manual (2025)","summary":"Huge giant, Chaotic Neutral. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Most cyclops sentries serve their divine progenitors and oppose those who would tamper with fate.","visibility":"player"},{"heading":"Cyclopes","body":"*Monocular Servants of Destiny*\n\n- **Habitat.** Coastal, Desert, Grassland, Hill, Mountain, Underdark  \n- **Treasure.** Armaments  \n\nCyclopes are gigantic, one-eyed descendants of the gods. Using their mystical vision, cyclopes can witness how future events are likely to occur.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"cyclops-sentry-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-cyclops-sentry-v1.avif","alt":"Cyclops Sentry","caption":"Cyclops Sentry","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-dao","title":"Dao","officialName":"Dao","type":"Monster","category":"Creatures","visibility":"player","body":"Large elemental (genie), Neutral. Challenge 11. 2024 revised rules.\n\nDao\n\n*Genie of the Earth*\n\n- **Habitat.** Planar (Elemental Plane of Earth), Underdark  \n- **Treasure.** Implements  \n\nGenies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move through the earth unimpeded, exploring depths inaccessible to most. Dao delight in the treasures of the earth, whether raw gemstones, jewelry crafted from pure metals, or wondrous fossils. In exchange for such treasures, dao might reveal underground mysteries, such as paths through the Underdark, buried ruins, or whole subterranean realms.\n\nMany dao call the Elemental Plane of Earth home. There, they create cities that glitter with treasure. Among these realms is the labyrinthine expanse called the Great Dismal Delve or the Sevenfold Mazework, which protects the City of Jewels, the Iron Crucible, and the Strait of Magnets.\n\n> [!quote] A quote from Gundren Rockseeker, Dwarf Treasure Hunter  \n> \n> On the Elemental Plane of Earth, galaxies of gemstones twinkle over vaults of treasure. If dao are there, so is wealth worth hunting.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":89},"collection":"Monster Manual (2025)","summary":"Large elemental (genie), Neutral. Challenge 11. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Dao","body":"*Genie of the Earth*\n\n- **Habitat.** Planar (Elemental Plane of Earth), Underdark  \n- **Treasure.** Implements  \n\nGenies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move through the earth unimpeded, exploring depths inaccessible to most. Dao delight in the treasures of the earth, whether raw gemstones, jewelry crafted from pure metals, or wondrous fossils. In exchange for such treasures, dao might reveal underground mysteries, such as paths through the Underdark, buried ruins, or whole subterranean realms.\n\nMany dao call the Elemental Plane of Earth home. There, they create cities that glitter with treasure. Among these realms is the labyrinthine expanse called the Great Dismal Delve or the Sevenfold Mazework, which protects the City of Jewels, the Iron Crucible, and the Strait of Magnets.\n\n> [!quote] A quote from Gundren Rockseeker, Dwarf Treasure Hunter  \n> \n> On the Elemental Plane of Earth, galaxies of gemstones twinkle over vaults of treasure. If dao are there, so is wealth worth hunting.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"dao-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-dao-v1.avif","alt":"Dao","caption":"Dao","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-darkmantle","title":"Darkmantle","officialName":"Darkmantle","type":"Monster","category":"Creatures","visibility":"player","body":"Small aberration, Unaligned. Challenge 1/2. 2024 revised rules.\n\nDarkmantle\n\n*Ceiling-Clinging Ambush Predator*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nUnnatural subterranean hunters, darkmantles veil themselves in magical shadows and use their bizarre anatomies to disguise themselves as stalactites. When prey passes below, lurking darkmantles drop and unfurl their webbed tentacles, attempting to blind, suffocate, or crush their victims.\n\nDarkmantles share similarities with piercers and ropers and often hunt near those monsters. Scholars have attempted to establish a shared origin or life cycle between those creatures, but their efforts are thwarted by those monsters' supernatural physiologies and deadly natures.\n\n> [!quote] A quote from S. Wakeman, Underdark Explorer  \n> \n> Just assume there's no such thing as a stalactite.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":90},"collection":"Monster Manual (2025)","summary":"Small aberration, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Darkmantle","body":"*Ceiling-Clinging Ambush Predator*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nUnnatural subterranean hunters, darkmantles veil themselves in magical shadows and use their bizarre anatomies to disguise themselves as stalactites. When prey passes below, lurking darkmantles drop and unfurl their webbed tentacles, attempting to blind, suffocate, or crush their victims.\n\nDarkmantles share similarities with piercers and ropers and often hunt near those monsters. Scholars have attempted to establish a shared origin or life cycle between those creatures, but their efforts are thwarted by those monsters' supernatural physiologies and deadly natures.\n\n> [!quote] A quote from S. Wakeman, Underdark Explorer  \n> \n> Just assume there's no such thing as a stalactite.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"darkmantle-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-darkmantle-v1.avif","alt":"Darkmantle","caption":"Darkmantle","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-death-dog","title":"Death Dog","officialName":"Death Dog","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Neutral Evil. Challenge 1. 2024 revised rules.\n\nDeath Dog\n\n*Two-Headed Spreader of Disease*\n\n- **Habitat.** Desert  \n- **Treasure.** None  \n\nDeath dogs are plagues on the arid lands they inhabit. These vicious, two-headed canines ambush creatures they perceive as weaker than themselves, favoring the wounded or infirm. They attack recklessly, infecting as many creatures as possible with their diseased jaws. If driven off, death dogs linger close to their victims, letting infection weaken their prey before they attack again.\n\nLegends tie death dogs to malicious death gods, the underworld, and cursed rulers. These stories are based on the malady death dogs spread. Roll on or choose a result from the Death Dog Malady Symptoms table to inspire symptoms spread by a death dog's bite. These symptoms are cosmetic and don't alter the effects of the death dog's Bite action. The symptoms vanish when a creature no longer has the Poisoned condition from a death dog's Bite.\n\n> [!quote] A quote from Tablet Fragment  \n> \n> And his sorrows will stalk your land like hungry dogs until the seas turn to sand and the sun burns to cinders.\n\n**Death Dog Malady Symptoms**\n\n| dice: 1d6 | The Death Dog's Malady Causes... |\n|-----------|----------------------------------|\n| 1 | Marks from canine jaws to appear on the victim's body, as if they were still being mauled. |\n| 2 | The victim's body to wither, as if constantly exposed to desert heat. |\n| 3 | The victim to be distracted by distant howling or vague whispers only they can hear. |\n| 4 | The victim's flesh to rot like a corpse. |\n| 5 | The victim to itch, as if they had fleas or sand beneath their skin. |\n| 6 | Wicked symbols to gradually appear on and spread across the victim's body. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":91},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Neutral Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Death Dog","body":"*Two-Headed Spreader of Disease*\n\n- **Habitat.** Desert  \n- **Treasure.** None  \n\nDeath dogs are plagues on the arid lands they inhabit. These vicious, two-headed canines ambush creatures they perceive as weaker than themselves, favoring the wounded or infirm. They attack recklessly, infecting as many creatures as possible with their diseased jaws. If driven off, death dogs linger close to their victims, letting infection weaken their prey before they attack again.\n\nLegends tie death dogs to malicious death gods, the underworld, and cursed rulers. These stories are based on the malady death dogs spread. Roll on or choose a result from the Death Dog Malady Symptoms table to inspire symptoms spread by a death dog's bite. These symptoms are cosmetic and don't alter the effects of the death dog's Bite action. The symptoms vanish when a creature no longer has the Poisoned condition from a death dog's Bite.\n\n> [!quote] A quote from Tablet Fragment  \n> \n> And his sorrows will stalk your land like hungry dogs until the seas turn to sand and the sun burns to cinders.\n\n**Death Dog Malady Symptoms**\n\n| dice: 1d6 | The Death Dog's Malady Causes... |\n|-----------|----------------------------------|\n| 1 | Marks from canine jaws to appear on the victim's body, as if they were still being mauled. |\n| 2 | The victim's body to wither, as if constantly exposed to desert heat. |\n| 3 | The victim to be distracted by distant howling or vague whispers only they can hear. |\n| 4 | The victim's flesh to rot like a corpse. |\n| 5 | The victim to itch, as if they had fleas or sand beneath their skin. |\n| 6 | Wicked symbols to gradually appear on and spread across the victim's body. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"death-dog-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-death-dog-v1.avif","alt":"Death Dog","caption":"Death Dog","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-death-knight","title":"Death Knight","officialName":"Death Knight","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium undead, Chaotic Evil. Challenge 17. 2024 revised rules.\n\nOverview\n\nDeath knights are deadly combatants and domineering commanders with grim histories. Some strive to end the curses that doom them to undeath, though their selfish souls eternally shackle them to their fates. Others, like the infamous death knight Lord Soth, brood in dismal ruins for centuries, rousing themselves to action only when something reignites their deathless evil.\n\nDeath Knights\n\n*Haunted Commanders of Unliving Legions*\n\n- **Habitat.** Any  \n- **Treasure.** Armaments  \n\nChampions of evil, death knights are armor-clad, skeletal warlords. Combining devastating martial prowess and blasphemous magic, these undying tyrants lead unholy legions against the living or brood in cursed citadels. Every death knight is haunted by a legacy of tragedy and dishonor that drives it to commit greater evils.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":92},"collection":"Monster Manual (2025)","summary":"Small or Medium undead, Chaotic Evil. Challenge 17. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Death knights are deadly combatants and domineering commanders with grim histories. Some strive to end the curses that doom them to undeath, though their selfish souls eternally shackle them to their fates. Others, like the infamous death knight Lord Soth, brood in dismal ruins for centuries, rousing themselves to action only when something reignites their deathless evil.","visibility":"player"},{"heading":"Death Knights","body":"*Haunted Commanders of Unliving Legions*\n\n- **Habitat.** Any  \n- **Treasure.** Armaments  \n\nChampions of evil, death knights are armor-clad, skeletal warlords. Combining devastating martial prowess and blasphemous magic, these undying tyrants lead unholy legions against the living or brood in cursed citadels. Every death knight is haunted by a legacy of tragedy and dishonor that drives it to commit greater evils.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"death-knight-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-death-knight-v1.avif","alt":"Death Knight","caption":"Death Knight","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-death-knight-aspirant","title":"Death Knight Aspirant","officialName":"Death Knight Aspirant","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium undead, Chaotic Evil. Challenge 11. 2024 revised rules.\n\nOverview\n\nWhen the leader of a villainous order rises as a death knight, their wicked devotees might join them in their cursed existence as death knight aspirants. These followers bear a measure of their leader's power and serve as they did in life, obediently following the death knight's decrees and heralding its terrible will.\n\nDeath Knights\n\n*Haunted Commanders of Unliving Legions*\n\n- **Habitat.** Any  \n- **Treasure.** Armaments  \n\nChampions of evil, death knights are armor-clad, skeletal warlords. Combining devastating martial prowess and blasphemous magic, these undying tyrants lead unholy legions against the living or brood in cursed citadels. Every death knight is haunted by a legacy of tragedy and dishonor that drives it to commit greater evils.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":93},"collection":"Monster Manual (2025)","summary":"Small or Medium undead, Chaotic Evil. Challenge 11. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"When the leader of a villainous order rises as a death knight, their wicked devotees might join them in their cursed existence as death knight aspirants. These followers bear a measure of their leader's power and serve as they did in life, obediently following the death knight's decrees and heralding its terrible will.","visibility":"player"},{"heading":"Death Knights","body":"*Haunted Commanders of Unliving Legions*\n\n- **Habitat.** Any  \n- **Treasure.** Armaments  \n\nChampions of evil, death knights are armor-clad, skeletal warlords. Combining devastating martial prowess and blasphemous magic, these undying tyrants lead unholy legions against the living or brood in cursed citadels. Every death knight is haunted by a legacy of tragedy and dishonor that drives it to commit greater evils.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"death-knight-aspirant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-death-knight-aspirant-v1.avif","alt":"Death Knight Aspirant","caption":"Death Knight Aspirant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-death-slaad","title":"Death Slaad","officialName":"Death Slaad","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Chaotic Evil. Challenge 10. 2024 revised rules.\n\nOverview\n\nSlaad lords create death slaadi by infusing gray slaadi with a portion of their chaotic energy. When groups of slaadi act deliberately, death slaadi are often behind their designs.\n\nSlaadi\n\n*Chaos-Spawned Hordes of Limbo*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Any  \n\nUnpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\nSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\n> [!note] Slaad Control Gems\n> \n> A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the Charmed condition and obeys the gem's bearer. The slaad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A Greater Restoration spell cast on a slaad destroys the gem, and the slaad ceases to be Charmed.\n> \n> One can obtain a slaad's control gem using a Wish or Imprisonment spell. If the slaad fails its saving throw against Imprisonment, the caster gains the gem, and the slaad isn't imprisoned. An Incapacitated slaad's control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) Piercing damage to the slaad.\n\n> [!quote] A quote from Jebeel Sloom  \n> \n> Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":287},"collection":"Monster Manual (2025)","summary":"Medium aberration, Chaotic Evil. Challenge 10. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Slaad lords create death slaadi by infusing gray slaadi with a portion of their chaotic energy. When groups of slaadi act deliberately, death slaadi are often behind their designs.","visibility":"player"},{"heading":"Slaadi","body":"*Chaos-Spawned Hordes of Limbo*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Any  \n\nUnpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\nSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\n> [!note] Slaad Control Gems\n> \n> A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the Charmed condition and obeys the gem's bearer. The slaad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A Greater Restoration spell cast on a slaad destroys the gem, and the slaad ceases to be Charmed.\n> \n> One can obtain a slaad's control gem using a Wish or Imprisonment spell. If the slaad fails its saving throw against Imprisonment, the caster gains the gem, and the slaad isn't imprisoned. An Incapacitated slaad's control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) Piercing damage to the slaad.\n\n> [!quote] A quote from Jebeel Sloom  \n> \n> Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"death-slaad-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-death-slaad-v1.avif","alt":"Death Slaad","caption":"Death Slaad","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-death-tyrant","title":"Death Tyrant","officialName":"Death Tyrant","type":"Monster","category":"Creatures","visibility":"player","body":"Large undead (beholder), Lawful Evil. Challenge 14. 2024 revised rules.\n\nDeath Tyrant\n\n*Beholder beyond Death*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nA death tyrant is a beholder that pursues aberrant goals beyond its death. Ten magical singularities—all that remains of its magical eyes—orbit its floating, cyclopean skull, while the hateful gaze of its central eye socket stifles life and raises the dead.\n\nBeholders typically transform into death tyrants over years when their dreams fixate on death, morbid apotheoses, or journeys to realms inhospitable to life. Some death tyrants rise from the corpses of slain beholders or result from exposure to strange magic or Underdark radiation. Sometimes beholders purposefully pursue this undead state, just as depraved magic-users pursue lichdom, although it is rare, as most beholders already believe themselves to be perfect beings.\n\nNo matter how death tyrants come into being, bizarre impulses drive their deathless existences. Their motivations tend to be extreme or beyond the reason of living creatures.\n\nDeath Tyrant Lairs\n\nDeath tyrants often lurk deep in the Underdark, in the tunnel-mazes they occupied in life or in the lairs of enemy beholders they conquered. These lairs are devoid of life, as death tyrants change their servants into Undead horrors.\n\n> [!quote] A quote from Journal of Jastus Hollowquill, explorer of Undermountain  \n> \n> A cluster of tiny lights descended from a dark crevice in the ceiling. These motes cast an eerie glow on the great, alien skull that hung beneath them.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":95},"collection":"Monster Manual (2025)","summary":"Large undead (beholder), Lawful Evil. Challenge 14. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Death Tyrant","body":"*Beholder beyond Death*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nA death tyrant is a beholder that pursues aberrant goals beyond its death. Ten magical singularities—all that remains of its magical eyes—orbit its floating, cyclopean skull, while the hateful gaze of its central eye socket stifles life and raises the dead.\n\nBeholders typically transform into death tyrants over years when their dreams fixate on death, morbid apotheoses, or journeys to realms inhospitable to life. Some death tyrants rise from the corpses of slain beholders or result from exposure to strange magic or Underdark radiation. Sometimes beholders purposefully pursue this undead state, just as depraved magic-users pursue lichdom, although it is rare, as most beholders already believe themselves to be perfect beings.\n\nNo matter how death tyrants come into being, bizarre impulses drive their deathless existences. Their motivations tend to be extreme or beyond the reason of living creatures.","visibility":"player"},{"heading":"Death Tyrant Lairs","body":"Death tyrants often lurk deep in the Underdark, in the tunnel-mazes they occupied in life or in the lairs of enemy beholders they conquered. These lairs are devoid of life, as death tyrants change their servants into Undead horrors.\n\n> [!quote] A quote from Journal of Jastus Hollowquill, explorer of Undermountain  \n> \n> A cluster of tiny lights descended from a dark crevice in the ceiling. These motes cast an eerie glow on the great, alien skull that hung beneath them.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"death-tyrant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-death-tyrant-v1.avif","alt":"Death Tyrant","caption":"Death Tyrant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-deer","title":"Deer","officialName":"Deer","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":352},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"deer-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-deer-v1.avif","alt":"Deer","caption":"Deer","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-demilich","title":"Demilich","officialName":"Demilich","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny undead, Neutral Evil. Challenge 18. 2024 revised rules.\n\nDemilich\n\n*What Lies beyond Lichdom*\n\n- **Habitat.** Any  \n- **Treasure.** Arcana  \n\nA demilich is a skull harboring the remnants of a lich's wicked essence. If the burden of immortality overwhelms a lich, its consciousness turns inward as its body rots away. But if its remains are disturbed, a demilich rises. Demiliches usually appear as skulls adorned with gems or arcane sigils.\n\nDemilich Lairs\n\nDemiliches jealously guard their deathtrap-laden sanctums. The most notorious of these is the Tomb of Horrors, lair of the infamous Acererak.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":96},"collection":"Monster Manual (2025)","summary":"Tiny undead, Neutral Evil. Challenge 18. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Demilich","body":"*What Lies beyond Lichdom*\n\n- **Habitat.** Any  \n- **Treasure.** Arcana  \n\nA demilich is a skull harboring the remnants of a lich's wicked essence. If the burden of immortality overwhelms a lich, its consciousness turns inward as its body rots away. But if its remains are disturbed, a demilich rises. Demiliches usually appear as skulls adorned with gems or arcane sigils.","visibility":"player"},{"heading":"Demilich Lairs","body":"Demiliches jealously guard their deathtrap-laden sanctums. The most notorious of these is the Tomb of Horrors, lair of the infamous Acererak.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"demilich-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-demilich-v1.avif","alt":"Demilich","caption":"Demilich","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-deva","title":"Deva","officialName":"Deva","type":"Monster","category":"Creatures","visibility":"player","body":"Medium celestial (angel), Lawful Good. Challenge 10. 2024 revised rules.\n\nDeva\n\n*World-Changing Angelic Messenger*\n\n- **Habitat.** Planar (Upper Planes)  \n- **Treasure.** Relics  \n\nDevas are emissaries of divine will. These immortal messengers adopt the shapes of mystical beasts or idealized, winged mortals. As with all angels, their true forms are known only to the gods they serve.\n\nRather than literal correspondence from a god, a deva conveys an allegory or quest to mortals, tasking them with delivering something to its rightful place. While the angel might be called on in times of need, it encourages mortal heroism. Should a deva's chosen champions carry out their charge, they experience a revelation or the world is changed in line with divine purpose. Roll on or choose a result from the Deva Messages table to inspire a deva's charge.\n\n**Deva Messages**\n\n| dice: 1d6 | The Deva Tasks a Mortal with Delivering... |\n|-----------|--------------------------------------------|\n| 1 | The corpse of a hero in need of redemption. |\n| 2 | The cure for a plague in a distant land. |\n| 3 | A holy coffer that must not be opened. |\n| 4 | A magic weapon usable only by a true hero. |\n| 5 | A seedling that wilts if exposed to anger. |\n| 6 | Someone from another world with a prophesied purpose but no memory. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":97},"collection":"Monster Manual (2025)","summary":"Medium celestial (angel), Lawful Good. Challenge 10. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Deva","body":"*World-Changing Angelic Messenger*\n\n- **Habitat.** Planar (Upper Planes)  \n- **Treasure.** Relics  \n\nDevas are emissaries of divine will. These immortal messengers adopt the shapes of mystical beasts or idealized, winged mortals. As with all angels, their true forms are known only to the gods they serve.\n\nRather than literal correspondence from a god, a deva conveys an allegory or quest to mortals, tasking them with delivering something to its rightful place. While the angel might be called on in times of need, it encourages mortal heroism. Should a deva's chosen champions carry out their charge, they experience a revelation or the world is changed in line with divine purpose. Roll on or choose a result from the Deva Messages table to inspire a deva's charge.\n\n**Deva Messages**\n\n| dice: 1d6 | The Deva Tasks a Mortal with Delivering... |\n|-----------|--------------------------------------------|\n| 1 | The corpse of a hero in need of redemption. |\n| 2 | The cure for a plague in a distant land. |\n| 3 | A holy coffer that must not be opened. |\n| 4 | A magic weapon usable only by a true hero. |\n| 5 | A seedling that wilts if exposed to anger. |\n| 6 | Someone from another world with a prophesied purpose but no memory. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"deva-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-deva-v1.avif","alt":"Deva","caption":"Deva","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-dire-wolf","title":"Dire Wolf","officialName":"Dire Wolf","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":352},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"dire-wolf-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-dire-wolf-v1.avif","alt":"Dire Wolf","caption":"Dire Wolf","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-dire-worg","title":"Dire Worg","officialName":"Dire Worg","type":"Monster","category":"Creatures","visibility":"player","body":"Huge fey, Neutral Evil. Challenge 10. 2024 revised rules.\n\nOverview\n\nDire worgs are larger than common worgs and possess a supernaturally terrifying howl. They frequently hunt alongside ettins, ogres, and trolls.\n\nWorgs\n\n*Malicious Lupine Ravagers*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Feywild)  \n- **Treasure.** None  \n\nSometimes mistaken at first for giant wolves, worgs are vicious hunters. These sapient predators can speak and often taunt their prey, enjoying the taste of fear in their meals.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":335},"collection":"Monster Manual (2025)","summary":"Huge fey, Neutral Evil. Challenge 10. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Dire worgs are larger than common worgs and possess a supernaturally terrifying howl. They frequently hunt alongside ettins, ogres, and trolls.","visibility":"player"},{"heading":"Worgs","body":"*Malicious Lupine Ravagers*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Feywild)  \n- **Treasure.** None  \n\nSometimes mistaken at first for giant wolves, worgs are vicious hunters. These sapient predators can speak and often taunt their prey, enjoying the taste of fear in their meals.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"dire-worg-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-dire-worg-v1.avif","alt":"Dire Worg","caption":"Dire Worg","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-displacer-beast","title":"Displacer Beast","officialName":"Displacer Beast","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Lawful Evil. Challenge 3. 2024 revised rules.\n\nDisplacer Beast\n\n*Deceptive Feline Stalker*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nA displacer beast resembles a gaunt, six-legged panther with a barbed tentacle sprouting from each of its shoulders. This predator uses innate magic to displace light so it appears to be several feet away from its actual location.\n\nDisplacer beasts hunt not just to feed but because they enjoy killing. Once displacer beasts begin stalking prey, they can't be deterred until either they or their quarry is slain. While displacer beasts commonly inhabit dense forests, they might pursue travelers across great distances and even into cities or dungeons. More cunning than mere animals, these predators might set ambushes or lie hidden for days to bring down their prey.\n\nDisplacer beasts sometimes pursue prey through portals to other planes of existence. As a result, these predators can be found across the multiverse, particularly on the worlds of the Material Plane, in the Shadowfell, and in the Feywild. These restless hunters can destroy a land's natural balance and drive other creatures to extinction. As a result, many druid circles and Fey view displacer beasts as deadly threats.\n\n> [!quote] A quote from Jen-Ahb, Naturalist and Displacer Beast Survivor  \n> \n> The murderous fury of a displacer beast is fit only for nightmares, of which I've been haunted since narrowly escaping one's ambush. I'm certain that beast stalks me still.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":98},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Lawful Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Displacer Beast","body":"*Deceptive Feline Stalker*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nA displacer beast resembles a gaunt, six-legged panther with a barbed tentacle sprouting from each of its shoulders. This predator uses innate magic to displace light so it appears to be several feet away from its actual location.\n\nDisplacer beasts hunt not just to feed but because they enjoy killing. Once displacer beasts begin stalking prey, they can't be deterred until either they or their quarry is slain. While displacer beasts commonly inhabit dense forests, they might pursue travelers across great distances and even into cities or dungeons. More cunning than mere animals, these predators might set ambushes or lie hidden for days to bring down their prey.\n\nDisplacer beasts sometimes pursue prey through portals to other planes of existence. As a result, these predators can be found across the multiverse, particularly on the worlds of the Material Plane, in the Shadowfell, and in the Feywild. These restless hunters can destroy a land's natural balance and drive other creatures to extinction. As a result, many druid circles and Fey view displacer beasts as deadly threats.\n\n> [!quote] A quote from Jen-Ahb, Naturalist and Displacer Beast Survivor  \n> \n> The murderous fury of a displacer beast is fit only for nightmares, of which I've been haunted since narrowly escaping one's ambush. I'm certain that beast stalks me still.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"displacer-beast-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-displacer-beast-v2.avif","alt":"Displacer Beast","caption":"Displacer Beast","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-djinni","title":"Djinni","officialName":"Djinni","type":"Monster","category":"Creatures","visibility":"player","body":"Large elemental (genie), Chaotic Good. Challenge 11. 2024 revised rules.\n\nDjinni\n\n*Genie of the Air*\n\n- **Habitat.** Coastal, Planar (Elemental Plane of Air)  \n- **Treasure.** Arcana  \n\nAs genies of wind and skies, djinn personify freedom and might. They can control wind and travel as swiftly as a breeze. They might be as serene as drifting clouds or as tempestuous as storms, but most djinn relish their freedom and desire to discover the wonders of the multiverse. Djinn often know many stories, and they might share such lore with those who offer their own exciting stories in trade.\n\nWhile many djinn create airy palaces on stormy coasts or high in the clouds, untold numbers dwell on the Elemental Plane of Air. In floating cities, djinn collect tales and experiences from across the planes of existence, sharing them in fabulous forums, libraries, and theaters. The greatest of these cities is the Citadel of Ice and Steel, in which wind-sculpted towers contain a city-size trove of incredible knowledge and treasures that defy belief.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":99},"collection":"Monster Manual (2025)","summary":"Large elemental (genie), Chaotic Good. Challenge 11. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Djinni","body":"*Genie of the Air*\n\n- **Habitat.** Coastal, Planar (Elemental Plane of Air)  \n- **Treasure.** Arcana  \n\nAs genies of wind and skies, djinn personify freedom and might. They can control wind and travel as swiftly as a breeze. They might be as serene as drifting clouds or as tempestuous as storms, but most djinn relish their freedom and desire to discover the wonders of the multiverse. Djinn often know many stories, and they might share such lore with those who offer their own exciting stories in trade.\n\nWhile many djinn create airy palaces on stormy coasts or high in the clouds, untold numbers dwell on the Elemental Plane of Air. In floating cities, djinn collect tales and experiences from across the planes of existence, sharing them in fabulous forums, libraries, and theaters. The greatest of these cities is the Citadel of Ice and Steel, in which wind-sculpted towers contain a city-size trove of incredible knowledge and treasures that defy belief.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"djinni-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-djinni-v1.avif","alt":"Djinni","caption":"Djinni","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-doppelganger","title":"Doppelganger","officialName":"Doppelganger","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Neutral. Challenge 3. 2024 revised rules.\n\nDoppelganger\n\n*Shape-Shifting Infiltrator*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Individual  \n\nDoppelgangers are supernatural beings with the ability to shape-shift into any humanlike form. Their mind-reading abilities aid them in creating near-perfect disguises and plucking secrets from unguarded minds. Occasionally, doppelgangers use their shape-shifting ability in more overt ways, transforming into unsettling forms to frighten foes.\n\nA doppelganger's agenda might relate to its mysterious magical origins or to more mercenary goals. Roll on or choose a result from the Doppelganger Deceptions table to inspire a doppelganger's plot.\n\n**Doppelganger Deceptions**\n\n| dice: 1d6 | The Doppelganger Schemes To... |\n|-----------|--------------------------------|\n| 1 | Cause chaos within the temple of a deity that cursed it to live without a true form. |\n| 2 | Conceal evidence of a vast conspiracy. |\n| 3 | Control a community through fear by posing as a legendary bogeyman. |\n| 4 | Replace a noble to enjoy a decadent lifestyle. |\n| 5 | Spy on wizards to learn how to complete its own botched magical creation. |\n| 6 | Take an influential position, acting as a sleeper agent for a doppelganger invasion. |\n\n> [!quote] A quote from Someone claiming to be Lorhirin of Fearchor Keep  \n> \n> Meeting yourself is the surest way to realize you're not as charming as you think you are.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":100},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Neutral. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Doppelganger","body":"*Shape-Shifting Infiltrator*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Individual  \n\nDoppelgangers are supernatural beings with the ability to shape-shift into any humanlike form. Their mind-reading abilities aid them in creating near-perfect disguises and plucking secrets from unguarded minds. Occasionally, doppelgangers use their shape-shifting ability in more overt ways, transforming into unsettling forms to frighten foes.\n\nA doppelganger's agenda might relate to its mysterious magical origins or to more mercenary goals. Roll on or choose a result from the Doppelganger Deceptions table to inspire a doppelganger's plot.\n\n**Doppelganger Deceptions**\n\n| dice: 1d6 | The Doppelganger Schemes To... |\n|-----------|--------------------------------|\n| 1 | Cause chaos within the temple of a deity that cursed it to live without a true form. |\n| 2 | Conceal evidence of a vast conspiracy. |\n| 3 | Control a community through fear by posing as a legendary bogeyman. |\n| 4 | Replace a noble to enjoy a decadent lifestyle. |\n| 5 | Spy on wizards to learn how to complete its own botched magical creation. |\n| 6 | Take an influential position, acting as a sleeper agent for a doppelganger invasion. |\n\n> [!quote] A quote from Someone claiming to be Lorhirin of Fearchor Keep  \n> \n> Meeting yourself is the surest way to realize you're not as charming as you think you are.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"doppelganger-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-doppelganger-v1.avif","alt":"Doppelganger","caption":"Doppelganger","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-dracolich","title":"Dracolich","officialName":"Dracolich","type":"Monster","category":"Creatures","visibility":"player","body":"Unknown undead, Lawful Evil. Challenge 17. 2024 revised rules.\n\nDracolich\n\n*Draconic Tyrant Reborn*\n\n- **Habitat.** Any  \n- **Treasure.** Any  \n\nThe vilest dragons seek to escape the grip of death, employing ageless secrets and blasphemous magic to become horrors called dracoliches. These deathless dragons bind their spirits to gems and magically animate their rotting corpses. Eventually becoming skeletal horrors, dracoliches continue the centuries-spanning plots they pursued in life, seek revenge on those that brought them low, and strive toward vicious goals they couldn't indulge in life.\n\nDracoliches combine the corrupt immortality of the undead with the legendary power of dragons. A dracolich retains a breath weapon, but it is a chilling necrotic blast. These terrors gradually sicken the land near their lairs and attract sinister followers—usually other undead or cultists seeking to revel in their terrible might. Living dragons of all types loathe and seek to destroy dracoliches, viewing them as distortions of draconic magic.\n\nThere are untold profane routes by which a dragon might become a dracolich. However one is created, a dracolich chooses a gem that becomes the anchor for its spirit and binds the deathless dragon to the world. So long as a dracolich is on the same plane of existence as its soul gem, the dracolich can survive the destruction of its physical body. Its spirit retreats into the gem if the dracolich's body is destroyed, and the monster might one day regain its terrifying form. Dracoliches often sequester their soul gems within meaningful treasure from their hoard or in unassuming baubles. Roll on or choose a result from the Dracolich Soul Gem Vessels table to inspire what holds a dracolich's soul gem.\n\n**Dracolich Soul Gem Vessels**\n\n| dice: 1d10 | A Dracolich's Soul Gem Is Hidden In... |\n|------------|----------------------------------------|\n| 1 | Another dragon's treasure hoard. |\n| 2 | The body of a servant or an ancestor. |\n| 3 | The core of a dracolich's melted hoard. |\n| 4 | A corrupted dragon egg. |\n| 5 | A dragon horn a hero took as a trophy. |\n| 6 | A nation's royal or religious treasure. |\n| 7 | A powerful magic item. |\n| 8 | A source of magical wonders, such as a giant tree or mystical pool. |\n| 9 | The vault of an archdevil, a wicked god, or another extraplanar villain. |\n| 10 | The weapon that slew the dracolich. |\n\nDracolich Lairs\n\nA dracolich lurks in a corrupted version of the lair it had in life.\n\n> [!quote] A quote from Sammaster the Fallen's translation of The Chronicle of Years to Come  \n> \n> And naught will be left save shattered thrones with no rulers. But the dead dragons shall rule the world entire...","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":102},"collection":"Monster Manual (2025)","summary":"Unknown undead, Lawful Evil. Challenge 17. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Dracolich","body":"*Draconic Tyrant Reborn*\n\n- **Habitat.** Any  \n- **Treasure.** Any  \n\nThe vilest dragons seek to escape the grip of death, employing ageless secrets and blasphemous magic to become horrors called dracoliches. These deathless dragons bind their spirits to gems and magically animate their rotting corpses. Eventually becoming skeletal horrors, dracoliches continue the centuries-spanning plots they pursued in life, seek revenge on those that brought them low, and strive toward vicious goals they couldn't indulge in life.\n\nDracoliches combine the corrupt immortality of the undead with the legendary power of dragons. A dracolich retains a breath weapon, but it is a chilling necrotic blast. These terrors gradually sicken the land near their lairs and attract sinister followers—usually other undead or cultists seeking to revel in their terrible might. Living dragons of all types loathe and seek to destroy dracoliches, viewing them as distortions of draconic magic.\n\nThere are untold profane routes by which a dragon might become a dracolich. However one is created, a dracolich chooses a gem that becomes the anchor for its spirit and binds the deathless dragon to the world. So long as a dracolich is on the same plane of existence as its soul gem, the dracolich can survive the destruction of its physical body. Its spirit retreats into the gem if the dracolich's body is destroyed, and the monster might one day regain its terrifying form. Dracoliches often sequester their soul gems within meaningful treasure from their hoard or in unassuming baubles. Roll on or choose a result from the Dracolich Soul Gem Vessels table to inspire what holds a dracolich's soul gem.\n\n**Dracolich Soul Gem Vessels**\n\n| dice: 1d10 | A Dracolich's Soul Gem Is Hidden In... |\n|------------|----------------------------------------|\n| 1 | Another dragon's treasure hoard. |\n| 2 | The body of a servant or an ancestor. |\n| 3 | The core of a dracolich's melted hoard. |\n| 4 | A corrupted dragon egg. |\n| 5 | A dragon horn a hero took as a trophy. |\n| 6 | A nation's royal or religious treasure. |\n| 7 | A powerful magic item. |\n| 8 | A source of magical wonders, such as a giant tree or mystical pool. |\n| 9 | The vault of an archdevil, a wicked god, or another extraplanar villain. |\n| 10 | The weapon that slew the dracolich. |","visibility":"player"},{"heading":"Dracolich Lairs","body":"A dracolich lurks in a corrupted version of the lair it had in life.\n\n> [!quote] A quote from Sammaster the Fallen's translation of The Chronicle of Years to Come  \n> \n> And naught will be left save shattered thrones with no rulers. But the dead dragons shall rule the world entire...","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"dracolich-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-dracolich-v1.avif","alt":"Dracolich","caption":"Dracolich","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-draft-horse","title":"Draft Horse","officialName":"Draft Horse","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":352},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"draft-horse-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-draft-horse-v1.avif","alt":"Draft Horse","caption":"Draft Horse","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-dragon-turtle","title":"Dragon Turtle","officialName":"Dragon Turtle","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan dragon, Neutral. Challenge 17. 2024 revised rules.\n\nDragon Turtle\n\n*Ancient Ruler of Undersea Realms*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Any  \n\nDragon turtles are mighty creatures with shells large enough to be mistaken for islands and jaws capable of snapping ships like twigs. While some of these aquatic dragons contentedly slumber in the depths, others jealously guard vast territories with their scalding breath and lay claim to anything that sinks into the depths or sails on the waves. Occasionally these dragons agree to aid pirates, aquatic peoples, or oceanic religions in return for contributions to their sunken treasure hoards.\n\nMany dragon turtles live in secluded lairs or ruins deep underwater, and they might not be spotted by surface dwellers for generations. Like both their namesakes, dragon turtles can have exceptionally long lives. Some recall the wonders of ages past or remarkable individuals that passed through their realms long ago. Such dragon turtles might be convinced to share their tales or provide guidance through their territories in exchange for treasures they've never glimpsed on the ocean floor.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":103},"collection":"Monster Manual (2025)","summary":"Gargantuan dragon, Neutral. Challenge 17. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Dragon Turtle","body":"*Ancient Ruler of Undersea Realms*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Any  \n\nDragon turtles are mighty creatures with shells large enough to be mistaken for islands and jaws capable of snapping ships like twigs. While some of these aquatic dragons contentedly slumber in the depths, others jealously guard vast territories with their scalding breath and lay claim to anything that sinks into the depths or sails on the waves. Occasionally these dragons agree to aid pirates, aquatic peoples, or oceanic religions in return for contributions to their sunken treasure hoards.\n\nMany dragon turtles live in secluded lairs or ruins deep underwater, and they might not be spotted by surface dwellers for generations. Like both their namesakes, dragon turtles can have exceptionally long lives. Some recall the wonders of ages past or remarkable individuals that passed through their realms long ago. Such dragon turtles might be convinced to share their tales or provide guidance through their territories in exchange for treasures they've never glimpsed on the ocean floor.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"dragon-turtle-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-dragon-turtle-v1.avif","alt":"Dragon Turtle","caption":"Dragon Turtle","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-dretch","title":"Dretch","officialName":"Dretch","type":"Monster","category":"Creatures","visibility":"player","body":"Small fiend (demon), Chaotic Evil. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nLone dretches serve other demons or evil magic-users. They are erratic, filthy, and violent, and they demonstrate little sense of self-preservation.\n\nDretches\n\n*Demons of Frenzy and Vulgarity*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nThe servants and victims of greater demons, dretches embody petty instincts, chaotic impulses, and violent urges. Dretches exist in unfathomable numbers in the depths of the Abyss, where their reeking throngs fill vast demonic hordes.\n\n> [!quote] A quote from Jaranda, Expert on the Abyss  \n> \n> Ah, the infinite wonders of the Abyss. If there's anything you don't like, you'll find it here.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":103},"collection":"Monster Manual (2025)","summary":"Small fiend (demon), Chaotic Evil. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Lone dretches serve other demons or evil magic-users. They are erratic, filthy, and violent, and they demonstrate little sense of self-preservation.","visibility":"player"},{"heading":"Dretches","body":"*Demons of Frenzy and Vulgarity*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nThe servants and victims of greater demons, dretches embody petty instincts, chaotic impulses, and violent urges. Dretches exist in unfathomable numbers in the depths of the Abyss, where their reeking throngs fill vast demonic hordes.\n\n> [!quote] A quote from Jaranda, Expert on the Abyss  \n> \n> Ah, the infinite wonders of the Abyss. If there's anything you don't like, you'll find it here.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"dretch-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-dretch-v1.avif","alt":"Dretch","caption":"Dretch","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-drider","title":"Drider","officialName":"Drider","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Chaotic Evil. Challenge 6. 2024 revised rules.\n\nDrider\n\n*Spiderlike Underdark Hunter*\n\n- **Habitat.** Forest, Underdark  \n- **Treasure.** Armaments  \n\nDriders combine the features of drow and giant spiders. The wicked god Lolth is fond of transforming her drow worshipers into driders, as either a blessing or a curse. These driders often become fanatical servants of their god, or they are overwhelmed by their transformation and live only to indulge their predatory arachnid instincts.\n\nDriders also appear when whole communities are transformed by a wicked god's wrath or other magical means, or driders might be part of a world's natural population. Most dwell underground or in dense forests where they can make the most of their spiderlike traits. Driders with non-drow features are uncommon but possible. Roll on or choose a result from the Drider Metamorphoses table to inspire how supernatural driders come into being.\n\n**Drider Metamorphoses**\n\n| dice: 1d6 | The Drider Gained Its Form As... |\n|-----------|----------------------------------|\n| 1 | A blessing from a deity of assassins, dangerous wildernesses, or the Underdark. |\n| 2 | A curse from a powerful hag, vengeful witch, or strange Artifact. |\n| 3 | An experiment by an aboleth, a mind flayer, or another life-shaping magic-user. |\n| 4 | A magical means of escaping disaster or some worse fate. |\n| 5 | A mutation after exposure to chaotic planar energies or strange Underdark radiations. |\n| 6 | A punishment from a spiteful god, like Lolth or the Queen of Air and Darkness. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":105},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Chaotic Evil. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Drider","body":"*Spiderlike Underdark Hunter*\n\n- **Habitat.** Forest, Underdark  \n- **Treasure.** Armaments  \n\nDriders combine the features of drow and giant spiders. The wicked god Lolth is fond of transforming her drow worshipers into driders, as either a blessing or a curse. These driders often become fanatical servants of their god, or they are overwhelmed by their transformation and live only to indulge their predatory arachnid instincts.\n\nDriders also appear when whole communities are transformed by a wicked god's wrath or other magical means, or driders might be part of a world's natural population. Most dwell underground or in dense forests where they can make the most of their spiderlike traits. Driders with non-drow features are uncommon but possible. Roll on or choose a result from the Drider Metamorphoses table to inspire how supernatural driders come into being.\n\n**Drider Metamorphoses**\n\n| dice: 1d6 | The Drider Gained Its Form As... |\n|-----------|----------------------------------|\n| 1 | A blessing from a deity of assassins, dangerous wildernesses, or the Underdark. |\n| 2 | A curse from a powerful hag, vengeful witch, or strange Artifact. |\n| 3 | An experiment by an aboleth, a mind flayer, or another life-shaping magic-user. |\n| 4 | A magical means of escaping disaster or some worse fate. |\n| 5 | A mutation after exposure to chaotic planar energies or strange Underdark radiations. |\n| 6 | A punishment from a spiteful god, like Lolth or the Queen of Air and Darkness. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"drider-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-drider-xmm.avif","alt":"Drider","caption":"Drider","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-dryad","title":"Dryad","officialName":"Dryad","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fey, Neutral. Challenge 1. 2024 revised rules.\n\nDryad\n\n*Tree-Bound Guardian of Nature*\n\n- **Habitat.** Forest  \n- **Treasure.** Any  \n\nGuardians of the woodlands, dryads magically flit from tree to tree and from root to bough, harrying trespassers with tangling vines and thorns. Most of these elusive beings have a special connection with one plant or a natural sanctuary that they protect. Some also share physical similarities with the plants they're most connected to. Dryads might sicken or die if their plant or sanctuary is destroyed, recovering only if it is healed or magically replaced. Roll on or choose an option from the Dryad Sanctuaries table to inspire a dryad's bond.\n\n**Dryad Sanctuaries**\n\n| dice: 1d6 | The Dryad Dwells in and Protects... |\n|-----------|-------------------------------------|\n| 1 | An acres-large clonal colony—a stand of identical, interconnected trees. |\n| 2 | A fortress-like tree, like a baobab or sequoia. |\n| 3 | A living lock—a plant that seals evil below or blocks the path to a dungeon. |\n| 4 | A lonely tree that stands atop a windswept mountain or amid a petrified forest. |\n| 5 | A plant with magic fruit or remarkable seeds. |\n| 6 | A shambling mound or treant that the dryad lives in or around as a Fey symbiote. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":107},"collection":"Monster Manual (2025)","summary":"Medium fey, Neutral. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Dryad","body":"*Tree-Bound Guardian of Nature*\n\n- **Habitat.** Forest  \n- **Treasure.** Any  \n\nGuardians of the woodlands, dryads magically flit from tree to tree and from root to bough, harrying trespassers with tangling vines and thorns. Most of these elusive beings have a special connection with one plant or a natural sanctuary that they protect. Some also share physical similarities with the plants they're most connected to. Dryads might sicken or die if their plant or sanctuary is destroyed, recovering only if it is healed or magically replaced. Roll on or choose an option from the Dryad Sanctuaries table to inspire a dryad's bond.\n\n**Dryad Sanctuaries**\n\n| dice: 1d6 | The Dryad Dwells in and Protects... |\n|-----------|-------------------------------------|\n| 1 | An acres-large clonal colony—a stand of identical, interconnected trees. |\n| 2 | A fortress-like tree, like a baobab or sequoia. |\n| 3 | A living lock—a plant that seals evil below or blocks the path to a dungeon. |\n| 4 | A lonely tree that stands atop a windswept mountain or amid a petrified forest. |\n| 5 | A plant with magic fruit or remarkable seeds. |\n| 6 | A shambling mound or treant that the dryad lives in or around as a Fey symbiote. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"dryad-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-dryad-xmm.avif","alt":"Dryad","caption":"Dryad","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-dust-mephit","title":"Dust Mephit","officialName":"Dust Mephit","type":"Monster","category":"Creatures","visibility":"player","body":"Small elemental, Neutral Evil. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nDust mephits are composed of air and fine earth. They are drawn to forsaken places, and they think everything associated with death is hilarious.\n\nMephits\n\n*Malicious Elemental Hooligans*\n\n- **Habitat.** Planar (Elemental Planes)  \n- **Treasure.** None  \n\nMephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.\n\nMephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.\n\n> [!quote] A quote from Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself  \n> \n> I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":206},"collection":"Monster Manual (2025)","summary":"Small elemental, Neutral Evil. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Dust mephits are composed of air and fine earth. They are drawn to forsaken places, and they think everything associated with death is hilarious.","visibility":"player"},{"heading":"Mephits","body":"*Malicious Elemental Hooligans*\n\n- **Habitat.** Planar (Elemental Planes)  \n- **Treasure.** None  \n\nMephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.\n\nMephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.\n\n> [!quote] A quote from Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself  \n> \n> I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"dust-mephit-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-dust-mephit-xmm.avif","alt":"Dust Mephit","caption":"Dust Mephit","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-eagle","title":"Eagle","officialName":"Eagle","type":"Monster","category":"Creatures","visibility":"player","body":"Small beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":353},"collection":"Monster Manual (2025)","summary":"Small beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"eagle-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-eagle-xmm.avif","alt":"Eagle","caption":"Eagle","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-earth-elemental","title":"Earth Elemental","officialName":"Earth Elemental","type":"Monster","category":"Creatures","visibility":"player","body":"Large elemental, Neutral. Challenge 5. 2024 revised rules.\n\nEarth Elemental\n\n*Primal Spirit of Soil and Stone*\n\n- **Habitat.** Mountain, Planar (Elemental Plane of Earth), Underdark  \n- **Treasure.** None  \n\nPrimal spirits from the Elemental Plane of Earth merge with rocks and minerals to form earth elementals. These beings possess powerful limbs and coarse features, sometimes studded with ore, gems, crystals, colorful striations, or living plants. On the Material Plane, earth elementals often serve those who conjure them, or they appear in regions influenced by their home plane, such as crystalline nodes, energetic fault lines, or veins of magical ore. Earth elementals effortlessly move through stone and can bring ruin to whole structures with their mighty fists.\n\nEarth elementals are typically made of more than dirt. While an elemental's composition doesn't change its statistics or have monetary value, it makes each elemental distinct. Roll on or choose a result from the Earth Elemental Compositions table to inspire an earth elemental's features.\n\n**Earth Elemental Compositions**\n\n| dice: 1d8 | The Earth Elemental's Body Features... |\n|-----------|----------------------------------------|\n| 1 | Colorful mineral formations. |\n| 2 | Cooled magma in melted heaps. |\n| 3 | Grass, moss, or plant roots. |\n| 4 | Heaps of peat or decaying matter. |\n| 5 | Mounds of sand studded with shells. |\n| 6 | Rubble or pieces of a ruined structure. |\n| 7 | Striking striations or bands of color. |\n| 8 | Veins of iron or other ore. |\n\n> [!quote] A quote from Kabril the Perfect Compass, Ruler of Dao  \n> \n> The foundations of our homes, the strength of our weapons, the vaults of our greatest secrets—earth is nothing less than the grip of reality itself. It is the mightiest element. This cannot be denied.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":108},"collection":"Monster Manual (2025)","summary":"Large elemental, Neutral. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Earth Elemental","body":"*Primal Spirit of Soil and Stone*\n\n- **Habitat.** Mountain, Planar (Elemental Plane of Earth), Underdark  \n- **Treasure.** None  \n\nPrimal spirits from the Elemental Plane of Earth merge with rocks and minerals to form earth elementals. These beings possess powerful limbs and coarse features, sometimes studded with ore, gems, crystals, colorful striations, or living plants. On the Material Plane, earth elementals often serve those who conjure them, or they appear in regions influenced by their home plane, such as crystalline nodes, energetic fault lines, or veins of magical ore. Earth elementals effortlessly move through stone and can bring ruin to whole structures with their mighty fists.\n\nEarth elementals are typically made of more than dirt. While an elemental's composition doesn't change its statistics or have monetary value, it makes each elemental distinct. Roll on or choose a result from the Earth Elemental Compositions table to inspire an earth elemental's features.\n\n**Earth Elemental Compositions**\n\n| dice: 1d8 | The Earth Elemental's Body Features... |\n|-----------|----------------------------------------|\n| 1 | Colorful mineral formations. |\n| 2 | Cooled magma in melted heaps. |\n| 3 | Grass, moss, or plant roots. |\n| 4 | Heaps of peat or decaying matter. |\n| 5 | Mounds of sand studded with shells. |\n| 6 | Rubble or pieces of a ruined structure. |\n| 7 | Striking striations or bands of color. |\n| 8 | Veins of iron or other ore. |\n\n> [!quote] A quote from Kabril the Perfect Compass, Ruler of Dao  \n> \n> The foundations of our homes, the strength of our weapons, the vaults of our greatest secrets—earth is nothing less than the grip of reality itself. It is the mightiest element. This cannot be denied.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"earth-elemental-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-earth-elemental-xmm.avif","alt":"Earth Elemental","caption":"Earth Elemental","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-efreeti","title":"Efreeti","officialName":"Efreeti","type":"Monster","category":"Creatures","visibility":"player","body":"Large elemental (genie), Neutral. Challenge 11. 2024 revised rules.\n\nEfreeti\n\n*Genie of Fire*\n\n- **Habitat.** Desert, Planar (Elemental Plane of Fire)  \n- **Treasure.** Armaments  \n\nEfreet burn with the energy and unpredictability of fire. Their innate magic allows them to conjure flames from nothing and shape treasures within magical infernos. Many efreet have wicked reputations, as their fickle natures and love for dramatic conflagrations can be destructive. Other efreet delight in fire's beauty, be it the delicacy of a candle flame or the shared wonder of fireworks. These genies might aid mortals in exchange for treasures or the liberation of captive Elementals.\n\nOn many worlds, efreet dwell in sweltering deserts and volcanic regions. Those that make their homes on the Elemental Plane of Fire create incredible cities among seas of flame and molten minerals. Eclipsing all of these is the storied City of Brass, a gleaming metropolis that is one of the most wondrous cities in the multiverse. Here, magic tempers the plane's extreme heat, making the City of Brass a hub of trade between planes of existence.\n\n> [!quote] A quote from Veyisvexvayn, Magma Mephit Herald  \n> \n> Imagine seas of platinum and liquid flame, the Crimson Pillar with fires hot enough to sear the gods, and the infinite delights of the City of Brass. Now imagine what my master offers...","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":109},"collection":"Monster Manual (2025)","summary":"Large elemental (genie), Neutral. Challenge 11. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Efreeti","body":"*Genie of Fire*\n\n- **Habitat.** Desert, Planar (Elemental Plane of Fire)  \n- **Treasure.** Armaments  \n\nEfreet burn with the energy and unpredictability of fire. Their innate magic allows them to conjure flames from nothing and shape treasures within magical infernos. Many efreet have wicked reputations, as their fickle natures and love for dramatic conflagrations can be destructive. Other efreet delight in fire's beauty, be it the delicacy of a candle flame or the shared wonder of fireworks. These genies might aid mortals in exchange for treasures or the liberation of captive Elementals.\n\nOn many worlds, efreet dwell in sweltering deserts and volcanic regions. Those that make their homes on the Elemental Plane of Fire create incredible cities among seas of flame and molten minerals. Eclipsing all of these is the storied City of Brass, a gleaming metropolis that is one of the most wondrous cities in the multiverse. Here, magic tempers the plane's extreme heat, making the City of Brass a hub of trade between planes of existence.\n\n> [!quote] A quote from Veyisvexvayn, Magma Mephit Herald  \n> \n> Imagine seas of platinum and liquid flame, the Crimson Pillar with fires hot enough to sear the gods, and the infinite delights of the City of Brass. Now imagine what my master offers...","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"efreeti-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-efreeti-xmm.avif","alt":"Efreeti","caption":"Efreeti","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-elemental-cataclysm","title":"Elemental Cataclysm","officialName":"Elemental Cataclysm","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan elemental (titan), Chaotic Neutral. Challenge 22. 2024 revised rules.\n\nElemental Cataclysm\n\n*The End and Beginning of Ages*\n\n- **Habitat.** Planar (Elemental Chaos)  \n- **Treasure.** None  \n\nBeyond the fringes of the Elemental Planes, primordial forces endlessly clash amid the Elemental Chaos. Within the vastness and violence of this realm rage elemental cataclysms, entities spawned from the raw forces of the multiverse and awash in dissonant elemental powers. These beings of primal conflict annihilate nearly all they encounter and seed the ruins left in their wake with the potential for new creations.\n\nElemental cataclysms rarely escape the Elemental Chaos. When they do, it is typically due to some planar disruption or the summons of nihilistic cultists. When they emerge on Material Plane worlds, elemental cataclysms create realm-altering trails of destruction, carelessly destroying cities and throwing whole nations into chaos. The rampages aren't random. Elemental cataclysms abhor anything that visibly mars nature, be it mines or monuments, fortresses or cities, but they vent their most intense rage on works of metal and clockwork. As they sow destruction, they howl condemnation and chant words of unmaking in the languages of the Inner Planes.\n\nLittle can stop an elemental cataclysm. Those that oppose one of these calamities often attempt to reverse the ritual that summoned it, coax it through a planar rift, or conjure another titan in hopes that the two destroy one another. These terrors leave a wake of ashes, floods, storms, and broken earth. But after these disasters recede, the land is imbued with new life or environmental changes. Roll on or choose a result from the Elemental Alterations table to inspire what changes emerge after an elemental cataclysm's destruction.\n\n**Elemental Alterations**\n\n| dice: 1d8 | The Elemental Cataclysm Leaves Behind A... |\n|-----------|--------------------------------------------|\n| 1 | Dramatic increase or decrease in temperature. |\n| 2 | Gigantic coral reef or fungal forest. |\n| 3 | Never-ending storm or whirlpool. |\n| 4 | Passage to the Underdark or portal to an Elemental Plane. |\n| 5 | Primeval or previously extinct animal population. |\n| 6 | Rapidly growing rainforest. |\n| 7 | River where previously there was none. |\n| 8 | Series of dramatic rock formations. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":111},"collection":"Monster Manual (2025)","summary":"Gargantuan elemental (titan), Chaotic Neutral. Challenge 22. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Elemental Cataclysm","body":"*The End and Beginning of Ages*\n\n- **Habitat.** Planar (Elemental Chaos)  \n- **Treasure.** None  \n\nBeyond the fringes of the Elemental Planes, primordial forces endlessly clash amid the Elemental Chaos. Within the vastness and violence of this realm rage elemental cataclysms, entities spawned from the raw forces of the multiverse and awash in dissonant elemental powers. These beings of primal conflict annihilate nearly all they encounter and seed the ruins left in their wake with the potential for new creations.\n\nElemental cataclysms rarely escape the Elemental Chaos. When they do, it is typically due to some planar disruption or the summons of nihilistic cultists. When they emerge on Material Plane worlds, elemental cataclysms create realm-altering trails of destruction, carelessly destroying cities and throwing whole nations into chaos. The rampages aren't random. Elemental cataclysms abhor anything that visibly mars nature, be it mines or monuments, fortresses or cities, but they vent their most intense rage on works of metal and clockwork. As they sow destruction, they howl condemnation and chant words of unmaking in the languages of the Inner Planes.\n\nLittle can stop an elemental cataclysm. Those that oppose one of these calamities often attempt to reverse the ritual that summoned it, coax it through a planar rift, or conjure another titan in hopes that the two destroy one another. These terrors leave a wake of ashes, floods, storms, and broken earth. But after these disasters recede, the land is imbued with new life or environmental changes. Roll on or choose a result from the Elemental Alterations table to inspire what changes emerge after an elemental cataclysm's destruction.\n\n**Elemental Alterations**\n\n| dice: 1d8 | The Elemental Cataclysm Leaves Behind A... |\n|-----------|--------------------------------------------|\n| 1 | Dramatic increase or decrease in temperature. |\n| 2 | Gigantic coral reef or fungal forest. |\n| 3 | Never-ending storm or whirlpool. |\n| 4 | Passage to the Underdark or portal to an Elemental Plane. |\n| 5 | Primeval or previously extinct animal population. |\n| 6 | Rapidly growing rainforest. |\n| 7 | River where previously there was none. |\n| 8 | Series of dramatic rock formations. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"elemental-cataclysm-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-elemental-cataclysm-xmm.avif","alt":"Elemental Cataclysm","caption":"Elemental Cataclysm","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-elephant","title":"Elephant","officialName":"Elephant","type":"Monster","category":"Creatures","visibility":"player","body":"Huge beast, Unaligned. Challenge 4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":353},"collection":"Monster Manual (2025)","summary":"Huge beast, Unaligned. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"elephant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-elephant-xmm.avif","alt":"Elephant","caption":"Elephant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-elk","title":"Elk","officialName":"Elk","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":353},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"elk-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-elk-xmm.avif","alt":"Elk","caption":"Elk","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-empyrean","title":"Empyrean","officialName":"Empyrean","type":"Monster","category":"Creatures","visibility":"player","body":"Huge  (titan), Neutral. Challenge 23. 2024 revised rules.\n\nOverview\n\nInheritors of divine might, empyreans are idealized, human-shaped beings of godly power. These beings might have relationships with their creators akin to those of parents and their children, royalty and their servants, inventors and their creations, or other bonds. Empyreans' existences are fundamentally influenced by their patrons and their connection to the heavenly deities of the Upper Planes or the fiendish deities of the Lower Planes. Nevertheless, empyreans have free will.\n\nCelestial empyreans are typically noble beings who quest to prove themselves worthy of their divine pedigree. Many work in the service of their parents or support those gods' causes and champions. Fiendish empyreans are usually dreadful, self-serving villains who seek to claim their parents' power. Some forge unholy armies or rule over hidden realms in mockery of true gods, while others might seek to escape their accursed families.\n\nEmpyreans\n\n*Scions of the Gods*\n\n- **Habitat.** Any  \n- **Treasure.** Relics  \n\nEmpyreans are the spawn of deities. While not gods themselves, they possess divine influence and powers related to their divine parents. Some empyreans are near-demigods with fantastic might and the power to reshape mortal lives. Others are little more than divine thoughts or moments of immortal attention made manifest. Whether empyreans are idealized beings or vestiges of divinity, their appearances are influenced by their creators. Roll on or choose a result from the Empyrean Influences table to inspire what aspects of an empyrean's heritage manifest in its physical form.\n\n**Empyrean Influences**\n\n| dice: 1d6 | The Empyrean Has Features That Are... |\n|-----------|---------------------------------------|\n| 1 | Balanced, naturalistic, or suggestive of watching eyes. |\n| 2 | Colorful, shadowy, or fluid or that vary depending on the viewer. |\n| 3 | Comforting and gentle or that remind viewers of pleasant memories. |\n| 4 | Disconnected parts, visible thoughts, or errant shapes. |\n| 5 | Machinelike, stoic, symmetrical, or suggestive of judgment. |\n| 6 | Morbid, menacing, or monstrous or that embody the viewer's fears. |\n\n> [!quote] A quote from Kopoha, Scion of Storms  \n> \n> One day I might be the god of storms—mind countless followers, answer prayers, change whole worlds—but, until then, I do what I please.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":113},"collection":"Monster Manual (2025)","summary":"Huge  (titan), Neutral. Challenge 23. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Inheritors of divine might, empyreans are idealized, human-shaped beings of godly power. These beings might have relationships with their creators akin to those of parents and their children, royalty and their servants, inventors and their creations, or other bonds. Empyreans' existences are fundamentally influenced by their patrons and their connection to the heavenly deities of the Upper Planes or the fiendish deities of the Lower Planes. Nevertheless, empyreans have free will.\n\nCelestial empyreans are typically noble beings who quest to prove themselves worthy of their divine pedigree. Many work in the service of their parents or support those gods' causes and champions. Fiendish empyreans are usually dreadful, self-serving villains who seek to claim their parents' power. Some forge unholy armies or rule over hidden realms in mockery of true gods, while others might seek to escape their accursed families.","visibility":"player"},{"heading":"Empyreans","body":"*Scions of the Gods*\n\n- **Habitat.** Any  \n- **Treasure.** Relics  \n\nEmpyreans are the spawn of deities. While not gods themselves, they possess divine influence and powers related to their divine parents. Some empyreans are near-demigods with fantastic might and the power to reshape mortal lives. Others are little more than divine thoughts or moments of immortal attention made manifest. Whether empyreans are idealized beings or vestiges of divinity, their appearances are influenced by their creators. Roll on or choose a result from the Empyrean Influences table to inspire what aspects of an empyrean's heritage manifest in its physical form.\n\n**Empyrean Influences**\n\n| dice: 1d6 | The Empyrean Has Features That Are... |\n|-----------|---------------------------------------|\n| 1 | Balanced, naturalistic, or suggestive of watching eyes. |\n| 2 | Colorful, shadowy, or fluid or that vary depending on the viewer. |\n| 3 | Comforting and gentle or that remind viewers of pleasant memories. |\n| 4 | Disconnected parts, visible thoughts, or errant shapes. |\n| 5 | Machinelike, stoic, symmetrical, or suggestive of judgment. |\n| 6 | Morbid, menacing, or monstrous or that embody the viewer's fears. |\n\n> [!quote] A quote from Kopoha, Scion of Storms  \n> \n> One day I might be the god of storms—mind countless followers, answer prayers, change whole worlds—but, until then, I do what I please.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"empyrean-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-empyrean-xmm.avif","alt":"Empyrean","caption":"Empyrean","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-empyrean-iota","title":"Empyrean Iota","officialName":"Empyrean Iota","type":"Monster","category":"Creatures","visibility":"player","body":"Medium  (titan), Neutral. Challenge 1. 2024 revised rules.\n\nOverview\n\nEmpyrean iotas are the thoughts, memories, or indirect attentions of deities personified and given a measure of autonomy. Resembling floating glyphs, motes of color, icons of divinity, or stranger shapes, these beings are messengers of the gods and aides to those gods' servants. Iotas have their own knowledge and personalities, though they might know little more than the realms and wishes of their creators.\n\nEmpyreans\n\n*Scions of the Gods*\n\n- **Habitat.** Any  \n- **Treasure.** Relics  \n\nEmpyreans are the spawn of deities. While not gods themselves, they possess divine influence and powers related to their divine parents. Some empyreans are near-demigods with fantastic might and the power to reshape mortal lives. Others are little more than divine thoughts or moments of immortal attention made manifest. Whether empyreans are idealized beings or vestiges of divinity, their appearances are influenced by their creators. Roll on or choose a result from the Empyrean Influences table to inspire what aspects of an empyrean's heritage manifest in its physical form.\n\n**Empyrean Influences**\n\n| dice: 1d6 | The Empyrean Has Features That Are... |\n|-----------|---------------------------------------|\n| 1 | Balanced, naturalistic, or suggestive of watching eyes. |\n| 2 | Colorful, shadowy, or fluid or that vary depending on the viewer. |\n| 3 | Comforting and gentle or that remind viewers of pleasant memories. |\n| 4 | Disconnected parts, visible thoughts, or errant shapes. |\n| 5 | Machinelike, stoic, symmetrical, or suggestive of judgment. |\n| 6 | Morbid, menacing, or monstrous or that embody the viewer's fears. |\n\n> [!quote] A quote from Kopoha, Scion of Storms  \n> \n> One day I might be the god of storms—mind countless followers, answer prayers, change whole worlds—but, until then, I do what I please.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":112},"collection":"Monster Manual (2025)","summary":"Medium  (titan), Neutral. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Empyrean iotas are the thoughts, memories, or indirect attentions of deities personified and given a measure of autonomy. Resembling floating glyphs, motes of color, icons of divinity, or stranger shapes, these beings are messengers of the gods and aides to those gods' servants. Iotas have their own knowledge and personalities, though they might know little more than the realms and wishes of their creators.","visibility":"player"},{"heading":"Empyreans","body":"*Scions of the Gods*\n\n- **Habitat.** Any  \n- **Treasure.** Relics  \n\nEmpyreans are the spawn of deities. While not gods themselves, they possess divine influence and powers related to their divine parents. Some empyreans are near-demigods with fantastic might and the power to reshape mortal lives. Others are little more than divine thoughts or moments of immortal attention made manifest. Whether empyreans are idealized beings or vestiges of divinity, their appearances are influenced by their creators. Roll on or choose a result from the Empyrean Influences table to inspire what aspects of an empyrean's heritage manifest in its physical form.\n\n**Empyrean Influences**\n\n| dice: 1d6 | The Empyrean Has Features That Are... |\n|-----------|---------------------------------------|\n| 1 | Balanced, naturalistic, or suggestive of watching eyes. |\n| 2 | Colorful, shadowy, or fluid or that vary depending on the viewer. |\n| 3 | Comforting and gentle or that remind viewers of pleasant memories. |\n| 4 | Disconnected parts, visible thoughts, or errant shapes. |\n| 5 | Machinelike, stoic, symmetrical, or suggestive of judgment. |\n| 6 | Morbid, menacing, or monstrous or that embody the viewer's fears. |\n\n> [!quote] A quote from Kopoha, Scion of Storms  \n> \n> One day I might be the god of storms—mind countless followers, answer prayers, change whole worlds—but, until then, I do what I please.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"empyrean-iota-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-empyrean-iota-xmm.avif","alt":"Empyrean Iota","caption":"Empyrean Iota","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-erinyes","title":"Erinyes","officialName":"Erinyes","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend (devil), Lawful Evil. Challenge 12. 2024 revised rules.\n\nErinyes\n\n*Devil of Vengeance and Righteous Wrath*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Armaments  \n\nErinyes, also known as furies, are winged devils clad in fiendish armor. These fallen angels exact a merciless form of divine justice, hunting down oath breakers and dragging the rightfully damned to the Nine Hells in the grip of their magical ropes. Few ever glimpse what lies within these devils' armored exteriors, and erinyes ensure that those who do can never speak of what they've seen.\n\nErinyes often serve archdevils and guard the order of the Nine Hells against trespassers and escapees. Although they're prone to wrathful outbursts, erinyes cooperate well with other devils. They sometimes hunt in trios with other erinyes, forging infamous reputations for themselves.\n\nWhen not in the service of a diabolical master, erinyes hunt wicked souls. They pursue quarries relentlessly, across the multiverse and for ages if need be. While they might be summoned to serve evil magic-users, erinyes also listen for oaths and curses sworn in their names. In rare cases, wronged mortals who call out with just rage might be heard by an erinyes who appears to take vengeance on their behalf. Once erinyes are so summoned, they won't leave without claiming the soul of either their quarry or the mortal who summoned them.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":114},"collection":"Monster Manual (2025)","summary":"Medium fiend (devil), Lawful Evil. Challenge 12. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Erinyes","body":"*Devil of Vengeance and Righteous Wrath*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Armaments  \n\nErinyes, also known as furies, are winged devils clad in fiendish armor. These fallen angels exact a merciless form of divine justice, hunting down oath breakers and dragging the rightfully damned to the Nine Hells in the grip of their magical ropes. Few ever glimpse what lies within these devils' armored exteriors, and erinyes ensure that those who do can never speak of what they've seen.\n\nErinyes often serve archdevils and guard the order of the Nine Hells against trespassers and escapees. Although they're prone to wrathful outbursts, erinyes cooperate well with other devils. They sometimes hunt in trios with other erinyes, forging infamous reputations for themselves.\n\nWhen not in the service of a diabolical master, erinyes hunt wicked souls. They pursue quarries relentlessly, across the multiverse and for ages if need be. While they might be summoned to serve evil magic-users, erinyes also listen for oaths and curses sworn in their names. In rare cases, wronged mortals who call out with just rage might be heard by an erinyes who appears to take vengeance on their behalf. Once erinyes are so summoned, they won't leave without claiming the soul of either their quarry or the mortal who summoned them.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"erinyes-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-erinyes-xmm.avif","alt":"Erinyes","caption":"Erinyes","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ettercap","title":"Ettercap","officialName":"Ettercap","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Neutral Evil. Challenge 2. 2024 revised rules.\n\nEttercap\n\n*Venomous Arachnid Abductor*\n\n- **Habitat.** Forest  \n- **Treasure.** Implements  \n\nSpiderlike hunters, ettercaps lurk in forested depths and seek prey to drag into their web-choked lairs. These vicious predators have arachnid features and hunched, bipedal frames, and they're notorious for their venomous bites and ability to shoot out webs to entrap their victims. Ettercaps often hunt in small groups alongside giant spiders and mundane spider swarms.\n\nEttercaps frequently overhunt their environment. Left unchecked, ettercaps might fill whole woodlands with their webs and the cocooned remains of past meals, which puts ettercaps in conflict with Fey. Spiteful ettercaps go out of their way to torment and feed on Fey; they prefer to menace those smaller than themselves, like pixies and sprites. They rarely devour other sapient creatures swiftly, preferring to cocoon their captives and terrorize them for days.\n\nEttercaps avoid fire, which can quickly burn through their webs and the dead trees where they make their homes.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":115},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Neutral Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Ettercap","body":"*Venomous Arachnid Abductor*\n\n- **Habitat.** Forest  \n- **Treasure.** Implements  \n\nSpiderlike hunters, ettercaps lurk in forested depths and seek prey to drag into their web-choked lairs. These vicious predators have arachnid features and hunched, bipedal frames, and they're notorious for their venomous bites and ability to shoot out webs to entrap their victims. Ettercaps often hunt in small groups alongside giant spiders and mundane spider swarms.\n\nEttercaps frequently overhunt their environment. Left unchecked, ettercaps might fill whole woodlands with their webs and the cocooned remains of past meals, which puts ettercaps in conflict with Fey. Spiteful ettercaps go out of their way to torment and feed on Fey; they prefer to menace those smaller than themselves, like pixies and sprites. They rarely devour other sapient creatures swiftly, preferring to cocoon their captives and terrorize them for days.\n\nEttercaps avoid fire, which can quickly burn through their webs and the dead trees where they make their homes.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ettercap-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ettercap-xmm.avif","alt":"Ettercap","caption":"Ettercap","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ettin","title":"Ettin","officialName":"Ettin","type":"Monster","category":"Creatures","visibility":"player","body":"Large giant, Chaotic Evil. Challenge 4. 2024 revised rules.\n\nEttin\n\n*Quarrelsome Two-Headed Giant*\n\n- **Habitat.** Hill, Mountain, Underdark  \n- **Treasure.** Individual  \n\nEttins are physically powerful Giants with two heads. While many ettins have features similar to hill giants, others have more bestial or unusual traits, such as tusks, short horns, or a single eye on each head.\n\nEttins frequently ally with other Giants or groups that value their strength, such as hill giants, bandits, or ogres. Some ettins possess mystical ties to the lands they inhabit, and they might know or guard secrets valued by druids or Fey.\n\nEach ettin head has a distinct personality. While this makes some ettins quarrelsome with themselves and others, many function as a team. An ettin head might have its own name, or both heads might refer to themselves as a single being—either with one name or a portmanteau of two.\n\nRoll on or choose a result from the Ettin Interactions table to inspire how an ettin's heads are interacting when the creature is encountered.\n\n**Ettin Interactions**\n\n| dice: 1d8 | The Ettin's Heads Are... |\n|-----------|--------------------------|\n| 1 | Amping up one another in preparation for a conflict or challenge. |\n| 2 | Arguing over plans for battle, dinner, or how to spend the day. |\n| 3 | Criticizing one another as they perform separate tasks. |\n| 4 | Engaged in a staring contest. |\n| 5 | Making polite small talk as if they were meeting for the first time. |\n| 6 | Performatively ignoring one another. |\n| 7 | Talking over an increasingly convoluted plot. |\n| 8 | Trying to keep one another awake. |\n\n> [!quote] A quote from Bertrand, Inquisitor of the Mind Fire  \n> \n> Twice the malice, aggressiveness, and appetite—the ettin demonstrates that two heads aren't necessarily better than one.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":116},"collection":"Monster Manual (2025)","summary":"Large giant, Chaotic Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Ettin","body":"*Quarrelsome Two-Headed Giant*\n\n- **Habitat.** Hill, Mountain, Underdark  \n- **Treasure.** Individual  \n\nEttins are physically powerful Giants with two heads. While many ettins have features similar to hill giants, others have more bestial or unusual traits, such as tusks, short horns, or a single eye on each head.\n\nEttins frequently ally with other Giants or groups that value their strength, such as hill giants, bandits, or ogres. Some ettins possess mystical ties to the lands they inhabit, and they might know or guard secrets valued by druids or Fey.\n\nEach ettin head has a distinct personality. While this makes some ettins quarrelsome with themselves and others, many function as a team. An ettin head might have its own name, or both heads might refer to themselves as a single being—either with one name or a portmanteau of two.\n\nRoll on or choose a result from the Ettin Interactions table to inspire how an ettin's heads are interacting when the creature is encountered.\n\n**Ettin Interactions**\n\n| dice: 1d8 | The Ettin's Heads Are... |\n|-----------|--------------------------|\n| 1 | Amping up one another in preparation for a conflict or challenge. |\n| 2 | Arguing over plans for battle, dinner, or how to spend the day. |\n| 3 | Criticizing one another as they perform separate tasks. |\n| 4 | Engaged in a staring contest. |\n| 5 | Making polite small talk as if they were meeting for the first time. |\n| 6 | Performatively ignoring one another. |\n| 7 | Talking over an increasingly convoluted plot. |\n| 8 | Trying to keep one another awake. |\n\n> [!quote] A quote from Bertrand, Inquisitor of the Mind Fire  \n> \n> Twice the malice, aggressiveness, and appetite—the ettin demonstrates that two heads aren't necessarily better than one.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ettin-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ettin-xmm.avif","alt":"Ettin","caption":"Ettin","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-faerie-dragon-adult","title":"Faerie Dragon Adult","officialName":"Faerie Dragon Adult","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny dragon, Chaotic Good. Challenge 2. 2024 revised rules.\n\nOverview\n\nThe pranks of faerie dragon adults tend to lead others to people in need or wrongs to be righted.\n\nFaerie Dragons\n\n*Whimsical Draconic Tricksters*\n\n- **Habitat.** Forest  \n- **Treasure.** Implements  \n\nFaerie dragons are cat-size pranksters with draconic features, butterfly-like wings, and scales of warm hues as youths and cool hues as adults.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":117},"collection":"Monster Manual (2025)","summary":"Tiny dragon, Chaotic Good. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"The pranks of faerie dragon adults tend to lead others to people in need or wrongs to be righted.","visibility":"player"},{"heading":"Faerie Dragons","body":"*Whimsical Draconic Tricksters*\n\n- **Habitat.** Forest  \n- **Treasure.** Implements  \n\nFaerie dragons are cat-size pranksters with draconic features, butterfly-like wings, and scales of warm hues as youths and cool hues as adults.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"faerie-dragon-adult-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-faerie-dragon-adult-xmm.avif","alt":"Faerie Dragon Adult","caption":"Faerie Dragon Adult","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-faerie-dragon-youth","title":"Faerie Dragon Youth","officialName":"Faerie Dragon Youth","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny dragon, Chaotic Good. Challenge 1. 2024 revised rules.\n\nOverview\n\nFaerie dragon youths are quick to use their euphoria-inducing breath on rude or uptight folk.\n\nFaerie Dragons\n\n*Whimsical Draconic Tricksters*\n\n- **Habitat.** Forest  \n- **Treasure.** Implements  \n\nFaerie dragons are cat-size pranksters with draconic features, butterfly-like wings, and scales of warm hues as youths and cool hues as adults.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":117},"collection":"Monster Manual (2025)","summary":"Tiny dragon, Chaotic Good. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Faerie dragon youths are quick to use their euphoria-inducing breath on rude or uptight folk.","visibility":"player"},{"heading":"Faerie Dragons","body":"*Whimsical Draconic Tricksters*\n\n- **Habitat.** Forest  \n- **Treasure.** Implements  \n\nFaerie dragons are cat-size pranksters with draconic features, butterfly-like wings, and scales of warm hues as youths and cool hues as adults.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"faerie-dragon-youth-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-faerie-dragon-youth-xmm.avif","alt":"Faerie Dragon Youth","caption":"Faerie Dragon Youth","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-fire-elemental","title":"Fire Elemental","officialName":"Fire Elemental","type":"Monster","category":"Creatures","visibility":"player","body":"Large elemental, Neutral. Challenge 5. 2024 revised rules.\n\nFire Elemental\n\n*Primal Spirit of Heat and Flame*\n\n- **Habitat.** Desert, Planar (Elemental Plane of Fire)  \n- **Treasure.** None  \n\nFire elementals arise when spirits of the Elemental Plane of Fire inhabit flames, burning cinders, and heated smoke. These beings are tangible despite largely being made of flames and particles, and they can uses their vague limbs to ignite foes and flammable materials. Fire elementals typically burn in shades of orange and red, but other colors are possible. Most on the Material Plane are summoned by magical means, or they might appear near rifts amid desert depths, volcanoes, wildfires, or magma flows that connect to their home plane.\n\nFire elementals might burn in distinctive ways. Roll on or choose a result from the Fire Elemental Compositions table to inspire a fire elemental's features.\n\n**Fire Elemental Compositions**\n\n| dice: 1d8 | The Fire Elemental's Body Features... |\n|-----------|---------------------------------------|\n| 1 | Colorful, superheated gases. |\n| 2 | A column of diabolical or divine flame. |\n| 3 | Crackling shapes that look like animals, fiends, skeletons, sprites, or other beings. |\n| 4 | Flames that are predominantly white, blue, or a more unusual color. |\n| 5 | The form of a calm or tormented humanoid. |\n| 6 | Smoke that forms eerie shapes or symbols. |\n| 7 | Soot that smells like cedar, cloves, incense, or burning meat. |\n| 8 | Swirls of cinders and burning debris. |\n\n> [!quote] A quote from Marrake the Incandescent, Ruler of Efreet  \n> \n> All the elements bow to fire. The strongest earth melts. Water boils. Even air ignites. We are all souls of flame, and we know what it is to burn.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":118},"collection":"Monster Manual (2025)","summary":"Large elemental, Neutral. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Fire Elemental","body":"*Primal Spirit of Heat and Flame*\n\n- **Habitat.** Desert, Planar (Elemental Plane of Fire)  \n- **Treasure.** None  \n\nFire elementals arise when spirits of the Elemental Plane of Fire inhabit flames, burning cinders, and heated smoke. These beings are tangible despite largely being made of flames and particles, and they can uses their vague limbs to ignite foes and flammable materials. Fire elementals typically burn in shades of orange and red, but other colors are possible. Most on the Material Plane are summoned by magical means, or they might appear near rifts amid desert depths, volcanoes, wildfires, or magma flows that connect to their home plane.\n\nFire elementals might burn in distinctive ways. Roll on or choose a result from the Fire Elemental Compositions table to inspire a fire elemental's features.\n\n**Fire Elemental Compositions**\n\n| dice: 1d8 | The Fire Elemental's Body Features... |\n|-----------|---------------------------------------|\n| 1 | Colorful, superheated gases. |\n| 2 | A column of diabolical or divine flame. |\n| 3 | Crackling shapes that look like animals, fiends, skeletons, sprites, or other beings. |\n| 4 | Flames that are predominantly white, blue, or a more unusual color. |\n| 5 | The form of a calm or tormented humanoid. |\n| 6 | Smoke that forms eerie shapes or symbols. |\n| 7 | Soot that smells like cedar, cloves, incense, or burning meat. |\n| 8 | Swirls of cinders and burning debris. |\n\n> [!quote] A quote from Marrake the Incandescent, Ruler of Efreet  \n> \n> All the elements bow to fire. The strongest earth melts. Water boils. Even air ignites. We are all souls of flame, and we know what it is to burn.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"fire-elemental-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-fire-elemental-xmm.avif","alt":"Fire Elemental","caption":"Fire Elemental","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-fire-giant","title":"Fire Giant","officialName":"Fire Giant","type":"Monster","category":"Creatures","visibility":"player","body":"Huge giant, Lawful Evil. Challenge 9. 2024 revised rules.\n\nFire Giant\n\n*Giant of the Smoldering Depths*\n\n- **Habitat.** Mountain, Underdark  \n- **Treasure.** Armaments  \n\nFire giants inhabit the hollow vaults and molten rivers of mountainous depths. There, they use subterranean heat and riches to craft wonders, from titanic weapons of war to delicate works of art.\n\nFire giants have broad frames, skin tones in a variety of rocklike shades, and hair like flame.\n\nMost fire giants dwell in volcanically active mountains or cavernous depths that house their fortress-forges. Evil fire giants tend to be martially minded, and they craft mighty arms to conquer their neighbors and seize valuable resources. More temperate fire giants trade their works for what they need, and they might share the ancient techniques of Giant artisans with other craftspeople. In either case, fire giants are prone to undertaking ambitious designs, and they rarely appreciate interruptions in their titanic workshops.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":119},"collection":"Monster Manual (2025)","summary":"Huge giant, Lawful Evil. Challenge 9. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Fire Giant","body":"*Giant of the Smoldering Depths*\n\n- **Habitat.** Mountain, Underdark  \n- **Treasure.** Armaments  \n\nFire giants inhabit the hollow vaults and molten rivers of mountainous depths. There, they use subterranean heat and riches to craft wonders, from titanic weapons of war to delicate works of art.\n\nFire giants have broad frames, skin tones in a variety of rocklike shades, and hair like flame.\n\nMost fire giants dwell in volcanically active mountains or cavernous depths that house their fortress-forges. Evil fire giants tend to be martially minded, and they craft mighty arms to conquer their neighbors and seize valuable resources. More temperate fire giants trade their works for what they need, and they might share the ancient techniques of Giant artisans with other craftspeople. In either case, fire giants are prone to undertaking ambitious designs, and they rarely appreciate interruptions in their titanic workshops.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"fire-giant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-fire-giant-xmm.avif","alt":"Fire Giant","caption":"Fire Giant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-flameskull","title":"Flameskull","officialName":"Flameskull","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny undead, Neutral Evil. Challenge 4. 2024 revised rules.\n\nFlameskull\n\n*Skull Smoldering with Magical Obsession*\n\n- **Habitat.** Underdark  \n- **Treasure.** Arcana  \n\nFlameskulls are flying skulls that blaze with magical fire and the half-remembered arcana of dead spellcasters. They rise from the remains of dead magic-users who were reanimated by sinister necromancers or whose magical pursuits drive them beyond death. Flameskulls might serve as guardians for their creators or pursue ambitions left unfulfilled in life. They lash out at foes with destructive spells and bursts of fire, wielding magic without the need for most components.\n\nFlameskulls take various forms, from skulls with humanlike features to ones with fearsome or bestial alterations. Their flames vary in color and grow more intense when they're angry. Roll on or choose a result from the Flameskull Details table to inspire what makes a flameskull distinctive.\n\n**Flameskull Details**\n\n| dice: 1d6 | The Flameskull Features... |\n|-----------|----------------------------|\n| 1 | Arcane diagrams etched into it. |\n| 2 | Flames like dramatic features, horns, or hair. |\n| 3 | Fractured pieces that fly in unison. |\n| 4 | An iron plate bolted over its mouth. |\n| 5 | Lethal head trauma. |\n| 6 | Mismatched animal teeth. |\n\n> [!quote] A quote from Trenzia, Undermountain Flameskull  \n> \n> I never cared for warmth. I never needed a body. My will is enough, and my work will be the legacy that makes my every sacrifice worthwhile!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":120},"collection":"Monster Manual (2025)","summary":"Tiny undead, Neutral Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Flameskull","body":"*Skull Smoldering with Magical Obsession*\n\n- **Habitat.** Underdark  \n- **Treasure.** Arcana  \n\nFlameskulls are flying skulls that blaze with magical fire and the half-remembered arcana of dead spellcasters. They rise from the remains of dead magic-users who were reanimated by sinister necromancers or whose magical pursuits drive them beyond death. Flameskulls might serve as guardians for their creators or pursue ambitions left unfulfilled in life. They lash out at foes with destructive spells and bursts of fire, wielding magic without the need for most components.\n\nFlameskulls take various forms, from skulls with humanlike features to ones with fearsome or bestial alterations. Their flames vary in color and grow more intense when they're angry. Roll on or choose a result from the Flameskull Details table to inspire what makes a flameskull distinctive.\n\n**Flameskull Details**\n\n| dice: 1d6 | The Flameskull Features... |\n|-----------|----------------------------|\n| 1 | Arcane diagrams etched into it. |\n| 2 | Flames like dramatic features, horns, or hair. |\n| 3 | Fractured pieces that fly in unison. |\n| 4 | An iron plate bolted over its mouth. |\n| 5 | Lethal head trauma. |\n| 6 | Mismatched animal teeth. |\n\n> [!quote] A quote from Trenzia, Undermountain Flameskull  \n> \n> I never cared for warmth. I never needed a body. My will is enough, and my work will be the legacy that makes my every sacrifice worthwhile!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"flameskull-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-flameskull-xmm.avif","alt":"Flameskull","caption":"Flameskull","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-flaming-skeleton","title":"Flaming Skeleton","officialName":"Flaming Skeleton","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Lawful Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nFlaming skeletons burn with unbridled necromantic energy. This magic grants them blazing attacks and greater awareness, which they use to command lesser Undead.\n\nSkeletons\n\n*Ossified Evil*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nSkeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.\n\n**Skeleton Pantomimes**\n\n| dice: 1d6 | Left to Its Own Devices, the Skeleton... |\n|-----------|------------------------------------------|\n| 1 | Delivers meal salvers or ages-old correspondence to the crypt of its dead master. |\n| 2 | Endlessly trains in battle with other skeletons, despite being hacked to animate splinters. |\n| 3 | Mimics ways it entertained itself in life, such as acting, dancing, or reading. |\n| 4 | Performs a familiar task, such as cleaning, cooking, mining, or praying. |\n| 5 | Repeats its final moments of life. |\n| 6 | Stands guard at the post it protected in life. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":283},"collection":"Monster Manual (2025)","summary":"Medium undead, Lawful Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Flaming skeletons burn with unbridled necromantic energy. This magic grants them blazing attacks and greater awareness, which they use to command lesser Undead.","visibility":"player"},{"heading":"Skeletons","body":"*Ossified Evil*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nSkeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.\n\n**Skeleton Pantomimes**\n\n| dice: 1d6 | Left to Its Own Devices, the Skeleton... |\n|-----------|------------------------------------------|\n| 1 | Delivers meal salvers or ages-old correspondence to the crypt of its dead master. |\n| 2 | Endlessly trains in battle with other skeletons, despite being hacked to animate splinters. |\n| 3 | Mimics ways it entertained itself in life, such as acting, dancing, or reading. |\n| 4 | Performs a familiar task, such as cleaning, cooking, mining, or praying. |\n| 5 | Repeats its final moments of life. |\n| 6 | Stands guard at the post it protected in life. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"flaming-skeleton-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-flaming-skeleton-xmm.avif","alt":"Flaming Skeleton","caption":"Flaming Skeleton","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-flesh-golem","title":"Flesh Golem","officialName":"Flesh Golem","type":"Monster","category":"Creatures","visibility":"player","body":"Medium construct, Neutral. Challenge 5. 2024 revised rules.\n\nFlesh Golem\n\n*Dead Flesh Given New Life*\n\n- **Habitat.** Any  \n- **Treasure.** Arcana  \n\nFlesh golems are roughly human-shaped collections of body parts bound together by misused magic or strange science. They serve their reckless creators, but many possess disjointed memories and instincts from their component parts. If wounded, these golems might go berserk and vent their confusion on anything in their sight, including their creators.\n\nFlesh golems appear in varied forms. Roll on or choose a result from the Flesh Golem Characteristics table to inspire a flesh golem's features.\n\n**Flesh Golem Characteristics**\n\n| dice: 1d6 | The Flesh Golem Has... |\n|-----------|------------------------|\n| 1 | Animal parts among its humanlike pieces. |\n| 2 | A disguise of makeup and heavy clothing. |\n| 3 | Missing parts and exposed insides. |\n| 4 | Parts serving unintended roles, like a body composed of dozens of hands. |\n| 5 | Perfect features accented by beautiful stitching. |\n| 6 | Visible mechanisms, bellows, and engines. |\n\n> [!quote] A quote from Viktra Mordenheim, Darklord of Lamordia  \n> \n> The barrier between the mortal and the divine lies shattered—open is the mold for new gods. It was I who invaded the divine. Not with a spear but with a stitch. Not with my heresies but with my heart.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":121},"collection":"Monster Manual (2025)","summary":"Medium construct, Neutral. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Flesh Golem","body":"*Dead Flesh Given New Life*\n\n- **Habitat.** Any  \n- **Treasure.** Arcana  \n\nFlesh golems are roughly human-shaped collections of body parts bound together by misused magic or strange science. They serve their reckless creators, but many possess disjointed memories and instincts from their component parts. If wounded, these golems might go berserk and vent their confusion on anything in their sight, including their creators.\n\nFlesh golems appear in varied forms. Roll on or choose a result from the Flesh Golem Characteristics table to inspire a flesh golem's features.\n\n**Flesh Golem Characteristics**\n\n| dice: 1d6 | The Flesh Golem Has... |\n|-----------|------------------------|\n| 1 | Animal parts among its humanlike pieces. |\n| 2 | A disguise of makeup and heavy clothing. |\n| 3 | Missing parts and exposed insides. |\n| 4 | Parts serving unintended roles, like a body composed of dozens of hands. |\n| 5 | Perfect features accented by beautiful stitching. |\n| 6 | Visible mechanisms, bellows, and engines. |\n\n> [!quote] A quote from Viktra Mordenheim, Darklord of Lamordia  \n> \n> The barrier between the mortal and the divine lies shattered—open is the mold for new gods. It was I who invaded the divine. Not with a spear but with a stitch. Not with my heresies but with my heart.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"flesh-golem-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-flesh-golem-xmm.avif","alt":"Flesh Golem","caption":"Flesh Golem","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-flumph","title":"Flumph","officialName":"Flumph","type":"Monster","category":"Creatures","visibility":"player","body":"Small aberration, Lawful Good. Challenge 1/8. 2024 revised rules.\n\nFlumph\n\n*Strange Ally from a Strange Place*\n\n- **Habitat.** Underdark  \n- **Treasure.** Arcana  \n\nBizarre creatures with aberrant agendas inhabit the Underdark. Flumphs number among the few that are helpful to strangers.\n\nThese tentacled, telepathic creatures jet through the air in short bursts, venting gases with a sound that gives them their name. Rather than speaking, flumphs communicate telepathically and by changing color to reflect their moods.\n\nFlumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well. Roll on or choose a result from the Flumph Assistance table to inspire what support flumphs provide.\n\n**Flumph Assistance**\n\n| dice: 1d6 | The Flumph Helps By... |\n|-----------|------------------------|\n| 1 | Cooking a meal of Underdark delicacies. |\n| 2 | Performing a psychic song or \"smell poem.\" |\n| 3 | Recovering and nursing fallen adventurers. |\n| 4 | Revealing the location of helpful magic items. |\n| 5 | Serving as a guide to a foe's hidden lair. |\n| 6 | Sharing excessive encouragement and praise. |\n\nFlumph Colors\n\nA flumph's extremities change color to reflect its mood. The Flumph Colors and Emotions table summarizes common flumph colors and the human emotions to which they most closely correspond.\n\n**Flumph Colors and Emotions**\n\n| Color | Emotion |\n|-------|---------|\n| Blue, Dark | Sadness |\n| Blue, Light | Happiness |\n| Green | Curiosity |\n| Magenta | Unknown* |\n| Orange | Confusion |\n| Pink | Amusement |\n| Purple | Fear |\n| Red | Anger |\n| Teal | Serenity |\n| Yellow | Excitement |\n\n*Rarely seen; potentially no human equivalent","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":122},"collection":"Monster Manual (2025)","summary":"Small aberration, Lawful Good. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Flumph","body":"*Strange Ally from a Strange Place*\n\n- **Habitat.** Underdark  \n- **Treasure.** Arcana  \n\nBizarre creatures with aberrant agendas inhabit the Underdark. Flumphs number among the few that are helpful to strangers.\n\nThese tentacled, telepathic creatures jet through the air in short bursts, venting gases with a sound that gives them their name. Rather than speaking, flumphs communicate telepathically and by changing color to reflect their moods.\n\nFlumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well. Roll on or choose a result from the Flumph Assistance table to inspire what support flumphs provide.\n\n**Flumph Assistance**\n\n| dice: 1d6 | The Flumph Helps By... |\n|-----------|------------------------|\n| 1 | Cooking a meal of Underdark delicacies. |\n| 2 | Performing a psychic song or \"smell poem.\" |\n| 3 | Recovering and nursing fallen adventurers. |\n| 4 | Revealing the location of helpful magic items. |\n| 5 | Serving as a guide to a foe's hidden lair. |\n| 6 | Sharing excessive encouragement and praise. |","visibility":"player"},{"heading":"Flumph Colors","body":"A flumph's extremities change color to reflect its mood. The Flumph Colors and Emotions table summarizes common flumph colors and the human emotions to which they most closely correspond.\n\n**Flumph Colors and Emotions**\n\n| Color | Emotion |\n|-------|---------|\n| Blue, Dark | Sadness |\n| Blue, Light | Happiness |\n| Green | Curiosity |\n| Magenta | Unknown* |\n| Orange | Confusion |\n| Pink | Amusement |\n| Purple | Fear |\n| Red | Anger |\n| Teal | Serenity |\n| Yellow | Excitement |\n\n*Rarely seen; potentially no human equivalent","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"flumph-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-flumph-xmm.avif","alt":"Flumph","caption":"Flumph","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-flying-snake","title":"Flying Snake","officialName":"Flying Snake","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny monstrosity, Unaligned. Challenge 1/8. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":353},"collection":"Monster Manual (2025)","summary":"Tiny monstrosity, Unaligned. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"flying-snake-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-flying-snake-xmm.avif","alt":"Flying Snake","caption":"Flying Snake","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-fomorian","title":"Fomorian","officialName":"Fomorian","type":"Monster","category":"Creatures","visibility":"player","body":"Huge giant, Chaotic Evil. Challenge 8. 2024 revised rules.\n\nFomorian\n\n*Cursed Giant of the Dark*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nOnce infamous for their magical aptitude, fomorians are giants afflicted with a fey curse. In their pride, they were tricked into invading the Feywild to claim its magic for their own. When the archfey rulers of that realm united, the fomorians were turned back and cursed with supernatural strangeness to make their bodies match their vile souls. Ever since, fomorians have dwelled in the Underdark amid the ruins of their magical cities. The archfey's curse afflicts them still, tormenting them with wandering cankers, lurching organs, and stranger discomforts. Rather than atoning for their offenses, fomorians harness the magic of their curse and turn it against others. Roll on or choose a result from the Fomorian Warping table to inspire the cosmetic effects a creature undergoes while they're affected by a fomorian's Warping Hex.\n\n**Fomorian Warping**\n\n| dice: 1d4 | The Fomorian's Hex Causes... |\n|-----------|------------------------------|\n| 1 | Colorful, wandering pustules. |\n| 2 | Excessive sweating of rainbow-hued fluids. |\n| 3 | Patches of wriggling hair. |\n| 4 | Veins that bulge and lurch under the skin. |\n\n> [!quote] A quote from Bigby  \n> \n> All-Father Annam banished his son, Karontor, for Karontor's part in the fomorian assault on the Feywild. That day, the ordning—the hierarchy of the giants and their gods—changed forever, and the fomorians were part of it no more.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":123},"collection":"Monster Manual (2025)","summary":"Huge giant, Chaotic Evil. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Fomorian","body":"*Cursed Giant of the Dark*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nOnce infamous for their magical aptitude, fomorians are giants afflicted with a fey curse. In their pride, they were tricked into invading the Feywild to claim its magic for their own. When the archfey rulers of that realm united, the fomorians were turned back and cursed with supernatural strangeness to make their bodies match their vile souls. Ever since, fomorians have dwelled in the Underdark amid the ruins of their magical cities. The archfey's curse afflicts them still, tormenting them with wandering cankers, lurching organs, and stranger discomforts. Rather than atoning for their offenses, fomorians harness the magic of their curse and turn it against others. Roll on or choose a result from the Fomorian Warping table to inspire the cosmetic effects a creature undergoes while they're affected by a fomorian's Warping Hex.\n\n**Fomorian Warping**\n\n| dice: 1d4 | The Fomorian's Hex Causes... |\n|-----------|------------------------------|\n| 1 | Colorful, wandering pustules. |\n| 2 | Excessive sweating of rainbow-hued fluids. |\n| 3 | Patches of wriggling hair. |\n| 4 | Veins that bulge and lurch under the skin. |\n\n> [!quote] A quote from Bigby  \n> \n> All-Father Annam banished his son, Karontor, for Karontor's part in the fomorian assault on the Feywild. That day, the ordning—the hierarchy of the giants and their gods—changed forever, and the fomorians were part of it no more.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"fomorian-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-fomorian-xmm.avif","alt":"Fomorian","caption":"Fomorian","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-frog","title":"Frog","officialName":"Frog","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":354},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"frog-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-frog-xmm.avif","alt":"Frog","caption":"Frog","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-frost-giant","title":"Frost Giant","officialName":"Frost Giant","type":"Monster","category":"Creatures","visibility":"player","body":"Huge giant, Neutral Evil. Challenge 8. 2024 revised rules.\n\nFrost Giant\n\n*Giant of the Ice and Snow*\n\n- **Habitat.** Arctic, Mountain  \n- **Treasure.** Armaments  \n\nFrom glacial mountain heights and vast tundras rise the homes of frost giants. These giants have skin and hair of icy hues. Their natural immunity to cold allows them to flourish in places inhospitable to most other creatures. They use this resilience to aid them when hunting and in combat, bolstering their allies with chilling war cries.\n\nFrost giants often travel far to find food and goods. This leads many to become raiders and earn violent reputations. Others live more peaceably by hunting titanic game or creating sanctuaries from the cold (frequently featuring hot springs or snowy contests). Frost giants sometimes forge partnerships with icy Fey or fire giants dwelling underground, serving as guardians to their realms in exchange for treasure, weapons, and crafts.\n\n> [!quote] A quote from Jarl Grugnur, Frost Giant  \n> \n> The small folk have barely anything worth looting, so they shouldn't much mind when we take it from them.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":124},"collection":"Monster Manual (2025)","summary":"Huge giant, Neutral Evil. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Frost Giant","body":"*Giant of the Ice and Snow*\n\n- **Habitat.** Arctic, Mountain  \n- **Treasure.** Armaments  \n\nFrom glacial mountain heights and vast tundras rise the homes of frost giants. These giants have skin and hair of icy hues. Their natural immunity to cold allows them to flourish in places inhospitable to most other creatures. They use this resilience to aid them when hunting and in combat, bolstering their allies with chilling war cries.\n\nFrost giants often travel far to find food and goods. This leads many to become raiders and earn violent reputations. Others live more peaceably by hunting titanic game or creating sanctuaries from the cold (frequently featuring hot springs or snowy contests). Frost giants sometimes forge partnerships with icy Fey or fire giants dwelling underground, serving as guardians to their realms in exchange for treasure, weapons, and crafts.\n\n> [!quote] A quote from Jarl Grugnur, Frost Giant  \n> \n> The small folk have barely anything worth looting, so they shouldn't much mind when we take it from them.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"frost-giant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-frost-giant-xmm.avif","alt":"Frost Giant","caption":"Frost Giant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-galeb-duhr","title":"Galeb Duhr","officialName":"Galeb Duhr","type":"Monster","category":"Creatures","visibility":"player","body":"Medium elemental, Neutral. Challenge 6. 2024 revised rules.\n\nGaleb Duhr\n\n*Eyes and Ears of the Earth*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Any  \n\nBeings of living rock, galeb duhr seek harmony with the earth and give voice to the vibrations of stone. Their rocky bodies have limbs and facial features accented by gems, ores, and other minerals found in the surrounding earth.\n\nGaleb duhr are effectively immortal, with lifespans similar in length to mountains. They don't experience time or perceive danger as shorter-lived species do. Galeb duhr avoid danger by hiding from other creatures. When they do reveal themselves, they speak and act ponderously, but they often know much of the surrounding land and secrets within the earth. When motivated to action, galeb duhr slam into foes and animate nearby boulders to do the same.\n\nSome mountain dwellers view galeb duhr as aloof allies and might entrust these long-lived beings with secrets or treasures for future generations. Others speak of galeb duhr songs, barely audible harmonizations by groups of galeb duhr that are said to influence earthquakes and volcanic eruptions.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":127},"collection":"Monster Manual (2025)","summary":"Medium elemental, Neutral. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Galeb Duhr","body":"*Eyes and Ears of the Earth*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Any  \n\nBeings of living rock, galeb duhr seek harmony with the earth and give voice to the vibrations of stone. Their rocky bodies have limbs and facial features accented by gems, ores, and other minerals found in the surrounding earth.\n\nGaleb duhr are effectively immortal, with lifespans similar in length to mountains. They don't experience time or perceive danger as shorter-lived species do. Galeb duhr avoid danger by hiding from other creatures. When they do reveal themselves, they speak and act ponderously, but they often know much of the surrounding land and secrets within the earth. When motivated to action, galeb duhr slam into foes and animate nearby boulders to do the same.\n\nSome mountain dwellers view galeb duhr as aloof allies and might entrust these long-lived beings with secrets or treasures for future generations. Others speak of galeb duhr songs, barely audible harmonizations by groups of galeb duhr that are said to influence earthquakes and volcanic eruptions.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"galeb-duhr-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-galeb-duhr-xmm.avif","alt":"Galeb Duhr","caption":"Galeb Duhr","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-gargoyle","title":"Gargoyle","officialName":"Gargoyle","type":"Monster","category":"Creatures","visibility":"player","body":"Medium elemental, Chaotic Evil. Challenge 2. 2024 revised rules.\n\nGargoyle\n\n*Sculpted Sentinel Hidden in Plain Sight*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nGargoyles are sculptures inhabited by elemental spirits. Wings and magic allow their heavy stone bodies to fly, and they often perch where they can blend in amid ornate architecture, rock formations, or mundane statues. Gargoyles usually serve the magic-users who conjured them into their bodies, but if left to their own devices, they might play cruel pranks and steal treasures to hoard in lofty lairs.\n\nGargoyles have a variety of appearances. Roll on or choose a result from the Gargoyle Sculptures table to inspire how a gargoyle looks.\n\n**Gargoyle Sculptures**\n\n| dice: 1d6 | The Gargoyle Is Sculpted to Appear... |\n|-----------|---------------------------------------|\n| 1 | Cherubic with perpetually smiling features. |\n| 2 | Crudely hewed or naturally formed. |\n| 3 | Damaged or marred by mismatched pieces. |\n| 4 | Dragon-like with polished stone scales. |\n| 5 | Gothically fiendish with horns and a tail. |\n| 6 | Useful, like an ornate podium or a pillar. |\n\nGargoyle Ambushes\n\nGargoyles seek to ambush foes or creatures that trespass on their territories. With no biological needs and supernatural patience, these monsters might wait unmoving for months, revealing themselves only when conditions are perfect to attack. They tend to lurk where statuary seems commonplace or where terrain obscures the shape and color of their bodies. Roll on or choose a result from the Gargoyle Camouflage table to inspire where a gargoyle sets up an ambush.\n\n**Gargoyle Camouflage**\n\n| dice: 1d8 | The Gargoyle Conceals Itself Amid... |\n|-----------|--------------------------------------|\n| 1 | Burls and bark on a giant tree. |\n| 2 | Monuments in a graveyard or memorial. |\n| 3 | Outcroppings on a cliff or rock formation |\n| 4 | The petrified victims of a basilisk or medusa. |\n| 5 | Reliefs on a sculpted gate or wall. |\n| 6 | Rubble in a ruin or junkyard. |\n| 7 | Stalactites or icicles on a cavern ceiling. |\n| 8 | Statuary on a castle, mansion, or temple. |\n\n> [!quote] A quote from Tiv, Scholar of the Elemental Planes  \n> \n> Where evil passes in the Elemental Plane of Earth, it stains the rock and spoils the soil. Malice vanishes amid other elements, but in the dismal dark, the wicked shape it into nightmares.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":128},"collection":"Monster Manual (2025)","summary":"Medium elemental, Chaotic Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Gargoyle","body":"*Sculpted Sentinel Hidden in Plain Sight*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nGargoyles are sculptures inhabited by elemental spirits. Wings and magic allow their heavy stone bodies to fly, and they often perch where they can blend in amid ornate architecture, rock formations, or mundane statues. Gargoyles usually serve the magic-users who conjured them into their bodies, but if left to their own devices, they might play cruel pranks and steal treasures to hoard in lofty lairs.\n\nGargoyles have a variety of appearances. Roll on or choose a result from the Gargoyle Sculptures table to inspire how a gargoyle looks.\n\n**Gargoyle Sculptures**\n\n| dice: 1d6 | The Gargoyle Is Sculpted to Appear... |\n|-----------|---------------------------------------|\n| 1 | Cherubic with perpetually smiling features. |\n| 2 | Crudely hewed or naturally formed. |\n| 3 | Damaged or marred by mismatched pieces. |\n| 4 | Dragon-like with polished stone scales. |\n| 5 | Gothically fiendish with horns and a tail. |\n| 6 | Useful, like an ornate podium or a pillar. |","visibility":"player"},{"heading":"Gargoyle Ambushes","body":"Gargoyles seek to ambush foes or creatures that trespass on their territories. With no biological needs and supernatural patience, these monsters might wait unmoving for months, revealing themselves only when conditions are perfect to attack. They tend to lurk where statuary seems commonplace or where terrain obscures the shape and color of their bodies. Roll on or choose a result from the Gargoyle Camouflage table to inspire where a gargoyle sets up an ambush.\n\n**Gargoyle Camouflage**\n\n| dice: 1d8 | The Gargoyle Conceals Itself Amid... |\n|-----------|--------------------------------------|\n| 1 | Burls and bark on a giant tree. |\n| 2 | Monuments in a graveyard or memorial. |\n| 3 | Outcroppings on a cliff or rock formation |\n| 4 | The petrified victims of a basilisk or medusa. |\n| 5 | Reliefs on a sculpted gate or wall. |\n| 6 | Rubble in a ruin or junkyard. |\n| 7 | Stalactites or icicles on a cavern ceiling. |\n| 8 | Statuary on a castle, mansion, or temple. |\n\n> [!quote] A quote from Tiv, Scholar of the Elemental Planes  \n> \n> Where evil passes in the Elemental Plane of Earth, it stains the rock and spoils the soil. Malice vanishes amid other elements, but in the dismal dark, the wicked shape it into nightmares.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"gargoyle-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-gargoyle-xmm.avif","alt":"Gargoyle","caption":"Gargoyle","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-gas-spore-fungus","title":"Gas Spore Fungus","officialName":"Gas Spore Fungus","type":"Monster","category":"Creatures","visibility":"player","body":"Large plant, Unaligned. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nGas spores are floating, orbicular fungi with rhizome growths and protuberances that resemble the stalks and eyes of beholders. If destroyed, a gas spore explodes in a poisonous burst that can infect creatures and slay them in hours. Infected corpses spawn more gas spores that grow to full size in a matter of days.\n\nFungi\n\n*Deadly Spores and Predatory Polyps*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nThe dank, sunless Underdark is a fertile breeding ground for weird and dangerous fungi.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":125},"collection":"Monster Manual (2025)","summary":"Large plant, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Gas spores are floating, orbicular fungi with rhizome growths and protuberances that resemble the stalks and eyes of beholders. If destroyed, a gas spore explodes in a poisonous burst that can infect creatures and slay them in hours. Infected corpses spawn more gas spores that grow to full size in a matter of days.","visibility":"player"},{"heading":"Fungi","body":"*Deadly Spores and Predatory Polyps*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nThe dank, sunless Underdark is a fertile breeding ground for weird and dangerous fungi.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"gas-spore-fungus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-gas-spore-fungus-xmm.avif","alt":"Gas Spore Fungus","caption":"Gas Spore Fungus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-gelatinous-cube","title":"Gelatinous Cube","officialName":"Gelatinous Cube","type":"Monster","category":"Creatures","visibility":"player","body":"Large ooze, Unaligned. Challenge 2. 2024 revised rules.\n\nGelatinous Cube\n\n*Dungeon-Scouring Block of Ooze*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nQuivering masses of acidic goo, gelatinous cubes wobble through narrow caverns and dungeons, engulfing anything in their paths. These Oozes are naturally transparent, making them difficult to see while they're stationary. Creatures and objects that become stuck within these slimes are gradually dissolved. Undigested detritus sometimes floats within a gelatinous cube, hinting at its past meals. Roll on or choose a result from the Gelatinous Cube Debris table to inspire a gelatinous cube's contents.\n\n**Gelatinous Cube Debris**\n\n| dice: 1d6 | Floating in the Gelatinous Cube Is A... |\n|-----------|-----------------------------------------|\n| 1 | Chest or recently trapped mimic. |\n| 2 | Collection of bubbles or rocks resembling eyes. |\n| 3 | Key to a nearby door or coffer. |\n| 4 | Remarkable weapon in need of repair. |\n| 5 | Skeleton belonging to a famous adventurer. |\n| 6 | Tablet bearing a mysterious message. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":129},"collection":"Monster Manual (2025)","summary":"Large ooze, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Gelatinous Cube","body":"*Dungeon-Scouring Block of Ooze*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nQuivering masses of acidic goo, gelatinous cubes wobble through narrow caverns and dungeons, engulfing anything in their paths. These Oozes are naturally transparent, making them difficult to see while they're stationary. Creatures and objects that become stuck within these slimes are gradually dissolved. Undigested detritus sometimes floats within a gelatinous cube, hinting at its past meals. Roll on or choose a result from the Gelatinous Cube Debris table to inspire a gelatinous cube's contents.\n\n**Gelatinous Cube Debris**\n\n| dice: 1d6 | Floating in the Gelatinous Cube Is A... |\n|-----------|-----------------------------------------|\n| 1 | Chest or recently trapped mimic. |\n| 2 | Collection of bubbles or rocks resembling eyes. |\n| 3 | Key to a nearby door or coffer. |\n| 4 | Remarkable weapon in need of repair. |\n| 5 | Skeleton belonging to a famous adventurer. |\n| 6 | Tablet bearing a mysterious message. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"gelatinous-cube-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-gelatinous-cube-xmm.avif","alt":"Gelatinous Cube","caption":"Gelatinous Cube","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ghast","title":"Ghast","officialName":"Ghast","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Chaotic Evil. Challenge 2. 2024 revised rules.\n\nOverview\n\nGhasts frequently organize ghouls into packs to despoil crypts and steal the wealth within.\n\nGhasts\n\n*Tyrants among Corpses*\n\n- **Habitat.** Swamp, Underdark, Urban  \n- **Treasure.** Any  \n\nGhasts are reeking, undying corpses closely related to ghouls. They hunger for the vices they enjoyed in life as much as they do for rotting flesh.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":130},"collection":"Monster Manual (2025)","summary":"Medium undead, Chaotic Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ghasts frequently organize ghouls into packs to despoil crypts and steal the wealth within.","visibility":"player"},{"heading":"Ghasts","body":"*Tyrants among Corpses*\n\n- **Habitat.** Swamp, Underdark, Urban  \n- **Treasure.** Any  \n\nGhasts are reeking, undying corpses closely related to ghouls. They hunger for the vices they enjoyed in life as much as they do for rotting flesh.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ghast-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ghast-xmm.avif","alt":"Ghast","caption":"Ghast","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ghast-gravecaller","title":"Ghast Gravecaller","officialName":"Ghast Gravecaller","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Chaotic Evil. Challenge 6. 2024 revised rules.\n\nOverview\n\nGhast gravecallers wield fell magic and converse with corpses. They might pose as liches or vampires.\n\nGhasts\n\n*Tyrants among Corpses*\n\n- **Habitat.** Swamp, Underdark, Urban  \n- **Treasure.** Any  \n\nGhasts are reeking, undying corpses closely related to ghouls. They hunger for the vices they enjoyed in life as much as they do for rotting flesh.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":130},"collection":"Monster Manual (2025)","summary":"Medium undead, Chaotic Evil. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ghast gravecallers wield fell magic and converse with corpses. They might pose as liches or vampires.","visibility":"player"},{"heading":"Ghasts","body":"*Tyrants among Corpses*\n\n- **Habitat.** Swamp, Underdark, Urban  \n- **Treasure.** Any  \n\nGhasts are reeking, undying corpses closely related to ghouls. They hunger for the vices they enjoyed in life as much as they do for rotting flesh.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ghast-gravecaller-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ghast-gravecaller-xmm.avif","alt":"Ghast Gravecaller","caption":"Ghast Gravecaller","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ghost","title":"Ghost","officialName":"Ghost","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Neutral. Challenge 4. 2024 revised rules.\n\nGhost\n\n*Lost Soul and Unquiet Spirit*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nGhosts arise when living creatures die in a state of extreme emotion or having left an important task undone. These incorporeal spirits haunt locations that are meaningful to them, lingering until their business is complete or they're put to rest.\n\nGhosts typically appear as semitransparent versions of the creatures they were in life, though some bear evidence of the wounds that killed them or have nightmarish distortions to their forms. Many have extreme reactions to actions, objects, or individuals that remind them of emotionally charged aspects of their lives. Particularly desperate or vengeful ghosts might possess the living to fulfill their ends.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":131},"collection":"Monster Manual (2025)","summary":"Medium undead, Neutral. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Ghost","body":"*Lost Soul and Unquiet Spirit*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nGhosts arise when living creatures die in a state of extreme emotion or having left an important task undone. These incorporeal spirits haunt locations that are meaningful to them, lingering until their business is complete or they're put to rest.\n\nGhosts typically appear as semitransparent versions of the creatures they were in life, though some bear evidence of the wounds that killed them or have nightmarish distortions to their forms. Many have extreme reactions to actions, objects, or individuals that remind them of emotionally charged aspects of their lives. Particularly desperate or vengeful ghosts might possess the living to fulfill their ends.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ghost-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ghost-xmm.avif","alt":"Ghost","caption":"Ghost","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ghoul","title":"Ghoul","officialName":"Ghoul","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Chaotic Evil. Challenge 1. 2024 revised rules.\n\nOverview\n\nGhouls rise from the bodies of cannibals and villains with depraved hungers. They form packs out of shared voracity.\n\nGhouls\n\n*Eaters of the Dead*\n\n- **Habitat.** Swamp, Underdark, Urban  \n- **Treasure.** Any  \n\nPacks of ghouls haunt the rotten corners of the world, ravenously hunting for corpses and those soon to be corpses. These gaunt, animate cadavers with unnaturally long tongues dwell in catacombs and ruins where they devour the contents of graves and paralyze foes with vicious claws.\n\n> [!quote]  \n> \n> On a plain of teeth, in a temple of filth, the starving king wastes no morsel. Every coffin a banquet. Every slab a platter. Now is the time of feasting!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":132},"collection":"Monster Manual (2025)","summary":"Medium undead, Chaotic Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ghouls rise from the bodies of cannibals and villains with depraved hungers. They form packs out of shared voracity.","visibility":"player"},{"heading":"Ghouls","body":"*Eaters of the Dead*\n\n- **Habitat.** Swamp, Underdark, Urban  \n- **Treasure.** Any  \n\nPacks of ghouls haunt the rotten corners of the world, ravenously hunting for corpses and those soon to be corpses. These gaunt, animate cadavers with unnaturally long tongues dwell in catacombs and ruins where they devour the contents of graves and paralyze foes with vicious claws.\n\n> [!quote]  \n> \n> On a plain of teeth, in a temple of filth, the starving king wastes no morsel. Every coffin a banquet. Every slab a platter. Now is the time of feasting!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ghoul-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ghoul-xmm.avif","alt":"Ghoul","caption":"Ghoul","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-ape","title":"Giant Ape","officialName":"Giant Ape","type":"Monster","category":"Creatures","visibility":"player","body":"Huge beast, Unaligned. Challenge 7. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":354},"collection":"Monster Manual (2025)","summary":"Huge beast, Unaligned. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-ape-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-ape-xmm.avif","alt":"Giant Ape","caption":"Giant Ape","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-axe-beak","title":"Giant Axe Beak","officialName":"Giant Axe Beak","type":"Monster","category":"Creatures","visibility":"player","body":"Huge monstrosity, Unaligned. Challenge 5. 2024 revised rules.\n\nOverview\n\nGiant axe beaks typically dwell in secluded, primeval realms, such as isolated islands or underground wildernesses. They often compete with dinosaurs and other giant beasts for territory.\n\nAxe Beaks\n\n*Flightless Avian Predators*\n\n- **Habitat.** Arctic, Grassland, Hill  \n- **Treasure.** None  \n\nAxe beaks are flightless, birdlike creatures with distinctive axe-shaped beaks. Swift predators, they chase down prey and use their beaks to hack through foliage protecting their quarry. Axe beaks live in varied environments. Colorfully plumed axe beaks race across tropical plains, while axe beaks with snowy feathers hunt the tundra.\n\nAxe beaks are difficult to train, but those hatched and raised in captivity can become reliable mounts.\n\n> [!quote] A quote from Batley Summerfoot, Adventurer  \n> \n> The thing's got an axe for a face and a giant, angry rooster for everything else—of course I want to ride it!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":24},"collection":"Monster Manual (2025)","summary":"Huge monstrosity, Unaligned. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Giant axe beaks typically dwell in secluded, primeval realms, such as isolated islands or underground wildernesses. They often compete with dinosaurs and other giant beasts for territory.","visibility":"player"},{"heading":"Axe Beaks","body":"*Flightless Avian Predators*\n\n- **Habitat.** Arctic, Grassland, Hill  \n- **Treasure.** None  \n\nAxe beaks are flightless, birdlike creatures with distinctive axe-shaped beaks. Swift predators, they chase down prey and use their beaks to hack through foliage protecting their quarry. Axe beaks live in varied environments. Colorfully plumed axe beaks race across tropical plains, while axe beaks with snowy feathers hunt the tundra.\n\nAxe beaks are difficult to train, but those hatched and raised in captivity can become reliable mounts.\n\n> [!quote] A quote from Batley Summerfoot, Adventurer  \n> \n> The thing's got an axe for a face and a giant, angry rooster for everything else—of course I want to ride it!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-axe-beak-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-axe-beak-v1.avif","alt":"Giant Axe Beak","caption":"Giant Axe Beak","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-badger","title":"Giant Badger","officialName":"Giant Badger","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":354},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-badger-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-badger-xmm.avif","alt":"Giant Badger","caption":"Giant Badger","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-bat","title":"Giant Bat","officialName":"Giant Bat","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":355},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-bat-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-bat-xmm.avif","alt":"Giant Bat","caption":"Giant Bat","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-boar","title":"Giant Boar","officialName":"Giant Boar","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":355},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-boar-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-boar-v1.avif","alt":"Giant Boar","caption":"Giant Boar","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-centipede","title":"Giant Centipede","officialName":"Giant Centipede","type":"Monster","category":"Creatures","visibility":"player","body":"Small beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":355},"collection":"Monster Manual (2025)","summary":"Small beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-centipede-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-centipede-xmm.avif","alt":"Giant Centipede","caption":"Giant Centipede","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-constrictor-snake","title":"Giant Constrictor Snake","officialName":"Giant Constrictor Snake","type":"Monster","category":"Creatures","visibility":"player","body":"Huge beast, Unaligned. Challenge 2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":355},"collection":"Monster Manual (2025)","summary":"Huge beast, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-constrictor-snake-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-constrictor-snake-v1.avif","alt":"Giant Constrictor Snake","caption":"Giant Constrictor Snake","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-crab","title":"Giant Crab","officialName":"Giant Crab","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/8. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":356},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-crab-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-crab-v1.avif","alt":"Giant Crab","caption":"Giant Crab","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-crocodile","title":"Giant Crocodile","officialName":"Giant Crocodile","type":"Monster","category":"Creatures","visibility":"player","body":"Huge beast, Unaligned. Challenge 5. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":356},"collection":"Monster Manual (2025)","summary":"Huge beast, Unaligned. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-crocodile-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-crocodile-v1.avif","alt":"Giant Crocodile","caption":"Giant Crocodile","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-eagle","title":"Giant Eagle","officialName":"Giant Eagle","type":"Monster","category":"Creatures","visibility":"player","body":"Large celestial, Neutral Good. Challenge 1. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":356},"collection":"Monster Manual (2025)","summary":"Large celestial, Neutral Good. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-eagle-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-eagle-xmm.avif","alt":"Giant Eagle","caption":"Giant Eagle","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-elk","title":"Giant Elk","officialName":"Giant Elk","type":"Monster","category":"Creatures","visibility":"player","body":"Huge celestial, Neutral Good. Challenge 2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":356},"collection":"Monster Manual (2025)","summary":"Huge celestial, Neutral Good. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-elk-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-elk-xmm.avif","alt":"Giant Elk","caption":"Giant Elk","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-fire-beetle","title":"Giant Fire Beetle","officialName":"Giant Fire Beetle","type":"Monster","category":"Creatures","visibility":"player","body":"Small beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":357},"collection":"Monster Manual (2025)","summary":"Small beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-fire-beetle-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-fire-beetle-xmm.avif","alt":"Giant Fire Beetle","caption":"Giant Fire Beetle","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-frog","title":"Giant Frog","officialName":"Giant Frog","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":357},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-frog-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-frog-xmm.avif","alt":"Giant Frog","caption":"Giant Frog","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-goat","title":"Giant Goat","officialName":"Giant Goat","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1/2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":357},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-goat-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-goat-xmm.avif","alt":"Giant Goat","caption":"Giant Goat","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-hyena","title":"Giant Hyena","officialName":"Giant Hyena","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":357},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-hyena-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-hyena-xmm.avif","alt":"Giant Hyena","caption":"Giant Hyena","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-lizard","title":"Giant Lizard","officialName":"Giant Lizard","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":358},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-lizard-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-lizard-xmm.avif","alt":"Giant Lizard","caption":"Giant Lizard","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-octopus","title":"Giant Octopus","officialName":"Giant Octopus","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":358},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-octopus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-octopus-xmm.avif","alt":"Giant Octopus","caption":"Giant Octopus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-owl","title":"Giant Owl","officialName":"Giant Owl","type":"Monster","category":"Creatures","visibility":"player","body":"Large celestial, Neutral. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":358},"collection":"Monster Manual (2025)","summary":"Large celestial, Neutral. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-owl-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-owl-xmm.avif","alt":"Giant Owl","caption":"Giant Owl","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-rat","title":"Giant Rat","officialName":"Giant Rat","type":"Monster","category":"Creatures","visibility":"player","body":"Small beast, Unaligned. Challenge 1/8. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":358},"collection":"Monster Manual (2025)","summary":"Small beast, Unaligned. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-rat-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-rat-xmm.avif","alt":"Giant Rat","caption":"Giant Rat","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-scorpion","title":"Giant Scorpion","officialName":"Giant Scorpion","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 3. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":359},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-scorpion-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-scorpion-xmm.avif","alt":"Giant Scorpion","caption":"Giant Scorpion","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-seahorse","title":"Giant Seahorse","officialName":"Giant Seahorse","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1/2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":359},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-seahorse-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-seahorse-xmm.avif","alt":"Giant Seahorse","caption":"Giant Seahorse","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-shark","title":"Giant Shark","officialName":"Giant Shark","type":"Monster","category":"Creatures","visibility":"player","body":"Huge beast, Unaligned. Challenge 5. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":359},"collection":"Monster Manual (2025)","summary":"Huge beast, Unaligned. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-shark-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-shark-xmm.avif","alt":"Giant Shark","caption":"Giant Shark","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-spider","title":"Giant Spider","officialName":"Giant Spider","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":359},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-spider-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-spider-xmm.avif","alt":"Giant Spider","caption":"Giant Spider","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-squid","title":"Giant Squid","officialName":"Giant Squid","type":"Monster","category":"Creatures","visibility":"player","body":"Huge beast, Unaligned. Challenge 6. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":360},"collection":"Monster Manual (2025)","summary":"Huge beast, Unaligned. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-squid-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-squid-xmm.avif","alt":"Giant Squid","caption":"Giant Squid","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-toad","title":"Giant Toad","officialName":"Giant Toad","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":360},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-toad-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-toad-xmm.avif","alt":"Giant Toad","caption":"Giant Toad","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-venomous-snake","title":"Giant Venomous Snake","officialName":"Giant Venomous Snake","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":361},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-venomous-snake-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-venomous-snake-xmm.avif","alt":"Giant Venomous Snake","caption":"Giant Venomous Snake","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-vulture","title":"Giant Vulture","officialName":"Giant Vulture","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Neutral Evil. Challenge 1. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":361},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Neutral Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-vulture-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-vulture-xmm.avif","alt":"Giant Vulture","caption":"Giant Vulture","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-wasp","title":"Giant Wasp","officialName":"Giant Wasp","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":361},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-wasp-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-wasp-xmm.avif","alt":"Giant Wasp","caption":"Giant Wasp","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-weasel","title":"Giant Weasel","officialName":"Giant Weasel","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/8. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":361},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-weasel-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-weasel-xmm.avif","alt":"Giant Weasel","caption":"Giant Weasel","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-giant-wolf-spider","title":"Giant Wolf Spider","officialName":"Giant Wolf Spider","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":362},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"giant-wolf-spider-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-giant-wolf-spider-xmm.avif","alt":"Giant Wolf Spider","caption":"Giant Wolf Spider","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-gibbering-mouther","title":"Gibbering Mouther","officialName":"Gibbering Mouther","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Chaotic Neutral. Challenge 2. 2024 revised rules.\n\nGibbering Mouther\n\n*Ravenous Chorus of Unreality*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nGibbering mouthers endlessly feed on and regrow their own amoeboid bodies—amorphous heaps roiling with eyes, teeth, and strange organs. These mind-bending terrors sing and scream, laugh and cry with a cacophony of voices ranging from disturbingly unnatural to shockingly familiar. They exist only to feed and to unleash their disdain for reality, their many maws dripping with otherworldly spittle.\n\nGibbering mouthers come into being in various unpleasant ways. Roll on or choose a result from the Gibbering Mouther Nascencies table to inspire what brought one of these horrors into being.\n\n**Gibbering Mouther Nascencies**\n\n| dice: 1d6 | The Gibbering Mouther Is... |\n|-----------|-----------------------------|\n| 1 | Another creature warped by dangerous magic. |\n| 2 | The autonomous appendage of a chaotic deity, Far Realm entity, or star-spawn horror. |\n| 3 | The experiment of an aberrant manipulator. |\n| 4 | Part of the life cycle of some other Aberration. |\n| 5 | A shape-shifter that lost control of its powers. |\n| 6 | Someone cursed by a cult or vengeful deity. |\n\n> [!quote]  \n> \n> Alas, the Elder Elves made a fatal mistake. When the Dragon's Tear comet next returned, the Vast Gate—still keyed to the Far Realm of alien entities—linked to the comet and opened again. And what emerged, ululating profanities, sang unnameable hungers into an unguarded world.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":133},"collection":"Monster Manual (2025)","summary":"Medium aberration, Chaotic Neutral. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Gibbering Mouther","body":"*Ravenous Chorus of Unreality*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nGibbering mouthers endlessly feed on and regrow their own amoeboid bodies—amorphous heaps roiling with eyes, teeth, and strange organs. These mind-bending terrors sing and scream, laugh and cry with a cacophony of voices ranging from disturbingly unnatural to shockingly familiar. They exist only to feed and to unleash their disdain for reality, their many maws dripping with otherworldly spittle.\n\nGibbering mouthers come into being in various unpleasant ways. Roll on or choose a result from the Gibbering Mouther Nascencies table to inspire what brought one of these horrors into being.\n\n**Gibbering Mouther Nascencies**\n\n| dice: 1d6 | The Gibbering Mouther Is... |\n|-----------|-----------------------------|\n| 1 | Another creature warped by dangerous magic. |\n| 2 | The autonomous appendage of a chaotic deity, Far Realm entity, or star-spawn horror. |\n| 3 | The experiment of an aberrant manipulator. |\n| 4 | Part of the life cycle of some other Aberration. |\n| 5 | A shape-shifter that lost control of its powers. |\n| 6 | Someone cursed by a cult or vengeful deity. |\n\n> [!quote]  \n> \n> Alas, the Elder Elves made a fatal mistake. When the Dragon's Tear comet next returned, the Vast Gate—still keyed to the Far Realm of alien entities—linked to the comet and opened again. And what emerged, ululating profanities, sang unnameable hungers into an unguarded world.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"gibbering-mouther-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-gibbering-mouther-xmm.avif","alt":"Gibbering Mouther","caption":"Gibbering Mouther","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-githyanki-dracomancer","title":"Githyanki Dracomancer","officialName":"Githyanki Dracomancer","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration (gith), Lawful Evil. Challenge 16. 2024 revised rules.\n\nOverview\n\nOne of Gith's last deeds was to forge an alliance between the githyanki and the dragon god Tiamat. Ever since, the Dragon Queen's red dragon consort, Ephelomon, and his kind have been allies of the githyanki. Githyanki dracomancers uphold this pact and cultivate magic talents that complement the might of red dragons.\n\nGithyanki\n\n*Invaders from the Astral Plane*\n\n- **Habitat.** Planar (Astral Plane)  \n- **Treasure.** Armaments  \n\nGithyanki were once an ordinary people, but the deeds of a vile mind flayer empire etched conflict on their being. Gaunt, humanlike creatures, githyanki have serrated ears and speckled skin ranging through shades of yellow, green, and brown. While some githyanki follow their own paths, many are influenced by a past that forever altered their fates.\n\nHistory of the Gith\n\nAges ago, a humanlike people were conquered by an empire of mind flayers. The illithids manipulated this forgotten people through untold horrors, forced evolution, and psychic reshaping. Eventually one named Gith rose from among the captives and led a rebellion against their oppressors. Gith's followers, who became known as the gith, defeated the mind flayers and shattered their vast empire.\n\nThe victory of the gith was short-lived. As Gith was forging her own burgeoning empire, a leader named Zerthimon challenged her. Zerthimon claimed Gith's drive for vengeance and new conquests was evidence of species-wide mental programming laid by the mind flayers, biological manipulation that condemned her people to continued servitude. This claim split the gith into Gith's followers, the githyanki (meaning \"followers of Gith\"), and Zerthimon's followers, the githzerai (meaning \"those who spurn Gith\"), and sparked an ongoing conflict.\n\nWhen Gith perished, her adviser, Vlaakith, assumed rule of the githyanki. Vlaakith's line has continued to the githyanki's current ruler, Vlaakith the Lich-Queen. This undead tyrant compels her people to wage endless wars against mind flayers, githzerai, and any others that threaten githyanki supremacy.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":135},"collection":"Monster Manual (2025)","summary":"Medium aberration (gith), Lawful Evil. Challenge 16. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"One of Gith's last deeds was to forge an alliance between the githyanki and the dragon god Tiamat. Ever since, the Dragon Queen's red dragon consort, Ephelomon, and his kind have been allies of the githyanki. Githyanki dracomancers uphold this pact and cultivate magic talents that complement the might of red dragons.","visibility":"player"},{"heading":"Githyanki","body":"*Invaders from the Astral Plane*\n\n- **Habitat.** Planar (Astral Plane)  \n- **Treasure.** Armaments  \n\nGithyanki were once an ordinary people, but the deeds of a vile mind flayer empire etched conflict on their being. Gaunt, humanlike creatures, githyanki have serrated ears and speckled skin ranging through shades of yellow, green, and brown. While some githyanki follow their own paths, many are influenced by a past that forever altered their fates.","visibility":"player"},{"heading":"History of the Gith","body":"Ages ago, a humanlike people were conquered by an empire of mind flayers. The illithids manipulated this forgotten people through untold horrors, forced evolution, and psychic reshaping. Eventually one named Gith rose from among the captives and led a rebellion against their oppressors. Gith's followers, who became known as the gith, defeated the mind flayers and shattered their vast empire.\n\nThe victory of the gith was short-lived. As Gith was forging her own burgeoning empire, a leader named Zerthimon challenged her. Zerthimon claimed Gith's drive for vengeance and new conquests was evidence of species-wide mental programming laid by the mind flayers, biological manipulation that condemned her people to continued servitude. This claim split the gith into Gith's followers, the githyanki (meaning \"followers of Gith\"), and Zerthimon's followers, the githzerai (meaning \"those who spurn Gith\"), and sparked an ongoing conflict.\n\nWhen Gith perished, her adviser, Vlaakith, assumed rule of the githyanki. Vlaakith's line has continued to the githyanki's current ruler, Vlaakith the Lich-Queen. This undead tyrant compels her people to wage endless wars against mind flayers, githzerai, and any others that threaten githyanki supremacy.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"githyanki-dracomancer-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-githyanki-dracomancer-xmm.avif","alt":"Githyanki Dracomancer","caption":"Githyanki Dracomancer","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-githyanki-knight","title":"Githyanki Knight","officialName":"Githyanki Knight","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration (gith), Lawful Evil. Challenge 8. 2024 revised rules.\n\nOverview\n\nGithyanki knights wield silver blades to slay magic-users who use the Astral Projection spell to intrude on githyanki territories on the Astral Plane. These silver blades are sacred to the githyanki. Non-githyanki who claim these weapons often find themselves hunted by wrathful githyanki knights.\n\nGithyanki\n\n*Invaders from the Astral Plane*\n\n- **Habitat.** Planar (Astral Plane)  \n- **Treasure.** Armaments  \n\nGithyanki were once an ordinary people, but the deeds of a vile mind flayer empire etched conflict on their being. Gaunt, humanlike creatures, githyanki have serrated ears and speckled skin ranging through shades of yellow, green, and brown. While some githyanki follow their own paths, many are influenced by a past that forever altered their fates.\n\nHistory of the Gith\n\nAges ago, a humanlike people were conquered by an empire of mind flayers. The illithids manipulated this forgotten people through untold horrors, forced evolution, and psychic reshaping. Eventually one named Gith rose from among the captives and led a rebellion against their oppressors. Gith's followers, who became known as the gith, defeated the mind flayers and shattered their vast empire.\n\nThe victory of the gith was short-lived. As Gith was forging her own burgeoning empire, a leader named Zerthimon challenged her. Zerthimon claimed Gith's drive for vengeance and new conquests was evidence of species-wide mental programming laid by the mind flayers, biological manipulation that condemned her people to continued servitude. This claim split the gith into Gith's followers, the githyanki (meaning \"followers of Gith\"), and Zerthimon's followers, the githzerai (meaning \"those who spurn Gith\"), and sparked an ongoing conflict.\n\nWhen Gith perished, her adviser, Vlaakith, assumed rule of the githyanki. Vlaakith's line has continued to the githyanki's current ruler, Vlaakith the Lich-Queen. This undead tyrant compels her people to wage endless wars against mind flayers, githzerai, and any others that threaten githyanki supremacy.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":135},"collection":"Monster Manual (2025)","summary":"Medium aberration (gith), Lawful Evil. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Githyanki knights wield silver blades to slay magic-users who use the Astral Projection spell to intrude on githyanki territories on the Astral Plane. These silver blades are sacred to the githyanki. Non-githyanki who claim these weapons often find themselves hunted by wrathful githyanki knights.","visibility":"player"},{"heading":"Githyanki","body":"*Invaders from the Astral Plane*\n\n- **Habitat.** Planar (Astral Plane)  \n- **Treasure.** Armaments  \n\nGithyanki were once an ordinary people, but the deeds of a vile mind flayer empire etched conflict on their being. Gaunt, humanlike creatures, githyanki have serrated ears and speckled skin ranging through shades of yellow, green, and brown. While some githyanki follow their own paths, many are influenced by a past that forever altered their fates.","visibility":"player"},{"heading":"History of the Gith","body":"Ages ago, a humanlike people were conquered by an empire of mind flayers. The illithids manipulated this forgotten people through untold horrors, forced evolution, and psychic reshaping. Eventually one named Gith rose from among the captives and led a rebellion against their oppressors. Gith's followers, who became known as the gith, defeated the mind flayers and shattered their vast empire.\n\nThe victory of the gith was short-lived. As Gith was forging her own burgeoning empire, a leader named Zerthimon challenged her. Zerthimon claimed Gith's drive for vengeance and new conquests was evidence of species-wide mental programming laid by the mind flayers, biological manipulation that condemned her people to continued servitude. This claim split the gith into Gith's followers, the githyanki (meaning \"followers of Gith\"), and Zerthimon's followers, the githzerai (meaning \"those who spurn Gith\"), and sparked an ongoing conflict.\n\nWhen Gith perished, her adviser, Vlaakith, assumed rule of the githyanki. Vlaakith's line has continued to the githyanki's current ruler, Vlaakith the Lich-Queen. This undead tyrant compels her people to wage endless wars against mind flayers, githzerai, and any others that threaten githyanki supremacy.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"githyanki-knight-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-githyanki-knight-xmm.avif","alt":"Githyanki Knight","caption":"Githyanki Knight","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-githyanki-warrior","title":"Githyanki Warrior","officialName":"Githyanki Warrior","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration (gith), Lawful Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nGithyanki warriors use psionic abilities to augment their battle prowess.\n\nGithyanki\n\n*Invaders from the Astral Plane*\n\n- **Habitat.** Planar (Astral Plane)  \n- **Treasure.** Armaments  \n\nGithyanki were once an ordinary people, but the deeds of a vile mind flayer empire etched conflict on their being. Gaunt, humanlike creatures, githyanki have serrated ears and speckled skin ranging through shades of yellow, green, and brown. While some githyanki follow their own paths, many are influenced by a past that forever altered their fates.\n\nHistory of the Gith\n\nAges ago, a humanlike people were conquered by an empire of mind flayers. The illithids manipulated this forgotten people through untold horrors, forced evolution, and psychic reshaping. Eventually one named Gith rose from among the captives and led a rebellion against their oppressors. Gith's followers, who became known as the gith, defeated the mind flayers and shattered their vast empire.\n\nThe victory of the gith was short-lived. As Gith was forging her own burgeoning empire, a leader named Zerthimon challenged her. Zerthimon claimed Gith's drive for vengeance and new conquests was evidence of species-wide mental programming laid by the mind flayers, biological manipulation that condemned her people to continued servitude. This claim split the gith into Gith's followers, the githyanki (meaning \"followers of Gith\"), and Zerthimon's followers, the githzerai (meaning \"those who spurn Gith\"), and sparked an ongoing conflict.\n\nWhen Gith perished, her adviser, Vlaakith, assumed rule of the githyanki. Vlaakith's line has continued to the githyanki's current ruler, Vlaakith the Lich-Queen. This undead tyrant compels her people to wage endless wars against mind flayers, githzerai, and any others that threaten githyanki supremacy.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":134},"collection":"Monster Manual (2025)","summary":"Medium aberration (gith), Lawful Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Githyanki warriors use psionic abilities to augment their battle prowess.","visibility":"player"},{"heading":"Githyanki","body":"*Invaders from the Astral Plane*\n\n- **Habitat.** Planar (Astral Plane)  \n- **Treasure.** Armaments  \n\nGithyanki were once an ordinary people, but the deeds of a vile mind flayer empire etched conflict on their being. Gaunt, humanlike creatures, githyanki have serrated ears and speckled skin ranging through shades of yellow, green, and brown. While some githyanki follow their own paths, many are influenced by a past that forever altered their fates.","visibility":"player"},{"heading":"History of the Gith","body":"Ages ago, a humanlike people were conquered by an empire of mind flayers. The illithids manipulated this forgotten people through untold horrors, forced evolution, and psychic reshaping. Eventually one named Gith rose from among the captives and led a rebellion against their oppressors. Gith's followers, who became known as the gith, defeated the mind flayers and shattered their vast empire.\n\nThe victory of the gith was short-lived. As Gith was forging her own burgeoning empire, a leader named Zerthimon challenged her. Zerthimon claimed Gith's drive for vengeance and new conquests was evidence of species-wide mental programming laid by the mind flayers, biological manipulation that condemned her people to continued servitude. This claim split the gith into Gith's followers, the githyanki (meaning \"followers of Gith\"), and Zerthimon's followers, the githzerai (meaning \"those who spurn Gith\"), and sparked an ongoing conflict.\n\nWhen Gith perished, her adviser, Vlaakith, assumed rule of the githyanki. Vlaakith's line has continued to the githyanki's current ruler, Vlaakith the Lich-Queen. This undead tyrant compels her people to wage endless wars against mind flayers, githzerai, and any others that threaten githyanki supremacy.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"githyanki-warrior-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-githyanki-warrior-xmm.avif","alt":"Githyanki Warrior","caption":"Githyanki Warrior","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-githzerai-monk","title":"Githzerai Monk","officialName":"Githzerai Monk","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration (gith), Lawful Neutral. Challenge 2. 2024 revised rules.\n\nOverview\n\nGithzerai monks pursue control of their minds by honing their physical and psionic talents. They might be found beyond githzerai sanctuaries, testing themselves amid the dangerous extremes of the multiverse.\n\nGithzerai\n\n*Explorers at Reality's Extremes*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Arcana, Individual  \n\nGithzerai are gaunt, humanlike beings, physically identical to githyanki. They share a history with githyanki as creatures physically and psychically transformed by mind flayers (see the \"Githyanki\" section). Githzerai know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader, Zerthimon, and reshape their minds and bodies to find peace.\n\nGithzerai psychically create serene, hidden sanctuaries in chaotic reaches of the multiverse. Most of these redoubts drift through the chaotic plane of Limbo, but githzerai conclaves can also be found in the Abyss, the Elemental Chaos, and the Feywild. Githzerai create these cloisters to hone their psionic abilities, to gain insights from the multiverse, and to avoid githyanki and mind flayers.\n\nAdventures with Gith\n\nCharacters might be drawn into conflicts involving githzerai and githyanki in various ways. Roll on or choose a result from the Gith Conflicts table to inspire adventures featuring these age-old rivals.\n\n**Gith Conflicts**\n\n| dice: 1d8 | The Characters Are... |\n|-----------|-----------------------|\n| 1 | Called on to deliver a message or mysterious parcel to or from Vlaakith the Lich Queen. |\n| 2 | Encouraged by a disguised intellect devourer to seek out an elusive gith leader. |\n| 3 | Entreated to aid githzerai fleeing the githyanki who destroyed their sanctuary. |\n| 4 | Entrusted with renewing or disrupting the githyanki's alliance with red dragons. |\n| 5 | Invited to hunt illithids with githyanki. |\n| 6 | Pressed to uncover a gith spy in a planar community or on a spelljamming ship. |\n| 7 | Sent on a quest to discover the last known location of the hero Gith or Zerthimon. |\n| 8 | Tasked with returning the blade of a fallen githyanki knight to the knight's people. |\n\n> [!quote] A quote from Zaerith Menyar-Ag-Gith, Githzerai Leader  \n> \n> We githzerai crave a challenge, so that when Zerthimon returns, he shall find us ready. Thus we traveled to howling Limbo to make our new home.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":136},"collection":"Monster Manual (2025)","summary":"Medium aberration (gith), Lawful Neutral. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Githzerai monks pursue control of their minds by honing their physical and psionic talents. They might be found beyond githzerai sanctuaries, testing themselves amid the dangerous extremes of the multiverse.","visibility":"player"},{"heading":"Githzerai","body":"*Explorers at Reality's Extremes*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Arcana, Individual  \n\nGithzerai are gaunt, humanlike beings, physically identical to githyanki. They share a history with githyanki as creatures physically and psychically transformed by mind flayers (see the \"Githyanki\" section). Githzerai know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader, Zerthimon, and reshape their minds and bodies to find peace.\n\nGithzerai psychically create serene, hidden sanctuaries in chaotic reaches of the multiverse. Most of these redoubts drift through the chaotic plane of Limbo, but githzerai conclaves can also be found in the Abyss, the Elemental Chaos, and the Feywild. Githzerai create these cloisters to hone their psionic abilities, to gain insights from the multiverse, and to avoid githyanki and mind flayers.","visibility":"player"},{"heading":"Adventures with Gith","body":"Characters might be drawn into conflicts involving githzerai and githyanki in various ways. Roll on or choose a result from the Gith Conflicts table to inspire adventures featuring these age-old rivals.\n\n**Gith Conflicts**\n\n| dice: 1d8 | The Characters Are... |\n|-----------|-----------------------|\n| 1 | Called on to deliver a message or mysterious parcel to or from Vlaakith the Lich Queen. |\n| 2 | Encouraged by a disguised intellect devourer to seek out an elusive gith leader. |\n| 3 | Entreated to aid githzerai fleeing the githyanki who destroyed their sanctuary. |\n| 4 | Entrusted with renewing or disrupting the githyanki's alliance with red dragons. |\n| 5 | Invited to hunt illithids with githyanki. |\n| 6 | Pressed to uncover a gith spy in a planar community or on a spelljamming ship. |\n| 7 | Sent on a quest to discover the last known location of the hero Gith or Zerthimon. |\n| 8 | Tasked with returning the blade of a fallen githyanki knight to the knight's people. |\n\n> [!quote] A quote from Zaerith Menyar-Ag-Gith, Githzerai Leader  \n> \n> We githzerai crave a challenge, so that when Zerthimon returns, he shall find us ready. Thus we traveled to howling Limbo to make our new home.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"githzerai-monk-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-githzerai-monk-xmm.avif","alt":"Githzerai Monk","caption":"Githzerai Monk","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-githzerai-psion","title":"Githzerai Psion","officialName":"Githzerai Psion","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration (gith), Lawful Neutral. Challenge 12. 2024 revised rules.\n\nOverview\n\nThese powerful psions oversee githzerai sanctuaries, study enigmatic planar events, and lead rrakkma—hostile forays into mind flayer colonies to slay illithids and uncover secrets of how the ancient gith were transformed.\n\nGithzerai\n\n*Explorers at Reality's Extremes*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Arcana, Individual  \n\nGithzerai are gaunt, humanlike beings, physically identical to githyanki. They share a history with githyanki as creatures physically and psychically transformed by mind flayers (see the \"Githyanki\" section). Githzerai know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader, Zerthimon, and reshape their minds and bodies to find peace.\n\nGithzerai psychically create serene, hidden sanctuaries in chaotic reaches of the multiverse. Most of these redoubts drift through the chaotic plane of Limbo, but githzerai conclaves can also be found in the Abyss, the Elemental Chaos, and the Feywild. Githzerai create these cloisters to hone their psionic abilities, to gain insights from the multiverse, and to avoid githyanki and mind flayers.\n\nAdventures with Gith\n\nCharacters might be drawn into conflicts involving githzerai and githyanki in various ways. Roll on or choose a result from the Gith Conflicts table to inspire adventures featuring these age-old rivals.\n\n**Gith Conflicts**\n\n| dice: 1d8 | The Characters Are... |\n|-----------|-----------------------|\n| 1 | Called on to deliver a message or mysterious parcel to or from Vlaakith the Lich Queen. |\n| 2 | Encouraged by a disguised intellect devourer to seek out an elusive gith leader. |\n| 3 | Entreated to aid githzerai fleeing the githyanki who destroyed their sanctuary. |\n| 4 | Entrusted with renewing or disrupting the githyanki's alliance with red dragons. |\n| 5 | Invited to hunt illithids with githyanki. |\n| 6 | Pressed to uncover a gith spy in a planar community or on a spelljamming ship. |\n| 7 | Sent on a quest to discover the last known location of the hero Gith or Zerthimon. |\n| 8 | Tasked with returning the blade of a fallen githyanki knight to the knight's people. |\n\n> [!quote] A quote from Zaerith Menyar-Ag-Gith, Githzerai Leader  \n> \n> We githzerai crave a challenge, so that when Zerthimon returns, he shall find us ready. Thus we traveled to howling Limbo to make our new home.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":137},"collection":"Monster Manual (2025)","summary":"Medium aberration (gith), Lawful Neutral. Challenge 12. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"These powerful psions oversee githzerai sanctuaries, study enigmatic planar events, and lead rrakkma—hostile forays into mind flayer colonies to slay illithids and uncover secrets of how the ancient gith were transformed.","visibility":"player"},{"heading":"Githzerai","body":"*Explorers at Reality's Extremes*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Arcana, Individual  \n\nGithzerai are gaunt, humanlike beings, physically identical to githyanki. They share a history with githyanki as creatures physically and psychically transformed by mind flayers (see the \"Githyanki\" section). Githzerai know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader, Zerthimon, and reshape their minds and bodies to find peace.\n\nGithzerai psychically create serene, hidden sanctuaries in chaotic reaches of the multiverse. Most of these redoubts drift through the chaotic plane of Limbo, but githzerai conclaves can also be found in the Abyss, the Elemental Chaos, and the Feywild. Githzerai create these cloisters to hone their psionic abilities, to gain insights from the multiverse, and to avoid githyanki and mind flayers.","visibility":"player"},{"heading":"Adventures with Gith","body":"Characters might be drawn into conflicts involving githzerai and githyanki in various ways. Roll on or choose a result from the Gith Conflicts table to inspire adventures featuring these age-old rivals.\n\n**Gith Conflicts**\n\n| dice: 1d8 | The Characters Are... |\n|-----------|-----------------------|\n| 1 | Called on to deliver a message or mysterious parcel to or from Vlaakith the Lich Queen. |\n| 2 | Encouraged by a disguised intellect devourer to seek out an elusive gith leader. |\n| 3 | Entreated to aid githzerai fleeing the githyanki who destroyed their sanctuary. |\n| 4 | Entrusted with renewing or disrupting the githyanki's alliance with red dragons. |\n| 5 | Invited to hunt illithids with githyanki. |\n| 6 | Pressed to uncover a gith spy in a planar community or on a spelljamming ship. |\n| 7 | Sent on a quest to discover the last known location of the hero Gith or Zerthimon. |\n| 8 | Tasked with returning the blade of a fallen githyanki knight to the knight's people. |\n\n> [!quote] A quote from Zaerith Menyar-Ag-Gith, Githzerai Leader  \n> \n> We githzerai crave a challenge, so that when Zerthimon returns, he shall find us ready. Thus we traveled to howling Limbo to make our new home.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"githzerai-psion-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-githzerai-psion-xmm.avif","alt":"Githzerai Psion","caption":"Githzerai Psion","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-githzerai-zerth","title":"Githzerai Zerth","officialName":"Githzerai Zerth","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration (gith), Lawful Neutral. Challenge 6. 2024 revised rules.\n\nOverview\n\nGithzerai zerths embody the discipline espoused by their first leader, Zerthimon. Their psionic control aids them in protecting their people and traveling the planes of existence without fear of being followed by githyanki or mind flayer foes.\n\nGithzerai\n\n*Explorers at Reality's Extremes*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Arcana, Individual  \n\nGithzerai are gaunt, humanlike beings, physically identical to githyanki. They share a history with githyanki as creatures physically and psychically transformed by mind flayers (see the \"Githyanki\" section). Githzerai know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader, Zerthimon, and reshape their minds and bodies to find peace.\n\nGithzerai psychically create serene, hidden sanctuaries in chaotic reaches of the multiverse. Most of these redoubts drift through the chaotic plane of Limbo, but githzerai conclaves can also be found in the Abyss, the Elemental Chaos, and the Feywild. Githzerai create these cloisters to hone their psionic abilities, to gain insights from the multiverse, and to avoid githyanki and mind flayers.\n\nAdventures with Gith\n\nCharacters might be drawn into conflicts involving githzerai and githyanki in various ways. Roll on or choose a result from the Gith Conflicts table to inspire adventures featuring these age-old rivals.\n\n**Gith Conflicts**\n\n| dice: 1d8 | The Characters Are... |\n|-----------|-----------------------|\n| 1 | Called on to deliver a message or mysterious parcel to or from Vlaakith the Lich Queen. |\n| 2 | Encouraged by a disguised intellect devourer to seek out an elusive gith leader. |\n| 3 | Entreated to aid githzerai fleeing the githyanki who destroyed their sanctuary. |\n| 4 | Entrusted with renewing or disrupting the githyanki's alliance with red dragons. |\n| 5 | Invited to hunt illithids with githyanki. |\n| 6 | Pressed to uncover a gith spy in a planar community or on a spelljamming ship. |\n| 7 | Sent on a quest to discover the last known location of the hero Gith or Zerthimon. |\n| 8 | Tasked with returning the blade of a fallen githyanki knight to the knight's people. |\n\n> [!quote] A quote from Zaerith Menyar-Ag-Gith, Githzerai Leader  \n> \n> We githzerai crave a challenge, so that when Zerthimon returns, he shall find us ready. Thus we traveled to howling Limbo to make our new home.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":137},"collection":"Monster Manual (2025)","summary":"Medium aberration (gith), Lawful Neutral. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Githzerai zerths embody the discipline espoused by their first leader, Zerthimon. Their psionic control aids them in protecting their people and traveling the planes of existence without fear of being followed by githyanki or mind flayer foes.","visibility":"player"},{"heading":"Githzerai","body":"*Explorers at Reality's Extremes*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Arcana, Individual  \n\nGithzerai are gaunt, humanlike beings, physically identical to githyanki. They share a history with githyanki as creatures physically and psychically transformed by mind flayers (see the \"Githyanki\" section). Githzerai know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader, Zerthimon, and reshape their minds and bodies to find peace.\n\nGithzerai psychically create serene, hidden sanctuaries in chaotic reaches of the multiverse. Most of these redoubts drift through the chaotic plane of Limbo, but githzerai conclaves can also be found in the Abyss, the Elemental Chaos, and the Feywild. Githzerai create these cloisters to hone their psionic abilities, to gain insights from the multiverse, and to avoid githyanki and mind flayers.","visibility":"player"},{"heading":"Adventures with Gith","body":"Characters might be drawn into conflicts involving githzerai and githyanki in various ways. Roll on or choose a result from the Gith Conflicts table to inspire adventures featuring these age-old rivals.\n\n**Gith Conflicts**\n\n| dice: 1d8 | The Characters Are... |\n|-----------|-----------------------|\n| 1 | Called on to deliver a message or mysterious parcel to or from Vlaakith the Lich Queen. |\n| 2 | Encouraged by a disguised intellect devourer to seek out an elusive gith leader. |\n| 3 | Entreated to aid githzerai fleeing the githyanki who destroyed their sanctuary. |\n| 4 | Entrusted with renewing or disrupting the githyanki's alliance with red dragons. |\n| 5 | Invited to hunt illithids with githyanki. |\n| 6 | Pressed to uncover a gith spy in a planar community or on a spelljamming ship. |\n| 7 | Sent on a quest to discover the last known location of the hero Gith or Zerthimon. |\n| 8 | Tasked with returning the blade of a fallen githyanki knight to the knight's people. |\n\n> [!quote] A quote from Zaerith Menyar-Ag-Gith, Githzerai Leader  \n> \n> We githzerai crave a challenge, so that when Zerthimon returns, he shall find us ready. Thus we traveled to howling Limbo to make our new home.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"githzerai-zerth-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-githzerai-zerth-xmm.avif","alt":"Githzerai Zerth","caption":"Githzerai Zerth","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-glabrezu","title":"Glabrezu","officialName":"Glabrezu","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (demon), Chaotic Evil. Challenge 9. 2024 revised rules.\n\nGlabrezu\n\n*Demon of Delusion and Entrapment*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Relics  \n\nGlabrezus embody delusion and predatory guile. These cunning demons know the most effective traps are those that individuals devise for themselves. Despite having massive claws and overwhelming physicality, glabrezus excel at using flattery and misdirection to coerce victims into isolating themselves and harming others.\n\nIn the Abyss, glabrezus act as lone hunters or deceitful advisers to greater demons. Glabrezus seek routes to the Material Plane and relish being summoned by magic-users. They eagerly serve mortals while tempting them to betray their allies and indulge in hubristic fantasies. A glabrezu strives to murder its summoner once the magic-user has committed irredeemable misdeeds and the mortal's soul is surely condemned to the Abyss.\n\n> [!quote] A quote from Gerrzog, Glabrezu of the Infinite Staircase  \n> \n> Your companion's life, or what you've journeyed through infinity in search of! Make your choice.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":138},"collection":"Monster Manual (2025)","summary":"Large fiend (demon), Chaotic Evil. Challenge 9. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Glabrezu","body":"*Demon of Delusion and Entrapment*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Relics  \n\nGlabrezus embody delusion and predatory guile. These cunning demons know the most effective traps are those that individuals devise for themselves. Despite having massive claws and overwhelming physicality, glabrezus excel at using flattery and misdirection to coerce victims into isolating themselves and harming others.\n\nIn the Abyss, glabrezus act as lone hunters or deceitful advisers to greater demons. Glabrezus seek routes to the Material Plane and relish being summoned by magic-users. They eagerly serve mortals while tempting them to betray their allies and indulge in hubristic fantasies. A glabrezu strives to murder its summoner once the magic-user has committed irredeemable misdeeds and the mortal's soul is surely condemned to the Abyss.\n\n> [!quote] A quote from Gerrzog, Glabrezu of the Infinite Staircase  \n> \n> Your companion's life, or what you've journeyed through infinity in search of! Make your choice.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"glabrezu-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-glabrezu-xmm.avif","alt":"Glabrezu","caption":"Glabrezu","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-gnoll-demoniac","title":"Gnoll Demoniac","officialName":"Gnoll Demoniac","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend, Chaotic Evil. Challenge 8. 2024 revised rules.\n\nOverview\n\nGnoll demoniacs are berserkers that arise from gnolls who've ritualistically fed on flesh corrupted by the Abyss. Now embodying the ruinous hunger of Yeenoghu, these gnolls throw themselves into battle, heedless of odds or their own survival. Rampaging demoniacs even devour other gnolls in their wild frenzies.\n\nGnolls\n\n*Fiends in Feral Flesh*\n\n- **Habitat.** Desert, Forest, Grassland, Hill  \n- **Treasure.** Armaments, Individual  \n\nThe first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.\n\n> [!quote] A quote from Iggwilv  \n> \n> Yeenoghu claims gnolls not as his brood but as maggots purposefully released to infest a despised carcass. They are a pernicious rot the Beast of Butchery spreads across mortal worlds. Whatever they once were, they were remade and are now his.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":141},"collection":"Monster Manual (2025)","summary":"Medium fiend, Chaotic Evil. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Gnoll demoniacs are berserkers that arise from gnolls who've ritualistically fed on flesh corrupted by the Abyss. Now embodying the ruinous hunger of Yeenoghu, these gnolls throw themselves into battle, heedless of odds or their own survival. Rampaging demoniacs even devour other gnolls in their wild frenzies.","visibility":"player"},{"heading":"Gnolls","body":"*Fiends in Feral Flesh*\n\n- **Habitat.** Desert, Forest, Grassland, Hill  \n- **Treasure.** Armaments, Individual  \n\nThe first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.\n\n> [!quote] A quote from Iggwilv  \n> \n> Yeenoghu claims gnolls not as his brood but as maggots purposefully released to infest a despised carcass. They are a pernicious rot the Beast of Butchery spreads across mortal worlds. Whatever they once were, they were remade and are now his.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"gnoll-demoniac-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-gnoll-demoniac-xmm.avif","alt":"Gnoll Demoniac","caption":"Gnoll Demoniac","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-gnoll-fang-of-yeenoghu","title":"Gnoll Fang of Yeenoghu","officialName":"Gnoll Fang of Yeenoghu","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend, Chaotic Evil. Challenge 4. 2024 revised rules.\n\nOverview\n\nGnolls possessed by demonic vestiges of the demon lord Yeenoghu, fangs of Yeenoghu direct the chaos of gnoll packs. Along the way, these fanatics seek grisly omens from Yeenoghu and strive to interpret the demon lord's vicious goals.\n\nGnolls\n\n*Fiends in Feral Flesh*\n\n- **Habitat.** Desert, Forest, Grassland, Hill  \n- **Treasure.** Armaments, Individual  \n\nThe first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.\n\n> [!quote] A quote from Iggwilv  \n> \n> Yeenoghu claims gnolls not as his brood but as maggots purposefully released to infest a despised carcass. They are a pernicious rot the Beast of Butchery spreads across mortal worlds. Whatever they once were, they were remade and are now his.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":141},"collection":"Monster Manual (2025)","summary":"Medium fiend, Chaotic Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Gnolls possessed by demonic vestiges of the demon lord Yeenoghu, fangs of Yeenoghu direct the chaos of gnoll packs. Along the way, these fanatics seek grisly omens from Yeenoghu and strive to interpret the demon lord's vicious goals.","visibility":"player"},{"heading":"Gnolls","body":"*Fiends in Feral Flesh*\n\n- **Habitat.** Desert, Forest, Grassland, Hill  \n- **Treasure.** Armaments, Individual  \n\nThe first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.\n\n> [!quote] A quote from Iggwilv  \n> \n> Yeenoghu claims gnolls not as his brood but as maggots purposefully released to infest a despised carcass. They are a pernicious rot the Beast of Butchery spreads across mortal worlds. Whatever they once were, they were remade and are now his.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"gnoll-fang-of-yeenoghu-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-gnoll-fang-of-yeenoghu-xmm.avif","alt":"Gnoll Fang of Yeenoghu","caption":"Gnoll Fang of Yeenoghu","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-gnoll-pack-lord","title":"Gnoll Pack Lord","officialName":"Gnoll Pack Lord","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend, Chaotic Evil. Challenge 2. 2024 revised rules.\n\nOverview\n\nRising above other gnolls with their viciousness and physical prowess, gnoll pack lords terrorize weaker gnolls into their service. These brutes drive other gnolls to acts of great violence, then claim the best of their servants' spoils.\n\nGnolls\n\n*Fiends in Feral Flesh*\n\n- **Habitat.** Desert, Forest, Grassland, Hill  \n- **Treasure.** Armaments, Individual  \n\nThe first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.\n\n> [!quote] A quote from Iggwilv  \n> \n> Yeenoghu claims gnolls not as his brood but as maggots purposefully released to infest a despised carcass. They are a pernicious rot the Beast of Butchery spreads across mortal worlds. Whatever they once were, they were remade and are now his.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":140},"collection":"Monster Manual (2025)","summary":"Medium fiend, Chaotic Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Rising above other gnolls with their viciousness and physical prowess, gnoll pack lords terrorize weaker gnolls into their service. These brutes drive other gnolls to acts of great violence, then claim the best of their servants' spoils.","visibility":"player"},{"heading":"Gnolls","body":"*Fiends in Feral Flesh*\n\n- **Habitat.** Desert, Forest, Grassland, Hill  \n- **Treasure.** Armaments, Individual  \n\nThe first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.\n\n> [!quote] A quote from Iggwilv  \n> \n> Yeenoghu claims gnolls not as his brood but as maggots purposefully released to infest a despised carcass. They are a pernicious rot the Beast of Butchery spreads across mortal worlds. Whatever they once were, they were remade and are now his.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"gnoll-pack-lord-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-gnoll-pack-lord-xmm.avif","alt":"Gnoll Pack Lord","caption":"Gnoll Pack Lord","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-gnoll-warrior","title":"Gnoll Warrior","officialName":"Gnoll Warrior","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend, Chaotic Evil. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nGnoll warriors crave endless slaughter but quickly grow bored with the prey they kill and the treasures they plunder. Nevertheless, they're enraged by the thought of anyone else having what's theirs, compelling them to ruin what they can't take with them.\n\nGnolls\n\n*Fiends in Feral Flesh*\n\n- **Habitat.** Desert, Forest, Grassland, Hill  \n- **Treasure.** Armaments, Individual  \n\nThe first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.\n\n> [!quote] A quote from Iggwilv  \n> \n> Yeenoghu claims gnolls not as his brood but as maggots purposefully released to infest a despised carcass. They are a pernicious rot the Beast of Butchery spreads across mortal worlds. Whatever they once were, they were remade and are now his.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":140},"collection":"Monster Manual (2025)","summary":"Medium fiend, Chaotic Evil. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Gnoll warriors crave endless slaughter but quickly grow bored with the prey they kill and the treasures they plunder. Nevertheless, they're enraged by the thought of anyone else having what's theirs, compelling them to ruin what they can't take with them.","visibility":"player"},{"heading":"Gnolls","body":"*Fiends in Feral Flesh*\n\n- **Habitat.** Desert, Forest, Grassland, Hill  \n- **Treasure.** Armaments, Individual  \n\nThe first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.\n\n> [!quote] A quote from Iggwilv  \n> \n> Yeenoghu claims gnolls not as his brood but as maggots purposefully released to infest a despised carcass. They are a pernicious rot the Beast of Butchery spreads across mortal worlds. Whatever they once were, they were remade and are now his.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"gnoll-warrior-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-gnoll-warrior-xmm.avif","alt":"Gnoll Warrior","caption":"Gnoll Warrior","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-goat","title":"Goat","officialName":"Goat","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":362},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"goat-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-goat-xmm.avif","alt":"Goat","caption":"Goat","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-goblin-boss","title":"Goblin Boss","officialName":"Goblin Boss","type":"Monster","category":"Creatures","visibility":"player","body":"Small fey (goblinoid), Chaotic Neutral. Challenge 1. 2024 revised rules.\n\nOverview\n\nGoblin bosses are often the most imaginative, disruptive, or forceful goblins. Through a combination of luck, cowardice, and callousness, these leaders avoid harm at the expense of their followers.\n\nGoblins\n\n*Wild Tricksters and Troublemakers*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Acheron), Planar (Feywild), Underdark  \n- **Treasure.** Implements, Individual  \n\nGoblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.\n\nGoblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.\n\nThe deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god's conquest.\n\n> [!quote] A quote from Approximate translation from Goblin to Common: \"Hey, rube!\"  \n> \n> Bree-yark!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":143},"collection":"Monster Manual (2025)","summary":"Small fey (goblinoid), Chaotic Neutral. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Goblin bosses are often the most imaginative, disruptive, or forceful goblins. Through a combination of luck, cowardice, and callousness, these leaders avoid harm at the expense of their followers.","visibility":"player"},{"heading":"Goblins","body":"*Wild Tricksters and Troublemakers*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Acheron), Planar (Feywild), Underdark  \n- **Treasure.** Implements, Individual  \n\nGoblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.\n\nGoblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.\n\nThe deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god's conquest.\n\n> [!quote] A quote from Approximate translation from Goblin to Common: \"Hey, rube!\"  \n> \n> Bree-yark!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"goblin-boss-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-goblin-boss-xmm.avif","alt":"Goblin Boss","caption":"Goblin Boss","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-goblin-hexer","title":"Goblin Hexer","officialName":"Goblin Hexer","type":"Monster","category":"Creatures","visibility":"player","body":"Small fey (goblinoid), Chaotic Neutral. Challenge 3. 2024 revised rules.\n\nOverview\n\nGoblin hexers use flashy and disruptive magic. Many goblin hexers are theatrical, dressing and behaving in exaggerated mimicry of archmages.\n\nGoblins\n\n*Wild Tricksters and Troublemakers*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Acheron), Planar (Feywild), Underdark  \n- **Treasure.** Implements, Individual  \n\nGoblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.\n\nGoblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.\n\nThe deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god's conquest.\n\n> [!quote] A quote from Approximate translation from Goblin to Common: \"Hey, rube!\"  \n> \n> Bree-yark!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":143},"collection":"Monster Manual (2025)","summary":"Small fey (goblinoid), Chaotic Neutral. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Goblin hexers use flashy and disruptive magic. Many goblin hexers are theatrical, dressing and behaving in exaggerated mimicry of archmages.","visibility":"player"},{"heading":"Goblins","body":"*Wild Tricksters and Troublemakers*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Acheron), Planar (Feywild), Underdark  \n- **Treasure.** Implements, Individual  \n\nGoblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.\n\nGoblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.\n\nThe deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god's conquest.\n\n> [!quote] A quote from Approximate translation from Goblin to Common: \"Hey, rube!\"  \n> \n> Bree-yark!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"goblin-hexer-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-goblin-hexer-xmm.avif","alt":"Goblin Hexer","caption":"Goblin Hexer","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-goblin-minion","title":"Goblin Minion","officialName":"Goblin Minion","type":"Monster","category":"Creatures","visibility":"player","body":"Small fey (goblinoid), Chaotic Neutral. Challenge 1/8. 2024 revised rules.\n\nOverview\n\nGoblin minions enjoy participating in the disruptive schemes of clever leaders but are quick to flee when confronted by their comeuppance.\n\nGoblins\n\n*Wild Tricksters and Troublemakers*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Acheron), Planar (Feywild), Underdark  \n- **Treasure.** Implements, Individual  \n\nGoblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.\n\nGoblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.\n\nThe deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god's conquest.\n\n> [!quote] A quote from Approximate translation from Goblin to Common: \"Hey, rube!\"  \n> \n> Bree-yark!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":142},"collection":"Monster Manual (2025)","summary":"Small fey (goblinoid), Chaotic Neutral. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Goblin minions enjoy participating in the disruptive schemes of clever leaders but are quick to flee when confronted by their comeuppance.","visibility":"player"},{"heading":"Goblins","body":"*Wild Tricksters and Troublemakers*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Acheron), Planar (Feywild), Underdark  \n- **Treasure.** Implements, Individual  \n\nGoblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.\n\nGoblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.\n\nThe deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god's conquest.\n\n> [!quote] A quote from Approximate translation from Goblin to Common: \"Hey, rube!\"  \n> \n> Bree-yark!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"goblin-minion-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-goblin-minion-xmm.avif","alt":"Goblin Minion","caption":"Goblin Minion","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-goblin-warrior","title":"Goblin Warrior","officialName":"Goblin Warrior","type":"Monster","category":"Creatures","visibility":"player","body":"Small fey (goblinoid), Chaotic Neutral. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nGoblin warriors excel at causing mischief. Those in service to Maglubiyet have greater discipline and are likely to withdraw to set up ambushes.\n\nGoblins\n\n*Wild Tricksters and Troublemakers*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Acheron), Planar (Feywild), Underdark  \n- **Treasure.** Implements, Individual  \n\nGoblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.\n\nGoblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.\n\nThe deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god's conquest.\n\n> [!quote] A quote from Approximate translation from Goblin to Common: \"Hey, rube!\"  \n> \n> Bree-yark!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":142},"collection":"Monster Manual (2025)","summary":"Small fey (goblinoid), Chaotic Neutral. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Goblin warriors excel at causing mischief. Those in service to Maglubiyet have greater discipline and are likely to withdraw to set up ambushes.","visibility":"player"},{"heading":"Goblins","body":"*Wild Tricksters and Troublemakers*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Acheron), Planar (Feywild), Underdark  \n- **Treasure.** Implements, Individual  \n\nGoblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.\n\nGoblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.\n\nThe deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god's conquest.\n\n> [!quote] A quote from Approximate translation from Goblin to Common: \"Hey, rube!\"  \n> \n> Bree-yark!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"goblin-warrior-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-goblin-warrior-xmm.avif","alt":"Goblin Warrior","caption":"Goblin Warrior","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-gold-dragon-wyrmling","title":"Gold Dragon Wyrmling","officialName":"Gold Dragon Wyrmling","type":"Monster","category":"Creatures","visibility":"player","body":"Medium dragon (metallic), Lawful Good. Challenge 3. 2024 revised rules.\n\nOverview\n\nGold dragon wyrmlings learn much from their elders, then head off to save the world. Idealistic and curious, these wyrmlings seek to right obvious wrongs and make friends among those they aid.\n\nGold Dragons\n\n*Dragons of Hope and Majesty*\n\n- **Habitat.** Forest, Grassland  \n- **Treasure.** Arcana  \n\nGold dragons work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.\n\nGold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.\n\nGold Dragon Lairs\n\nGold dragons make their homes in places of natural and magical wonder.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":144},"collection":"Monster Manual (2025)","summary":"Medium dragon (metallic), Lawful Good. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Gold dragon wyrmlings learn much from their elders, then head off to save the world. Idealistic and curious, these wyrmlings seek to right obvious wrongs and make friends among those they aid.","visibility":"player"},{"heading":"Gold Dragons","body":"*Dragons of Hope and Majesty*\n\n- **Habitat.** Forest, Grassland  \n- **Treasure.** Arcana  \n\nGold dragons work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.\n\nGold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.","visibility":"player"},{"heading":"Gold Dragon Lairs","body":"Gold dragons make their homes in places of natural and magical wonder.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"gold-dragon-wyrmling-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-gold-dragon-wyrmling-xmm.avif","alt":"Gold Dragon Wyrmling","caption":"Gold Dragon Wyrmling","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-gorgon","title":"Gorgon","officialName":"Gorgon","type":"Monster","category":"Creatures","visibility":"player","body":"Large construct, Unaligned. Challenge 5. 2024 revised rules.\n\nOverview\n\nMost gorgons are iron bulls wreathed in clouds of petrifying gas. Their metal plates vary in sheen and color, from sleek silver to pitted black. The oldest gorgons might be covered in rust, but this rarely impedes their abilities. These gorgons' stomping grounds are littered with the shattered remains of petrified foes. Many gorgons outlive their creators by centuries, misleading some to believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin.\n\nGorgons\n\n*Bull-like Guardians with Petrifying Breath*\n\n- **Habitat.** Forest, Grassland, Hill  \n- **Treasure.** Any  \n\nResembling mighty bulls armored in iron plates, gorgons are lifelike automatons that seek to destroy all who enter their territories. In addition to goring foes with their deadly horns and trampling them under their iron hooves, gorgons exhale gouts of noxious gas.\n\nGorgons are created by magic-users to serve as guardians. The process for creating a gorgon is labor intensive and dangerous, with one method requiring the skeleton of a bull, the blood of a medusa, and the brain of a basilisk fused into a frame of ensorcelled iron. If the process fails, petrifying gas emerges from the materials, creating a magical threat that can fill a structure and linger for years.\n\nWhen magic-users create gorgons, they often enchant them to ignore those who confront the creature with a specific command key, usually a password or a specific signal. Once a gorgon is set to guard an area, it attacks any who enter until they flee or are destroyed. Should someone provide the command key, the monster ignores that intruder so long as the intruder remains in its sight. But if the intruder ventures out of sight and then returns without again presenting the command key, the gorgon attacks. Those in a gorgon's territory must remain vigilant and aware of the monster's exact position, or they risk being attacked by a gorgon they thought was no longer a threat.\n\nThose who create gorgons strive to give them purposefully obscure command keys. Hints at command keys might be found among the records of a gorgon's creator or in the area the gorgon protects—perhaps scrawled as a petrified trespasser's final act. Roll on or choose a result from the Gorgon Command Keys table to inspire the word or signal that temporarily neutralizes a gorgon.\n\n**Gorgon Command Keys**\n\n| dice: 1d6 | Gorgon Won't Attack Those That... |\n|-----------|-----------------------------------|\n| 1 | Cast a particular spell in the gorgon's presence. |\n| 2 | Keep their back to the gorgon or otherwise act like they don't see the monster. |\n| 3 | Offer it a drink of blood, water, or wine. |\n| 4 | Recite a specific rhyme or sing a certain song. |\n| 5 | Say its creator's name backward. |\n| 6 | Wear a mask, perhaps in the shape of a bull or an animal meaningful to the gorgon's creator. |\n\n> [!quote] A quote from Lum the Maestro  \n> \n> Notable among my eccentric ancestor's scattered designs was a schematic of a swamp-dwelling bovine monster and an ominous note: \"Do better.\"","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":148},"collection":"Monster Manual (2025)","summary":"Large construct, Unaligned. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Most gorgons are iron bulls wreathed in clouds of petrifying gas. Their metal plates vary in sheen and color, from sleek silver to pitted black. The oldest gorgons might be covered in rust, but this rarely impedes their abilities. These gorgons' stomping grounds are littered with the shattered remains of petrified foes. Many gorgons outlive their creators by centuries, misleading some to believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin.","visibility":"player"},{"heading":"Gorgons","body":"*Bull-like Guardians with Petrifying Breath*\n\n- **Habitat.** Forest, Grassland, Hill  \n- **Treasure.** Any  \n\nResembling mighty bulls armored in iron plates, gorgons are lifelike automatons that seek to destroy all who enter their territories. In addition to goring foes with their deadly horns and trampling them under their iron hooves, gorgons exhale gouts of noxious gas.\n\nGorgons are created by magic-users to serve as guardians. The process for creating a gorgon is labor intensive and dangerous, with one method requiring the skeleton of a bull, the blood of a medusa, and the brain of a basilisk fused into a frame of ensorcelled iron. If the process fails, petrifying gas emerges from the materials, creating a magical threat that can fill a structure and linger for years.\n\nWhen magic-users create gorgons, they often enchant them to ignore those who confront the creature with a specific command key, usually a password or a specific signal. Once a gorgon is set to guard an area, it attacks any who enter until they flee or are destroyed. Should someone provide the command key, the monster ignores that intruder so long as the intruder remains in its sight. But if the intruder ventures out of sight and then returns without again presenting the command key, the gorgon attacks. Those in a gorgon's territory must remain vigilant and aware of the monster's exact position, or they risk being attacked by a gorgon they thought was no longer a threat.\n\nThose who create gorgons strive to give them purposefully obscure command keys. Hints at command keys might be found among the records of a gorgon's creator or in the area the gorgon protects—perhaps scrawled as a petrified trespasser's final act. Roll on or choose a result from the Gorgon Command Keys table to inspire the word or signal that temporarily neutralizes a gorgon.\n\n**Gorgon Command Keys**\n\n| dice: 1d6 | Gorgon Won't Attack Those That... |\n|-----------|-----------------------------------|\n| 1 | Cast a particular spell in the gorgon's presence. |\n| 2 | Keep their back to the gorgon or otherwise act like they don't see the monster. |\n| 3 | Offer it a drink of blood, water, or wine. |\n| 4 | Recite a specific rhyme or sing a certain song. |\n| 5 | Say its creator's name backward. |\n| 6 | Wear a mask, perhaps in the shape of a bull or an animal meaningful to the gorgon's creator. |\n\n> [!quote] A quote from Lum the Maestro  \n> \n> Notable among my eccentric ancestor's scattered designs was a schematic of a swamp-dwelling bovine monster and an ominous note: \"Do better.\"","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"gorgon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-gorgon-v1.avif","alt":"Gorgon","caption":"Gorgon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-goristro","title":"Goristro","officialName":"Goristro","type":"Monster","category":"Creatures","visibility":"player","body":"Huge fiend (demon), Chaotic Evil. Challenge 17. 2024 revised rules.\n\nGoristro\n\n*Demon of Disaster*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Armaments  \n\nTerrifying in scale and overwhelming power, goristros are giant demons capable of bringing cities to ruin. These demons embody senseless anarchy and nihilistic destruction, and they take special offense at creatures or structures that rival them in size. Castles, towers, giants, and beasts of war are all common victims of these monsters' wrath.\n\nGoristros resemble hunched, primeval minotaurs bearing the scars of Abyssal wars or wounds from mighty war machines. Their appearance reflects that of their creator, Baphomet, the demon lord worshiped by many evil minotaurs. Goristros stalk Baphomet's Abyssal realm, known as the Endless Maze, and pulp any non-demons they encounter in that massive, magical labyrinth.\n\n> [!quote] A quote from Mellagorus the Pit Fiend  \n> \n> Plot and strategize, bait and scheme, but hubris is no armor against ruin incarnate, and greater beings than you have fallen under the onslaught of the Abyss.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":150},"collection":"Monster Manual (2025)","summary":"Huge fiend (demon), Chaotic Evil. Challenge 17. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Goristro","body":"*Demon of Disaster*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Armaments  \n\nTerrifying in scale and overwhelming power, goristros are giant demons capable of bringing cities to ruin. These demons embody senseless anarchy and nihilistic destruction, and they take special offense at creatures or structures that rival them in size. Castles, towers, giants, and beasts of war are all common victims of these monsters' wrath.\n\nGoristros resemble hunched, primeval minotaurs bearing the scars of Abyssal wars or wounds from mighty war machines. Their appearance reflects that of their creator, Baphomet, the demon lord worshiped by many evil minotaurs. Goristros stalk Baphomet's Abyssal realm, known as the Endless Maze, and pulp any non-demons they encounter in that massive, magical labyrinth.\n\n> [!quote] A quote from Mellagorus the Pit Fiend  \n> \n> Plot and strategize, bait and scheme, but hubris is no armor against ruin incarnate, and greater beings than you have fallen under the onslaught of the Abyss.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"goristro-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-goristro-xmm.avif","alt":"Goristro","caption":"Goristro","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-graveyard-revenant","title":"Graveyard Revenant","officialName":"Graveyard Revenant","type":"Monster","category":"Creatures","visibility":"player","body":"Huge undead, Neutral. Challenge 7. 2024 revised rules.\n\nOverview\n\nGraveyard revenants possess dozens of bodies that combine to form grotesque masses. They take revenge on those responsible for mass deaths or institutions that callously ruin lives.\n\nRevenants\n\n*Vengeance from beyond the Grave*\n\n- **Habitat.** Forest, Swamp, Urban  \n- **Treasure.** Any  \n\nWrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":260},"collection":"Monster Manual (2025)","summary":"Huge undead, Neutral. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Graveyard revenants possess dozens of bodies that combine to form grotesque masses. They take revenge on those responsible for mass deaths or institutions that callously ruin lives.","visibility":"player"},{"heading":"Revenants","body":"*Vengeance from beyond the Grave*\n\n- **Habitat.** Forest, Swamp, Urban  \n- **Treasure.** Any  \n\nWrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"graveyard-revenant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-graveyard-revenant-xmm.avif","alt":"Graveyard Revenant","caption":"Graveyard Revenant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-gray-ooze","title":"Gray Ooze","officialName":"Gray Ooze","type":"Monster","category":"Creatures","visibility":"player","body":"Medium ooze, Unaligned. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nGray oozes appear in areas affected by unpredictable magic. Magic-users who fail in their attempts to bind elemental spirits to the bodies of Constructs might also accidentally create gray oozes.\n\nGray Oozes\n\n*Hungry Slimes and Magical Failures*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nGray oozes are predatory, corrosive slimes that blend in with stony surroundings.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":151},"collection":"Monster Manual (2025)","summary":"Medium ooze, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Gray oozes appear in areas affected by unpredictable magic. Magic-users who fail in their attempts to bind elemental spirits to the bodies of Constructs might also accidentally create gray oozes.","visibility":"player"},{"heading":"Gray Oozes","body":"*Hungry Slimes and Magical Failures*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nGray oozes are predatory, corrosive slimes that blend in with stony surroundings.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"gray-ooze-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-gray-ooze-xmm.avif","alt":"Gray Ooze","caption":"Gray Ooze","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-gray-slaad","title":"Gray Slaad","officialName":"Gray Slaad","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Chaotic Neutral. Challenge 9. 2024 revised rules.\n\nOverview\n\nGray slaadi arise from green slaadi transformed by the Spawning Stone or slaad lords. They explore the planes, seeking Humanoid communities to invade near planar pathways.\n\nSlaadi\n\n*Chaos-Spawned Hordes of Limbo*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Any  \n\nUnpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\nSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\n> [!note] Slaad Control Gems\n> \n> A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the Charmed condition and obeys the gem's bearer. The slaad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A Greater Restoration spell cast on a slaad destroys the gem, and the slaad ceases to be Charmed.\n> \n> One can obtain a slaad's control gem using a Wish or Imprisonment spell. If the slaad fails its saving throw against Imprisonment, the caster gains the gem, and the slaad isn't imprisoned. An Incapacitated slaad's control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) Piercing damage to the slaad.\n\n> [!quote] A quote from Jebeel Sloom  \n> \n> Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":286},"collection":"Monster Manual (2025)","summary":"Medium aberration, Chaotic Neutral. Challenge 9. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Gray slaadi arise from green slaadi transformed by the Spawning Stone or slaad lords. They explore the planes, seeking Humanoid communities to invade near planar pathways.","visibility":"player"},{"heading":"Slaadi","body":"*Chaos-Spawned Hordes of Limbo*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Any  \n\nUnpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\nSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\n> [!note] Slaad Control Gems\n> \n> A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the Charmed condition and obeys the gem's bearer. The slaad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A Greater Restoration spell cast on a slaad destroys the gem, and the slaad ceases to be Charmed.\n> \n> One can obtain a slaad's control gem using a Wish or Imprisonment spell. If the slaad fails its saving throw against Imprisonment, the caster gains the gem, and the slaad isn't imprisoned. An Incapacitated slaad's control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) Piercing damage to the slaad.\n\n> [!quote] A quote from Jebeel Sloom  \n> \n> Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"gray-slaad-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-gray-slaad-xmm.avif","alt":"Gray Slaad","caption":"Gray Slaad","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-green-dragon-wyrmling","title":"Green Dragon Wyrmling","officialName":"Green Dragon Wyrmling","type":"Monster","category":"Creatures","visibility":"player","body":"Medium dragon (chromatic), Lawful Evil. Challenge 2. 2024 revised rules.\n\nOverview\n\nGreen dragon wyrmlings often serve as pawns in older dragons' schemes. By spying on those dragons' agents, wyrmlings learn the art of manipulation. Once they've accumulated influence and lackeys, these wyrmlings depart to claim their own territories and pursue their sinister ambitions.\n\nGreen Dragons\n\n*Dragons of Deceit and Derision*\n\n- **Habitat.** Forest  \n- **Treasure.** Arcana  \n\nFrom forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.\n\nDespite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.\n\nGreen Dragon Lairs\n\nGreen dragons lair in ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the former homes of those they've conquered.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":152},"collection":"Monster Manual (2025)","summary":"Medium dragon (chromatic), Lawful Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Green dragon wyrmlings often serve as pawns in older dragons' schemes. By spying on those dragons' agents, wyrmlings learn the art of manipulation. Once they've accumulated influence and lackeys, these wyrmlings depart to claim their own territories and pursue their sinister ambitions.","visibility":"player"},{"heading":"Green Dragons","body":"*Dragons of Deceit and Derision*\n\n- **Habitat.** Forest  \n- **Treasure.** Arcana  \n\nFrom forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.\n\nDespite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.","visibility":"player"},{"heading":"Green Dragon Lairs","body":"Green dragons lair in ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the former homes of those they've conquered.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"green-dragon-wyrmling-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-green-dragon-wyrmling-xmm.avif","alt":"Green Dragon Wyrmling","caption":"Green Dragon Wyrmling","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-green-hag","title":"Green Hag","officialName":"Green Hag","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fey, Neutral Evil. Challenge 3. 2024 revised rules.\n\nGreen Hag\n\n*Foul Witch of the Wicked Wild*\n\n- **Habitat.** Forest, Hill, Swamp  \n- **Treasure.** Arcana  \n\nGreen hags work bitter magic to foul all that is beautiful and pure. Whether alone or in covens of other hags, these ancient witches call on eerie forces, spreading corruption and plotting doom for those who earn their ire. Green hags are adept deceivers, and they use illusions to cloak themselves in unassuming forms, hoping to tempt innocents into peril. These hags often spirit their victims back to surreal lairs where they hold captives prisoner or cook them into monstrous meals.\n\nGreen hags frequently know strange magic or forgotten secrets, such as the weaknesses of villains, the locations of lost treasures, or the ways to break curses. They might trade such knowledge for rare magic or symbolic treasures. Roll on or choose a result from the Green Hag Bargains table to inspire what a green hag charges for its secrets.\n\n**Green Hag Bargains**\n\n| dice: 1d6 | A Green Hag Trades Its Knowledge For... |\n|-----------|-----------------------------------------|\n| 1 | A bargainer's memories of a loved one. |\n| 2 | The cauldron of a rival hag. |\n| 3 | A favor to be redeemed when the hag wishes. |\n| 4 | A flower from a hidden Feywild garden. |\n| 5 | A gift given freely by a yugoloth. |\n| 6 | A vial filled with a ruler's tears. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":156},"collection":"Monster Manual (2025)","summary":"Medium fey, Neutral Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Green Hag","body":"*Foul Witch of the Wicked Wild*\n\n- **Habitat.** Forest, Hill, Swamp  \n- **Treasure.** Arcana  \n\nGreen hags work bitter magic to foul all that is beautiful and pure. Whether alone or in covens of other hags, these ancient witches call on eerie forces, spreading corruption and plotting doom for those who earn their ire. Green hags are adept deceivers, and they use illusions to cloak themselves in unassuming forms, hoping to tempt innocents into peril. These hags often spirit their victims back to surreal lairs where they hold captives prisoner or cook them into monstrous meals.\n\nGreen hags frequently know strange magic or forgotten secrets, such as the weaknesses of villains, the locations of lost treasures, or the ways to break curses. They might trade such knowledge for rare magic or symbolic treasures. Roll on or choose a result from the Green Hag Bargains table to inspire what a green hag charges for its secrets.\n\n**Green Hag Bargains**\n\n| dice: 1d6 | A Green Hag Trades Its Knowledge For... |\n|-----------|-----------------------------------------|\n| 1 | A bargainer's memories of a loved one. |\n| 2 | The cauldron of a rival hag. |\n| 3 | A favor to be redeemed when the hag wishes. |\n| 4 | A flower from a hidden Feywild garden. |\n| 5 | A gift given freely by a yugoloth. |\n| 6 | A vial filled with a ruler's tears. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"green-hag-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-green-hag-xmm.avif","alt":"Green Hag","caption":"Green Hag","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-green-slaad","title":"Green Slaad","officialName":"Green Slaad","type":"Monster","category":"Creatures","visibility":"player","body":"Large aberration, Chaotic Neutral. Challenge 8. 2024 revised rules.\n\nOverview\n\nGreen slaadi come into being when the propagation methods of red or blue slaadi affect certain creatures capable of casting spells of level 3 or higher. Green slaadi are more intelligent than their blue and red brethren and often direct their kin to portals where gray slaadi have identified Humanoid communities ripe for invasion.\n\nSlaadi\n\n*Chaos-Spawned Hordes of Limbo*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Any  \n\nUnpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\nSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\n> [!note] Slaad Control Gems\n> \n> A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the Charmed condition and obeys the gem's bearer. The slaad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A Greater Restoration spell cast on a slaad destroys the gem, and the slaad ceases to be Charmed.\n> \n> One can obtain a slaad's control gem using a Wish or Imprisonment spell. If the slaad fails its saving throw against Imprisonment, the caster gains the gem, and the slaad isn't imprisoned. An Incapacitated slaad's control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) Piercing damage to the slaad.\n\n> [!quote] A quote from Jebeel Sloom  \n> \n> Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":286},"collection":"Monster Manual (2025)","summary":"Large aberration, Chaotic Neutral. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Green slaadi come into being when the propagation methods of red or blue slaadi affect certain creatures capable of casting spells of level 3 or higher. Green slaadi are more intelligent than their blue and red brethren and often direct their kin to portals where gray slaadi have identified Humanoid communities ripe for invasion.","visibility":"player"},{"heading":"Slaadi","body":"*Chaos-Spawned Hordes of Limbo*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Any  \n\nUnpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\nSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\n> [!note] Slaad Control Gems\n> \n> A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the Charmed condition and obeys the gem's bearer. The slaad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A Greater Restoration spell cast on a slaad destroys the gem, and the slaad ceases to be Charmed.\n> \n> One can obtain a slaad's control gem using a Wish or Imprisonment spell. If the slaad fails its saving throw against Imprisonment, the caster gains the gem, and the slaad isn't imprisoned. An Incapacitated slaad's control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) Piercing damage to the slaad.\n\n> [!quote] A quote from Jebeel Sloom  \n> \n> Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"green-slaad-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-green-slaad-xmm.avif","alt":"Green Slaad","caption":"Green Slaad","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-grell","title":"Grell","officialName":"Grell","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Neutral Evil. Challenge 3. 2024 revised rules.\n\nGrell\n\n*Bizarre Hunter That Travels between Worlds*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nWith barbed tentacles sprouting from their brain-shaped bodies, grells hunt the lightless depths. These silent predators defy gravity, allowing them to strike from unexpected places, and they perceive their surroundings via sound and electrical fields. Their tentacles secrete paralytic venom, which prevents most creatures ambushed by grells from crying out before being dragged into the dark and consumed.\n\nGrells are sapient beings, but their intellects and motivations are alien to most. They typically cooperate with one another only to defeat more powerful prey. Most demonstrate no interest in creating things or in communicating with other creatures, including their own kind.\n\nMany grells pursue methods of traveling between worlds and planes of existence. They sometimes slip onto star-faring vessels or enter portals heedless of their destination. Roll on or choose a result from the Grell Explorations table to inspire why grells seek passage between realms.\n\n**Grell Explorations**\n\n| dice: 1d6 | Grells Travel Because They Are... |\n|-----------|-----------------------------------|\n| 1 | Advanced viruses, each the clone of all other grell. They exist only to feed and spread. |\n| 2 | The larvae of another creature and require electrically charged environs to reproduce. |\n| 3 | Seeking to escape some catastrophe or terror lurking in the depths. |\n| 4 | Supernaturally connected to ravenous alien beings and serve as their feeding appendages. |\n| 5 | Vestiges of an ancient evil that will return if grells collectively consume enough creatures. |\n| 6 | Without souls, but convinced they can attain souls by eating certain beings. |\n\n> [!quote] A quote from Evard  \n> \n> For meal, my hunger grinds within my teeth. For might, my hunger clenches in my grip. But for what we're told we mustn't know, my hunger snaps a raptor's beak and makes my mind a muscle that knows only how to chew.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":157},"collection":"Monster Manual (2025)","summary":"Medium aberration, Neutral Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Grell","body":"*Bizarre Hunter That Travels between Worlds*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nWith barbed tentacles sprouting from their brain-shaped bodies, grells hunt the lightless depths. These silent predators defy gravity, allowing them to strike from unexpected places, and they perceive their surroundings via sound and electrical fields. Their tentacles secrete paralytic venom, which prevents most creatures ambushed by grells from crying out before being dragged into the dark and consumed.\n\nGrells are sapient beings, but their intellects and motivations are alien to most. They typically cooperate with one another only to defeat more powerful prey. Most demonstrate no interest in creating things or in communicating with other creatures, including their own kind.\n\nMany grells pursue methods of traveling between worlds and planes of existence. They sometimes slip onto star-faring vessels or enter portals heedless of their destination. Roll on or choose a result from the Grell Explorations table to inspire why grells seek passage between realms.\n\n**Grell Explorations**\n\n| dice: 1d6 | Grells Travel Because They Are... |\n|-----------|-----------------------------------|\n| 1 | Advanced viruses, each the clone of all other grell. They exist only to feed and spread. |\n| 2 | The larvae of another creature and require electrically charged environs to reproduce. |\n| 3 | Seeking to escape some catastrophe or terror lurking in the depths. |\n| 4 | Supernaturally connected to ravenous alien beings and serve as their feeding appendages. |\n| 5 | Vestiges of an ancient evil that will return if grells collectively consume enough creatures. |\n| 6 | Without souls, but convinced they can attain souls by eating certain beings. |\n\n> [!quote] A quote from Evard  \n> \n> For meal, my hunger grinds within my teeth. For might, my hunger clenches in my grip. But for what we're told we mustn't know, my hunger snaps a raptor's beak and makes my mind a muscle that knows only how to chew.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"grell-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-grell-xmm.avif","alt":"Grell","caption":"Grell","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-grick","title":"Grick","officialName":"Grick","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Unaligned. Challenge 2. 2024 revised rules.\n\nOverview\n\nGricks tend to be solitary hunters, but young gricks might lurk near dozens of their brood mates for years before gradually drifting apart.\n\nGricks\n\n*Worms That Hunt the Dark and Decaying*\n\n- **Habitat.** Forest, Underdark  \n- **Treasure.** Any  \n\nGricks are wormlike predators that burst from hiding—flailing and snapping—to consume whatever prey passes near. They hide in cavernous crags or amid deadfalls, the scattered bones and possessions of past meals the only evidence of their threat.\n\nGricks' origins are unclear, but some suggest these creatures arise from natural worms or similar invertebrates mutated by magical phenomena. Many cite the presence of gricks in a region as evidence of portals to other planes of existence, legendary magic items, or powerful supernatural beings.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":158},"collection":"Monster Manual (2025)","summary":"Medium aberration, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Gricks tend to be solitary hunters, but young gricks might lurk near dozens of their brood mates for years before gradually drifting apart.","visibility":"player"},{"heading":"Gricks","body":"*Worms That Hunt the Dark and Decaying*\n\n- **Habitat.** Forest, Underdark  \n- **Treasure.** Any  \n\nGricks are wormlike predators that burst from hiding—flailing and snapping—to consume whatever prey passes near. They hide in cavernous crags or amid deadfalls, the scattered bones and possessions of past meals the only evidence of their threat.\n\nGricks' origins are unclear, but some suggest these creatures arise from natural worms or similar invertebrates mutated by magical phenomena. Many cite the presence of gricks in a region as evidence of portals to other planes of existence, legendary magic items, or powerful supernatural beings.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"grick-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-grick-xmm.avif","alt":"Grick","caption":"Grick","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-grick-ancient","title":"Grick Ancient","officialName":"Grick Ancient","type":"Monster","category":"Creatures","visibility":"player","body":"Large aberration, Unaligned. Challenge 7. 2024 revised rules.\n\nOverview\n\nGricks can live for centuries, with the eldest growing to monstrous sizes. Grick ancients actively hunt more than they wait in ambush, and they have no qualms about devouring smaller gricks.\n\nGricks\n\n*Worms That Hunt the Dark and Decaying*\n\n- **Habitat.** Forest, Underdark  \n- **Treasure.** Any  \n\nGricks are wormlike predators that burst from hiding—flailing and snapping—to consume whatever prey passes near. They hide in cavernous crags or amid deadfalls, the scattered bones and possessions of past meals the only evidence of their threat.\n\nGricks' origins are unclear, but some suggest these creatures arise from natural worms or similar invertebrates mutated by magical phenomena. Many cite the presence of gricks in a region as evidence of portals to other planes of existence, legendary magic items, or powerful supernatural beings.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":158},"collection":"Monster Manual (2025)","summary":"Large aberration, Unaligned. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Gricks can live for centuries, with the eldest growing to monstrous sizes. Grick ancients actively hunt more than they wait in ambush, and they have no qualms about devouring smaller gricks.","visibility":"player"},{"heading":"Gricks","body":"*Worms That Hunt the Dark and Decaying*\n\n- **Habitat.** Forest, Underdark  \n- **Treasure.** Any  \n\nGricks are wormlike predators that burst from hiding—flailing and snapping—to consume whatever prey passes near. They hide in cavernous crags or amid deadfalls, the scattered bones and possessions of past meals the only evidence of their threat.\n\nGricks' origins are unclear, but some suggest these creatures arise from natural worms or similar invertebrates mutated by magical phenomena. Many cite the presence of gricks in a region as evidence of portals to other planes of existence, legendary magic items, or powerful supernatural beings.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"grick-ancient-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-grick-ancient-xmm.avif","alt":"Grick Ancient","caption":"Grick Ancient","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-griffon","title":"Griffon","officialName":"Griffon","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Unaligned. Challenge 2. 2024 revised rules.\n\nGriffon\n\n*Majestic Hunter of Land and Sky*\n\n- **Habitat.** Arctic, Coastal, Grassland, Hill, Mountain  \n- **Treasure.** None  \n\nGriffons combine the features of raptors and big cats—most commonly eagles and lions—and possess the precision and ferocity of such predators. Rarer breeds of griffons have the features of condors and panthers, while others resemble hawks and tigers. Regardless of their appearances, griffons are often associated with royalty and are widely called the Masters of Animals.\n\nCountless tales surround griffons. Roll on or choose a result from the Griffon Tales table to inspire stories about them.\n\n**Griffon Tales**\n\n| dice: 1d6 | Legends Claim That Griffons... |\n|-----------|--------------------------------|\n| 1 | Attack anything in the skies near their lairs. |\n| 2 | Curse their killers. Those who slay a griffon face the enmity of all animals. |\n| 3 | Lay eggs with remarkable healing properties. |\n| 4 | Prefer the taste of horses over all other prey. |\n| 5 | Serve the first creature they see after hatching. |\n| 6 | Won't attack those with royal blood. |\n\n> [!quote] A quote from Sildar Hallwinter, retired member of the Waterdeep Griffon Cavalry  \n> \n> People think we flew high over the city to avoid weather vanes and laundry lines and whatnot. Truth is, if the griffons smelled how much horse meat trotted just below, folks would have worse than joy-flying mages and stirges to worry about!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":159},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Griffon","body":"*Majestic Hunter of Land and Sky*\n\n- **Habitat.** Arctic, Coastal, Grassland, Hill, Mountain  \n- **Treasure.** None  \n\nGriffons combine the features of raptors and big cats—most commonly eagles and lions—and possess the precision and ferocity of such predators. Rarer breeds of griffons have the features of condors and panthers, while others resemble hawks and tigers. Regardless of their appearances, griffons are often associated with royalty and are widely called the Masters of Animals.\n\nCountless tales surround griffons. Roll on or choose a result from the Griffon Tales table to inspire stories about them.\n\n**Griffon Tales**\n\n| dice: 1d6 | Legends Claim That Griffons... |\n|-----------|--------------------------------|\n| 1 | Attack anything in the skies near their lairs. |\n| 2 | Curse their killers. Those who slay a griffon face the enmity of all animals. |\n| 3 | Lay eggs with remarkable healing properties. |\n| 4 | Prefer the taste of horses over all other prey. |\n| 5 | Serve the first creature they see after hatching. |\n| 6 | Won't attack those with royal blood. |\n\n> [!quote] A quote from Sildar Hallwinter, retired member of the Waterdeep Griffon Cavalry  \n> \n> People think we flew high over the city to avoid weather vanes and laundry lines and whatnot. Truth is, if the griffons smelled how much horse meat trotted just below, folks would have worse than joy-flying mages and stirges to worry about!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"griffon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-griffon-xmm.avif","alt":"Griffon","caption":"Griffon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-grimlock","title":"Grimlock","officialName":"Grimlock","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Neutral Evil. Challenge 1/4. 2024 revised rules.\n\nGrimlock\n\n*Puppet of the Mind Flayer Menace*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nGrimlocks are victims of biological manipulation by mind flayers. To create grimlocks, illithids capture Humanoids, expose them to strange forms of Underdark radiation, and implant new directives into their brains. The process of creating a grimlock rends the creature's mind such that no semblance of the individual's former personality remains.\n\nGrimlocks have shallow depressions rather than eyes. A sixth sense allows grimlocks to perceive their surroundings. Psychic energies from their transformations linger in grimlocks' bodies, and they channel these eerie forces into their attacks.\n\nRoll on or choose a result from the Grimlock Tasks table to inspire how grimlocks serve illithids.\n\n**Grimlock Tasks**\n\n| dice: 1d4 | The Grimlock Serves Mind Flayers By... |\n|-----------|----------------------------------------|\n| 1 | Carving caves to serve as illithid outposts. |\n| 2 | Hiding the threat of mind flayers beneath fake, purposefully crude dwellings. |\n| 3 | Pretending to be helpful and luring travelers into false senses of security. |\n| 4 | Raiding surface communities and tempting other creatures to pursue it into illithid traps. |\n\n> [!quote] A quote from Aljayera, Underdark Seer  \n> \n> We thought we'd discovered a new people living deeper than we believed possible. The truth was something far worse.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":160},"collection":"Monster Manual (2025)","summary":"Medium aberration, Neutral Evil. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Grimlock","body":"*Puppet of the Mind Flayer Menace*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nGrimlocks are victims of biological manipulation by mind flayers. To create grimlocks, illithids capture Humanoids, expose them to strange forms of Underdark radiation, and implant new directives into their brains. The process of creating a grimlock rends the creature's mind such that no semblance of the individual's former personality remains.\n\nGrimlocks have shallow depressions rather than eyes. A sixth sense allows grimlocks to perceive their surroundings. Psychic energies from their transformations linger in grimlocks' bodies, and they channel these eerie forces into their attacks.\n\nRoll on or choose a result from the Grimlock Tasks table to inspire how grimlocks serve illithids.\n\n**Grimlock Tasks**\n\n| dice: 1d4 | The Grimlock Serves Mind Flayers By... |\n|-----------|----------------------------------------|\n| 1 | Carving caves to serve as illithid outposts. |\n| 2 | Hiding the threat of mind flayers beneath fake, purposefully crude dwellings. |\n| 3 | Pretending to be helpful and luring travelers into false senses of security. |\n| 4 | Raiding surface communities and tempting other creatures to pursue it into illithid traps. |\n\n> [!quote] A quote from Aljayera, Underdark Seer  \n> \n> We thought we'd discovered a new people living deeper than we believed possible. The truth was something far worse.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"grimlock-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-grimlock-xmm.avif","alt":"Grimlock","caption":"Grimlock","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-guardian-naga","title":"Guardian Naga","officialName":"Guardian Naga","type":"Monster","category":"Creatures","visibility":"player","body":"Large celestial, Lawful Good. Challenge 10. 2024 revised rules.\n\nGuardian Naga\n\n*Enduring Serpentine Lore Keeper*\n\n- **Habitat.** Desert, Forest, Planar (Upper Planes)  \n- **Treasure.** Relics  \n\nGuardian nagas are immortal, serpentine scholars that possess perfect memories. They collect the histories and lore of those they live among, guarding cultures' stories and passing them on to new generations with infallible accuracy. Guardian nagas that outlive their host civilizations might linger in whatever ruins remain, preserving the civilizations' stories so their lost people might live on.\n\nRoll on or choose a result from the Guardian Naga Lore table to inspire what a naga knows.\n\n**Guardian Naga Lore**\n\n| dice: 1d8 | The Guardian Naga Recalls... |\n|-----------|------------------------------|\n| 1 | The last words of an ancient sage or leader. |\n| 2 | The location of a hidden city or continent. |\n| 3 | A magic word, password, or riddle's answer. |\n| 4 | The names of all who have told it stories. |\n| 5 | An otherwise forgotten ritual or spell. |\n| 6 | Recipes using regional ingredients. |\n| 7 | Stories of forgotten gods and local spirits. |\n| 8 | The vulnerabilities of a legendary monster. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":161},"collection":"Monster Manual (2025)","summary":"Large celestial, Lawful Good. Challenge 10. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Guardian Naga","body":"*Enduring Serpentine Lore Keeper*\n\n- **Habitat.** Desert, Forest, Planar (Upper Planes)  \n- **Treasure.** Relics  \n\nGuardian nagas are immortal, serpentine scholars that possess perfect memories. They collect the histories and lore of those they live among, guarding cultures' stories and passing them on to new generations with infallible accuracy. Guardian nagas that outlive their host civilizations might linger in whatever ruins remain, preserving the civilizations' stories so their lost people might live on.\n\nRoll on or choose a result from the Guardian Naga Lore table to inspire what a naga knows.\n\n**Guardian Naga Lore**\n\n| dice: 1d8 | The Guardian Naga Recalls... |\n|-----------|------------------------------|\n| 1 | The last words of an ancient sage or leader. |\n| 2 | The location of a hidden city or continent. |\n| 3 | A magic word, password, or riddle's answer. |\n| 4 | The names of all who have told it stories. |\n| 5 | An otherwise forgotten ritual or spell. |\n| 6 | Recipes using regional ingredients. |\n| 7 | Stories of forgotten gods and local spirits. |\n| 8 | The vulnerabilities of a legendary monster. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"guardian-naga-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-guardian-naga-xmm.avif","alt":"Guardian Naga","caption":"Guardian Naga","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-gulthias-blight","title":"Gulthias Blight","officialName":"Gulthias Blight","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan plant, Neutral Evil. Challenge 16. 2024 revised rules.\n\nOverview\n\nAncient plants twisted by evil, Gulthias blights feed on blood and despoil the surrounding land, often giving rise to subservient blights. These cursed plants take their name from the story of their creation; the first of their kind was a tree that grew from the stake piercing the heart of the vampire Gulthias. These blights consider all creatures either servants or fertilizer for the blights' corruption.\n\nBlights\n\n*Plants Sprouted from Evil*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nBlights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.\n\n> [!quote] A quote from Belak the Outcast, Druid of the Twilight Grove  \n> \n> It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":45},"collection":"Monster Manual (2025)","summary":"Gargantuan plant, Neutral Evil. Challenge 16. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ancient plants twisted by evil, Gulthias blights feed on blood and despoil the surrounding land, often giving rise to subservient blights. These cursed plants take their name from the story of their creation; the first of their kind was a tree that grew from the stake piercing the heart of the vampire Gulthias. These blights consider all creatures either servants or fertilizer for the blights' corruption.","visibility":"player"},{"heading":"Blights","body":"*Plants Sprouted from Evil*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nBlights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.\n\n> [!quote] A quote from Belak the Outcast, Druid of the Twilight Grove  \n> \n> It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"gulthias-blight-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-gulthias-blight-v1.avif","alt":"Gulthias Blight","caption":"Gulthias Blight","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-half-dragon","title":"Half-Dragon","officialName":"Half-Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Medium dragon, Neutral. Challenge 5. 2024 revised rules.\n\nHalf-Dragon\n\n*Warrior Created by Dragons*\n\n- **Habitat.** Any  \n- **Treasure.** Armaments  \n\nBorn through magical rites involving the essences of dragons, half-dragons serve their creators and their own draconic whims. Most half-dragons are created by chromatic dragons who desire servants with some trace of their own might and grandeur. Half-dragons frequently command other servants of a villainous dragon or act as agents in lands where their draconic master would attract unwanted attention.\n\nHalf-dragons share personality traits and agendas with the dragon who spawned them. Those resembling chromatic dragons typically loathe their creator even as they seek the same ends. Half-dragons with the traits of metallic dragons are especially rare, but they might arise through magical accidents, the efforts of reckless magic-users, or the last act of a dying dragon.\n\n> [!quote] A quote from Wyrmlord Azarr Kul, Half–Dragon  \n> \n> What blessing demands more yet inspires greater works than the blood of Tiamat?","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":163},"collection":"Monster Manual (2025)","summary":"Medium dragon, Neutral. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Half-Dragon","body":"*Warrior Created by Dragons*\n\n- **Habitat.** Any  \n- **Treasure.** Armaments  \n\nBorn through magical rites involving the essences of dragons, half-dragons serve their creators and their own draconic whims. Most half-dragons are created by chromatic dragons who desire servants with some trace of their own might and grandeur. Half-dragons frequently command other servants of a villainous dragon or act as agents in lands where their draconic master would attract unwanted attention.\n\nHalf-dragons share personality traits and agendas with the dragon who spawned them. Those resembling chromatic dragons typically loathe their creator even as they seek the same ends. Half-dragons with the traits of metallic dragons are especially rare, but they might arise through magical accidents, the efforts of reckless magic-users, or the last act of a dying dragon.\n\n> [!quote] A quote from Wyrmlord Azarr Kul, Half–Dragon  \n> \n> What blessing demands more yet inspires greater works than the blood of Tiamat?","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"half-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-half-dragon-v1.avif","alt":"Half-Dragon","caption":"Half-Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-harpy","title":"Harpy","officialName":"Harpy","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Chaotic Evil. Challenge 1. 2024 revised rules.\n\nHarpy\n\n*Winged Voice of Doom*\n\n- **Habitat.** Coastal, Forest, Hill, Mountain  \n- **Treasure.** Any  \n\nHate-filled creatures, harpies strive to cause pain and bring an end to love and life. These monsters combine humanlike features with the talons and wings of avian scavengers. Their notorious songs compel listeners to follow them, heedless of danger. Creatures captivated by a harpy's song frequently meet their deaths on harpies' vicious claws or amid natural perils.\n\nHarpies dwell in remote, dismal places tainted by tragedy and despair. Some tales claim harpies offended the gods and were transformed as a punishment; harpies might also be the descendants of such cursed souls.\n\nEvery harpy sings a distinct song. While some songs are said to be heartbreaking in their beauty, others are wretched squawking and compel only the magically enthralled.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":164},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Chaotic Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Harpy","body":"*Winged Voice of Doom*\n\n- **Habitat.** Coastal, Forest, Hill, Mountain  \n- **Treasure.** Any  \n\nHate-filled creatures, harpies strive to cause pain and bring an end to love and life. These monsters combine humanlike features with the talons and wings of avian scavengers. Their notorious songs compel listeners to follow them, heedless of danger. Creatures captivated by a harpy's song frequently meet their deaths on harpies' vicious claws or amid natural perils.\n\nHarpies dwell in remote, dismal places tainted by tragedy and despair. Some tales claim harpies offended the gods and were transformed as a punishment; harpies might also be the descendants of such cursed souls.\n\nEvery harpy sings a distinct song. While some songs are said to be heartbreaking in their beauty, others are wretched squawking and compel only the magically enthralled.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"harpy-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-harpy-v1.avif","alt":"Harpy","caption":"Harpy","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-haunting-revenant","title":"Haunting Revenant","officialName":"Haunting Revenant","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan undead, Neutral. Challenge 10. 2024 revised rules.\n\nOverview\n\nHaunting revenants possess ruins and forsaken places connected with their deaths—such as abandoned buildings, wrecked ships, or junk heaps. These revenants lurk in plain sight, waiting for their foes to near, then trap their victims within their massive bodies. Those inside a revenant might be battered by animate furnishings or more unsettling manifestations of the revenant's hatred.\n\nThe places haunting revenants lurk swiftly gain infamous reputations.\n\nRevenants\n\n*Vengeance from beyond the Grave*\n\n- **Habitat.** Forest, Swamp, Urban  \n- **Treasure.** Any  \n\nWrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":260},"collection":"Monster Manual (2025)","summary":"Gargantuan undead, Neutral. Challenge 10. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Haunting revenants possess ruins and forsaken places connected with their deaths—such as abandoned buildings, wrecked ships, or junk heaps. These revenants lurk in plain sight, waiting for their foes to near, then trap their victims within their massive bodies. Those inside a revenant might be battered by animate furnishings or more unsettling manifestations of the revenant's hatred.\n\nThe places haunting revenants lurk swiftly gain infamous reputations.","visibility":"player"},{"heading":"Revenants","body":"*Vengeance from beyond the Grave*\n\n- **Habitat.** Forest, Swamp, Urban  \n- **Treasure.** Any  \n\nWrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"haunting-revenant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-haunting-revenant-v1.avif","alt":"Haunting Revenant","caption":"Haunting Revenant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-hawk","title":"Hawk","officialName":"Hawk","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":362},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"hawk-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-hawk-v1.avif","alt":"Hawk","caption":"Hawk","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-hell-hound","title":"Hell Hound","officialName":"Hell Hound","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend, Lawful Evil. Challenge 3. 2024 revised rules.\n\nHell Hound\n\n*Unrelenting Warden of the Lower Planes*\n\n- **Habitat.** Mountain, Planar (Lower Planes), Underdark  \n- **Treasure.** None  \n\nSpawned from the pits of Acheron, Gehenna, and the Nine Hells, hell hounds enforce the merciless order of those realms and the whims of tyrannical masters. On their home planes of existence, these grim canines ensure that souls don't escape their bleak afterlives. On the Material Plane, hell hounds typically serve cruel masters—such as fire giants and cultists—who appreciate their viciousness, obedience, and fiery characteristics. Hell hounds serve other creatures so long as they're given opportunities to hunt and kill, but they're quick to turn on those who treat them as mere animals.\n\nHell hounds have greater cunning than normal canines. They're skilled trackers and work together well in packs, often employing tricks and ambushes. Hell hounds enjoy hearing prey scream in their scorching jaws and fiery breath. They often go out of their way to draw out the terror of their victims' final moments.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":165},"collection":"Monster Manual (2025)","summary":"Medium fiend, Lawful Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Hell Hound","body":"*Unrelenting Warden of the Lower Planes*\n\n- **Habitat.** Mountain, Planar (Lower Planes), Underdark  \n- **Treasure.** None  \n\nSpawned from the pits of Acheron, Gehenna, and the Nine Hells, hell hounds enforce the merciless order of those realms and the whims of tyrannical masters. On their home planes of existence, these grim canines ensure that souls don't escape their bleak afterlives. On the Material Plane, hell hounds typically serve cruel masters—such as fire giants and cultists—who appreciate their viciousness, obedience, and fiery characteristics. Hell hounds serve other creatures so long as they're given opportunities to hunt and kill, but they're quick to turn on those who treat them as mere animals.\n\nHell hounds have greater cunning than normal canines. They're skilled trackers and work together well in packs, often employing tricks and ambushes. Hell hounds enjoy hearing prey scream in their scorching jaws and fiery breath. They often go out of their way to draw out the terror of their victims' final moments.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"hell-hound-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-hell-hound-v1.avif","alt":"Hell Hound","caption":"Hell Hound","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-helmed-horror","title":"Helmed Horror","officialName":"Helmed Horror","type":"Monster","category":"Creatures","visibility":"player","body":"Medium construct, Neutral. Challenge 4. 2024 revised rules.\n\nHelmed Horror\n\n*Armor with a Warrior's Purpose*\n\n- **Habitat.** Any  \n- **Treasure.** Armaments  \n\nHelmed horrors are suits of armor animated by magic. Rather than being unreasoning automatons, these armored shells possess the guile of soldiers and resilience against destructive magic. While their name suggests sinister intentions, these creatures serve their creators loyally. Helmed horrors are also sometimes called doom guards or spirit armors. Most show no evidence of a personality, but exceptions exist.\n\nHelmed horrors might perform any number of assignments. Roll on or choose a result from the Helmed Horror Directives table to inspire what tasks helmed horrors perform.\n\n**Helmed Horror Directives**\n\n| dice: 1d6 | The Helmed Horror Follows Commands To... |\n|-----------|------------------------------------------|\n| 1 | Carry its master's palanquin through the air. |\n| 2 | Defend a remarkable treasure or piece of armor by incorporating the item into its being. |\n| 3 | Imitate a dead or imprisoned hero by using their armor and weapons. |\n| 4 | Perform as a laborer or servant. |\n| 5 | Serve in a legion formed from the armors of a land's ancient defenders. |\n| 6 | Stand sentry in a gallery of mundane armors. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":166},"collection":"Monster Manual (2025)","summary":"Medium construct, Neutral. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Helmed Horror","body":"*Armor with a Warrior's Purpose*\n\n- **Habitat.** Any  \n- **Treasure.** Armaments  \n\nHelmed horrors are suits of armor animated by magic. Rather than being unreasoning automatons, these armored shells possess the guile of soldiers and resilience against destructive magic. While their name suggests sinister intentions, these creatures serve their creators loyally. Helmed horrors are also sometimes called doom guards or spirit armors. Most show no evidence of a personality, but exceptions exist.\n\nHelmed horrors might perform any number of assignments. Roll on or choose a result from the Helmed Horror Directives table to inspire what tasks helmed horrors perform.\n\n**Helmed Horror Directives**\n\n| dice: 1d6 | The Helmed Horror Follows Commands To... |\n|-----------|------------------------------------------|\n| 1 | Carry its master's palanquin through the air. |\n| 2 | Defend a remarkable treasure or piece of armor by incorporating the item into its being. |\n| 3 | Imitate a dead or imprisoned hero by using their armor and weapons. |\n| 4 | Perform as a laborer or servant. |\n| 5 | Serve in a legion formed from the armors of a land's ancient defenders. |\n| 6 | Stand sentry in a gallery of mundane armors. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"helmed-horror-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-helmed-horror-v1.avif","alt":"Helmed Horror","caption":"Helmed Horror","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-hezrou","title":"Hezrou","officialName":"Hezrou","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (demon), Chaotic Evil. Challenge 8. 2024 revised rules.\n\nHezrou\n\n*Demon of Obscenity and Outrage*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Any  \n\nHezrous compose the bulk of many demonic hordes. In croaking, reeking throngs, these ogre-size brutes seek to crush and consume foes. Their oozing hides are manifestations of embodied evils. Every few moments, patches of their slimy skins erupt with grotesque transformations such as rows of mismatched fangs, fungal growths, or half-formed features. These unsettling manifestations emerge, then roil away.\n\nHezrous serve more powerful demons, such as nalfeshnees and mariliths. They take the abuse and intimidation of these deadlier demons and pass it on to droves of weaker dretches and manes. This predictable brutality makes hezrous useful links in the chaotic structure of a demonic horde.\n\nWhen on the Material Plane or otherwise left to their own devices, hezrous recklessly indulge in destructive, short-sighted rampages. Only magic and threats from more powerful masters can curb these demons' outrages and compel hezrous to pursue greater plots. Powerful spellcasters often use sinister coercions, spells like Magic Circle and Planar Binding, or other magic to force hezrous to serve them. Roll on or choose a result from the Demonic Undertakings table to inspire how a magic-user might employ a hezrou or similar demon.\n\n**Demonic Undertakings**\n\n| dice: 1d6 | The Demon Is Compelled To... |\n|-----------|------------------------------|\n| 1 | Break open a vault and steal what's within. |\n| 2 | Defile a place using blasphemous symbols and demonic gore. |\n| 3 | Fetch or otherwise provide materials for a profane ritual. |\n| 4 | Guard a site and slay anyone who comes near. |\n| 5 | Hunt down a foe, destroying everything barring the demon's path. |\n| 6 | Intimidate someone into following orders. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":167},"collection":"Monster Manual (2025)","summary":"Large fiend (demon), Chaotic Evil. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Hezrou","body":"*Demon of Obscenity and Outrage*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Any  \n\nHezrous compose the bulk of many demonic hordes. In croaking, reeking throngs, these ogre-size brutes seek to crush and consume foes. Their oozing hides are manifestations of embodied evils. Every few moments, patches of their slimy skins erupt with grotesque transformations such as rows of mismatched fangs, fungal growths, or half-formed features. These unsettling manifestations emerge, then roil away.\n\nHezrous serve more powerful demons, such as nalfeshnees and mariliths. They take the abuse and intimidation of these deadlier demons and pass it on to droves of weaker dretches and manes. This predictable brutality makes hezrous useful links in the chaotic structure of a demonic horde.\n\nWhen on the Material Plane or otherwise left to their own devices, hezrous recklessly indulge in destructive, short-sighted rampages. Only magic and threats from more powerful masters can curb these demons' outrages and compel hezrous to pursue greater plots. Powerful spellcasters often use sinister coercions, spells like Magic Circle and Planar Binding, or other magic to force hezrous to serve them. Roll on or choose a result from the Demonic Undertakings table to inspire how a magic-user might employ a hezrou or similar demon.\n\n**Demonic Undertakings**\n\n| dice: 1d6 | The Demon Is Compelled To... |\n|-----------|------------------------------|\n| 1 | Break open a vault and steal what's within. |\n| 2 | Defile a place using blasphemous symbols and demonic gore. |\n| 3 | Fetch or otherwise provide materials for a profane ritual. |\n| 4 | Guard a site and slay anyone who comes near. |\n| 5 | Hunt down a foe, destroying everything barring the demon's path. |\n| 6 | Intimidate someone into following orders. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"hezrou-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-hezrou-v1.avif","alt":"Hezrou","caption":"Hezrou","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-hill-giant","title":"Hill Giant","officialName":"Hill Giant","type":"Monster","category":"Creatures","visibility":"player","body":"Huge giant, Chaotic Evil. Challenge 5. 2024 revised rules.\n\nHill Giant\n\n*Giant of Crags and Valleys*\n\n- **Habitat.** Hill  \n- **Treasure.** Armaments  \n\nHill giants live among rugged bluffs and highlands. Standing three times the size of most humans, these giants exhibit skin and hair in a range of shades, including hues suggestive of the earth and mosses near their dwellings.\n\nAmong hidden valleys, pristine waterfalls, and game-filled slopes, hill giants usually find their needs met by nature's bounty. What the wilderness doesn't provide, hill giants make, crafting clothes, tools, and weapons from rocks, wood, and hides. When they encounter strangers, hill giants might be suspicious and protective of their territories, but some might be convinced to share their bounties with travelers willing to entertain them.\n\nDisaster, invasion, or want might drive hill giants from their homes into other people's lands. Some displaced hill giants might steal what they need or seek revenge for their losses by causing ruin among smaller beings. Others might take up lives of raiding or serve other giants in return for protection.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":168},"collection":"Monster Manual (2025)","summary":"Huge giant, Chaotic Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Hill Giant","body":"*Giant of Crags and Valleys*\n\n- **Habitat.** Hill  \n- **Treasure.** Armaments  \n\nHill giants live among rugged bluffs and highlands. Standing three times the size of most humans, these giants exhibit skin and hair in a range of shades, including hues suggestive of the earth and mosses near their dwellings.\n\nAmong hidden valleys, pristine waterfalls, and game-filled slopes, hill giants usually find their needs met by nature's bounty. What the wilderness doesn't provide, hill giants make, crafting clothes, tools, and weapons from rocks, wood, and hides. When they encounter strangers, hill giants might be suspicious and protective of their territories, but some might be convinced to share their bounties with travelers willing to entertain them.\n\nDisaster, invasion, or want might drive hill giants from their homes into other people's lands. Some displaced hill giants might steal what they need or seek revenge for their losses by causing ruin among smaller beings. Others might take up lives of raiding or serve other giants in return for protection.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"hill-giant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-hill-giant-v1.avif","alt":"Hill Giant","caption":"Hill Giant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-hippogriff","title":"Hippogriff","officialName":"Hippogriff","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Unaligned. Challenge 1. 2024 revised rules.\n\nHippogriff\n\n*World-Traveling Hunter and Steed*\n\n- **Habitat.** Grassland, Hill, Mountain  \n- **Treasure.** None  \n\nPart hunting bird, part horse, hippogriffs are majestic creatures that hunt opportunistically as they migrate, often targeting lone travelers and livestock. Hippogriffs might carry riders with them in their travels in return for food or other aid.\n\nHippogriff migrations might take months or years, and sages frequently predict their routes. Roll on or choose a result from the Hippogriff Destination table to inspire where a hippogriff might be en route to.\n\n**Hippogriff Destination**\n\n| dice: 1d6 | The Hippogriff Is Traveling to A... |\n|-----------|-------------------------------------|\n| 1 | Lost ruin hidden by clouds or fog. |\n| 2 | Low-hanging moon, star, or other solar body. |\n| 3 | Magical garden on a floating island. |\n| 4 | Mountaintop with a view of a giant geoglyph. |\n| 5 | Nest full of hippogriff eggs atop a spire. |\n| 6 | Portal to the Feywild or an Upper Plane. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":169},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Unaligned. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Hippogriff","body":"*World-Traveling Hunter and Steed*\n\n- **Habitat.** Grassland, Hill, Mountain  \n- **Treasure.** None  \n\nPart hunting bird, part horse, hippogriffs are majestic creatures that hunt opportunistically as they migrate, often targeting lone travelers and livestock. Hippogriffs might carry riders with them in their travels in return for food or other aid.\n\nHippogriff migrations might take months or years, and sages frequently predict their routes. Roll on or choose a result from the Hippogriff Destination table to inspire where a hippogriff might be en route to.\n\n**Hippogriff Destination**\n\n| dice: 1d6 | The Hippogriff Is Traveling to A... |\n|-----------|-------------------------------------|\n| 1 | Lost ruin hidden by clouds or fog. |\n| 2 | Low-hanging moon, star, or other solar body. |\n| 3 | Magical garden on a floating island. |\n| 4 | Mountaintop with a view of a giant geoglyph. |\n| 5 | Nest full of hippogriff eggs atop a spire. |\n| 6 | Portal to the Feywild or an Upper Plane. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"hippogriff-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-hippogriff-v1.avif","alt":"Hippogriff","caption":"Hippogriff","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-hippopotamus","title":"Hippopotamus","officialName":"Hippopotamus","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":362},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"hippopotamus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-hippopotamus-v1.avif","alt":"Hippopotamus","caption":"Hippopotamus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-hobgoblin-captain","title":"Hobgoblin Captain","officialName":"Hobgoblin Captain","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fey (goblinoid), Lawful Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nHobgoblin captains are battlefield tacticians. They lead their allies to victory by employing martial skill and rallying others with orders and threats. Hobgoblin captains usually oversee hobgoblin battle groups or gangs of weaker monsters.\n\nHobgoblins\n\n*Conquerors of Every Horizon*\n\n- **Habitat.** Desert, Forest, Grassland, Hill, Mountain, Planar (Acheron), Underdark  \n- **Treasure.** Armaments, Individual  \n\nHobgoblins embody the primal urge to grow and spread, expressing such drives by bending the world to their whims. Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal.\n\nHobgoblins often subjugate animals, monsters, and destructive Fey—particularly goblins and bugbears—to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.\n\nMany hobgoblins serve the violent god Maglubiyet, whose hunger for conquest matches their own. Hobgoblin followers of Maglubiyet flourish in the Infinite Battlefield of Acheron, where they endlessly indulge their drive for domination. These war-obsessed hobgoblins employ elaborate tactics and strange weapons, which they sometimes unleash on worlds of the Material Plane.\n\nHobgoblin Warfare\n\nThe drive to subjugate and pillage is part of hobgoblins' supernatural nature, though a few might repress their warlike tendencies or turn them to more useful ends. Roll on or choose a result from the Hobgoblin Strategies table to inspire how a hobgoblin carries out its conquest.\n\n**Hobgoblin Strategies**\n\n| dice: 1d6 | The Hobgoblin Works To... |\n|-----------|---------------------------|\n| 1 | Build a vessel to carry hobgoblin armies to new conquests. |\n| 2 | Capture monsters and train them to fight. |\n| 3 | Collapse a region into the Underdark so riches can be sifted from the ruins. |\n| 4 | Construct a giant machine to strip resources. |\n| 5 | Convince devils, dragons, or hobgoblins from Acheron to invade an enemy land. |\n| 6 | Help shortsighted merchants undermine a government or despoil the environment. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":171},"collection":"Monster Manual (2025)","summary":"Medium fey (goblinoid), Lawful Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Hobgoblin captains are battlefield tacticians. They lead their allies to victory by employing martial skill and rallying others with orders and threats. Hobgoblin captains usually oversee hobgoblin battle groups or gangs of weaker monsters.","visibility":"player"},{"heading":"Hobgoblins","body":"*Conquerors of Every Horizon*\n\n- **Habitat.** Desert, Forest, Grassland, Hill, Mountain, Planar (Acheron), Underdark  \n- **Treasure.** Armaments, Individual  \n\nHobgoblins embody the primal urge to grow and spread, expressing such drives by bending the world to their whims. Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal.\n\nHobgoblins often subjugate animals, monsters, and destructive Fey—particularly goblins and bugbears—to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.\n\nMany hobgoblins serve the violent god Maglubiyet, whose hunger for conquest matches their own. Hobgoblin followers of Maglubiyet flourish in the Infinite Battlefield of Acheron, where they endlessly indulge their drive for domination. These war-obsessed hobgoblins employ elaborate tactics and strange weapons, which they sometimes unleash on worlds of the Material Plane.","visibility":"player"},{"heading":"Hobgoblin Warfare","body":"The drive to subjugate and pillage is part of hobgoblins' supernatural nature, though a few might repress their warlike tendencies or turn them to more useful ends. Roll on or choose a result from the Hobgoblin Strategies table to inspire how a hobgoblin carries out its conquest.\n\n**Hobgoblin Strategies**\n\n| dice: 1d6 | The Hobgoblin Works To... |\n|-----------|---------------------------|\n| 1 | Build a vessel to carry hobgoblin armies to new conquests. |\n| 2 | Capture monsters and train them to fight. |\n| 3 | Collapse a region into the Underdark so riches can be sifted from the ruins. |\n| 4 | Construct a giant machine to strip resources. |\n| 5 | Convince devils, dragons, or hobgoblins from Acheron to invade an enemy land. |\n| 6 | Help shortsighted merchants undermine a government or despoil the environment. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"hobgoblin-captain-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-hobgoblin-captain-v1.avif","alt":"Hobgoblin Captain","caption":"Hobgoblin Captain","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-hobgoblin-warlord","title":"Hobgoblin Warlord","officialName":"Hobgoblin Warlord","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fey (goblinoid), Lawful Evil. Challenge 6. 2024 revised rules.\n\nOverview\n\nHobgoblin warlords lead armies of hobgoblins and their allies, using their experience and strategic minds to command amid the ebb and flow of battle.\n\nHobgoblins\n\n*Conquerors of Every Horizon*\n\n- **Habitat.** Desert, Forest, Grassland, Hill, Mountain, Planar (Acheron), Underdark  \n- **Treasure.** Armaments, Individual  \n\nHobgoblins embody the primal urge to grow and spread, expressing such drives by bending the world to their whims. Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal.\n\nHobgoblins often subjugate animals, monsters, and destructive Fey—particularly goblins and bugbears—to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.\n\nMany hobgoblins serve the violent god Maglubiyet, whose hunger for conquest matches their own. Hobgoblin followers of Maglubiyet flourish in the Infinite Battlefield of Acheron, where they endlessly indulge their drive for domination. These war-obsessed hobgoblins employ elaborate tactics and strange weapons, which they sometimes unleash on worlds of the Material Plane.\n\nHobgoblin Warfare\n\nThe drive to subjugate and pillage is part of hobgoblins' supernatural nature, though a few might repress their warlike tendencies or turn them to more useful ends. Roll on or choose a result from the Hobgoblin Strategies table to inspire how a hobgoblin carries out its conquest.\n\n**Hobgoblin Strategies**\n\n| dice: 1d6 | The Hobgoblin Works To... |\n|-----------|---------------------------|\n| 1 | Build a vessel to carry hobgoblin armies to new conquests. |\n| 2 | Capture monsters and train them to fight. |\n| 3 | Collapse a region into the Underdark so riches can be sifted from the ruins. |\n| 4 | Construct a giant machine to strip resources. |\n| 5 | Convince devils, dragons, or hobgoblins from Acheron to invade an enemy land. |\n| 6 | Help shortsighted merchants undermine a government or despoil the environment. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":171},"collection":"Monster Manual (2025)","summary":"Medium fey (goblinoid), Lawful Evil. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Hobgoblin warlords lead armies of hobgoblins and their allies, using their experience and strategic minds to command amid the ebb and flow of battle.","visibility":"player"},{"heading":"Hobgoblins","body":"*Conquerors of Every Horizon*\n\n- **Habitat.** Desert, Forest, Grassland, Hill, Mountain, Planar (Acheron), Underdark  \n- **Treasure.** Armaments, Individual  \n\nHobgoblins embody the primal urge to grow and spread, expressing such drives by bending the world to their whims. Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal.\n\nHobgoblins often subjugate animals, monsters, and destructive Fey—particularly goblins and bugbears—to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.\n\nMany hobgoblins serve the violent god Maglubiyet, whose hunger for conquest matches their own. Hobgoblin followers of Maglubiyet flourish in the Infinite Battlefield of Acheron, where they endlessly indulge their drive for domination. These war-obsessed hobgoblins employ elaborate tactics and strange weapons, which they sometimes unleash on worlds of the Material Plane.","visibility":"player"},{"heading":"Hobgoblin Warfare","body":"The drive to subjugate and pillage is part of hobgoblins' supernatural nature, though a few might repress their warlike tendencies or turn them to more useful ends. Roll on or choose a result from the Hobgoblin Strategies table to inspire how a hobgoblin carries out its conquest.\n\n**Hobgoblin Strategies**\n\n| dice: 1d6 | The Hobgoblin Works To... |\n|-----------|---------------------------|\n| 1 | Build a vessel to carry hobgoblin armies to new conquests. |\n| 2 | Capture monsters and train them to fight. |\n| 3 | Collapse a region into the Underdark so riches can be sifted from the ruins. |\n| 4 | Construct a giant machine to strip resources. |\n| 5 | Convince devils, dragons, or hobgoblins from Acheron to invade an enemy land. |\n| 6 | Help shortsighted merchants undermine a government or despoil the environment. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"hobgoblin-warlord-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-hobgoblin-warlord-v1.avif","alt":"Hobgoblin Warlord","caption":"Hobgoblin Warlord","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-hobgoblin-warrior","title":"Hobgoblin Warrior","officialName":"Hobgoblin Warrior","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fey (goblinoid), Lawful Evil. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nHobgoblin warriors might hunt and raid alone or with trained mastiffs, worgs, goblin gangs, or other allies. They employ simple tactics and exploit every advantage their allies provide. They willingly sacrifice companions in their pursuit of victory.\n\nHobgoblins\n\n*Conquerors of Every Horizon*\n\n- **Habitat.** Desert, Forest, Grassland, Hill, Mountain, Planar (Acheron), Underdark  \n- **Treasure.** Armaments, Individual  \n\nHobgoblins embody the primal urge to grow and spread, expressing such drives by bending the world to their whims. Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal.\n\nHobgoblins often subjugate animals, monsters, and destructive Fey—particularly goblins and bugbears—to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.\n\nMany hobgoblins serve the violent god Maglubiyet, whose hunger for conquest matches their own. Hobgoblin followers of Maglubiyet flourish in the Infinite Battlefield of Acheron, where they endlessly indulge their drive for domination. These war-obsessed hobgoblins employ elaborate tactics and strange weapons, which they sometimes unleash on worlds of the Material Plane.\n\nHobgoblin Warfare\n\nThe drive to subjugate and pillage is part of hobgoblins' supernatural nature, though a few might repress their warlike tendencies or turn them to more useful ends. Roll on or choose a result from the Hobgoblin Strategies table to inspire how a hobgoblin carries out its conquest.\n\n**Hobgoblin Strategies**\n\n| dice: 1d6 | The Hobgoblin Works To... |\n|-----------|---------------------------|\n| 1 | Build a vessel to carry hobgoblin armies to new conquests. |\n| 2 | Capture monsters and train them to fight. |\n| 3 | Collapse a region into the Underdark so riches can be sifted from the ruins. |\n| 4 | Construct a giant machine to strip resources. |\n| 5 | Convince devils, dragons, or hobgoblins from Acheron to invade an enemy land. |\n| 6 | Help shortsighted merchants undermine a government or despoil the environment. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":170},"collection":"Monster Manual (2025)","summary":"Medium fey (goblinoid), Lawful Evil. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Hobgoblin warriors might hunt and raid alone or with trained mastiffs, worgs, goblin gangs, or other allies. They employ simple tactics and exploit every advantage their allies provide. They willingly sacrifice companions in their pursuit of victory.","visibility":"player"},{"heading":"Hobgoblins","body":"*Conquerors of Every Horizon*\n\n- **Habitat.** Desert, Forest, Grassland, Hill, Mountain, Planar (Acheron), Underdark  \n- **Treasure.** Armaments, Individual  \n\nHobgoblins embody the primal urge to grow and spread, expressing such drives by bending the world to their whims. Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal.\n\nHobgoblins often subjugate animals, monsters, and destructive Fey—particularly goblins and bugbears—to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.\n\nMany hobgoblins serve the violent god Maglubiyet, whose hunger for conquest matches their own. Hobgoblin followers of Maglubiyet flourish in the Infinite Battlefield of Acheron, where they endlessly indulge their drive for domination. These war-obsessed hobgoblins employ elaborate tactics and strange weapons, which they sometimes unleash on worlds of the Material Plane.","visibility":"player"},{"heading":"Hobgoblin Warfare","body":"The drive to subjugate and pillage is part of hobgoblins' supernatural nature, though a few might repress their warlike tendencies or turn them to more useful ends. Roll on or choose a result from the Hobgoblin Strategies table to inspire how a hobgoblin carries out its conquest.\n\n**Hobgoblin Strategies**\n\n| dice: 1d6 | The Hobgoblin Works To... |\n|-----------|---------------------------|\n| 1 | Build a vessel to carry hobgoblin armies to new conquests. |\n| 2 | Capture monsters and train them to fight. |\n| 3 | Collapse a region into the Underdark so riches can be sifted from the ruins. |\n| 4 | Construct a giant machine to strip resources. |\n| 5 | Convince devils, dragons, or hobgoblins from Acheron to invade an enemy land. |\n| 6 | Help shortsighted merchants undermine a government or despoil the environment. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"hobgoblin-warrior-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-hobgoblin-warrior-v1.avif","alt":"Hobgoblin Warrior","caption":"Hobgoblin Warrior","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-homunculus","title":"Homunculus","officialName":"Homunculus","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny construct, Neutral. Challenge 0. 2024 revised rules.\n\nHomunculus\n\n*Winged Servant Given Magical Life*\n\n- **Habitat.** Any  \n- **Treasure.** None  \n\nA mage can create a cat-sized, obedient assistant called a homunculus through a ritual that uses the mage's blood. Each homunculus shares a telepathic bond with the mage who created it and loyally serves its creator. A homunculus is reduced to inert material if its creator dies.\n\nA homunculus's appearance reflects its creator's tastes. Roll on or choose a result from the Homunculus Features table to inspire a homunculus's form.\n\n**Homunculus Features**\n\n| dice: 1d8 | The Homunculus Has Features That Are... |\n|-----------|-----------------------------------------|\n| 1 | Bat-like with tattered wings. |\n| 2 | Made of soft metal and delicate gears. |\n| 3 | Marked with its creator's symbol. |\n| 4 | Similar to those of a winged humanoid. |\n| 5 | Sprouting flowers and leaves. |\n| 6 | Suggestive of its creator's appearance. |\n| 7 | Underdeveloped and fleshy with beady eyes. |\n| 8 | Woven and patchwork, like a well-loved toy. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":172},"collection":"Monster Manual (2025)","summary":"Tiny construct, Neutral. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Homunculus","body":"*Winged Servant Given Magical Life*\n\n- **Habitat.** Any  \n- **Treasure.** None  \n\nA mage can create a cat-sized, obedient assistant called a homunculus through a ritual that uses the mage's blood. Each homunculus shares a telepathic bond with the mage who created it and loyally serves its creator. A homunculus is reduced to inert material if its creator dies.\n\nA homunculus's appearance reflects its creator's tastes. Roll on or choose a result from the Homunculus Features table to inspire a homunculus's form.\n\n**Homunculus Features**\n\n| dice: 1d8 | The Homunculus Has Features That Are... |\n|-----------|-----------------------------------------|\n| 1 | Bat-like with tattered wings. |\n| 2 | Made of soft metal and delicate gears. |\n| 3 | Marked with its creator's symbol. |\n| 4 | Similar to those of a winged humanoid. |\n| 5 | Sprouting flowers and leaves. |\n| 6 | Suggestive of its creator's appearance. |\n| 7 | Underdeveloped and fleshy with beady eyes. |\n| 8 | Woven and patchwork, like a well-loved toy. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"homunculus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-homunculus-v1.avif","alt":"Homunculus","caption":"Homunculus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-hook-horror","title":"Hook Horror","officialName":"Hook Horror","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Neutral. Challenge 3. 2024 revised rules.\n\nHook Horror\n\n*Echo-Stalking Underdark Hunter*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nHook horrors are beaked predators whose forelimbs end in massive, hook-like claws. They flourish in the cavernous mazes of the Underdark, with its miles-deep trenches and stalactite forests suspended over empty darkness, where they barrel through caves and swing across cavern ceilings.\n\nHook horrors feed opportunistically on plants, fungi, and any creatures that come close enough to hook. To perceive their surroundings, hook horrors echolocate via a range of noises, from banging on rocks and their own bodies to vocalizations that sound like strange squawks, screams, or clicks. Only hook horrors know the meaning of these noises, but many people who explore the Underdark or live near deep-reaching caves have sought the sources of such sounds only to fall victim to hungry hook horrors.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":173},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Neutral. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Hook Horror","body":"*Echo-Stalking Underdark Hunter*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nHook horrors are beaked predators whose forelimbs end in massive, hook-like claws. They flourish in the cavernous mazes of the Underdark, with its miles-deep trenches and stalactite forests suspended over empty darkness, where they barrel through caves and swing across cavern ceilings.\n\nHook horrors feed opportunistically on plants, fungi, and any creatures that come close enough to hook. To perceive their surroundings, hook horrors echolocate via a range of noises, from banging on rocks and their own bodies to vocalizations that sound like strange squawks, screams, or clicks. Only hook horrors know the meaning of these noises, but many people who explore the Underdark or live near deep-reaching caves have sought the sources of such sounds only to fall victim to hungry hook horrors.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"hook-horror-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-hook-horror-v1.avif","alt":"Hook Horror","caption":"Hook Horror","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-horned-devil","title":"Horned Devil","officialName":"Horned Devil","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (devil), Lawful Evil. Challenge 11. 2024 revised rules.\n\nHorned Devil\n\n*Devil of Hatred and Subjugation*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Relics  \n\nHorned devils, also known as cornugons or malebranche, are infernal warriors that exact the will of diabolical generals and lead other devils in battle. Their bodies and weapons are forged in the Nine Hells, and they torment their foes with diabolical flames and pernicious wounds.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":174},"collection":"Monster Manual (2025)","summary":"Large fiend (devil), Lawful Evil. Challenge 11. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Horned Devil","body":"*Devil of Hatred and Subjugation*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Relics  \n\nHorned devils, also known as cornugons or malebranche, are infernal warriors that exact the will of diabolical generals and lead other devils in battle. Their bodies and weapons are forged in the Nine Hells, and they torment their foes with diabolical flames and pernicious wounds.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"horned-devil-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-horned-devil-v1.avif","alt":"Horned Devil","caption":"Horned Devil","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-hunter-shark","title":"Hunter Shark","officialName":"Hunter Shark","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":363},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"hunter-shark-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-hunter-shark-xmm.avif","alt":"Hunter Shark","caption":"Hunter Shark","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-hydra","title":"Hydra","officialName":"Hydra","type":"Monster","category":"Creatures","visibility":"player","body":"Huge monstrosity, Unaligned. Challenge 8. 2024 revised rules.\n\nHydra\n\n*Multiheaded Serpent of Legend*\n\n- **Habitat.** Coastal, Swamp  \n- **Treasure.** Any  \n\nHydras are storied hero slayers with vicious, serpentine heads and infamous regenerative powers. Endlessly hungry, they devour any creatures they catch. Hydras that deplete an area of prey often go into a lengthy torpor until new prey arrives.\n\nMost hydras have five heads, but some mature or battle-tested hydras have more. Such elder hydras might become local legends, known for their battles with heroes or for the riches lost in their domains.\n\nWhile many hydras claim their own territories, wicked deities might use them to guard treasures or magical sites. Roll on or choose a result from the Hydra Lairs table to inspire why a hydra lurks where it does.\n\n**Hydra Lairs**\n\n| dice: 1d4 | The Hydra Lurks Where It Does To... |\n|-----------|-------------------------------------|\n| 1 | Ensure none claim the weapon of a fallen hero. |\n| 2 | Defend the home of a wise but sinister oracle. |\n| 3 | Guard a magical herb that blooms once a year. |\n| 4 | Protect a font of poison that pollutes a river. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":175},"collection":"Monster Manual (2025)","summary":"Huge monstrosity, Unaligned. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Hydra","body":"*Multiheaded Serpent of Legend*\n\n- **Habitat.** Coastal, Swamp  \n- **Treasure.** Any  \n\nHydras are storied hero slayers with vicious, serpentine heads and infamous regenerative powers. Endlessly hungry, they devour any creatures they catch. Hydras that deplete an area of prey often go into a lengthy torpor until new prey arrives.\n\nMost hydras have five heads, but some mature or battle-tested hydras have more. Such elder hydras might become local legends, known for their battles with heroes or for the riches lost in their domains.\n\nWhile many hydras claim their own territories, wicked deities might use them to guard treasures or magical sites. Roll on or choose a result from the Hydra Lairs table to inspire why a hydra lurks where it does.\n\n**Hydra Lairs**\n\n| dice: 1d4 | The Hydra Lurks Where It Does To... |\n|-----------|-------------------------------------|\n| 1 | Ensure none claim the weapon of a fallen hero. |\n| 2 | Defend the home of a wise but sinister oracle. |\n| 3 | Guard a magical herb that blooms once a year. |\n| 4 | Protect a font of poison that pollutes a river. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"hydra-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-hydra-v1.avif","alt":"Hydra","caption":"Hydra","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-hyena","title":"Hyena","officialName":"Hyena","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":363},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"hyena-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-hyena-xmm.avif","alt":"Hyena","caption":"Hyena","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ice-devil","title":"Ice Devil","officialName":"Ice Devil","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (devil), Lawful Evil. Challenge 14. 2024 revised rules.\n\nIce Devil\n\n*Devil of Antipathy and Intellectual Arrogance*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Arcana  \n\nHeartless strategists of the Nine Hells, ice devils—also known as gelugons—forsake emotion to indulge in their own malicious interpretations of logic. For them, the multiverse is a puzzle that must be solved to benefit them, their masters, and the Nine Hells.\n\nIce devils act maliciously, disguising their whims as reason and strategy. In the service of evil masters, these insectile devils patiently plot the movements of infernal armies and scheme ways to fulfill wicked goals. They might also serve as guardians, owing to their martial prowess and ability to reshape battlefields with walls of ice.\n\nWhen indulging their own schemes, ice devils tempt mortals to forsake empathy and social connections to embrace selfish, destructive visions of intellectualism. After isolating victims, these devils drain them of their secrets or send them forth to spread fractious dogmas cloaked as reason.\n\nIce devils usually lurk in frozen realms, particularly the frigid layer of Cania in the Nine Hells.\n\n> [!quote] A quote from Tasha  \n> \n> Part of the charm of ice devils is that they always think they're smarter than you. Mmm—there are few pleasures sweeter than proving a devil wrong.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":176},"collection":"Monster Manual (2025)","summary":"Large fiend (devil), Lawful Evil. Challenge 14. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Ice Devil","body":"*Devil of Antipathy and Intellectual Arrogance*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Arcana  \n\nHeartless strategists of the Nine Hells, ice devils—also known as gelugons—forsake emotion to indulge in their own malicious interpretations of logic. For them, the multiverse is a puzzle that must be solved to benefit them, their masters, and the Nine Hells.\n\nIce devils act maliciously, disguising their whims as reason and strategy. In the service of evil masters, these insectile devils patiently plot the movements of infernal armies and scheme ways to fulfill wicked goals. They might also serve as guardians, owing to their martial prowess and ability to reshape battlefields with walls of ice.\n\nWhen indulging their own schemes, ice devils tempt mortals to forsake empathy and social connections to embrace selfish, destructive visions of intellectualism. After isolating victims, these devils drain them of their secrets or send them forth to spread fractious dogmas cloaked as reason.\n\nIce devils usually lurk in frozen realms, particularly the frigid layer of Cania in the Nine Hells.\n\n> [!quote] A quote from Tasha  \n> \n> Part of the charm of ice devils is that they always think they're smarter than you. Mmm—there are few pleasures sweeter than proving a devil wrong.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ice-devil-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ice-devil-v1.avif","alt":"Ice Devil","caption":"Ice Devil","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ice-mephit","title":"Ice Mephit","officialName":"Ice Mephit","type":"Monster","category":"Creatures","visibility":"player","body":"Small elemental, Neutral Evil. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nIce mephits have bodies made of frigid air and frozen water. They delight in freezing things and dropping ice into peoples' clothes.\n\nMephits\n\n*Malicious Elemental Hooligans*\n\n- **Habitat.** Planar (Elemental Planes)  \n- **Treasure.** None  \n\nMephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.\n\nMephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.\n\n> [!quote] A quote from Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself  \n> \n> I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":206},"collection":"Monster Manual (2025)","summary":"Small elemental, Neutral Evil. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ice mephits have bodies made of frigid air and frozen water. They delight in freezing things and dropping ice into peoples' clothes.","visibility":"player"},{"heading":"Mephits","body":"*Malicious Elemental Hooligans*\n\n- **Habitat.** Planar (Elemental Planes)  \n- **Treasure.** None  \n\nMephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.\n\nMephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.\n\n> [!quote] A quote from Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself  \n> \n> I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ice-mephit-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ice-mephit-xmm.avif","alt":"Ice Mephit","caption":"Ice Mephit","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-imp","title":"Imp","officialName":"Imp","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny fiend (devil), Lawful Evil. Challenge 1. 2024 revised rules.\n\nImp\n\n*Devil of Pettiness and Suspicion*\n\n- **Habitat.** Any  \n- **Treasure.** None  \n\nKnown for their cowardice and toadying, imps serve devils and wicked magic-users. Their abilities to shape-shift and pass unseen make them skillful spies and adept at fleeing danger. Imps sent to surveil other creatures relate what they discover to their masters, but they frequently omit important details or cast events in the worst possible light to mislead their masters into following the imps' devilish council.\n\nImps without masters delight in manipulating other creatures and inflating their own egos. They might take over bands of weaker monsters, or they might pose as helpful spirits and trick influential individuals into pursuing nefarious ends.\n\n> [!quote] A quote from Skeever, Imp Servant of Firan Zal'Honan  \n> \n> I can tell you what I know, but wouldn't you rather I tell you what'll let you do what you know you're going to do anyway?","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":177},"collection":"Monster Manual (2025)","summary":"Tiny fiend (devil), Lawful Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Imp","body":"*Devil of Pettiness and Suspicion*\n\n- **Habitat.** Any  \n- **Treasure.** None  \n\nKnown for their cowardice and toadying, imps serve devils and wicked magic-users. Their abilities to shape-shift and pass unseen make them skillful spies and adept at fleeing danger. Imps sent to surveil other creatures relate what they discover to their masters, but they frequently omit important details or cast events in the worst possible light to mislead their masters into following the imps' devilish council.\n\nImps without masters delight in manipulating other creatures and inflating their own egos. They might take over bands of weaker monsters, or they might pose as helpful spirits and trick influential individuals into pursuing nefarious ends.\n\n> [!quote] A quote from Skeever, Imp Servant of Firan Zal'Honan  \n> \n> I can tell you what I know, but wouldn't you rather I tell you what'll let you do what you know you're going to do anyway?","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"imp-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-imp-v1.avif","alt":"Imp","caption":"Imp","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-incubus","title":"Incubus","officialName":"Incubus","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend, Neutral Evil. Challenge 4. 2024 revised rules.\n\nIncubus\n\n*Life-Leeching Dream Stalker*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** Any  \n\nIncubi exploit the vulnerability of mortal dreams. Slipping into the homes of sleepers, incubi feed off dreams and replace them with terrifying nightmares. Incubi visit victims nightly until their prey expires. The incubi then hunt for new victims, preferring the loved ones of past targets.\n\nIncubi can transform into succubi and vice versa, taking the forms they need to manipulate foes in dreams or in the flesh.\n\nThose visited by an incubus have recurring nightmares. Roll on or choose a result from the Incubus Nightmares table to inspire these night terrors.\n\n**Incubus Nightmares**\n\n| dice: 1d8 | The Incubus's Victim Has Dreams Of... |\n|-----------|---------------------------------------|\n| 1 | An angry family member or authority figure. |\n| 2 | Being chased through the wilderness. |\n| 3 | Being devoured by animals or monsters. |\n| 4 | Falling, drowning, or suffocating. |\n| 5 | A ruinous public embarrassment. |\n| 6 | A shadowy intruder or monstrous silhouette. |\n| 7 | A traumatic past event. |\n| 8 | A visitor with an eerie or enigmatic message. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":178},"collection":"Monster Manual (2025)","summary":"Medium fiend, Neutral Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Incubus","body":"*Life-Leeching Dream Stalker*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** Any  \n\nIncubi exploit the vulnerability of mortal dreams. Slipping into the homes of sleepers, incubi feed off dreams and replace them with terrifying nightmares. Incubi visit victims nightly until their prey expires. The incubi then hunt for new victims, preferring the loved ones of past targets.\n\nIncubi can transform into succubi and vice versa, taking the forms they need to manipulate foes in dreams or in the flesh.\n\nThose visited by an incubus have recurring nightmares. Roll on or choose a result from the Incubus Nightmares table to inspire these night terrors.\n\n**Incubus Nightmares**\n\n| dice: 1d8 | The Incubus's Victim Has Dreams Of... |\n|-----------|---------------------------------------|\n| 1 | An angry family member or authority figure. |\n| 2 | Being chased through the wilderness. |\n| 3 | Being devoured by animals or monsters. |\n| 4 | Falling, drowning, or suffocating. |\n| 5 | A ruinous public embarrassment. |\n| 6 | A shadowy intruder or monstrous silhouette. |\n| 7 | A traumatic past event. |\n| 8 | A visitor with an eerie or enigmatic message. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"incubus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-incubus-v1.avif","alt":"Incubus","caption":"Incubus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-intellect-devourer","title":"Intellect Devourer","officialName":"Intellect Devourer","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny aberration, Lawful Evil. Challenge 2. 2024 revised rules.\n\nIntellect Devourer\n\n*Brain-Eating Body Thief*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nIntellect devourers serve their mind flayer creators by consuming other creatures' brains and puppetizing the mindless bodies. These quadrupedal brains seek to ambush sapient beings, then drain their thoughts until they're mindless. Then, if their victims are Humanoids, they enter the creatures' skulls. With access to the victims' knowledge and control of their bodies, intellect devourers use their perfect disguises to pass as the people they've replaced and further mind flayer plots.\n\n> [!quote] A quote from Johana Grethe, Account of the Stormport Shock  \n> \n> I know Durgan, and that wasn't Durgan. It was like something was wearing Durgan... like some sort of suit... a Durgan suit.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":179},"collection":"Monster Manual (2025)","summary":"Tiny aberration, Lawful Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Intellect Devourer","body":"*Brain-Eating Body Thief*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nIntellect devourers serve their mind flayer creators by consuming other creatures' brains and puppetizing the mindless bodies. These quadrupedal brains seek to ambush sapient beings, then drain their thoughts until they're mindless. Then, if their victims are Humanoids, they enter the creatures' skulls. With access to the victims' knowledge and control of their bodies, intellect devourers use their perfect disguises to pass as the people they've replaced and further mind flayer plots.\n\n> [!quote] A quote from Johana Grethe, Account of the Stormport Shock  \n> \n> I know Durgan, and that wasn't Durgan. It was like something was wearing Durgan... like some sort of suit... a Durgan suit.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"intellect-devourer-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-intellect-devourer-v1.avif","alt":"Intellect Devourer","caption":"Intellect Devourer","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-invisible-stalker","title":"Invisible Stalker","officialName":"Invisible Stalker","type":"Monster","category":"Creatures","visibility":"player","body":"Large elemental, Neutral. Challenge 6. 2024 revised rules.\n\nInvisible Stalker\n\n*Unseen Magical Assassin*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nMagic and malice give form to invisible stalkers, bodiless spirits of the air. These elusive beings pass unseen with nothing more than a stirring of air. They control powerful winds capable of moving objects and battering foes. Magic-users conjure these creatures to serve as killers and thieves. Invisible stalkers relentlessly pursue their quarry, and they rarely leave evidence of their crimes.\n\nIn rare cases, an invisible stalker lingers in the world without a spellcaster controlling it. Roll on or choose a result from the Uncontrolled Invisible Stalkers table to inspire why one of these monsters lurks in an area without a direct command.\n\n**Uncontrolled Invisible Stalkers**\n\n| dice: 1d6 | The Invisible Stalker Is... |\n|-----------|-----------------------------|\n| 1 | The breath of an infamous god or monster. |\n| 2 | A guardian of a hidden portal or magical site. |\n| 3 | The lingering violent thoughts of someone killed in a great battle. |\n| 4 | A manifestation of uncontrolled magic. |\n| 5 | A servant of an evil elemental ruler such as Yan-C-Bin (the Elemental Prince of Evil Air). |\n| 6 | Unable to complete its duty and tries to create circumstances allowing it to fulfill its task. |\n\n> [!quote]  \n> \n> As detectives, we seek truth by eliminating the impossible, ever mindful that the impossible might also be seeking to eliminate us.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":180},"collection":"Monster Manual (2025)","summary":"Large elemental, Neutral. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Invisible Stalker","body":"*Unseen Magical Assassin*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nMagic and malice give form to invisible stalkers, bodiless spirits of the air. These elusive beings pass unseen with nothing more than a stirring of air. They control powerful winds capable of moving objects and battering foes. Magic-users conjure these creatures to serve as killers and thieves. Invisible stalkers relentlessly pursue their quarry, and they rarely leave evidence of their crimes.\n\nIn rare cases, an invisible stalker lingers in the world without a spellcaster controlling it. Roll on or choose a result from the Uncontrolled Invisible Stalkers table to inspire why one of these monsters lurks in an area without a direct command.\n\n**Uncontrolled Invisible Stalkers**\n\n| dice: 1d6 | The Invisible Stalker Is... |\n|-----------|-----------------------------|\n| 1 | The breath of an infamous god or monster. |\n| 2 | A guardian of a hidden portal or magical site. |\n| 3 | The lingering violent thoughts of someone killed in a great battle. |\n| 4 | A manifestation of uncontrolled magic. |\n| 5 | A servant of an evil elemental ruler such as Yan-C-Bin (the Elemental Prince of Evil Air). |\n| 6 | Unable to complete its duty and tries to create circumstances allowing it to fulfill its task. |\n\n> [!quote]  \n> \n> As detectives, we seek truth by eliminating the impossible, ever mindful that the impossible might also be seeking to eliminate us.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"invisible-stalker-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-invisible-stalker-v1.avif","alt":"Invisible Stalker","caption":"Invisible Stalker","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-iron-golem","title":"Iron Golem","officialName":"Iron Golem","type":"Monster","category":"Creatures","visibility":"player","body":"Large construct, Unaligned. Challenge 16. 2024 revised rules.\n\nIron Golem\n\n*Guardian of That Which Must Endure*\n\n- **Habitat.** Any  \n- **Treasure.** Any  \n\nTheir magical cores protected by mighty armor, iron golems defend important sites and objects. These golems are forged in bipedal forms, the details of which are decided by their creators. Many resemble armored guardians or legendary heroes. Iron golems confront their foes with a combination of overwhelming physical force and eruptions from their magical core. These magical blasts take the form of fiery bolts and poisonous emissions.\n\nIron golems preserve and protect their charges for generations. Roll on or choose a result from the Iron Golem Orders table to inspire what commands an iron golem follows.\n\n**Iron Golem Orders**\n\n| dice: 1d4 | The Iron Golem Follows Orders To... |\n|-----------|-------------------------------------|\n| 1 | Block a door that has never been opened, moving only when a prophecy is fulfilled. |\n| 2 | Exhale poison gas whenever it can, pausing only when someone speaks a passphrase. |\n| 3 | Pose as a statue until a community's hour of greatest need. |\n| 4 | Stand atop the resting place of a powerful magic item. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":181},"collection":"Monster Manual (2025)","summary":"Large construct, Unaligned. Challenge 16. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Iron Golem","body":"*Guardian of That Which Must Endure*\n\n- **Habitat.** Any  \n- **Treasure.** Any  \n\nTheir magical cores protected by mighty armor, iron golems defend important sites and objects. These golems are forged in bipedal forms, the details of which are decided by their creators. Many resemble armored guardians or legendary heroes. Iron golems confront their foes with a combination of overwhelming physical force and eruptions from their magical core. These magical blasts take the form of fiery bolts and poisonous emissions.\n\nIron golems preserve and protect their charges for generations. Roll on or choose a result from the Iron Golem Orders table to inspire what commands an iron golem follows.\n\n**Iron Golem Orders**\n\n| dice: 1d4 | The Iron Golem Follows Orders To... |\n|-----------|-------------------------------------|\n| 1 | Block a door that has never been opened, moving only when a prophecy is fulfilled. |\n| 2 | Exhale poison gas whenever it can, pausing only when someone speaks a passphrase. |\n| 3 | Pose as a statue until a community's hour of greatest need. |\n| 4 | Stand atop the resting place of a powerful magic item. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"iron-golem-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-iron-golem-v1.avif","alt":"Iron Golem","caption":"Iron Golem","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-jackal","title":"Jackal","officialName":"Jackal","type":"Monster","category":"Creatures","visibility":"player","body":"Small beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":364},"collection":"Monster Manual (2025)","summary":"Small beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"jackal-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-jackal-v1.avif","alt":"Jackal","caption":"Jackal","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-jackalwere","title":"Jackalwere","officialName":"Jackalwere","type":"Monster","category":"Creatures","visibility":"player","body":"Small fiend, Chaotic Evil. Challenge 1/2. 2024 revised rules.\n\nJackalwere\n\n*Shape-Shifting Trickster of the Wilds*\n\n- **Habitat.** Desert, Grassland  \n- **Treasure.** Implements  \n\nIndistinguishable from jackals in their natural form, jackalweres shape-shift to deceive others. These shape-shifters can take three forms: a jackal, a human, or a monstrous hybrid of the two. Jackalweres are easily mistaken for werewolves, but jackalweres aren't supernaturally afflicted—their jackal forms are their natural state. Jackalweres also possess magical gazes capable of putting foes to sleep, allowing jackalweres to play their tricks unimpeded or get the upper hand over threats.\n\nJackalweres dwell in inhospitable wildernesses and pride themselves on their cleverness. They take offense at those who travel through their lands without leaving a gift of treasure or fresh game. Roll on or choose a result from the Jackalwere Tricks table to inspire how a jackalwere repays such slights.\n\n**Jackalwere Tricks**\n\n| dice: 1d4 | The Jackalwere Tricks Travelers By... |\n|-----------|---------------------------------------|\n| 1 | Guiding them into wildernesses, then abandoning them. |\n| 2 | Mapping a shortcut through a monster's lair. |\n| 3 | Putting them to sleep, then stealing mounts or supplies. |\n| 4 | Sharing the location of hidden treasure, which turns out to be sunlight on sand or water. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":182},"collection":"Monster Manual (2025)","summary":"Small fiend, Chaotic Evil. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Jackalwere","body":"*Shape-Shifting Trickster of the Wilds*\n\n- **Habitat.** Desert, Grassland  \n- **Treasure.** Implements  \n\nIndistinguishable from jackals in their natural form, jackalweres shape-shift to deceive others. These shape-shifters can take three forms: a jackal, a human, or a monstrous hybrid of the two. Jackalweres are easily mistaken for werewolves, but jackalweres aren't supernaturally afflicted—their jackal forms are their natural state. Jackalweres also possess magical gazes capable of putting foes to sleep, allowing jackalweres to play their tricks unimpeded or get the upper hand over threats.\n\nJackalweres dwell in inhospitable wildernesses and pride themselves on their cleverness. They take offense at those who travel through their lands without leaving a gift of treasure or fresh game. Roll on or choose a result from the Jackalwere Tricks table to inspire how a jackalwere repays such slights.\n\n**Jackalwere Tricks**\n\n| dice: 1d4 | The Jackalwere Tricks Travelers By... |\n|-----------|---------------------------------------|\n| 1 | Guiding them into wildernesses, then abandoning them. |\n| 2 | Mapping a shortcut through a monster's lair. |\n| 3 | Putting them to sleep, then stealing mounts or supplies. |\n| 4 | Sharing the location of hidden treasure, which turns out to be sunlight on sand or water. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"jackalwere-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-jackalwere-v1.avif","alt":"Jackalwere","caption":"Jackalwere","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-juvenile-shadow-dragon","title":"Juvenile Shadow Dragon","officialName":"Juvenile Shadow Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Medium dragon, Chaotic Evil. Challenge 4. 2024 revised rules.\n\nShadow Dragons\n\n*Dragon Corrupted by Darkness*\n\n- **Habitat.** Planar (Shadowfell), Underdark  \n- **Treasure.** Any  \n\nShadow dragons haunt forgotten, lightless places. While they might have once been other types of dragons, the influence of planar forces, negative energy, or sinister magic has stripped them of their former color or luster. In place of any former breath weapon, shadow dragons exhale caliginous gouts that saps life from everything it touches. Those slain by a shadow dragon's breath rise as shades obedient to the shadow dragon's will.\n\nShadow dragons typically dwell in the Underdark, particularly in areas with connections to the Shadowfell or other tenebrous realms. In some cases, they might lurk in dark, corrupted reaches of the regions they preferred before transforming into shadow dragons. Overgrown swamps, sepulchral desert ruins, and ash-choked volcanoes make natural lairs for shadow dragons.\n\nLike many other dragons, shadow dragons collect hoards. Their tastes tend to be morbid—collecting coins from ruined empires and their victims' skulls.\n\nShadow Dragon Lairs\n\nShadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.\n\n> [!quote] A quote from Challenge Tempting Victims to the Lair of the Shadow Dragon Aurgloroasa  \n> \n> If ye truly be adventurers of lore, seek the great shadowy wyrm who lairs beneath the Peaks of Thunder and return in triumph bearing aloft her fabled Eye of Shadow.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":275},"collection":"Monster Manual (2025)","summary":"Medium dragon, Chaotic Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Shadow Dragons","body":"*Dragon Corrupted by Darkness*\n\n- **Habitat.** Planar (Shadowfell), Underdark  \n- **Treasure.** Any  \n\nShadow dragons haunt forgotten, lightless places. While they might have once been other types of dragons, the influence of planar forces, negative energy, or sinister magic has stripped them of their former color or luster. In place of any former breath weapon, shadow dragons exhale caliginous gouts that saps life from everything it touches. Those slain by a shadow dragon's breath rise as shades obedient to the shadow dragon's will.\n\nShadow dragons typically dwell in the Underdark, particularly in areas with connections to the Shadowfell or other tenebrous realms. In some cases, they might lurk in dark, corrupted reaches of the regions they preferred before transforming into shadow dragons. Overgrown swamps, sepulchral desert ruins, and ash-choked volcanoes make natural lairs for shadow dragons.\n\nLike many other dragons, shadow dragons collect hoards. Their tastes tend to be morbid—collecting coins from ruined empires and their victims' skulls.","visibility":"player"},{"heading":"Shadow Dragon Lairs","body":"Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.\n\n> [!quote] A quote from Challenge Tempting Victims to the Lair of the Shadow Dragon Aurgloroasa  \n> \n> If ye truly be adventurers of lore, seek the great shadowy wyrm who lairs beneath the Peaks of Thunder and return in triumph bearing aloft her fabled Eye of Shadow.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"juvenile-shadow-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-juvenile-shadow-dragon-v1.avif","alt":"Juvenile Shadow Dragon","caption":"Juvenile Shadow Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-kenku","title":"Kenku","officialName":"Kenku","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Neutral. Challenge 1/4. 2024 revised rules.\n\nKenku\n\n*Flightless, Noise-Mimicking Avian*\n\n- **Habitat.** Forest, Planar (Shadowfell), Urban  \n- **Treasure.** Implements, Individual  \n\nKenku are birdlike folk who once soared the skies and sang enchanted songs, but a curse stole their wings and transformed their voices. Now kenku slip through the shadows of cities and the Shadowfell, trying to recover what they've lost. To some, this means seeking an end to their curse; others search for magic or contraptions to enable them to fly and sing again.\n\nThe curse affecting kenku allows them to vocally communicate only by mimicking sounds they've heard. Kenku can supernaturally re-create vast varieties of noises, from crying babies to running water and short phrases in others' voices. Cunning kenku use their mimicry to deceive foes, lure creatures into ambushes, and signal to allies.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":183},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Neutral. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Kenku","body":"*Flightless, Noise-Mimicking Avian*\n\n- **Habitat.** Forest, Planar (Shadowfell), Urban  \n- **Treasure.** Implements, Individual  \n\nKenku are birdlike folk who once soared the skies and sang enchanted songs, but a curse stole their wings and transformed their voices. Now kenku slip through the shadows of cities and the Shadowfell, trying to recover what they've lost. To some, this means seeking an end to their curse; others search for magic or contraptions to enable them to fly and sing again.\n\nThe curse affecting kenku allows them to vocally communicate only by mimicking sounds they've heard. Kenku can supernaturally re-create vast varieties of noises, from crying babies to running water and short phrases in others' voices. Cunning kenku use their mimicry to deceive foes, lure creatures into ambushes, and signal to allies.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"kenku-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-kenku-v1.avif","alt":"Kenku","caption":"Kenku","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-killer-whale","title":"Killer Whale","officialName":"Killer Whale","type":"Monster","category":"Creatures","visibility":"player","body":"Huge beast, Unaligned. Challenge 3. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":364},"collection":"Monster Manual (2025)","summary":"Huge beast, Unaligned. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player","illustration":{"src":"assets/worldbook/dorn-animals-aquatic-panorama-v1.avif","alt":"An aquatic animal encounter.","caption":"An aquatic animal encounter.","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide","role":"supporting"}}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"killer-whale-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-killer-whale-v1.avif","alt":"Killer Whale","caption":"Killer Whale","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-kobold-warrior","title":"Kobold Warrior","officialName":"Kobold Warrior","type":"Monster","category":"Creatures","visibility":"player","body":"Small dragon, Neutral. Challenge 1/8. 2024 revised rules.\n\nOverview\n\nKobold warriors use hit-and-run tactics to raid their enemies and defend their homes. To avoid danger, they frequently employ haphazard traps.\n\nKobolds\n\n*Tricksters and Servants to Chromatic Dragons*\n\n- **Habitat.** Arctic, Coastal, Desert, Forest, Hill, Mountain, Swamp, Underdark, Urban  \n- **Treasure.** Armaments  \n\nCowardly cousins to chromatic dragons, kobolds serve draconic overlords as warriors and servants. These scrappy menaces mimic the behaviors of their dragon masters. Though their small stature and recklessness make kobolds poor imitators of dragons, what they lack in ferocity they make up for in zeal and ingenuity. They are especially adept at creating traps and setting ambushes.\n\nKobolds' scales resemble those of chromatic dragons that live near their warrens. Rarely, kobolds possess features evocative of metallic dragons or other dragon-like creatures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":185},"collection":"Monster Manual (2025)","summary":"Small dragon, Neutral. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Kobold warriors use hit-and-run tactics to raid their enemies and defend their homes. To avoid danger, they frequently employ haphazard traps.","visibility":"player"},{"heading":"Kobolds","body":"*Tricksters and Servants to Chromatic Dragons*\n\n- **Habitat.** Arctic, Coastal, Desert, Forest, Hill, Mountain, Swamp, Underdark, Urban  \n- **Treasure.** Armaments  \n\nCowardly cousins to chromatic dragons, kobolds serve draconic overlords as warriors and servants. These scrappy menaces mimic the behaviors of their dragon masters. Though their small stature and recklessness make kobolds poor imitators of dragons, what they lack in ferocity they make up for in zeal and ingenuity. They are especially adept at creating traps and setting ambushes.\n\nKobolds' scales resemble those of chromatic dragons that live near their warrens. Rarely, kobolds possess features evocative of metallic dragons or other dragon-like creatures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"kobold-warrior-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-kobold-warrior-v1.avif","alt":"Kobold Warrior","caption":"Kobold Warrior","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-kraken","title":"Kraken","officialName":"Kraken","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan monstrosity (titan), Chaotic Evil. Challenge 23. 2024 revised rules.\n\nKraken\n\n*Leviathan of Legend*\n\n- **Habitat.** Underwater  \n- **Treasure.** Any  \n\nAncient weapons of the gods, krakens slumber in the deepest oceanic abysses, awaiting their time to rise and dominate the world. These massive, many-tentacled horrors combine overwhelming physical might with formidable cunning. Their powerful limbs shatter ships and topple spires, and they use their control over storms to rain down lightning on their foes.\n\nKrakens usually have little interest in mortal affairs. These terrors were created by the gods to wage war in ages long forgotten. Since that era, most krakens have vanished beneath the waves to slumber until the gods call on them again. Some krakens serve divine masters still, protecting deep sea treasures or entire oceans. Others have forsaken their divine creators and pursue their own agendas, manipulating forces beneath the sea and beyond.\n\nKrakens rarely appear on the surface, but when they do, they herald times of change and doom. When roused to action, these titans directly attack coastal cities or whole armadas. Kraken onslaughts persist until their wrath is sated, their divine patrons are appeased, or their egos are placated by valuable offerings. Roll on or choose a result from the Kraken Attacks table to inspire what ruin a kraken might unleash.\n\n**Kraken Attacks**\n\n| dice: 1d8 | The Enraged Kraken... |\n|-----------|-----------------------|\n| 1 | Abducts the vessel of a leader or another important community member. |\n| 2 | Attacks a community from below using flooded ruins, hidden aquifers, or sewers. |\n| 3 | Breaks a lighthouse or seaside tower, carrying it and the occupants to a secret island. |\n| 4 | Calls down lightning on any ship that enters its aquatic territory. |\n| 5 | Carries ships to an inescapable sargassum. |\n| 6 | Dams a river or cuts off a city's sea access. |\n| 7 | Devours all sea life near a fishing community, threatening it with ruin. |\n| 8 | Masterminds an invasion from the sea by merfolk, sahuagin, or storm giants. |\n\nKraken Lairs\n\nKraken lairs tend to be sunken temples, eldritch ritual sites, or primeval places of divine power. They might lie deep beneath bodies of fresh or salt water, and they often connect to labyrinths of flooded subterranean tunnels or networks of magical portals.\n\n> [!quote] A quote from Malfeore Serrang  \n> \n> A kraken dreams of casting its tentacles into the heavens and strangling that which birthed it, and when its dream exceeds its reach, it settles for the occasional passing ship.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":187},"collection":"Monster Manual (2025)","summary":"Gargantuan monstrosity (titan), Chaotic Evil. Challenge 23. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Kraken","body":"*Leviathan of Legend*\n\n- **Habitat.** Underwater  \n- **Treasure.** Any  \n\nAncient weapons of the gods, krakens slumber in the deepest oceanic abysses, awaiting their time to rise and dominate the world. These massive, many-tentacled horrors combine overwhelming physical might with formidable cunning. Their powerful limbs shatter ships and topple spires, and they use their control over storms to rain down lightning on their foes.\n\nKrakens usually have little interest in mortal affairs. These terrors were created by the gods to wage war in ages long forgotten. Since that era, most krakens have vanished beneath the waves to slumber until the gods call on them again. Some krakens serve divine masters still, protecting deep sea treasures or entire oceans. Others have forsaken their divine creators and pursue their own agendas, manipulating forces beneath the sea and beyond.\n\nKrakens rarely appear on the surface, but when they do, they herald times of change and doom. When roused to action, these titans directly attack coastal cities or whole armadas. Kraken onslaughts persist until their wrath is sated, their divine patrons are appeased, or their egos are placated by valuable offerings. Roll on or choose a result from the Kraken Attacks table to inspire what ruin a kraken might unleash.\n\n**Kraken Attacks**\n\n| dice: 1d8 | The Enraged Kraken... |\n|-----------|-----------------------|\n| 1 | Abducts the vessel of a leader or another important community member. |\n| 2 | Attacks a community from below using flooded ruins, hidden aquifers, or sewers. |\n| 3 | Breaks a lighthouse or seaside tower, carrying it and the occupants to a secret island. |\n| 4 | Calls down lightning on any ship that enters its aquatic territory. |\n| 5 | Carries ships to an inescapable sargassum. |\n| 6 | Dams a river or cuts off a city's sea access. |\n| 7 | Devours all sea life near a fishing community, threatening it with ruin. |\n| 8 | Masterminds an invasion from the sea by merfolk, sahuagin, or storm giants. |","visibility":"player"},{"heading":"Kraken Lairs","body":"Kraken lairs tend to be sunken temples, eldritch ritual sites, or primeval places of divine power. They might lie deep beneath bodies of fresh or salt water, and they often connect to labyrinths of flooded subterranean tunnels or networks of magical portals.\n\n> [!quote] A quote from Malfeore Serrang  \n> \n> A kraken dreams of casting its tentacles into the heavens and strangling that which birthed it, and when its dream exceeds its reach, it settles for the occasional passing ship.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"kraken-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-kraken-v1.avif","alt":"Kraken","caption":"Kraken","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-kuo-toa","title":"Kuo-toa","officialName":"Kuo-toa","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Neutral Evil. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nKuo-toa loot ruins and raid communities near their dwellings in the Underdark. Their shields are coated in sticky slime, which they use to disarm their foes, and they employ slimy nets to entrap victims. They usually strive to take their enemies alive and drag captives to their hidden lairs.\n\nMost kuo-toa follow the orders of their more powerful leaders out of a combination of faith and fear. In rare cases, a kuo-toa might abandon its community to live as a hermit or wanderer. Such kuo-toa might know much about the Underdark, but they live in fear of the strange gods they forsook.\n\nKuo-toa\n\n*Fishlike Fanatics of the Deep*\n\n- **Habitat.** Coastal, Underdark  \n- **Treasure.** Relics  \n\nKuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.\n\nKuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.\n\nKuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.\n\nKuo-toa Deities\n\nKuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.\n\nLacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.\n\n**Kuo-toa Deity Features**\n\n| dice: 1d10 | The Deity's Head Is Like A... | The Deity's Body Is Like A... |\n|------------|-------------------------------|-------------------------------|\n| 1 | Barnacle | Hermit crab |\n| 2 | Crab claw | Jellyfish |\n| 3 | Hagfish | Kuo-toa |\n| 4 | Moray eel | Mantis shrimp |\n| 5 | Sea anemone | Merfolk |\n| 6 | Shark | Plesiosaurus |\n| 7 | Sunfish | Sea cucumber |\n| 8 | Tentacle | Ship's figurehead |\n| 9 | Treasure chest | Squid |\n| 10 | Viperfish | Whale |\n\nKuo-toa Sanctuaries\n\nKuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.\n\n**Kuo-toa Ritual Sites**\n\n| dice: 1d8 | The Kuo-toa Community Features... |\n|-----------|-----------------------------------|\n| 1 | An arena scattered with weapons made from crustacean shells. |\n| 2 | A gallery of hibernating chuuls. |\n| 3 | A garden of mussels and tide pool creatures that whisper secrets. |\n| 4 | A hidden shrine with a patchwork depiction of a new kuo-toa deity. |\n| 5 | The lavish chamber of an animal or monster said to be prophetic, lucky, or literate. |\n| 6 | A pool filled with jellyfish, eels, or fish roe that glow in organized patterns. |\n| 7 | A punishment chamber exposed to the light of the surface. |\n| 8 | A towering statue of a kuo-toa deity. |\n\n> [!quote] A quote from Tak Merakin, Harbor Master of the Styes  \n> \n> When the Corpse Moon rises and the Chum-Tide washes in, up rise the Gogglers from their pits beneath the waves. Burbling and noisome they come, fishing night's shores as we do dawn's waves.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":189},"collection":"Monster Manual (2025)","summary":"Medium aberration, Neutral Evil. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Kuo-toa loot ruins and raid communities near their dwellings in the Underdark. Their shields are coated in sticky slime, which they use to disarm their foes, and they employ slimy nets to entrap victims. They usually strive to take their enemies alive and drag captives to their hidden lairs.\n\nMost kuo-toa follow the orders of their more powerful leaders out of a combination of faith and fear. In rare cases, a kuo-toa might abandon its community to live as a hermit or wanderer. Such kuo-toa might know much about the Underdark, but they live in fear of the strange gods they forsook.","visibility":"player"},{"heading":"Kuo-toa","body":"*Fishlike Fanatics of the Deep*\n\n- **Habitat.** Coastal, Underdark  \n- **Treasure.** Relics  \n\nKuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.\n\nKuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.\n\nKuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.","visibility":"player"},{"heading":"Kuo-toa Deities","body":"Kuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.\n\nLacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.\n\n**Kuo-toa Deity Features**\n\n| dice: 1d10 | The Deity's Head Is Like A... | The Deity's Body Is Like A... |\n|------------|-------------------------------|-------------------------------|\n| 1 | Barnacle | Hermit crab |\n| 2 | Crab claw | Jellyfish |\n| 3 | Hagfish | Kuo-toa |\n| 4 | Moray eel | Mantis shrimp |\n| 5 | Sea anemone | Merfolk |\n| 6 | Shark | Plesiosaurus |\n| 7 | Sunfish | Sea cucumber |\n| 8 | Tentacle | Ship's figurehead |\n| 9 | Treasure chest | Squid |\n| 10 | Viperfish | Whale |","visibility":"player"},{"heading":"Kuo-toa Sanctuaries","body":"Kuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.\n\n**Kuo-toa Ritual Sites**\n\n| dice: 1d8 | The Kuo-toa Community Features... |\n|-----------|-----------------------------------|\n| 1 | An arena scattered with weapons made from crustacean shells. |\n| 2 | A gallery of hibernating chuuls. |\n| 3 | A garden of mussels and tide pool creatures that whisper secrets. |\n| 4 | A hidden shrine with a patchwork depiction of a new kuo-toa deity. |\n| 5 | The lavish chamber of an animal or monster said to be prophetic, lucky, or literate. |\n| 6 | A pool filled with jellyfish, eels, or fish roe that glow in organized patterns. |\n| 7 | A punishment chamber exposed to the light of the surface. |\n| 8 | A towering statue of a kuo-toa deity. |\n\n> [!quote] A quote from Tak Merakin, Harbor Master of the Styes  \n> \n> When the Corpse Moon rises and the Chum-Tide washes in, up rise the Gogglers from their pits beneath the waves. Burbling and noisome they come, fishing night's shores as we do dawn's waves.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"kuo-toa-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-kuo-toa-v1.avif","alt":"Kuo-toa","caption":"Kuo-toa","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-kuo-toa-archpriest","title":"Kuo-toa Archpriest","officialName":"Kuo-toa Archpriest","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Neutral Evil. Challenge 6. 2024 revised rules.\n\nOverview\n\nKuo-toa archpriests lead kuo-toa communities by interpreting omens and messages from their strange gods. They wear grotesque ceremonial regalia honoring their deities. Archpriests channel their faith into spells to support their followers.\n\nKuo-toa\n\n*Fishlike Fanatics of the Deep*\n\n- **Habitat.** Coastal, Underdark  \n- **Treasure.** Relics  \n\nKuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.\n\nKuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.\n\nKuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.\n\nKuo-toa Deities\n\nKuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.\n\nLacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.\n\n**Kuo-toa Deity Features**\n\n| dice: 1d10 | The Deity's Head Is Like A... | The Deity's Body Is Like A... |\n|------------|-------------------------------|-------------------------------|\n| 1 | Barnacle | Hermit crab |\n| 2 | Crab claw | Jellyfish |\n| 3 | Hagfish | Kuo-toa |\n| 4 | Moray eel | Mantis shrimp |\n| 5 | Sea anemone | Merfolk |\n| 6 | Shark | Plesiosaurus |\n| 7 | Sunfish | Sea cucumber |\n| 8 | Tentacle | Ship's figurehead |\n| 9 | Treasure chest | Squid |\n| 10 | Viperfish | Whale |\n\nKuo-toa Sanctuaries\n\nKuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.\n\n**Kuo-toa Ritual Sites**\n\n| dice: 1d8 | The Kuo-toa Community Features... |\n|-----------|-----------------------------------|\n| 1 | An arena scattered with weapons made from crustacean shells. |\n| 2 | A gallery of hibernating chuuls. |\n| 3 | A garden of mussels and tide pool creatures that whisper secrets. |\n| 4 | A hidden shrine with a patchwork depiction of a new kuo-toa deity. |\n| 5 | The lavish chamber of an animal or monster said to be prophetic, lucky, or literate. |\n| 6 | A pool filled with jellyfish, eels, or fish roe that glow in organized patterns. |\n| 7 | A punishment chamber exposed to the light of the surface. |\n| 8 | A towering statue of a kuo-toa deity. |\n\n> [!quote] A quote from Tak Merakin, Harbor Master of the Styes  \n> \n> When the Corpse Moon rises and the Chum-Tide washes in, up rise the Gogglers from their pits beneath the waves. Burbling and noisome they come, fishing night's shores as we do dawn's waves.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":191},"collection":"Monster Manual (2025)","summary":"Medium aberration, Neutral Evil. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Kuo-toa archpriests lead kuo-toa communities by interpreting omens and messages from their strange gods. They wear grotesque ceremonial regalia honoring their deities. Archpriests channel their faith into spells to support their followers.","visibility":"player"},{"heading":"Kuo-toa","body":"*Fishlike Fanatics of the Deep*\n\n- **Habitat.** Coastal, Underdark  \n- **Treasure.** Relics  \n\nKuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.\n\nKuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.\n\nKuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.","visibility":"player"},{"heading":"Kuo-toa Deities","body":"Kuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.\n\nLacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.\n\n**Kuo-toa Deity Features**\n\n| dice: 1d10 | The Deity's Head Is Like A... | The Deity's Body Is Like A... |\n|------------|-------------------------------|-------------------------------|\n| 1 | Barnacle | Hermit crab |\n| 2 | Crab claw | Jellyfish |\n| 3 | Hagfish | Kuo-toa |\n| 4 | Moray eel | Mantis shrimp |\n| 5 | Sea anemone | Merfolk |\n| 6 | Shark | Plesiosaurus |\n| 7 | Sunfish | Sea cucumber |\n| 8 | Tentacle | Ship's figurehead |\n| 9 | Treasure chest | Squid |\n| 10 | Viperfish | Whale |","visibility":"player"},{"heading":"Kuo-toa Sanctuaries","body":"Kuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.\n\n**Kuo-toa Ritual Sites**\n\n| dice: 1d8 | The Kuo-toa Community Features... |\n|-----------|-----------------------------------|\n| 1 | An arena scattered with weapons made from crustacean shells. |\n| 2 | A gallery of hibernating chuuls. |\n| 3 | A garden of mussels and tide pool creatures that whisper secrets. |\n| 4 | A hidden shrine with a patchwork depiction of a new kuo-toa deity. |\n| 5 | The lavish chamber of an animal or monster said to be prophetic, lucky, or literate. |\n| 6 | A pool filled with jellyfish, eels, or fish roe that glow in organized patterns. |\n| 7 | A punishment chamber exposed to the light of the surface. |\n| 8 | A towering statue of a kuo-toa deity. |\n\n> [!quote] A quote from Tak Merakin, Harbor Master of the Styes  \n> \n> When the Corpse Moon rises and the Chum-Tide washes in, up rise the Gogglers from their pits beneath the waves. Burbling and noisome they come, fishing night's shores as we do dawn's waves.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"kuo-toa-archpriest-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-kuo-toa-archpriest-v1.avif","alt":"Kuo-toa Archpriest","caption":"Kuo-toa Archpriest","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-kuo-toa-monitor","title":"Kuo-toa Monitor","officialName":"Kuo-toa Monitor","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Neutral Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nKuo-toa monitors control the day-to-day life of weaker kuo-toa, directing their work and worship. They also train beasts or monsters in the kuo-toa's service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with electricity channeled through their bizarre whips.\n\nKuo-toa\n\n*Fishlike Fanatics of the Deep*\n\n- **Habitat.** Coastal, Underdark  \n- **Treasure.** Relics  \n\nKuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.\n\nKuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.\n\nKuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.\n\nKuo-toa Deities\n\nKuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.\n\nLacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.\n\n**Kuo-toa Deity Features**\n\n| dice: 1d10 | The Deity's Head Is Like A... | The Deity's Body Is Like A... |\n|------------|-------------------------------|-------------------------------|\n| 1 | Barnacle | Hermit crab |\n| 2 | Crab claw | Jellyfish |\n| 3 | Hagfish | Kuo-toa |\n| 4 | Moray eel | Mantis shrimp |\n| 5 | Sea anemone | Merfolk |\n| 6 | Shark | Plesiosaurus |\n| 7 | Sunfish | Sea cucumber |\n| 8 | Tentacle | Ship's figurehead |\n| 9 | Treasure chest | Squid |\n| 10 | Viperfish | Whale |\n\nKuo-toa Sanctuaries\n\nKuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.\n\n**Kuo-toa Ritual Sites**\n\n| dice: 1d8 | The Kuo-toa Community Features... |\n|-----------|-----------------------------------|\n| 1 | An arena scattered with weapons made from crustacean shells. |\n| 2 | A gallery of hibernating chuuls. |\n| 3 | A garden of mussels and tide pool creatures that whisper secrets. |\n| 4 | A hidden shrine with a patchwork depiction of a new kuo-toa deity. |\n| 5 | The lavish chamber of an animal or monster said to be prophetic, lucky, or literate. |\n| 6 | A pool filled with jellyfish, eels, or fish roe that glow in organized patterns. |\n| 7 | A punishment chamber exposed to the light of the surface. |\n| 8 | A towering statue of a kuo-toa deity. |\n\n> [!quote] A quote from Tak Merakin, Harbor Master of the Styes  \n> \n> When the Corpse Moon rises and the Chum-Tide washes in, up rise the Gogglers from their pits beneath the waves. Burbling and noisome they come, fishing night's shores as we do dawn's waves.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":190},"collection":"Monster Manual (2025)","summary":"Medium aberration, Neutral Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Kuo-toa monitors control the day-to-day life of weaker kuo-toa, directing their work and worship. They also train beasts or monsters in the kuo-toa's service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with electricity channeled through their bizarre whips.","visibility":"player"},{"heading":"Kuo-toa","body":"*Fishlike Fanatics of the Deep*\n\n- **Habitat.** Coastal, Underdark  \n- **Treasure.** Relics  \n\nKuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.\n\nKuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.\n\nKuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.","visibility":"player"},{"heading":"Kuo-toa Deities","body":"Kuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.\n\nLacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.\n\n**Kuo-toa Deity Features**\n\n| dice: 1d10 | The Deity's Head Is Like A... | The Deity's Body Is Like A... |\n|------------|-------------------------------|-------------------------------|\n| 1 | Barnacle | Hermit crab |\n| 2 | Crab claw | Jellyfish |\n| 3 | Hagfish | Kuo-toa |\n| 4 | Moray eel | Mantis shrimp |\n| 5 | Sea anemone | Merfolk |\n| 6 | Shark | Plesiosaurus |\n| 7 | Sunfish | Sea cucumber |\n| 8 | Tentacle | Ship's figurehead |\n| 9 | Treasure chest | Squid |\n| 10 | Viperfish | Whale |","visibility":"player"},{"heading":"Kuo-toa Sanctuaries","body":"Kuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.\n\n**Kuo-toa Ritual Sites**\n\n| dice: 1d8 | The Kuo-toa Community Features... |\n|-----------|-----------------------------------|\n| 1 | An arena scattered with weapons made from crustacean shells. |\n| 2 | A gallery of hibernating chuuls. |\n| 3 | A garden of mussels and tide pool creatures that whisper secrets. |\n| 4 | A hidden shrine with a patchwork depiction of a new kuo-toa deity. |\n| 5 | The lavish chamber of an animal or monster said to be prophetic, lucky, or literate. |\n| 6 | A pool filled with jellyfish, eels, or fish roe that glow in organized patterns. |\n| 7 | A punishment chamber exposed to the light of the surface. |\n| 8 | A towering statue of a kuo-toa deity. |\n\n> [!quote] A quote from Tak Merakin, Harbor Master of the Styes  \n> \n> When the Corpse Moon rises and the Chum-Tide washes in, up rise the Gogglers from their pits beneath the waves. Burbling and noisome they come, fishing night's shores as we do dawn's waves.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"kuo-toa-monitor-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-kuo-toa-monitor-v1.avif","alt":"Kuo-toa Monitor","caption":"Kuo-toa Monitor","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-kuo-toa-whip","title":"Kuo-toa Whip","officialName":"Kuo-toa Whip","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Neutral Evil. Challenge 1. 2024 revised rules.\n\nOverview\n\nThe servants of kuo-toa archpriests, kuo-toa whips—so named for their role in enforcing order among other kuo-toa—lead war bands in carrying out the commands of their superiors. In return for their zeal, these kuo-toa are granted minor magical abilities and pincer-like weapons for subduing foes. In battle, whips drive on other kuo-toa with threats of violence and burbling chants.\n\nKuo-toa\n\n*Fishlike Fanatics of the Deep*\n\n- **Habitat.** Coastal, Underdark  \n- **Treasure.** Relics  \n\nKuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.\n\nKuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.\n\nKuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.\n\nKuo-toa Deities\n\nKuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.\n\nLacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.\n\n**Kuo-toa Deity Features**\n\n| dice: 1d10 | The Deity's Head Is Like A... | The Deity's Body Is Like A... |\n|------------|-------------------------------|-------------------------------|\n| 1 | Barnacle | Hermit crab |\n| 2 | Crab claw | Jellyfish |\n| 3 | Hagfish | Kuo-toa |\n| 4 | Moray eel | Mantis shrimp |\n| 5 | Sea anemone | Merfolk |\n| 6 | Shark | Plesiosaurus |\n| 7 | Sunfish | Sea cucumber |\n| 8 | Tentacle | Ship's figurehead |\n| 9 | Treasure chest | Squid |\n| 10 | Viperfish | Whale |\n\nKuo-toa Sanctuaries\n\nKuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.\n\n**Kuo-toa Ritual Sites**\n\n| dice: 1d8 | The Kuo-toa Community Features... |\n|-----------|-----------------------------------|\n| 1 | An arena scattered with weapons made from crustacean shells. |\n| 2 | A gallery of hibernating chuuls. |\n| 3 | A garden of mussels and tide pool creatures that whisper secrets. |\n| 4 | A hidden shrine with a patchwork depiction of a new kuo-toa deity. |\n| 5 | The lavish chamber of an animal or monster said to be prophetic, lucky, or literate. |\n| 6 | A pool filled with jellyfish, eels, or fish roe that glow in organized patterns. |\n| 7 | A punishment chamber exposed to the light of the surface. |\n| 8 | A towering statue of a kuo-toa deity. |\n\n> [!quote] A quote from Tak Merakin, Harbor Master of the Styes  \n> \n> When the Corpse Moon rises and the Chum-Tide washes in, up rise the Gogglers from their pits beneath the waves. Burbling and noisome they come, fishing night's shores as we do dawn's waves.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":190},"collection":"Monster Manual (2025)","summary":"Medium aberration, Neutral Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"The servants of kuo-toa archpriests, kuo-toa whips—so named for their role in enforcing order among other kuo-toa—lead war bands in carrying out the commands of their superiors. In return for their zeal, these kuo-toa are granted minor magical abilities and pincer-like weapons for subduing foes. In battle, whips drive on other kuo-toa with threats of violence and burbling chants.","visibility":"player"},{"heading":"Kuo-toa","body":"*Fishlike Fanatics of the Deep*\n\n- **Habitat.** Coastal, Underdark  \n- **Treasure.** Relics  \n\nKuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.\n\nKuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.\n\nKuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.","visibility":"player"},{"heading":"Kuo-toa Deities","body":"Kuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.\n\nLacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.\n\n**Kuo-toa Deity Features**\n\n| dice: 1d10 | The Deity's Head Is Like A... | The Deity's Body Is Like A... |\n|------------|-------------------------------|-------------------------------|\n| 1 | Barnacle | Hermit crab |\n| 2 | Crab claw | Jellyfish |\n| 3 | Hagfish | Kuo-toa |\n| 4 | Moray eel | Mantis shrimp |\n| 5 | Sea anemone | Merfolk |\n| 6 | Shark | Plesiosaurus |\n| 7 | Sunfish | Sea cucumber |\n| 8 | Tentacle | Ship's figurehead |\n| 9 | Treasure chest | Squid |\n| 10 | Viperfish | Whale |","visibility":"player"},{"heading":"Kuo-toa Sanctuaries","body":"Kuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.\n\n**Kuo-toa Ritual Sites**\n\n| dice: 1d8 | The Kuo-toa Community Features... |\n|-----------|-----------------------------------|\n| 1 | An arena scattered with weapons made from crustacean shells. |\n| 2 | A gallery of hibernating chuuls. |\n| 3 | A garden of mussels and tide pool creatures that whisper secrets. |\n| 4 | A hidden shrine with a patchwork depiction of a new kuo-toa deity. |\n| 5 | The lavish chamber of an animal or monster said to be prophetic, lucky, or literate. |\n| 6 | A pool filled with jellyfish, eels, or fish roe that glow in organized patterns. |\n| 7 | A punishment chamber exposed to the light of the surface. |\n| 8 | A towering statue of a kuo-toa deity. |\n\n> [!quote] A quote from Tak Merakin, Harbor Master of the Styes  \n> \n> When the Corpse Moon rises and the Chum-Tide washes in, up rise the Gogglers from their pits beneath the waves. Burbling and noisome they come, fishing night's shores as we do dawn's waves.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"kuo-toa-whip-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-kuo-toa-whip-v1.avif","alt":"Kuo-toa Whip","caption":"Kuo-toa Whip","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-lacedon-ghoul","title":"Lacedon Ghoul","officialName":"Lacedon Ghoul","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Chaotic Evil. Challenge 1. 2024 revised rules.\n\nOverview\n\nLacedons are loose-skinned, aquatic ghouls. They often arise from the corpses of greedy pirates, those who starved on deserted islands, or scoundrels who met their end by drowning.\n\nGhouls\n\n*Eaters of the Dead*\n\n- **Habitat.** Swamp, Underdark, Urban  \n- **Treasure.** Any  \n\nPacks of ghouls haunt the rotten corners of the world, ravenously hunting for corpses and those soon to be corpses. These gaunt, animate cadavers with unnaturally long tongues dwell in catacombs and ruins where they devour the contents of graves and paralyze foes with vicious claws.\n\n> [!quote]  \n> \n> On a plain of teeth, in a temple of filth, the starving king wastes no morsel. Every coffin a banquet. Every slab a platter. Now is the time of feasting!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":132},"collection":"Monster Manual (2025)","summary":"Medium undead, Chaotic Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Lacedons are loose-skinned, aquatic ghouls. They often arise from the corpses of greedy pirates, those who starved on deserted islands, or scoundrels who met their end by drowning.","visibility":"player"},{"heading":"Ghouls","body":"*Eaters of the Dead*\n\n- **Habitat.** Swamp, Underdark, Urban  \n- **Treasure.** Any  \n\nPacks of ghouls haunt the rotten corners of the world, ravenously hunting for corpses and those soon to be corpses. These gaunt, animate cadavers with unnaturally long tongues dwell in catacombs and ruins where they devour the contents of graves and paralyze foes with vicious claws.\n\n> [!quote]  \n> \n> On a plain of teeth, in a temple of filth, the starving king wastes no morsel. Every coffin a banquet. Every slab a platter. Now is the time of feasting!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"lacedon-ghoul-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-lacedon-ghoul-v1.avif","alt":"Lacedon Ghoul","caption":"Lacedon Ghoul","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-lamia","title":"Lamia","officialName":"Lamia","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend, Chaotic Evil. Challenge 4. 2024 revised rules.\n\nLamia\n\n*Accursed Bargainer and Ruin Raider*\n\n- **Habitat.** Desert  \n- **Treasure.** Arcana  \n\nLegends say the first lamia was an ambitious ruler who made a sinister bargain with the demon lord Graz'zt for everlasting majesty. As a consequence, the ruler was transformed into a lamia, a monster with the body of a lion and an accursed touch.\n\nLamias either are descendants of that first lamia or have made similar deals. They often dwell near ruins, seeking mysterious magic they can use to gain riches and influence. Lamias use magical illusions and enchantments to trick others into serving them. They sometimes work with bandits to abduct travelers, releasing captives only if they accept a dangerous bargain. Roll on or choose a result from the Lamia Pacts table to inspire a lamia's desires.\n\n**Lamia Pacts**\n\n| dice: 1d6 | The Lamia Compels the Bargainer To... |\n|-----------|---------------------------------------|\n| 1 | Bring it a possession from a ruler or noble. |\n| 2 | Create a map of a dungeon or ruin. |\n| 3 | Escort it through a nearby community's gate. |\n| 4 | Place a strange idol in a specific site or home. |\n| 5 | Remove a magic item's curse, then return it. |\n| 6 | Slay a monster and retrieve a specific organ. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":192},"collection":"Monster Manual (2025)","summary":"Large fiend, Chaotic Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Lamia","body":"*Accursed Bargainer and Ruin Raider*\n\n- **Habitat.** Desert  \n- **Treasure.** Arcana  \n\nLegends say the first lamia was an ambitious ruler who made a sinister bargain with the demon lord Graz'zt for everlasting majesty. As a consequence, the ruler was transformed into a lamia, a monster with the body of a lion and an accursed touch.\n\nLamias either are descendants of that first lamia or have made similar deals. They often dwell near ruins, seeking mysterious magic they can use to gain riches and influence. Lamias use magical illusions and enchantments to trick others into serving them. They sometimes work with bandits to abduct travelers, releasing captives only if they accept a dangerous bargain. Roll on or choose a result from the Lamia Pacts table to inspire a lamia's desires.\n\n**Lamia Pacts**\n\n| dice: 1d6 | The Lamia Compels the Bargainer To... |\n|-----------|---------------------------------------|\n| 1 | Bring it a possession from a ruler or noble. |\n| 2 | Create a map of a dungeon or ruin. |\n| 3 | Escort it through a nearby community's gate. |\n| 4 | Place a strange idol in a specific site or home. |\n| 5 | Remove a magic item's curse, then return it. |\n| 6 | Slay a monster and retrieve a specific organ. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"lamia-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-lamia-v1.avif","alt":"Lamia","caption":"Lamia","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-larva","title":"Larva","officialName":"Larva","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend, Neutral Evil. Challenge 0. 2024 revised rules.\n\nOverview\n\nLarvae have disjointed, painful memories of their past lives. Most desperately avoid other creatures.\n\nLarvae\n\n*Fitting Fates for Depraved Souls*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** None  \n\nSouls condemned to the Lower Planes often become larvae—repulsive, maggot-like creatures with twisted features evocative of those they possessed in life. These pathetic creatures are nearly helpless and struggle to escape the attention of the more powerful inhabitants of the Lower Planes. Many Fiends view larvae as delicacies to be consumed, while evil magic-users find larvae useful for depraved rituals. Night hags frequently collect and herd larvae, trading them to nefarious parties across the multiverse.\n\nLarvae that survive on the Lower Planes long enough can eventually transform into other sorts of lesser Fiends.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":193},"collection":"Monster Manual (2025)","summary":"Medium fiend, Neutral Evil. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Larvae have disjointed, painful memories of their past lives. Most desperately avoid other creatures.","visibility":"player"},{"heading":"Larvae","body":"*Fitting Fates for Depraved Souls*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** None  \n\nSouls condemned to the Lower Planes often become larvae—repulsive, maggot-like creatures with twisted features evocative of those they possessed in life. These pathetic creatures are nearly helpless and struggle to escape the attention of the more powerful inhabitants of the Lower Planes. Many Fiends view larvae as delicacies to be consumed, while evil magic-users find larvae useful for depraved rituals. Night hags frequently collect and herd larvae, trading them to nefarious parties across the multiverse.\n\nLarvae that survive on the Lower Planes long enough can eventually transform into other sorts of lesser Fiends.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"larva-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-larva-v1.avif","alt":"Larva","caption":"Larva","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-lemure","title":"Lemure","officialName":"Lemure","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend (devil), Lawful Evil. Challenge 0. 2024 revised rules.\n\nOverview\n\nLemures torment weaker creatures, but in the Nine Hells, few such beings exist. To avoid greater suffering, they obey the orders of more powerful devils.\n\nLemures\n\n*Devils of Agony and Despair*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** None  \n\nThe least of all devils, lemures arise from wicked souls, their mortal memories scoured away. Only vague limbs and anguished features jut from these slurries of infernal proto-matter.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":194},"collection":"Monster Manual (2025)","summary":"Medium fiend (devil), Lawful Evil. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Lemures torment weaker creatures, but in the Nine Hells, few such beings exist. To avoid greater suffering, they obey the orders of more powerful devils.","visibility":"player"},{"heading":"Lemures","body":"*Devils of Agony and Despair*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** None  \n\nThe least of all devils, lemures arise from wicked souls, their mortal memories scoured away. Only vague limbs and anguished features jut from these slurries of infernal proto-matter.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"lemure-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-lemure-v1.avif","alt":"Lemure","caption":"Lemure","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-lich","title":"Lich","officialName":"Lich","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead (wizard), Neutral Evil. Challenge 21. 2024 revised rules.\n\nLich\n\n*Deathless Master of Magic*\n\n- **Habitat.** Any  \n- **Treasure.** Arcana  \n\nSome nefarious magic-users carry out forbidden necromantic rituals that sever their souls from their bodies to turn themselves into liches, masters of magic and undeath. With their souls preserved in hidden relics, liches puppet their own corpses as they pursue ambitions free from mortal bonds.\n\nLiches possess exceptional cunning and magical prowess, and they use their unnatural immortality to pursue arcane secrets few could grasp in a single life. Uncanny agendas lead them to plumb the secrets of life, the multiverse, godhood, and less fathomable topics. Careless of mortal lives or desires, liches go to any lengths to achieve their goals.\n\nA lich's age and origin influences its form. Older liches appear as little more than brittle skeletons clad in the rotten finery of forgotten empires, while younger liches more closely resemble living creatures and are clad in contemporary garb. Many cloak themselves in illusions of their idealized mortal forms.\n\nAlthough liches don't fear death, they're not free from the ravages of time. Over ages, some liches lose their connection to time and the physical world, degenerating into demiliches.\n\nLich Spirit Jars\n\nThe process of becoming a lich is involved, dangerous, and unique to each would-be lich. If the rite succeeds, the lich's soul is bound to a spirit jar, a specially prepared magical repository. This relic anchors the lich's spirit to the world and preserves it should the lich's body be destroyed. A lich can be slain only if its spirit jar is ruined. As such, a lich goes to great lengths to hide and protect its spirit jar.\n\nSpirit jars are typically small, well-made objects that were meaningful to a lich in life. Roll on or choose a result from the Lich Spirit Jar table to inspire where a lich hides its soul.\n\n**Lich Spirit Jars**\n\n| dice: 1d8 | The Lich's Spirit Jar Is... |\n|-----------|-----------------------------|\n| 1 | A bottle or puzzle box inscribed with sigils. |\n| 2 | A contract folded into a paper figure. |\n| 3 | The first magic item the lich created. |\n| 4 | A hollow figurine of a deity or monster. |\n| 5 | An hourglass with its sands floating in stasis. |\n| 6 | A locket or signet ring with a noble crest. |\n| 7 | A rune-etched egg. |\n| 8 | The skull of the lich's mentor. |\n\nLich Lairs\n\nLiches create secluded libraries of magical lore and arcane laboratories hidden within extraplanar bastions, fortresses with cursed reputations, or other such deadly sanctuaries.\n\n> [!quote] A quote from Rudolph van Richten  \n> \n> Ambition can become an addiction of the mind and spirit. It builds beyond a driving flame into an insidious inferno that burns a mage hollow until only the desire for more magical power remains","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":196},"collection":"Monster Manual (2025)","summary":"Medium undead (wizard), Neutral Evil. Challenge 21. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Lich","body":"*Deathless Master of Magic*\n\n- **Habitat.** Any  \n- **Treasure.** Arcana  \n\nSome nefarious magic-users carry out forbidden necromantic rituals that sever their souls from their bodies to turn themselves into liches, masters of magic and undeath. With their souls preserved in hidden relics, liches puppet their own corpses as they pursue ambitions free from mortal bonds.\n\nLiches possess exceptional cunning and magical prowess, and they use their unnatural immortality to pursue arcane secrets few could grasp in a single life. Uncanny agendas lead them to plumb the secrets of life, the multiverse, godhood, and less fathomable topics. Careless of mortal lives or desires, liches go to any lengths to achieve their goals.\n\nA lich's age and origin influences its form. Older liches appear as little more than brittle skeletons clad in the rotten finery of forgotten empires, while younger liches more closely resemble living creatures and are clad in contemporary garb. Many cloak themselves in illusions of their idealized mortal forms.\n\nAlthough liches don't fear death, they're not free from the ravages of time. Over ages, some liches lose their connection to time and the physical world, degenerating into demiliches.","visibility":"player"},{"heading":"Lich Spirit Jars","body":"The process of becoming a lich is involved, dangerous, and unique to each would-be lich. If the rite succeeds, the lich's soul is bound to a spirit jar, a specially prepared magical repository. This relic anchors the lich's spirit to the world and preserves it should the lich's body be destroyed. A lich can be slain only if its spirit jar is ruined. As such, a lich goes to great lengths to hide and protect its spirit jar.\n\nSpirit jars are typically small, well-made objects that were meaningful to a lich in life. Roll on or choose a result from the Lich Spirit Jar table to inspire where a lich hides its soul.\n\n**Lich Spirit Jars**\n\n| dice: 1d8 | The Lich's Spirit Jar Is... |\n|-----------|-----------------------------|\n| 1 | A bottle or puzzle box inscribed with sigils. |\n| 2 | A contract folded into a paper figure. |\n| 3 | The first magic item the lich created. |\n| 4 | A hollow figurine of a deity or monster. |\n| 5 | An hourglass with its sands floating in stasis. |\n| 6 | A locket or signet ring with a noble crest. |\n| 7 | A rune-etched egg. |\n| 8 | The skull of the lich's mentor. |","visibility":"player"},{"heading":"Lich Lairs","body":"Liches create secluded libraries of magical lore and arcane laboratories hidden within extraplanar bastions, fortresses with cursed reputations, or other such deadly sanctuaries.\n\n> [!quote] A quote from Rudolph van Richten  \n> \n> Ambition can become an addiction of the mind and spirit. It builds beyond a driving flame into an insidious inferno that burns a mage hollow until only the desire for more magical power remains","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"lich-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-lich-v1.avif","alt":"Lich","caption":"Lich","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-lion","title":"Lion","officialName":"Lion","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":364},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"lion-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-lion-v1.avif","alt":"Lion","caption":"Lion","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-lizard","title":"Lizard","officialName":"Lizard","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":364},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"lizard-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-lizard-xmm.avif","alt":"Lizard","caption":"Lizard","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-lizardfolk-geomancer","title":"Lizardfolk Geomancer","officialName":"Lizardfolk Geomancer","type":"Monster","category":"Creatures","visibility":"player","body":"Medium elemental, Neutral. Challenge 2. 2024 revised rules.\n\nOverview\n\nLizardfolk geomancers draw magic from the natural world, using it to protect their people and territories.\n\nLizardfolk\n\n*Reptilian Defenders of the Land*\n\n- **Habitat.** Forest, Swamp  \n- **Treasure.** Individual  \n\nLizardfolk dwell in wildernesses suffused with primal magic. While many lizardfolk are Humanoids with varied skills, some forge powerful bonds with the Elemental Plane of Earth, granting them magical connections to the cycle of growth and rebirth.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":197},"collection":"Monster Manual (2025)","summary":"Medium elemental, Neutral. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Lizardfolk geomancers draw magic from the natural world, using it to protect their people and territories.","visibility":"player"},{"heading":"Lizardfolk","body":"*Reptilian Defenders of the Land*\n\n- **Habitat.** Forest, Swamp  \n- **Treasure.** Individual  \n\nLizardfolk dwell in wildernesses suffused with primal magic. While many lizardfolk are Humanoids with varied skills, some forge powerful bonds with the Elemental Plane of Earth, granting them magical connections to the cycle of growth and rebirth.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"lizardfolk-geomancer-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-lizardfolk-geomancer-v1.avif","alt":"Lizardfolk Geomancer","caption":"Lizardfolk Geomancer","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-lizardfolk-sovereign","title":"Lizardfolk Sovereign","officialName":"Lizardfolk Sovereign","type":"Monster","category":"Creatures","visibility":"player","body":"Medium elemental, Neutral. Challenge 4. 2024 revised rules.\n\nOverview\n\nLizardfolk sovereigns undergo magical rites that imbue them with fantastic strength and magic from the Elemental Plane of Earth. In some, though, it also unlocks a primal viciousness.\n\nLizardfolk\n\n*Reptilian Defenders of the Land*\n\n- **Habitat.** Forest, Swamp  \n- **Treasure.** Individual  \n\nLizardfolk dwell in wildernesses suffused with primal magic. While many lizardfolk are Humanoids with varied skills, some forge powerful bonds with the Elemental Plane of Earth, granting them magical connections to the cycle of growth and rebirth.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":197},"collection":"Monster Manual (2025)","summary":"Medium elemental, Neutral. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Lizardfolk sovereigns undergo magical rites that imbue them with fantastic strength and magic from the Elemental Plane of Earth. In some, though, it also unlocks a primal viciousness.","visibility":"player"},{"heading":"Lizardfolk","body":"*Reptilian Defenders of the Land*\n\n- **Habitat.** Forest, Swamp  \n- **Treasure.** Individual  \n\nLizardfolk dwell in wildernesses suffused with primal magic. While many lizardfolk are Humanoids with varied skills, some forge powerful bonds with the Elemental Plane of Earth, granting them magical connections to the cycle of growth and rebirth.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"lizardfolk-sovereign-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-lizardfolk-sovereign-v1.avif","alt":"Lizardfolk Sovereign","caption":"Lizardfolk Sovereign","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-magma-mephit","title":"Magma Mephit","officialName":"Magma Mephit","type":"Monster","category":"Creatures","visibility":"player","body":"Small elemental, Neutral Evil. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nThese mephits embody the merging of earth and fire as glowing magma. They love melting things, but they loathe magmins and attack them on sight.\n\nMephits\n\n*Malicious Elemental Hooligans*\n\n- **Habitat.** Planar (Elemental Planes)  \n- **Treasure.** None  \n\nMephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.\n\nMephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.\n\n> [!quote] A quote from Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself  \n> \n> I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":207},"collection":"Monster Manual (2025)","summary":"Small elemental, Neutral Evil. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"These mephits embody the merging of earth and fire as glowing magma. They love melting things, but they loathe magmins and attack them on sight.","visibility":"player"},{"heading":"Mephits","body":"*Malicious Elemental Hooligans*\n\n- **Habitat.** Planar (Elemental Planes)  \n- **Treasure.** None  \n\nMephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.\n\nMephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.\n\n> [!quote] A quote from Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself  \n> \n> I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"magma-mephit-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-magma-mephit-xmm.avif","alt":"Magma Mephit","caption":"Magma Mephit","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-magmin","title":"Magmin","officialName":"Magmin","type":"Monster","category":"Creatures","visibility":"player","body":"Small elemental, Chaotic Neutral. Challenge 1/2. 2024 revised rules.\n\nMagmin\n\n*Reckless Elemental Arsonist*\n\n- **Habitat.** Planar (Elemental Plane of Fire)  \n- **Treasure.** None  \n\nMagmins divide all things into two categories: things that are on fire and things that should be on fire. With bodies of flame and magmatic rock, these halfling-size creatures delight in setting fires. They do so not out of malice but out of enthusiasm for primal fire. They don't consider that objects have value beyond kindling or that creatures can be harmed by flames. If such concepts are explained to them, they find the ideas difficult to grasp and don't remember them for long. Rather, they relish every opportunity to set flammable things alight, delighting in igniting paper, wooden structures, and explosives. Magmins are dangerous even in death, since they explode when they're destroyed, their flames igniting combustible materials nearby.\n\nMagmins might be conjured by magic-users to harry foes or might escape the Elemental Plane of Fire through portals or rifts that lead to other realms. They're attracted to places of intense heat, such as volcanoes and rivers of magma. If they can't find such favored conditions, magmins eagerly burn structures or start wildfires to entertain themselves.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":200},"collection":"Monster Manual (2025)","summary":"Small elemental, Chaotic Neutral. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Magmin","body":"*Reckless Elemental Arsonist*\n\n- **Habitat.** Planar (Elemental Plane of Fire)  \n- **Treasure.** None  \n\nMagmins divide all things into two categories: things that are on fire and things that should be on fire. With bodies of flame and magmatic rock, these halfling-size creatures delight in setting fires. They do so not out of malice but out of enthusiasm for primal fire. They don't consider that objects have value beyond kindling or that creatures can be harmed by flames. If such concepts are explained to them, they find the ideas difficult to grasp and don't remember them for long. Rather, they relish every opportunity to set flammable things alight, delighting in igniting paper, wooden structures, and explosives. Magmins are dangerous even in death, since they explode when they're destroyed, their flames igniting combustible materials nearby.\n\nMagmins might be conjured by magic-users to harry foes or might escape the Elemental Plane of Fire through portals or rifts that lead to other realms. They're attracted to places of intense heat, such as volcanoes and rivers of magma. If they can't find such favored conditions, magmins eagerly burn structures or start wildfires to entertain themselves.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"magmin-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-magmin-v1.avif","alt":"Magmin","caption":"Magmin","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-mammoth","title":"Mammoth","officialName":"Mammoth","type":"Monster","category":"Creatures","visibility":"player","body":"Huge beast, Unaligned. Challenge 6. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":365},"collection":"Monster Manual (2025)","summary":"Huge beast, Unaligned. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"mammoth-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-mammoth-v1.avif","alt":"Mammoth","caption":"Mammoth","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-manes","title":"Manes","officialName":"Manes","type":"Monster","category":"Creatures","visibility":"player","body":"Small fiend (demon), Chaotic Evil. Challenge 1/8. 2024 revised rules.\n\nOverview\n\nManes lash out at creatures that appear weaker than themselves—or that react to them with fear—and strive to avoid more powerful demons. When manes escape from the Abyss, they go on reckless rampages and inflict as much harm as possible.\n\nManes\n\n*Demons of Panic and Frenzy*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nThe lowest form of demons, manes appear when truly loathsome souls are condemned to the Abyss. These misshapen demons have distorted features and bodies that crawl with Abyssal parasites. Overwhelmed by demonic urges and constant terror, manes know only shock and frenzied outbursts.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":201},"collection":"Monster Manual (2025)","summary":"Small fiend (demon), Chaotic Evil. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Manes lash out at creatures that appear weaker than themselves—or that react to them with fear—and strive to avoid more powerful demons. When manes escape from the Abyss, they go on reckless rampages and inflict as much harm as possible.","visibility":"player"},{"heading":"Manes","body":"*Demons of Panic and Frenzy*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nThe lowest form of demons, manes appear when truly loathsome souls are condemned to the Abyss. These misshapen demons have distorted features and bodies that crawl with Abyssal parasites. Overwhelmed by demonic urges and constant terror, manes know only shock and frenzied outbursts.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"manes-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-manes-v1.avif","alt":"Manes","caption":"Manes","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-manes-vaporspawn","title":"Manes Vaporspawn","officialName":"Manes Vaporspawn","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend (demon), Chaotic Evil. Challenge 1. 2024 revised rules.\n\nOverview\n\nVaporspawn arise from evil souls shattered by unspeakable torments or the depredations of more powerful demons. These distorted manes undergo endless, painful contortions, and they share their torment with whatever creatures they encounter.\n\nManes\n\n*Demons of Panic and Frenzy*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nThe lowest form of demons, manes appear when truly loathsome souls are condemned to the Abyss. These misshapen demons have distorted features and bodies that crawl with Abyssal parasites. Overwhelmed by demonic urges and constant terror, manes know only shock and frenzied outbursts.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":201},"collection":"Monster Manual (2025)","summary":"Medium fiend (demon), Chaotic Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Vaporspawn arise from evil souls shattered by unspeakable torments or the depredations of more powerful demons. These distorted manes undergo endless, painful contortions, and they share their torment with whatever creatures they encounter.","visibility":"player"},{"heading":"Manes","body":"*Demons of Panic and Frenzy*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nThe lowest form of demons, manes appear when truly loathsome souls are condemned to the Abyss. These misshapen demons have distorted features and bodies that crawl with Abyssal parasites. Overwhelmed by demonic urges and constant terror, manes know only shock and frenzied outbursts.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"manes-vaporspawn-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-manes-vaporspawn-v1.avif","alt":"Manes Vaporspawn","caption":"Manes Vaporspawn","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-manticore","title":"Manticore","officialName":"Manticore","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Lawful Evil. Challenge 3. 2024 revised rules.\n\nManticore\n\n*Winged, Leonine People-Eater*\n\n- **Habitat.** Arctic, Coastal, Grassland, Hill, Mountain  \n- **Treasure.** Any  \n\nWith lion-like claws, leathery wings, and broad jaws filled with rows of sharp teeth, manticores ambush travelers from above and devour them. Manticores crave the taste of humans, but lacking their favored prey, they eagerly consume other peoples and livestock.\n\nManticores have tails bristling with detachable spikes. These monsters launch their tail spikes at their prey, skewering those on the ground or knocking flying creatures from the air.\n\nDespite their ravenous tendencies, manticores enjoy speaking with those they're about to devour. Sometimes they make agreements with their prey. Roll on or choose a result from the Manticore Negotiations table to inspire what a manticore might offer in exchange for a more tempting meal.\n\n**Manticore Negotiations**\n\n| dice: 1d8 | The Manticore Agrees To... |\n|-----------|----------------------------|\n| 1 | Attack a particular foe. |\n| 2 | Create a distraction. |\n| 3 | Give up a captive or corpse. |\n| 4 | Let a group navigate its territory unharmed. |\n| 5 | Let someone pretend to slay it in battle. |\n| 6 | Scare or threaten someone. |\n| 7 | Serve a creature as a steed until the sun sets. |\n| 8 | Try to locate something from its vantage point in the sky. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":202},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Lawful Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Manticore","body":"*Winged, Leonine People-Eater*\n\n- **Habitat.** Arctic, Coastal, Grassland, Hill, Mountain  \n- **Treasure.** Any  \n\nWith lion-like claws, leathery wings, and broad jaws filled with rows of sharp teeth, manticores ambush travelers from above and devour them. Manticores crave the taste of humans, but lacking their favored prey, they eagerly consume other peoples and livestock.\n\nManticores have tails bristling with detachable spikes. These monsters launch their tail spikes at their prey, skewering those on the ground or knocking flying creatures from the air.\n\nDespite their ravenous tendencies, manticores enjoy speaking with those they're about to devour. Sometimes they make agreements with their prey. Roll on or choose a result from the Manticore Negotiations table to inspire what a manticore might offer in exchange for a more tempting meal.\n\n**Manticore Negotiations**\n\n| dice: 1d8 | The Manticore Agrees To... |\n|-----------|----------------------------|\n| 1 | Attack a particular foe. |\n| 2 | Create a distraction. |\n| 3 | Give up a captive or corpse. |\n| 4 | Let a group navigate its territory unharmed. |\n| 5 | Let someone pretend to slay it in battle. |\n| 6 | Scare or threaten someone. |\n| 7 | Serve a creature as a steed until the sun sets. |\n| 8 | Try to locate something from its vantage point in the sky. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"manticore-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-manticore-v2.avif","alt":"Manticore","caption":"Manticore","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-marid","title":"Marid","officialName":"Marid","type":"Monster","category":"Creatures","visibility":"player","body":"Large elemental (genie), Chaotic Neutral. Challenge 11. 2024 revised rules.\n\nMarid\n\n*Genie of the Water*\n\n- **Habitat.** Coastal, Planar (Elemental Plane of Water), Underwater  \n- **Treasure.** Relics  \n\nMarids surge with the power of the seas, using it to manipulate the waves or create water. These genies typically dwell in or near bodies of water. While gentle marids make homes amid springs, oases, and serene pools, tempestuous marids inhabit sea stacks, whirlpools, and treacherous coasts. Marids vary in appearance, their bodies reflecting the colors of the waves while distinctive fins and scales accent their features. Marids lend their powers and knowledge of the seas to those who defend the marids' watery realms or who offer them pleasing gifts. Marids appreciate rare aquatic treasures, such as colorful pearls, shell instruments, or delicacies from distant seas.\n\nMarids hail from the Elemental Plane of Water, where they live in wondrous homes drifting amid the endless ocean. Among these is the Citadel of Ten Thousand Pearls—a coral sphere studded with dozens of domed theaters and libraries—and the air-filled, cosmopolitan City of Glass.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":203},"collection":"Monster Manual (2025)","summary":"Large elemental (genie), Chaotic Neutral. Challenge 11. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Marid","body":"*Genie of the Water*\n\n- **Habitat.** Coastal, Planar (Elemental Plane of Water), Underwater  \n- **Treasure.** Relics  \n\nMarids surge with the power of the seas, using it to manipulate the waves or create water. These genies typically dwell in or near bodies of water. While gentle marids make homes amid springs, oases, and serene pools, tempestuous marids inhabit sea stacks, whirlpools, and treacherous coasts. Marids vary in appearance, their bodies reflecting the colors of the waves while distinctive fins and scales accent their features. Marids lend their powers and knowledge of the seas to those who defend the marids' watery realms or who offer them pleasing gifts. Marids appreciate rare aquatic treasures, such as colorful pearls, shell instruments, or delicacies from distant seas.\n\nMarids hail from the Elemental Plane of Water, where they live in wondrous homes drifting amid the endless ocean. Among these is the Citadel of Ten Thousand Pearls—a coral sphere studded with dozens of domed theaters and libraries—and the air-filled, cosmopolitan City of Glass.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"marid-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-marid-v1.avif","alt":"Marid","caption":"Marid","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-marilith","title":"Marilith","officialName":"Marilith","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (demon), Chaotic Evil. Challenge 16. 2024 revised rules.\n\nMarilith\n\n*Demon of Cruelty and Viciousness*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Armaments  \n\nMariliths are six-armed, serpent-like demons that wield lethal, Abyss-forged blades. With these cursed weapons and experience from countless battles, they lead other demons to slaughter virtuous souls. They often command droves of weaker demons.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":204},"collection":"Monster Manual (2025)","summary":"Large fiend (demon), Chaotic Evil. Challenge 16. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Marilith","body":"*Demon of Cruelty and Viciousness*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Armaments  \n\nMariliths are six-armed, serpent-like demons that wield lethal, Abyss-forged blades. With these cursed weapons and experience from countless battles, they lead other demons to slaughter virtuous souls. They often command droves of weaker demons.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"marilith-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-marilith-v2.avif","alt":"Marilith","caption":"Marilith","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-mastiff","title":"Mastiff","officialName":"Mastiff","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/8. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":365},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"mastiff-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-mastiff-v1.avif","alt":"Mastiff","caption":"Mastiff","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-medusa","title":"Medusa","officialName":"Medusa","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Lawful Evil. Challenge 6. 2024 revised rules.\n\nMedusa\n\n*Snake-Haired Recluse with a Petrifying Gaze*\n\n- **Habitat.** Desert  \n- **Treasure.** Any  \n\nWith their hair of living snakes and their infamous petrifying gazes, medusas are hubristic creatures that inhabit sites of fallen glory. They often dwell beyond the fringes of civilization or travel in disguise, leaving trails of petrified victims. Some medusas dominate groups of monsters or criminals, controlling them with threats of petrified doom, while others recruit servants that are immune to being petrified, such as gargoyles and gorgons.\n\nMedusas are born or created through preternatural circumstances. Roll on or choose a result from the Medusa Fates table to inspire what led to a medusa's creation.\n\n**Medusa Fates**\n\n| dice: 1d6 | The Medusa Was... |\n|-----------|-------------------|\n| 1 | Born a medusa and lives unaware of whatever curse or circumstances afflicted its ancestor. |\n| 2 | Created by a god and tasked with guarding a treasure or secret. |\n| 3 | A cultist who made a fiendish bargain and enjoyed rewards that have since faded. |\n| 4 | An explorer transformed and compelled to defend a cursed ruin. |\n| 5 | A vain noble whose magical attempt to gain eternal beauty backfired. |\n| 6 | The victim of a bite from a magical serpent or reptilian god in disguise. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":205},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Lawful Evil. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Medusa","body":"*Snake-Haired Recluse with a Petrifying Gaze*\n\n- **Habitat.** Desert  \n- **Treasure.** Any  \n\nWith their hair of living snakes and their infamous petrifying gazes, medusas are hubristic creatures that inhabit sites of fallen glory. They often dwell beyond the fringes of civilization or travel in disguise, leaving trails of petrified victims. Some medusas dominate groups of monsters or criminals, controlling them with threats of petrified doom, while others recruit servants that are immune to being petrified, such as gargoyles and gorgons.\n\nMedusas are born or created through preternatural circumstances. Roll on or choose a result from the Medusa Fates table to inspire what led to a medusa's creation.\n\n**Medusa Fates**\n\n| dice: 1d6 | The Medusa Was... |\n|-----------|-------------------|\n| 1 | Born a medusa and lives unaware of whatever curse or circumstances afflicted its ancestor. |\n| 2 | Created by a god and tasked with guarding a treasure or secret. |\n| 3 | A cultist who made a fiendish bargain and enjoyed rewards that have since faded. |\n| 4 | An explorer transformed and compelled to defend a cursed ruin. |\n| 5 | A vain noble whose magical attempt to gain eternal beauty backfired. |\n| 6 | The victim of a bite from a magical serpent or reptilian god in disguise. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"medusa-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-medusa-v1.avif","alt":"Medusa","caption":"Medusa","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-merfolk-skirmisher","title":"Merfolk Skirmisher","officialName":"Merfolk Skirmisher","type":"Monster","category":"Creatures","visibility":"player","body":"Medium elemental, Neutral. Challenge 1/8. 2024 revised rules.\n\nOverview\n\nMerfolk skirmishers defend their homes from aquatic monsters and invaders from the surface.\n\nMerfolk\n\n*Protectors and Explorers of the Seas*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Individual  \n\nBeneath the waves dwell merfolk, mysterious creatures that merge the features of humans and sea creatures. Some are curious about land dwellers, while others view them with suspicion.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":209},"collection":"Monster Manual (2025)","summary":"Medium elemental, Neutral. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Merfolk skirmishers defend their homes from aquatic monsters and invaders from the surface.","visibility":"player"},{"heading":"Merfolk","body":"*Protectors and Explorers of the Seas*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Individual  \n\nBeneath the waves dwell merfolk, mysterious creatures that merge the features of humans and sea creatures. Some are curious about land dwellers, while others view them with suspicion.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"merfolk-skirmisher-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-merfolk-skirmisher-v1.avif","alt":"Merfolk Skirmisher","caption":"Merfolk Skirmisher","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-merfolk-wavebender","title":"Merfolk Wavebender","officialName":"Merfolk Wavebender","type":"Monster","category":"Creatures","visibility":"player","body":"Medium elemental, Neutral. Challenge 6. 2024 revised rules.\n\nOverview\n\nThese merfolk mages use magic to manipulate water, storms, and sea creatures to aid them.\n\nMerfolk\n\n*Protectors and Explorers of the Seas*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Individual  \n\nBeneath the waves dwell merfolk, mysterious creatures that merge the features of humans and sea creatures. Some are curious about land dwellers, while others view them with suspicion.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":209},"collection":"Monster Manual (2025)","summary":"Medium elemental, Neutral. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"These merfolk mages use magic to manipulate water, storms, and sea creatures to aid them.","visibility":"player"},{"heading":"Merfolk","body":"*Protectors and Explorers of the Seas*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Individual  \n\nBeneath the waves dwell merfolk, mysterious creatures that merge the features of humans and sea creatures. Some are curious about land dwellers, while others view them with suspicion.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"merfolk-wavebender-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-merfolk-wavebender-v1.avif","alt":"Merfolk Wavebender","caption":"Merfolk Wavebender","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-merrow","title":"Merrow","officialName":"Merrow","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Chaotic Evil. Challenge 2. 2024 revised rules.\n\nMerrow\n\n*Ogreish Undersea Abductor*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Any  \n\nVicious aquatic hunters, merrow combine the features of ogres with those of primeval, predatory fish. They lurk in coastal waters, hoping to snare unsuspecting prey by bursting from the water and grabbing their quarry or by skewering victims with deadly harpoons. These hunters then drag land dwellers back to dismal undersea lairs. Merrow often keep prisoners in their larders as future meals.\n\nMerrow raid coastal settlements and merfolk communities to steal weapons and treasure. This leads to conflicts between merfolk and merrow, but it also provokes misunderstandings with surface dwellers who blame merfolk for merrow attacks.\n\n> [!quote] A quote from Leomund  \n> \n> Sages trace merrows' origins to aquatic ogres, depraved merfolk, and worse. Such broad theories reveal little about these monsters but overmuch of the dread lurking beyond our certain shores.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":210},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Chaotic Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Merrow","body":"*Ogreish Undersea Abductor*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Any  \n\nVicious aquatic hunters, merrow combine the features of ogres with those of primeval, predatory fish. They lurk in coastal waters, hoping to snare unsuspecting prey by bursting from the water and grabbing their quarry or by skewering victims with deadly harpoons. These hunters then drag land dwellers back to dismal undersea lairs. Merrow often keep prisoners in their larders as future meals.\n\nMerrow raid coastal settlements and merfolk communities to steal weapons and treasure. This leads to conflicts between merfolk and merrow, but it also provokes misunderstandings with surface dwellers who blame merfolk for merrow attacks.\n\n> [!quote] A quote from Leomund  \n> \n> Sages trace merrows' origins to aquatic ogres, depraved merfolk, and worse. Such broad theories reveal little about these monsters but overmuch of the dread lurking beyond our certain shores.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"merrow-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-merrow-v1.avif","alt":"Merrow","caption":"Merrow","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-mezzoloth","title":"Mezzoloth","officialName":"Mezzoloth","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend (yugoloth), Neutral Evil. Challenge 5. 2024 revised rules.\n\nMezzoloth\n\n*Yugoloth of Tenacity and Want*\n\n- **Habitat.** Planar (Gehenna)  \n- **Treasure.** Armaments  \n\nMezzoloths are insectile yugoloths that seek power and souls in the service of fiendish lords. These greedy, violent yugoloths are more direct than most of their scheming brethren, but what they lack in guile they make up for in persistence and numbers.\n\nMezzoloths typically form mercenary bands with others of their kind. These forces serve more powerful yugoloths, other fiends, sinister mages, or anyone who provides them with tempting rewards. Mezzoloths obediently adhere to the bargains they strike, potentially serving their patrons for centuries, but once those terms expire, yesterday's client could become today's target. Roll on or choose a result from the Mezzoloth Payments table to inspire a mezzoloth's price for its services.\n\n**Mezzoloth Payments**\n\n| dice: 1d6 | The Mezzoloth Agrees to Serve For... |\n|-----------|--------------------------------------|\n| 1 | Access to a planar portal. |\n| 2 | Information valued by its true master. |\n| 3 | A lair where it can bring others of its kind. |\n| 4 | Magic weapons or armor. |\n| 5 | The right to loot holy sites in places it conquers. |\n| 6 | Souls, whether as larvae or captured spirits. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":211},"collection":"Monster Manual (2025)","summary":"Medium fiend (yugoloth), Neutral Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Mezzoloth","body":"*Yugoloth of Tenacity and Want*\n\n- **Habitat.** Planar (Gehenna)  \n- **Treasure.** Armaments  \n\nMezzoloths are insectile yugoloths that seek power and souls in the service of fiendish lords. These greedy, violent yugoloths are more direct than most of their scheming brethren, but what they lack in guile they make up for in persistence and numbers.\n\nMezzoloths typically form mercenary bands with others of their kind. These forces serve more powerful yugoloths, other fiends, sinister mages, or anyone who provides them with tempting rewards. Mezzoloths obediently adhere to the bargains they strike, potentially serving their patrons for centuries, but once those terms expire, yesterday's client could become today's target. Roll on or choose a result from the Mezzoloth Payments table to inspire a mezzoloth's price for its services.\n\n**Mezzoloth Payments**\n\n| dice: 1d6 | The Mezzoloth Agrees to Serve For... |\n|-----------|--------------------------------------|\n| 1 | Access to a planar portal. |\n| 2 | Information valued by its true master. |\n| 3 | A lair where it can bring others of its kind. |\n| 4 | Magic weapons or armor. |\n| 5 | The right to loot holy sites in places it conquers. |\n| 6 | Souls, whether as larvae or captured spirits. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"mezzoloth-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-mezzoloth-v1.avif","alt":"Mezzoloth","caption":"Mezzoloth","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-mimic","title":"Mimic","officialName":"Mimic","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Neutral. Challenge 2. 2024 revised rules.\n\nMimic\n\n*Shape-Shifter Disguised as an Unassuming Object*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nIn their natural forms, mimics are little more than roaming stomachs, their blobby bodies covered with alien eyes and teeth. They can alter their color, texture, and dimensions to duplicate inanimate objects of their approximate size. Mimics use their disguises as both camouflage and bait. Once victims draw close, mimics strike, lashing out with their sticky pseudopods and toothy mouths. After consuming victims, mimics usually relocate, change form, and await their next meal.\n\nUse the following list to inspire mimics' shapes:\n\nAltar\n\nBell\n\nBoulder\n\nCauldron\n\nChair\n\nChandelier\n\nChest\n\nCot\n\nDoor\n\nFloor mat\n\nGiant gemstone\n\nGravestone\n\nHeap of leaves\n\nKeg\n\nLadder\n\nLectern\n\nMannequin\n\nMirror\n\nObelisk\n\nOversize cake\n\nPanel of levers\n\nPile of bones\n\nPotted plant\n\nRow of books\n\nSarcophagus\n\nSculpture\n\nShip's wheel\n\nSign\n\nStalagmite\n\nStump\n\nTable\n\nTapestry\n\nTaxidermy\n\nThrone\n\nTopiary\n\nWeapon rack","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":212},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Neutral. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Mimic","body":"*Shape-Shifter Disguised as an Unassuming Object*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nIn their natural forms, mimics are little more than roaming stomachs, their blobby bodies covered with alien eyes and teeth. They can alter their color, texture, and dimensions to duplicate inanimate objects of their approximate size. Mimics use their disguises as both camouflage and bait. Once victims draw close, mimics strike, lashing out with their sticky pseudopods and toothy mouths. After consuming victims, mimics usually relocate, change form, and await their next meal.\n\nUse the following list to inspire mimics' shapes:\n\nAltar\n\nBell\n\nBoulder\n\nCauldron\n\nChair\n\nChandelier\n\nChest\n\nCot\n\nDoor\n\nFloor mat\n\nGiant gemstone\n\nGravestone\n\nHeap of leaves\n\nKeg\n\nLadder\n\nLectern\n\nMannequin\n\nMirror\n\nObelisk\n\nOversize cake\n\nPanel of levers\n\nPile of bones\n\nPotted plant\n\nRow of books\n\nSarcophagus\n\nSculpture\n\nShip's wheel\n\nSign\n\nStalagmite\n\nStump\n\nTable\n\nTapestry\n\nTaxidermy\n\nThrone\n\nTopiary\n\nWeapon rack","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"mimic-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-mimic-v1.avif","alt":"Mimic","caption":"Mimic","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-mind-flayer","title":"Mind Flayer","officialName":"Mind Flayer","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Lawful Evil. Challenge 7. 2024 revised rules.\n\nOverview\n\nA mind flayer's hunger for brains is outmeasured only by its thirst for dominance, and it embraces any plot that allows it to indulge both.\n\nMind Flayers\n\n*Brain-Eating Underdark Tyrants*\n\n- **Habitat.** Underdark  \n- **Treasure.** Arcana  \n\nScattered survivors of a world-ruining, multiversal empire, mind flayers lurk in secret conclaves hidden deep within Material Plane worlds. Within their alien sanctuaries, these wicked masterminds—also known as illithids—reshape the Underdark and its inhabitants to serve their unfathomable whims. Mind flayers are feared for their psionic powers, which allow them to stun and control other creatures, and for their horrific method of feeding: using their four slimy tentacles to extract the brains of their victims.\n\nMind flayers are infamous plotters and manipulators, concocting plans that reach beyond their subterranean realms. Aside from using their psionic powers to control others, mind flayers often experiment with their own bizarre life cycles, implanting other creatures with illithid young to create unnatural servants. Creatures such as grimlocks and intellect devourers result from mind flayers' biological tampering, while other Underdark-dwelling monsters—including kuo-toa, quaggoths, and troglodytes—often serve illithid masters. Githyanki and githzerai have a long adversarial history with mind flayers and bear the scars of illithid manipulation.\n\nMind Flayer Colonies\n\nMind flayers work as lone schemers, in mysterious cabals, or as part of worlds-spanning illithid conspiracies. In groups, mind flayers work toward bizarre agendas organized by an elder brain—a massive, brain-like being with incredible psionic powers. Without such a leader, groups of mind flayers fall to self-destructive squabbling. Roll on or choose a result from the Mind Flayer Machinations table to inspire an illithid conclave's plots.\n\n**Mind Flayer Machinations**\n\n| dice: 1d6 | The Mind Flayer Colony Seeks To... |\n|-----------|------------------------------------|\n| 1 | Blot out the sun so their Underdark-dwelling servants can invade the surface. |\n| 2 | Create a new monstrous fusion between mind flayers and a legendary monster. |\n| 3 | Forge a psionic network uniting illithid colonies. |\n| 4 | Replace world leaders with intellect devourers. |\n| 5 | Restore a vessel to travel through Wildspace. |\n| 6 | Sacrifice the mental energy of a planet's populace to take control of a githyanki bastion. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":214},"collection":"Monster Manual (2025)","summary":"Medium aberration, Lawful Evil. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"A mind flayer's hunger for brains is outmeasured only by its thirst for dominance, and it embraces any plot that allows it to indulge both.","visibility":"player"},{"heading":"Mind Flayers","body":"*Brain-Eating Underdark Tyrants*\n\n- **Habitat.** Underdark  \n- **Treasure.** Arcana  \n\nScattered survivors of a world-ruining, multiversal empire, mind flayers lurk in secret conclaves hidden deep within Material Plane worlds. Within their alien sanctuaries, these wicked masterminds—also known as illithids—reshape the Underdark and its inhabitants to serve their unfathomable whims. Mind flayers are feared for their psionic powers, which allow them to stun and control other creatures, and for their horrific method of feeding: using their four slimy tentacles to extract the brains of their victims.\n\nMind flayers are infamous plotters and manipulators, concocting plans that reach beyond their subterranean realms. Aside from using their psionic powers to control others, mind flayers often experiment with their own bizarre life cycles, implanting other creatures with illithid young to create unnatural servants. Creatures such as grimlocks and intellect devourers result from mind flayers' biological tampering, while other Underdark-dwelling monsters—including kuo-toa, quaggoths, and troglodytes—often serve illithid masters. Githyanki and githzerai have a long adversarial history with mind flayers and bear the scars of illithid manipulation.","visibility":"player"},{"heading":"Mind Flayer Colonies","body":"Mind flayers work as lone schemers, in mysterious cabals, or as part of worlds-spanning illithid conspiracies. In groups, mind flayers work toward bizarre agendas organized by an elder brain—a massive, brain-like being with incredible psionic powers. Without such a leader, groups of mind flayers fall to self-destructive squabbling. Roll on or choose a result from the Mind Flayer Machinations table to inspire an illithid conclave's plots.\n\n**Mind Flayer Machinations**\n\n| dice: 1d6 | The Mind Flayer Colony Seeks To... |\n|-----------|------------------------------------|\n| 1 | Blot out the sun so their Underdark-dwelling servants can invade the surface. |\n| 2 | Create a new monstrous fusion between mind flayers and a legendary monster. |\n| 3 | Forge a psionic network uniting illithid colonies. |\n| 4 | Replace world leaders with intellect devourers. |\n| 5 | Restore a vessel to travel through Wildspace. |\n| 6 | Sacrifice the mental energy of a planet's populace to take control of a githyanki bastion. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"mind-flayer-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-mind-flayer-v1.avif","alt":"Mind Flayer","caption":"Mind Flayer","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-mind-flayer-arcanist","title":"Mind Flayer Arcanist","officialName":"Mind Flayer Arcanist","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Lawful Evil. Challenge 11. 2024 revised rules.\n\nOverview\n\nMind flayer arcanists enhance their psionic abilities with magic. Other mind flayers view those that undertake such experiments with disgust and fear.\n\nMind Flayers\n\n*Brain-Eating Underdark Tyrants*\n\n- **Habitat.** Underdark  \n- **Treasure.** Arcana  \n\nScattered survivors of a world-ruining, multiversal empire, mind flayers lurk in secret conclaves hidden deep within Material Plane worlds. Within their alien sanctuaries, these wicked masterminds—also known as illithids—reshape the Underdark and its inhabitants to serve their unfathomable whims. Mind flayers are feared for their psionic powers, which allow them to stun and control other creatures, and for their horrific method of feeding: using their four slimy tentacles to extract the brains of their victims.\n\nMind flayers are infamous plotters and manipulators, concocting plans that reach beyond their subterranean realms. Aside from using their psionic powers to control others, mind flayers often experiment with their own bizarre life cycles, implanting other creatures with illithid young to create unnatural servants. Creatures such as grimlocks and intellect devourers result from mind flayers' biological tampering, while other Underdark-dwelling monsters—including kuo-toa, quaggoths, and troglodytes—often serve illithid masters. Githyanki and githzerai have a long adversarial history with mind flayers and bear the scars of illithid manipulation.\n\nMind Flayer Colonies\n\nMind flayers work as lone schemers, in mysterious cabals, or as part of worlds-spanning illithid conspiracies. In groups, mind flayers work toward bizarre agendas organized by an elder brain—a massive, brain-like being with incredible psionic powers. Without such a leader, groups of mind flayers fall to self-destructive squabbling. Roll on or choose a result from the Mind Flayer Machinations table to inspire an illithid conclave's plots.\n\n**Mind Flayer Machinations**\n\n| dice: 1d6 | The Mind Flayer Colony Seeks To... |\n|-----------|------------------------------------|\n| 1 | Blot out the sun so their Underdark-dwelling servants can invade the surface. |\n| 2 | Create a new monstrous fusion between mind flayers and a legendary monster. |\n| 3 | Forge a psionic network uniting illithid colonies. |\n| 4 | Replace world leaders with intellect devourers. |\n| 5 | Restore a vessel to travel through Wildspace. |\n| 6 | Sacrifice the mental energy of a planet's populace to take control of a githyanki bastion. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":214},"collection":"Monster Manual (2025)","summary":"Medium aberration, Lawful Evil. Challenge 11. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Mind flayer arcanists enhance their psionic abilities with magic. Other mind flayers view those that undertake such experiments with disgust and fear.","visibility":"player"},{"heading":"Mind Flayers","body":"*Brain-Eating Underdark Tyrants*\n\n- **Habitat.** Underdark  \n- **Treasure.** Arcana  \n\nScattered survivors of a world-ruining, multiversal empire, mind flayers lurk in secret conclaves hidden deep within Material Plane worlds. Within their alien sanctuaries, these wicked masterminds—also known as illithids—reshape the Underdark and its inhabitants to serve their unfathomable whims. Mind flayers are feared for their psionic powers, which allow them to stun and control other creatures, and for their horrific method of feeding: using their four slimy tentacles to extract the brains of their victims.\n\nMind flayers are infamous plotters and manipulators, concocting plans that reach beyond their subterranean realms. Aside from using their psionic powers to control others, mind flayers often experiment with their own bizarre life cycles, implanting other creatures with illithid young to create unnatural servants. Creatures such as grimlocks and intellect devourers result from mind flayers' biological tampering, while other Underdark-dwelling monsters—including kuo-toa, quaggoths, and troglodytes—often serve illithid masters. Githyanki and githzerai have a long adversarial history with mind flayers and bear the scars of illithid manipulation.","visibility":"player"},{"heading":"Mind Flayer Colonies","body":"Mind flayers work as lone schemers, in mysterious cabals, or as part of worlds-spanning illithid conspiracies. In groups, mind flayers work toward bizarre agendas organized by an elder brain—a massive, brain-like being with incredible psionic powers. Without such a leader, groups of mind flayers fall to self-destructive squabbling. Roll on or choose a result from the Mind Flayer Machinations table to inspire an illithid conclave's plots.\n\n**Mind Flayer Machinations**\n\n| dice: 1d6 | The Mind Flayer Colony Seeks To... |\n|-----------|------------------------------------|\n| 1 | Blot out the sun so their Underdark-dwelling servants can invade the surface. |\n| 2 | Create a new monstrous fusion between mind flayers and a legendary monster. |\n| 3 | Forge a psionic network uniting illithid colonies. |\n| 4 | Replace world leaders with intellect devourers. |\n| 5 | Restore a vessel to travel through Wildspace. |\n| 6 | Sacrifice the mental energy of a planet's populace to take control of a githyanki bastion. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"mind-flayer-arcanist-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-mind-flayer-arcanist-v1.avif","alt":"Mind Flayer Arcanist","caption":"Mind Flayer Arcanist","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-minotaur-of-baphomet","title":"Minotaur of Baphomet","officialName":"Minotaur of Baphomet","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Chaotic Evil. Challenge 3. 2024 revised rules.\n\nMinotaur of Baphomet\n\n*Berserker of the Demon Lord of Beasts*\n\n- **Habitat.** Underdark  \n- **Treasure.** Armaments  \n\nBaphomet, Demon Lord of Beasts, claims to have created minotaurs and demands their worship. While most minotaurs live free of the demon lord's bonds, those that serve him become minotaurs of Baphomet. These brutes resemble the hulking, horned demon lord more than others of their kind, and they wreak havoc in that foul immortal's name. Rarely, non-minotaurs cursed by magic-users or spiteful deities might transform into these monsters.\n\nMinotaurs of Baphomet often dwell in mazes, leading their allies to hidden destinations and stalking trespassers. Roll on or choose a result from the Minotaur Mazes table to inspire the shape of a minotaur's dwelling.\n\n**Minotaur Mazes**\n\n| dice: 1d4 | The Minotaur of Baphomet Lurks In... |\n|-----------|--------------------------------------|\n| 1 | A multilevel mine or sewer. |\n| 2 | Multiple mazes connected by magic portals. |\n| 3 | A poisonous swamp with labyrinthine paths. |\n| 4 | The ruins of a buried palace or temple. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":215},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Chaotic Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Minotaur of Baphomet","body":"*Berserker of the Demon Lord of Beasts*\n\n- **Habitat.** Underdark  \n- **Treasure.** Armaments  \n\nBaphomet, Demon Lord of Beasts, claims to have created minotaurs and demands their worship. While most minotaurs live free of the demon lord's bonds, those that serve him become minotaurs of Baphomet. These brutes resemble the hulking, horned demon lord more than others of their kind, and they wreak havoc in that foul immortal's name. Rarely, non-minotaurs cursed by magic-users or spiteful deities might transform into these monsters.\n\nMinotaurs of Baphomet often dwell in mazes, leading their allies to hidden destinations and stalking trespassers. Roll on or choose a result from the Minotaur Mazes table to inspire the shape of a minotaur's dwelling.\n\n**Minotaur Mazes**\n\n| dice: 1d4 | The Minotaur of Baphomet Lurks In... |\n|-----------|--------------------------------------|\n| 1 | A multilevel mine or sewer. |\n| 2 | Multiple mazes connected by magic portals. |\n| 3 | A poisonous swamp with labyrinthine paths. |\n| 4 | The ruins of a buried palace or temple. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"minotaur-of-baphomet-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-minotaur-of-baphomet-v1.avif","alt":"Minotaur of Baphomet","caption":"Minotaur of Baphomet","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-minotaur-skeleton","title":"Minotaur Skeleton","officialName":"Minotaur Skeleton","type":"Monster","category":"Creatures","visibility":"player","body":"Large undead, Lawful Evil. Challenge 2. 2024 revised rules.\n\nOverview\n\nMinotaur skeletons are the reanimated remains of minotaurs or the skeletons of multiple creatures merged into a minotaur-like shape. These hulking skeletons have greater speed and might than smaller skeletons. They menace the living with their horns and mighty greataxes.\n\nSkeletons\n\n*Ossified Evil*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nSkeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.\n\n**Skeleton Pantomimes**\n\n| dice: 1d6 | Left to Its Own Devices, the Skeleton... |\n|-----------|------------------------------------------|\n| 1 | Delivers meal salvers or ages-old correspondence to the crypt of its dead master. |\n| 2 | Endlessly trains in battle with other skeletons, despite being hacked to animate splinters. |\n| 3 | Mimics ways it entertained itself in life, such as acting, dancing, or reading. |\n| 4 | Performs a familiar task, such as cleaning, cooking, mining, or praying. |\n| 5 | Repeats its final moments of life. |\n| 6 | Stands guard at the post it protected in life. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":283},"collection":"Monster Manual (2025)","summary":"Large undead, Lawful Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Minotaur skeletons are the reanimated remains of minotaurs or the skeletons of multiple creatures merged into a minotaur-like shape. These hulking skeletons have greater speed and might than smaller skeletons. They menace the living with their horns and mighty greataxes.","visibility":"player"},{"heading":"Skeletons","body":"*Ossified Evil*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nSkeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.\n\n**Skeleton Pantomimes**\n\n| dice: 1d6 | Left to Its Own Devices, the Skeleton... |\n|-----------|------------------------------------------|\n| 1 | Delivers meal salvers or ages-old correspondence to the crypt of its dead master. |\n| 2 | Endlessly trains in battle with other skeletons, despite being hacked to animate splinters. |\n| 3 | Mimics ways it entertained itself in life, such as acting, dancing, or reading. |\n| 4 | Performs a familiar task, such as cleaning, cooking, mining, or praying. |\n| 5 | Repeats its final moments of life. |\n| 6 | Stands guard at the post it protected in life. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"minotaur-skeleton-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-minotaur-skeleton-xmm.avif","alt":"Minotaur Skeleton","caption":"Minotaur Skeleton","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-modron-duodrone","title":"Modron Duodrone","officialName":"Modron Duodrone","type":"Monster","category":"Creatures","visibility":"player","body":"Medium construct, Lawful Neutral. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nDuodrones can perform two tasks at once and often oversee monodrone work groups. They are slightly more skeptical of strangers than monodrones are.\n\nModrons\n\n*Mechanized Caretakers of Multiversal Law*\n\n- **Habitat.** Planar (Mechanus)  \n- **Treasure.** None  \n\nBeings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.\n\nModrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.\n\nModrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.\n\nIn rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.\n\nModron Marches\n\nWhether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.\n\n**Modron Operations**\n\n| dice: 1d8 | The Modrons Work To... |\n|-----------|------------------------|\n| 1 | Create a clockwork outpost to monitor the balance of obscure planar forces. |\n| 2 | Ensure neither side gains the upper hand in a conflict between good and evil. |\n| 3 | Excavate a portal to another plane. |\n| 4 | Find a lost contingent of modrons. |\n| 5 | Reactivate a titanic but lost modron device. |\n| 6 | Remove a forest, mountain, or city before the arrival of a modron procession. |\n| 7 | Seal off a planar rift or wild magic zone. |\n| 8 | Wage war with demons, slaadi, or chaotic Fey. |\n\n> [!quote] A quote from A planar explorer learning modrons have no sense of humor  \n> \n> The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":217},"collection":"Monster Manual (2025)","summary":"Medium construct, Lawful Neutral. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Duodrones can perform two tasks at once and often oversee monodrone work groups. They are slightly more skeptical of strangers than monodrones are.","visibility":"player"},{"heading":"Modrons","body":"*Mechanized Caretakers of Multiversal Law*\n\n- **Habitat.** Planar (Mechanus)  \n- **Treasure.** None  \n\nBeings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.\n\nModrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.\n\nModrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.\n\nIn rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.","visibility":"player"},{"heading":"Modron Marches","body":"Whether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.\n\n**Modron Operations**\n\n| dice: 1d8 | The Modrons Work To... |\n|-----------|------------------------|\n| 1 | Create a clockwork outpost to monitor the balance of obscure planar forces. |\n| 2 | Ensure neither side gains the upper hand in a conflict between good and evil. |\n| 3 | Excavate a portal to another plane. |\n| 4 | Find a lost contingent of modrons. |\n| 5 | Reactivate a titanic but lost modron device. |\n| 6 | Remove a forest, mountain, or city before the arrival of a modron procession. |\n| 7 | Seal off a planar rift or wild magic zone. |\n| 8 | Wage war with demons, slaadi, or chaotic Fey. |\n\n> [!quote] A quote from A planar explorer learning modrons have no sense of humor  \n> \n> The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"modron-duodrone-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-modron-duodrone-v1.avif","alt":"Modron Duodrone","caption":"Modron Duodrone","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-modron-monodrone","title":"Modron Monodrone","officialName":"Modron Monodrone","type":"Monster","category":"Creatures","visibility":"player","body":"Medium construct, Lawful Neutral. Challenge 1/8. 2024 revised rules.\n\nOverview\n\nThe most numerous modrons, monodrones can perform one simple task at a time. They believe anything they're told that isn't logically or mathematically false. When faced with unexpected situations, they're quick to seek duodrones for help.\n\nModrons\n\n*Mechanized Caretakers of Multiversal Law*\n\n- **Habitat.** Planar (Mechanus)  \n- **Treasure.** None  \n\nBeings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.\n\nModrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.\n\nModrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.\n\nIn rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.\n\nModron Marches\n\nWhether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.\n\n**Modron Operations**\n\n| dice: 1d8 | The Modrons Work To... |\n|-----------|------------------------|\n| 1 | Create a clockwork outpost to monitor the balance of obscure planar forces. |\n| 2 | Ensure neither side gains the upper hand in a conflict between good and evil. |\n| 3 | Excavate a portal to another plane. |\n| 4 | Find a lost contingent of modrons. |\n| 5 | Reactivate a titanic but lost modron device. |\n| 6 | Remove a forest, mountain, or city before the arrival of a modron procession. |\n| 7 | Seal off a planar rift or wild magic zone. |\n| 8 | Wage war with demons, slaadi, or chaotic Fey. |\n\n> [!quote] A quote from A planar explorer learning modrons have no sense of humor  \n> \n> The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":216},"collection":"Monster Manual (2025)","summary":"Medium construct, Lawful Neutral. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"The most numerous modrons, monodrones can perform one simple task at a time. They believe anything they're told that isn't logically or mathematically false. When faced with unexpected situations, they're quick to seek duodrones for help.","visibility":"player"},{"heading":"Modrons","body":"*Mechanized Caretakers of Multiversal Law*\n\n- **Habitat.** Planar (Mechanus)  \n- **Treasure.** None  \n\nBeings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.\n\nModrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.\n\nModrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.\n\nIn rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.","visibility":"player"},{"heading":"Modron Marches","body":"Whether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.\n\n**Modron Operations**\n\n| dice: 1d8 | The Modrons Work To... |\n|-----------|------------------------|\n| 1 | Create a clockwork outpost to monitor the balance of obscure planar forces. |\n| 2 | Ensure neither side gains the upper hand in a conflict between good and evil. |\n| 3 | Excavate a portal to another plane. |\n| 4 | Find a lost contingent of modrons. |\n| 5 | Reactivate a titanic but lost modron device. |\n| 6 | Remove a forest, mountain, or city before the arrival of a modron procession. |\n| 7 | Seal off a planar rift or wild magic zone. |\n| 8 | Wage war with demons, slaadi, or chaotic Fey. |\n\n> [!quote] A quote from A planar explorer learning modrons have no sense of humor  \n> \n> The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"modron-monodrone-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-modron-monodrone-v1.avif","alt":"Modron Monodrone","caption":"Modron Monodrone","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-modron-pentadrone","title":"Modron Pentadrone","officialName":"Modron Pentadrone","type":"Monster","category":"Creatures","visibility":"player","body":"Large construct, Lawful Neutral. Challenge 2. 2024 revised rules.\n\nOverview\n\nPentadrones oversee and protect contingents of lesser modrons. They're quick to call lengthy meetings with other modrons when making decisions.\n\nModrons\n\n*Mechanized Caretakers of Multiversal Law*\n\n- **Habitat.** Planar (Mechanus)  \n- **Treasure.** None  \n\nBeings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.\n\nModrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.\n\nModrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.\n\nIn rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.\n\nModron Marches\n\nWhether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.\n\n**Modron Operations**\n\n| dice: 1d8 | The Modrons Work To... |\n|-----------|------------------------|\n| 1 | Create a clockwork outpost to monitor the balance of obscure planar forces. |\n| 2 | Ensure neither side gains the upper hand in a conflict between good and evil. |\n| 3 | Excavate a portal to another plane. |\n| 4 | Find a lost contingent of modrons. |\n| 5 | Reactivate a titanic but lost modron device. |\n| 6 | Remove a forest, mountain, or city before the arrival of a modron procession. |\n| 7 | Seal off a planar rift or wild magic zone. |\n| 8 | Wage war with demons, slaadi, or chaotic Fey. |\n\n> [!quote] A quote from A planar explorer learning modrons have no sense of humor  \n> \n> The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":218},"collection":"Monster Manual (2025)","summary":"Large construct, Lawful Neutral. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Pentadrones oversee and protect contingents of lesser modrons. They're quick to call lengthy meetings with other modrons when making decisions.","visibility":"player"},{"heading":"Modrons","body":"*Mechanized Caretakers of Multiversal Law*\n\n- **Habitat.** Planar (Mechanus)  \n- **Treasure.** None  \n\nBeings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.\n\nModrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.\n\nModrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.\n\nIn rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.","visibility":"player"},{"heading":"Modron Marches","body":"Whether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.\n\n**Modron Operations**\n\n| dice: 1d8 | The Modrons Work To... |\n|-----------|------------------------|\n| 1 | Create a clockwork outpost to monitor the balance of obscure planar forces. |\n| 2 | Ensure neither side gains the upper hand in a conflict between good and evil. |\n| 3 | Excavate a portal to another plane. |\n| 4 | Find a lost contingent of modrons. |\n| 5 | Reactivate a titanic but lost modron device. |\n| 6 | Remove a forest, mountain, or city before the arrival of a modron procession. |\n| 7 | Seal off a planar rift or wild magic zone. |\n| 8 | Wage war with demons, slaadi, or chaotic Fey. |\n\n> [!quote] A quote from A planar explorer learning modrons have no sense of humor  \n> \n> The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"modron-pentadrone-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-modron-pentadrone-v1.avif","alt":"Modron Pentadrone","caption":"Modron Pentadrone","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-modron-quadrone","title":"Modron Quadrone","officialName":"Modron Quadrone","type":"Monster","category":"Creatures","visibility":"player","body":"Medium construct, Lawful Neutral. Challenge 1. 2024 revised rules.\n\nOverview\n\nQuadrones are among the most relatable modrons—and those most likely to go rogue.\n\nModrons\n\n*Mechanized Caretakers of Multiversal Law*\n\n- **Habitat.** Planar (Mechanus)  \n- **Treasure.** None  \n\nBeings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.\n\nModrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.\n\nModrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.\n\nIn rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.\n\nModron Marches\n\nWhether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.\n\n**Modron Operations**\n\n| dice: 1d8 | The Modrons Work To... |\n|-----------|------------------------|\n| 1 | Create a clockwork outpost to monitor the balance of obscure planar forces. |\n| 2 | Ensure neither side gains the upper hand in a conflict between good and evil. |\n| 3 | Excavate a portal to another plane. |\n| 4 | Find a lost contingent of modrons. |\n| 5 | Reactivate a titanic but lost modron device. |\n| 6 | Remove a forest, mountain, or city before the arrival of a modron procession. |\n| 7 | Seal off a planar rift or wild magic zone. |\n| 8 | Wage war with demons, slaadi, or chaotic Fey. |\n\n> [!quote] A quote from A planar explorer learning modrons have no sense of humor  \n> \n> The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":218},"collection":"Monster Manual (2025)","summary":"Medium construct, Lawful Neutral. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Quadrones are among the most relatable modrons—and those most likely to go rogue.","visibility":"player"},{"heading":"Modrons","body":"*Mechanized Caretakers of Multiversal Law*\n\n- **Habitat.** Planar (Mechanus)  \n- **Treasure.** None  \n\nBeings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.\n\nModrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.\n\nModrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.\n\nIn rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.","visibility":"player"},{"heading":"Modron Marches","body":"Whether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.\n\n**Modron Operations**\n\n| dice: 1d8 | The Modrons Work To... |\n|-----------|------------------------|\n| 1 | Create a clockwork outpost to monitor the balance of obscure planar forces. |\n| 2 | Ensure neither side gains the upper hand in a conflict between good and evil. |\n| 3 | Excavate a portal to another plane. |\n| 4 | Find a lost contingent of modrons. |\n| 5 | Reactivate a titanic but lost modron device. |\n| 6 | Remove a forest, mountain, or city before the arrival of a modron procession. |\n| 7 | Seal off a planar rift or wild magic zone. |\n| 8 | Wage war with demons, slaadi, or chaotic Fey. |\n\n> [!quote] A quote from A planar explorer learning modrons have no sense of humor  \n> \n> The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"modron-quadrone-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-modron-quadrone-v1.avif","alt":"Modron Quadrone","caption":"Modron Quadrone","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-modron-tridrone","title":"Modron Tridrone","officialName":"Modron Tridrone","type":"Monster","category":"Creatures","visibility":"player","body":"Medium construct, Lawful Neutral. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nTridrones oversee lesser modrons and lead them in battle. They're suspicious of any data provided by non-modrons.\n\nModrons\n\n*Mechanized Caretakers of Multiversal Law*\n\n- **Habitat.** Planar (Mechanus)  \n- **Treasure.** None  \n\nBeings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.\n\nModrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.\n\nModrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.\n\nIn rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.\n\nModron Marches\n\nWhether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.\n\n**Modron Operations**\n\n| dice: 1d8 | The Modrons Work To... |\n|-----------|------------------------|\n| 1 | Create a clockwork outpost to monitor the balance of obscure planar forces. |\n| 2 | Ensure neither side gains the upper hand in a conflict between good and evil. |\n| 3 | Excavate a portal to another plane. |\n| 4 | Find a lost contingent of modrons. |\n| 5 | Reactivate a titanic but lost modron device. |\n| 6 | Remove a forest, mountain, or city before the arrival of a modron procession. |\n| 7 | Seal off a planar rift or wild magic zone. |\n| 8 | Wage war with demons, slaadi, or chaotic Fey. |\n\n> [!quote] A quote from A planar explorer learning modrons have no sense of humor  \n> \n> The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":217},"collection":"Monster Manual (2025)","summary":"Medium construct, Lawful Neutral. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Tridrones oversee lesser modrons and lead them in battle. They're suspicious of any data provided by non-modrons.","visibility":"player"},{"heading":"Modrons","body":"*Mechanized Caretakers of Multiversal Law*\n\n- **Habitat.** Planar (Mechanus)  \n- **Treasure.** None  \n\nBeings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.\n\nModrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.\n\nModrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.\n\nIn rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.","visibility":"player"},{"heading":"Modron Marches","body":"Whether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.\n\n**Modron Operations**\n\n| dice: 1d8 | The Modrons Work To... |\n|-----------|------------------------|\n| 1 | Create a clockwork outpost to monitor the balance of obscure planar forces. |\n| 2 | Ensure neither side gains the upper hand in a conflict between good and evil. |\n| 3 | Excavate a portal to another plane. |\n| 4 | Find a lost contingent of modrons. |\n| 5 | Reactivate a titanic but lost modron device. |\n| 6 | Remove a forest, mountain, or city before the arrival of a modron procession. |\n| 7 | Seal off a planar rift or wild magic zone. |\n| 8 | Wage war with demons, slaadi, or chaotic Fey. |\n\n> [!quote] A quote from A planar explorer learning modrons have no sense of humor  \n> \n> The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"modron-tridrone-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-modron-tridrone-v1.avif","alt":"Modron Tridrone","caption":"Modron Tridrone","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-mud-mephit","title":"Mud Mephit","officialName":"Mud Mephit","type":"Monster","category":"Creatures","visibility":"player","body":"Small elemental, Neutral Evil. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nA combination of earth and water, mud mephits are crude, disgusting creatures. They take every opportunity to ruin objects and pollute food with muck.\n\nMephits\n\n*Malicious Elemental Hooligans*\n\n- **Habitat.** Planar (Elemental Planes)  \n- **Treasure.** None  \n\nMephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.\n\nMephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.\n\n> [!quote] A quote from Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself  \n> \n> I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":207},"collection":"Monster Manual (2025)","summary":"Small elemental, Neutral Evil. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"A combination of earth and water, mud mephits are crude, disgusting creatures. They take every opportunity to ruin objects and pollute food with muck.","visibility":"player"},{"heading":"Mephits","body":"*Malicious Elemental Hooligans*\n\n- **Habitat.** Planar (Elemental Planes)  \n- **Treasure.** None  \n\nMephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.\n\nMephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.\n\n> [!quote] A quote from Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself  \n> \n> I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"mud-mephit-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-mud-mephit-xmm.avif","alt":"Mud Mephit","caption":"Mud Mephit","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-mule","title":"Mule","officialName":"Mule","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/8. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":365},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"mule-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-mule-v1.avif","alt":"Mule","caption":"Mule","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-mummy","title":"Mummy","officialName":"Mummy","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium undead, Lawful Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nCommon mummies are the remains of priests, nobles, or champions of faith that underwent magical burial rites. Some are preserved through processes using linen wrappings or clay, but others are preserved by peat bogs, ice, magic, or other means.\n\nRoll on or choose a result from the Mummy Resurrections table to determine why a mummy has returned from the dead.\n\n**Mummy Resurrections**\n\n| dice: 1d8 | The Mummy Reanimates To... |\n|-----------|----------------------------|\n| 1 | Defend a holy site it was created to protect. |\n| 2 | Obey the summons of a mummy lord. |\n| 3 | Oppose an enemy who has returned to life. |\n| 4 | Protect its descendants from an ancient threat. |\n| 5 | Punish the progeny of those who cursed it. |\n| 6 | Reclaim treasures robbed from its crypt. |\n| 7 | Serve whoever speaks the prayer on its tomb. |\n| 8 | Slay anyone who sets eyes on it. |\n\n> [!quote]  \n> \n> Rule 7: Before opening a sarcophagus, light a torch.\n\nMummies\n\n*Deathless Ancients with Ageless Ambitions*\n\n- **Habitat.** Desert, Swamp  \n- **Treasure.** Relics  \n\nMysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest.\n\nMummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go to extreme lengths to avenge themselves and restore what they need to find peace.\n\nA mummy might look frail, but its body possesses supernatural strength, and its gaze can strike fear in the bravest hearts. Those who escape a mummy's grasp might find themselves subject to a terrible curse. Victims of a mummy's curse gradually wither, their bodies rotting away until they're reduced to dust. This curse can be healed only by the Remove Curse spell or similar magic.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":219},"collection":"Monster Manual (2025)","summary":"Small or Medium undead, Lawful Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Common mummies are the remains of priests, nobles, or champions of faith that underwent magical burial rites. Some are preserved through processes using linen wrappings or clay, but others are preserved by peat bogs, ice, magic, or other means.\n\nRoll on or choose a result from the Mummy Resurrections table to determine why a mummy has returned from the dead.\n\n**Mummy Resurrections**\n\n| dice: 1d8 | The Mummy Reanimates To... |\n|-----------|----------------------------|\n| 1 | Defend a holy site it was created to protect. |\n| 2 | Obey the summons of a mummy lord. |\n| 3 | Oppose an enemy who has returned to life. |\n| 4 | Protect its descendants from an ancient threat. |\n| 5 | Punish the progeny of those who cursed it. |\n| 6 | Reclaim treasures robbed from its crypt. |\n| 7 | Serve whoever speaks the prayer on its tomb. |\n| 8 | Slay anyone who sets eyes on it. |\n\n> [!quote]  \n> \n> Rule 7: Before opening a sarcophagus, light a torch.","visibility":"player"},{"heading":"Mummies","body":"*Deathless Ancients with Ageless Ambitions*\n\n- **Habitat.** Desert, Swamp  \n- **Treasure.** Relics  \n\nMysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest.\n\nMummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go to extreme lengths to avenge themselves and restore what they need to find peace.\n\nA mummy might look frail, but its body possesses supernatural strength, and its gaze can strike fear in the bravest hearts. Those who escape a mummy's grasp might find themselves subject to a terrible curse. Victims of a mummy's curse gradually wither, their bodies rotting away until they're reduced to dust. This curse can be healed only by the Remove Curse spell or similar magic.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"mummy-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-mummy-v1.avif","alt":"Mummy","caption":"Mummy","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-mummy-lord","title":"Mummy Lord","officialName":"Mummy Lord","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium undead (cleric), Lawful Evil. Challenge 15. 2024 revised rules.\n\nOverview\n\nThose desperate to escape death sometimes make terrible bargains with wicked deities. Devoting their hearts to evil forces, these villains gain power over death and a cursed immortality that binds their minds and spirits within a desiccated corpse. Freed from mortal concerns, these mummy lords pursue their obsessions across ages.\n\nMost mummy lords linger amid the ruins of ancient palaces or temples where they once held sway. Their age-old faith and ties to deathly forces grant them fearful magic, which they use to sow ruin and animate undead servants.\n\nA mummy lord's heart embodies the pact that grants it immortality. Rather than bearing its heart within its corpse, a mummy lord removes and hides this accursed organ. As long as its heart isn't destroyed by fire, a mummy lord can return to unlife no matter what doom it meets.\n\nMummy lords are usually consumed by ageless plots. Roll on or choose a result from the Mummy Lord Plots table to determine a mummy lord's ancient agenda.\n\n**Mummy Lord Plots**\n\n| dice: 1d8 | The Mummy Lord Seeks To... |\n|-----------|----------------------------|\n| 1 | Open a portal to the past, when its power was at its height. |\n| 2 | Perform a ritual that can be attempted only once every eight hundred years. |\n| 3 | Reclaim and resurrect a loved one's corpse. |\n| 4 | Reconquer the lands that once composed its empire. |\n| 5 | Recover the pieces of its lost heart. |\n| 6 | Replace its descendant as the ruler of a realm. |\n| 7 | Sacrifice a thousand souls to its god in return for true life. |\n| 8 | Transform the people of an entire nation into Undead servants. |\n\nMummy Lord Lairs\n\nMummy lords typically lurk in the ruins of places they dwelled in life. Such sites have forbidding reputations, or they might be lost and forgotten.\n\n> [!quote] A quote from Isu, High Priest of Muhar  \n> \n> The scroll contained a foul ritual to raise one of the children of Anhktepot. I tried to burn it, but the flames refused to touch the parchment. Forgive me, but I cannot destroy it... and I cannot help myself.\n\nMummies\n\n*Deathless Ancients with Ageless Ambitions*\n\n- **Habitat.** Desert, Swamp  \n- **Treasure.** Relics  \n\nMysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest.\n\nMummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go to extreme lengths to avenge themselves and restore what they need to find peace.\n\nA mummy might look frail, but its body possesses supernatural strength, and its gaze can strike fear in the bravest hearts. Those who escape a mummy's grasp might find themselves subject to a terrible curse. Victims of a mummy's curse gradually wither, their bodies rotting away until they're reduced to dust. This curse can be healed only by the Remove Curse spell or similar magic.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":221},"collection":"Monster Manual (2025)","summary":"Small or Medium undead (cleric), Lawful Evil. Challenge 15. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Those desperate to escape death sometimes make terrible bargains with wicked deities. Devoting their hearts to evil forces, these villains gain power over death and a cursed immortality that binds their minds and spirits within a desiccated corpse. Freed from mortal concerns, these mummy lords pursue their obsessions across ages.\n\nMost mummy lords linger amid the ruins of ancient palaces or temples where they once held sway. Their age-old faith and ties to deathly forces grant them fearful magic, which they use to sow ruin and animate undead servants.\n\nA mummy lord's heart embodies the pact that grants it immortality. Rather than bearing its heart within its corpse, a mummy lord removes and hides this accursed organ. As long as its heart isn't destroyed by fire, a mummy lord can return to unlife no matter what doom it meets.\n\nMummy lords are usually consumed by ageless plots. Roll on or choose a result from the Mummy Lord Plots table to determine a mummy lord's ancient agenda.\n\n**Mummy Lord Plots**\n\n| dice: 1d8 | The Mummy Lord Seeks To... |\n|-----------|----------------------------|\n| 1 | Open a portal to the past, when its power was at its height. |\n| 2 | Perform a ritual that can be attempted only once every eight hundred years. |\n| 3 | Reclaim and resurrect a loved one's corpse. |\n| 4 | Reconquer the lands that once composed its empire. |\n| 5 | Recover the pieces of its lost heart. |\n| 6 | Replace its descendant as the ruler of a realm. |\n| 7 | Sacrifice a thousand souls to its god in return for true life. |\n| 8 | Transform the people of an entire nation into Undead servants. |","visibility":"player"},{"heading":"Mummy Lord Lairs","body":"Mummy lords typically lurk in the ruins of places they dwelled in life. Such sites have forbidding reputations, or they might be lost and forgotten.\n\n> [!quote] A quote from Isu, High Priest of Muhar  \n> \n> The scroll contained a foul ritual to raise one of the children of Anhktepot. I tried to burn it, but the flames refused to touch the parchment. Forgive me, but I cannot destroy it... and I cannot help myself.","visibility":"player"},{"heading":"Mummies","body":"*Deathless Ancients with Ageless Ambitions*\n\n- **Habitat.** Desert, Swamp  \n- **Treasure.** Relics  \n\nMysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest.\n\nMummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go to extreme lengths to avenge themselves and restore what they need to find peace.\n\nA mummy might look frail, but its body possesses supernatural strength, and its gaze can strike fear in the bravest hearts. Those who escape a mummy's grasp might find themselves subject to a terrible curse. Victims of a mummy's curse gradually wither, their bodies rotting away until they're reduced to dust. This curse can be healed only by the Remove Curse spell or similar magic.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"mummy-lord-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-mummy-lord-v1.avif","alt":"Mummy Lord","caption":"Mummy Lord","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-myconid-adult","title":"Myconid Adult","officialName":"Myconid Adult","type":"Monster","category":"Creatures","visibility":"player","body":"Medium plant, Lawful Neutral. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nMyconid adults defend their territories and other myconids from invaders.\n\nMyconids\n\n*Keepers of the Spore*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nMyconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":223},"collection":"Monster Manual (2025)","summary":"Medium plant, Lawful Neutral. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Myconid adults defend their territories and other myconids from invaders.","visibility":"player"},{"heading":"Myconids","body":"*Keepers of the Spore*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nMyconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"myconid-adult-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-myconid-adult-v1.avif","alt":"Myconid Adult","caption":"Myconid Adult","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-myconid-sovereign","title":"Myconid Sovereign","officialName":"Myconid Sovereign","type":"Monster","category":"Creatures","visibility":"player","body":"Large plant, Lawful Neutral. Challenge 2. 2024 revised rules.\n\nOverview\n\nMyconid sovereigns resemble towering myconid adults with elaborate fungal growths. They direct their lesser kin and see to the health and growth of vast fungal blooms.\n\nMyconids\n\n*Keepers of the Spore*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nMyconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":223},"collection":"Monster Manual (2025)","summary":"Large plant, Lawful Neutral. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Myconid sovereigns resemble towering myconid adults with elaborate fungal growths. They direct their lesser kin and see to the health and growth of vast fungal blooms.","visibility":"player"},{"heading":"Myconids","body":"*Keepers of the Spore*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nMyconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"myconid-sovereign-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-myconid-sovereign-v1.avif","alt":"Myconid Sovereign","caption":"Myconid Sovereign","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-myconid-spore-servant","title":"Myconid Spore Servant","officialName":"Myconid Spore Servant","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium plant, Unaligned. Challenge 1. 2024 revised rules.\n\nOverview\n\nSpore servants are corpses that have been overgrown and reanimated by a myconid sovereign's spores. These fungus-infested bodies are extensions of a myconid sovereign and obey its will.\n\nMyconids\n\n*Keepers of the Spore*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nMyconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":223},"collection":"Monster Manual (2025)","summary":"Small or Medium plant, Unaligned. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Spore servants are corpses that have been overgrown and reanimated by a myconid sovereign's spores. These fungus-infested bodies are extensions of a myconid sovereign and obey its will.","visibility":"player"},{"heading":"Myconids","body":"*Keepers of the Spore*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nMyconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"myconid-spore-servant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-myconid-spore-servant-v1.avif","alt":"Myconid Spore Servant","caption":"Myconid Spore Servant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-myconid-sprout","title":"Myconid Sprout","officialName":"Myconid Sprout","type":"Monster","category":"Creatures","visibility":"player","body":"Small plant, Lawful Neutral. Challenge 0. 2024 revised rules.\n\nOverview\n\nMyconid sprouts tend to their fungal homes and watch for trespassers.\n\nMyconids\n\n*Keepers of the Spore*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nMyconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":222},"collection":"Monster Manual (2025)","summary":"Small plant, Lawful Neutral. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Myconid sprouts tend to their fungal homes and watch for trespassers.","visibility":"player"},{"heading":"Myconids","body":"*Keepers of the Spore*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nMyconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"myconid-sprout-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-myconid-sprout-v1.avif","alt":"Myconid Sprout","caption":"Myconid Sprout","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-nalfeshnee","title":"Nalfeshnee","officialName":"Nalfeshnee","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (demon), Chaotic Evil. Challenge 13. 2024 revised rules.\n\nNalfeshnee\n\n*Demon of Intimidation and Hopelessness*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Relics  \n\nNalfeshnees seek to dominate all they encounter. Hulking and grotesque, these demons combine misshapen, bestial features with ogre-like frames. Through both brute force and cunning, nalfeshnees compel cultists and weaker demons to serve them in the endless conflicts of the Abyss or in plots on the Material Plane.\n\nMany nalfeshnees view themselves as prospective demon lords and seek to conquer realms of their own. They often use promises of fiendish magic or Abyssal alliances to tempt ambitious mortals into ruinous pacts. Should they run out of patience, nalfeshnees conjure visions of the Abyss and other nightmares to terrorize others into obeying.\n\n> [!quote] A quote from Mordenkainen  \n> \n> The Blood War—that ageless clash between devils and demons—helps ensure the balance of the multiverse. At times it makes unlikely allies, but never delude yourself into believing there's a lesser of two evil. I won't be thanking a demon for every day I'm spared a devil's lash.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":224},"collection":"Monster Manual (2025)","summary":"Large fiend (demon), Chaotic Evil. Challenge 13. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Nalfeshnee","body":"*Demon of Intimidation and Hopelessness*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Relics  \n\nNalfeshnees seek to dominate all they encounter. Hulking and grotesque, these demons combine misshapen, bestial features with ogre-like frames. Through both brute force and cunning, nalfeshnees compel cultists and weaker demons to serve them in the endless conflicts of the Abyss or in plots on the Material Plane.\n\nMany nalfeshnees view themselves as prospective demon lords and seek to conquer realms of their own. They often use promises of fiendish magic or Abyssal alliances to tempt ambitious mortals into ruinous pacts. Should they run out of patience, nalfeshnees conjure visions of the Abyss and other nightmares to terrorize others into obeying.\n\n> [!quote] A quote from Mordenkainen  \n> \n> The Blood War—that ageless clash between devils and demons—helps ensure the balance of the multiverse. At times it makes unlikely allies, but never delude yourself into believing there's a lesser of two evil. I won't be thanking a demon for every day I'm spared a devil's lash.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"nalfeshnee-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-nalfeshnee-v1.avif","alt":"Nalfeshnee","caption":"Nalfeshnee","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-needle-blight","title":"Needle Blight","officialName":"Needle Blight","type":"Monster","category":"Creatures","visibility":"player","body":"Medium plant, Neutral Evil. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nNeedle blights have vaguely bipedal forms, with gaunt, misshapen limbs. Whether standing unnaturally still or lurching with their awkward gaits, these blights can't pass as either normal plants or woodland travelers. Once they spot foes, needle blights attack using their thorn-covered claws or by rapidly growing and flinging volleys of serrated, needlelike projectiles.\n\nBlights\n\n*Plants Sprouted from Evil*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nBlights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.\n\n> [!quote] A quote from Belak the Outcast, Druid of the Twilight Grove  \n> \n> It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":43},"collection":"Monster Manual (2025)","summary":"Medium plant, Neutral Evil. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Needle blights have vaguely bipedal forms, with gaunt, misshapen limbs. Whether standing unnaturally still or lurching with their awkward gaits, these blights can't pass as either normal plants or woodland travelers. Once they spot foes, needle blights attack using their thorn-covered claws or by rapidly growing and flinging volleys of serrated, needlelike projectiles.","visibility":"player"},{"heading":"Blights","body":"*Plants Sprouted from Evil*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nBlights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.\n\n> [!quote] A quote from Belak the Outcast, Druid of the Twilight Grove  \n> \n> It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"needle-blight-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-needle-blight-v1.avif","alt":"Needle Blight","caption":"Needle Blight","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-night-hag","title":"Night Hag","officialName":"Night Hag","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend, Neutral Evil. Challenge 5. 2024 revised rules.\n\nNight Hag\n\n*Hag of Nightmare and Corruption*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** Arcana  \n\nNight hags seek mortals to torment and turn to evil. By day, night hags use supernatural deceptions to plague their victims, shape-shifting to pose as other creatures and make their targets believe the world has turned against them. By night, these hags reinforce their tortures with terrifying dreams. Once they force their targets to desperate limits, night hags claim their victims' tormented spirits, capturing them in sinister traps called soul bags. The hags then slip between planes of existence to barter stolen souls to vile magic-users and fiendish entities.\n\nNight hags maintain networks of nefarious customers and collect rumors from across the Lower Planes. These hags might part with their secrets in exchange for magic items and other wicked prices.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":225},"collection":"Monster Manual (2025)","summary":"Medium fiend, Neutral Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Night Hag","body":"*Hag of Nightmare and Corruption*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** Arcana  \n\nNight hags seek mortals to torment and turn to evil. By day, night hags use supernatural deceptions to plague their victims, shape-shifting to pose as other creatures and make their targets believe the world has turned against them. By night, these hags reinforce their tortures with terrifying dreams. Once they force their targets to desperate limits, night hags claim their victims' tormented spirits, capturing them in sinister traps called soul bags. The hags then slip between planes of existence to barter stolen souls to vile magic-users and fiendish entities.\n\nNight hags maintain networks of nefarious customers and collect rumors from across the Lower Planes. These hags might part with their secrets in exchange for magic items and other wicked prices.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"night-hag-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-night-hag-v1.avif","alt":"Night Hag","caption":"Night Hag","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-nightmare","title":"Nightmare","officialName":"Nightmare","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend, Neutral Evil. Challenge 3. 2024 revised rules.\n\nNightmare\n\n*Dread Steed of the Lower Planes*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** None  \n\nNightmares resemble horses with flaming manes, burning hooves, and smoldering eyes. They terrorize weaker creatures and often ally with denizens of the Lower Planes in committing evil acts. These supernatural horses can innately travel between the Ethereal Plane and the Material Plane, and many know the locations of portals to the Lower Planes, the Shadowfell, and other sinister realms.\n\nNightmares' speed, resilience, and ability to gallop between planes of existence make them steeds coveted by evildoers. Roll on or choose a result from the Nightmare Riders table to inspire what might employ a nightmare steed.\n\n**Nightmare Riders**\n\n| dice: 1d6 | The Nightmare Carries... |\n|-----------|--------------------------|\n| 1 | The champion or messenger of an evil deity. |\n| 2 | A group of joyriding imps or quasits. |\n| 3 | An innocent soul trapped on the wild Fiend. |\n| 4 | A lore-hunting mage, cultist, or lich. |\n| 5 | A night hag herding larvae between planes. |\n| 6 | A wicked cavalier, such as a death knight, an erinyes, an incubus, or a vampire. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":226},"collection":"Monster Manual (2025)","summary":"Large fiend, Neutral Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Nightmare","body":"*Dread Steed of the Lower Planes*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** None  \n\nNightmares resemble horses with flaming manes, burning hooves, and smoldering eyes. They terrorize weaker creatures and often ally with denizens of the Lower Planes in committing evil acts. These supernatural horses can innately travel between the Ethereal Plane and the Material Plane, and many know the locations of portals to the Lower Planes, the Shadowfell, and other sinister realms.\n\nNightmares' speed, resilience, and ability to gallop between planes of existence make them steeds coveted by evildoers. Roll on or choose a result from the Nightmare Riders table to inspire what might employ a nightmare steed.\n\n**Nightmare Riders**\n\n| dice: 1d6 | The Nightmare Carries... |\n|-----------|--------------------------|\n| 1 | The champion or messenger of an evil deity. |\n| 2 | A group of joyriding imps or quasits. |\n| 3 | An innocent soul trapped on the wild Fiend. |\n| 4 | A lore-hunting mage, cultist, or lich. |\n| 5 | A night hag herding larvae between planes. |\n| 6 | A wicked cavalier, such as a death knight, an erinyes, an incubus, or a vampire. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"nightmare-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-nightmare-v1.avif","alt":"Nightmare","caption":"Nightmare","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-nothic","title":"Nothic","officialName":"Nothic","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Neutral Evil. Challenge 2. 2024 revised rules.\n\nNothic\n\n*Witness to the Weird*\n\n- **Habitat.** Underdark  \n- **Treasure.** Arcana  \n\nConsumed by their thirst for forbidden knowledge, nothics are cursed lore seekers transformed by secrets never meant to be known. The bodies of these former scholars are warped into otherworldly shapes, each with a head dominated by a gigantic, unblinking eye. Nothics remember nothing of their past lives and care only for their endless pursuit of hidden mysteries and uncanny truths. They seek revelations amid the rubble of forgotten ruins, and they use their supernatural sight to pierce magical deceptions, rot the flesh of enemies, and steal the secrets of those who interrupt their investigations.\n\nSome nothics seek to end the curse that warped them into their bizarre forms, but many are unaware of—or uninterested in—their transformation.\n\n> [!quote]  \n> \n> Deeper. Deeper and Deeper. Deeper and creeper. Creeping they come. Up from the place that isn't a place. They come to feed. Feed on what I know. So I hide. I hide away. Away in the secret dark. Secret and dark, like all that I know I shouldn't know!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":228},"collection":"Monster Manual (2025)","summary":"Medium aberration, Neutral Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Nothic","body":"*Witness to the Weird*\n\n- **Habitat.** Underdark  \n- **Treasure.** Arcana  \n\nConsumed by their thirst for forbidden knowledge, nothics are cursed lore seekers transformed by secrets never meant to be known. The bodies of these former scholars are warped into otherworldly shapes, each with a head dominated by a gigantic, unblinking eye. Nothics remember nothing of their past lives and care only for their endless pursuit of hidden mysteries and uncanny truths. They seek revelations amid the rubble of forgotten ruins, and they use their supernatural sight to pierce magical deceptions, rot the flesh of enemies, and steal the secrets of those who interrupt their investigations.\n\nSome nothics seek to end the curse that warped them into their bizarre forms, but many are unaware of—or uninterested in—their transformation.\n\n> [!quote]  \n> \n> Deeper. Deeper and Deeper. Deeper and creeper. Creeping they come. Up from the place that isn't a place. They come to feed. Feed on what I know. So I hide. I hide away. Away in the secret dark. Secret and dark, like all that I know I shouldn't know!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"nothic-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-nothic-v1.avif","alt":"Nothic","caption":"Nothic","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-nycaloth","title":"Nycaloth","officialName":"Nycaloth","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (yugoloth), Neutral Evil. Challenge 9. 2024 revised rules.\n\nNycaloth\n\n*Yugoloth of Strategy and Strife*\n\n- **Habitat.** Planar (Gehenna)  \n- **Treasure.** Armaments  \n\nFiendish warmongers, nycaloths relish combat and conquest. These tremendous winged yugoloths teleport around battlefields and into the air to bewilder their foes and attack with constantly shifting, Gehenna-forged axes—mercurial weapons similar to those favored by many yugoloths.\n\nNycaloths might command groups of mezzoloths and make pacts to serve arcanaloths, ultroloths, fiendish warlords, or wicked mortals. So long as they can indulge their bloodlust, most nycaloths are willing to obey more powerful or cunning creatures. Some even serve competent leaders past the terms of their agreements to achieve long-pursued victories. But masters that lead nycaloths to defeat should fear these proud yugoloths' retribution.\n\nNycaloths and other yugoloths frequently serve as mercenary forces in extraplanar conflicts that spill onto the Material Plane. Roll on or choose a result from the Yugoloth Incursions table to inspire the plans of a yugoloth war band.\n\n**Yugoloth Incursions**\n\n| dice: 1d4 | Yugoloth Mercenaries Seek To... |\n|-----------|---------------------------------|\n| 1 | Claim a portal with strategic importance. |\n| 2 | Enlist monsters as allies or beasts of war. |\n| 3 | Destroy a city harboring enemy cultists. |\n| 4 | Liberate an imprisoned fiendish ally. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":229},"collection":"Monster Manual (2025)","summary":"Large fiend (yugoloth), Neutral Evil. Challenge 9. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Nycaloth","body":"*Yugoloth of Strategy and Strife*\n\n- **Habitat.** Planar (Gehenna)  \n- **Treasure.** Armaments  \n\nFiendish warmongers, nycaloths relish combat and conquest. These tremendous winged yugoloths teleport around battlefields and into the air to bewilder their foes and attack with constantly shifting, Gehenna-forged axes—mercurial weapons similar to those favored by many yugoloths.\n\nNycaloths might command groups of mezzoloths and make pacts to serve arcanaloths, ultroloths, fiendish warlords, or wicked mortals. So long as they can indulge their bloodlust, most nycaloths are willing to obey more powerful or cunning creatures. Some even serve competent leaders past the terms of their agreements to achieve long-pursued victories. But masters that lead nycaloths to defeat should fear these proud yugoloths' retribution.\n\nNycaloths and other yugoloths frequently serve as mercenary forces in extraplanar conflicts that spill onto the Material Plane. Roll on or choose a result from the Yugoloth Incursions table to inspire the plans of a yugoloth war band.\n\n**Yugoloth Incursions**\n\n| dice: 1d4 | Yugoloth Mercenaries Seek To... |\n|-----------|---------------------------------|\n| 1 | Claim a portal with strategic importance. |\n| 2 | Enlist monsters as allies or beasts of war. |\n| 3 | Destroy a city harboring enemy cultists. |\n| 4 | Liberate an imprisoned fiendish ally. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"nycaloth-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-nycaloth-v1.avif","alt":"Nycaloth","caption":"Nycaloth","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ochre-jelly","title":"Ochre Jelly","officialName":"Ochre Jelly","type":"Monster","category":"Creatures","visibility":"player","body":"Large ooze, Unaligned. Challenge 2. 2024 revised rules.\n\nOchre Jelly\n\n*Multiplying Amoeboid Hunter*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nOchre jellies are giant, yellow-brown amoebas that digest organic creatures. They tirelessly hunt any prey smaller than themselves, oozing over, under, and around obstacles in their path. Once they overwhelm their quarry, these acidic slimes dissolve the flesh, hair, and scales of their prey, leaving behind clothing, equipment, treated leather, and bone.\n\nIf damaged by lightning or a slashing weapon, an ochre jelly splits in two. These smaller jellies work together to consume foes, but afterward they move on to hunt independently. Both eventually grow into full-size jellies.\n\nWhat ochre jellies can't dissolve they leave behind. Roll on or choose a result from the Ochre Jelly Leftovers table to inspire such remains.\n\n**Ochre Jelly Leftovers**\n\n| dice: 1d6 | After a Meal, the Ochre Jelly Leaves Behind... |\n|-----------|------------------------------------------------|\n| 1 | A bone etched with a word or an eerie symbol. |\n| 2 | Broken dragonborn or tiefling horns. |\n| 3 | An ornate prosthetic limb. |\n| 4 | The skeleton of an explorer's pet (perhaps a small dog, monkey, or parrot). |\n| 5 | A skull with gold teeth worth 1d4 GP. |\n| 6 | A spotless suit of metal armor. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":230},"collection":"Monster Manual (2025)","summary":"Large ooze, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Ochre Jelly","body":"*Multiplying Amoeboid Hunter*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nOchre jellies are giant, yellow-brown amoebas that digest organic creatures. They tirelessly hunt any prey smaller than themselves, oozing over, under, and around obstacles in their path. Once they overwhelm their quarry, these acidic slimes dissolve the flesh, hair, and scales of their prey, leaving behind clothing, equipment, treated leather, and bone.\n\nIf damaged by lightning or a slashing weapon, an ochre jelly splits in two. These smaller jellies work together to consume foes, but afterward they move on to hunt independently. Both eventually grow into full-size jellies.\n\nWhat ochre jellies can't dissolve they leave behind. Roll on or choose a result from the Ochre Jelly Leftovers table to inspire such remains.\n\n**Ochre Jelly Leftovers**\n\n| dice: 1d6 | After a Meal, the Ochre Jelly Leaves Behind... |\n|-----------|------------------------------------------------|\n| 1 | A bone etched with a word or an eerie symbol. |\n| 2 | Broken dragonborn or tiefling horns. |\n| 3 | An ornate prosthetic limb. |\n| 4 | The skeleton of an explorer's pet (perhaps a small dog, monkey, or parrot). |\n| 5 | A skull with gold teeth worth 1d4 GP. |\n| 6 | A spotless suit of metal armor. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ochre-jelly-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ochre-jelly-v1.avif","alt":"Ochre Jelly","caption":"Ochre Jelly","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-octopus","title":"Octopus","officialName":"Octopus","type":"Monster","category":"Creatures","visibility":"player","body":"Small beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":365},"collection":"Monster Manual (2025)","summary":"Small beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"octopus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-octopus-xmm.avif","alt":"Octopus","caption":"Octopus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ogre","title":"Ogre","officialName":"Ogre","type":"Monster","category":"Creatures","visibility":"player","body":"Large giant, Chaotic Evil. Challenge 2. 2024 revised rules.\n\nOverview\n\nOgres are 10-foot-tall brutes that overwhelm their foes and take what spoils they please. Ogre raiders ally with other evil forces in return for food, riches, and promises of battle.\n\nOgres\n\n*Raging Hulks and Hoarders*\n\n- **Habitat.** Arctic, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark  \n- **Treasure.** Armaments  \n\nOgres are selfish raiders and hulking gluttons spawned of hateful supernatural forces. From dismal ruins and bleak hinterlands, they raid vulnerable communities and ambush travelers. Ogres covet food and treasure, and they spitefully destroy art, books, clockwork devices, and other delicate or lovingly made things. Occasionally they kidnap victims to eat later or, more rarely, performers who catch their interest.\n\nOgres trace their origins to wrathful deities such as Erythnul, Takhisis, and Vaprak. They magically emerge from the earth of lands corrupted by evil gods, sinister magic, or ancient curses. Some bear evidence of the places that spawned them, sporting rocky calluses, mossy growths, or frozen scars.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":231},"collection":"Monster Manual (2025)","summary":"Large giant, Chaotic Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ogres are 10-foot-tall brutes that overwhelm their foes and take what spoils they please. Ogre raiders ally with other evil forces in return for food, riches, and promises of battle.","visibility":"player"},{"heading":"Ogres","body":"*Raging Hulks and Hoarders*\n\n- **Habitat.** Arctic, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark  \n- **Treasure.** Armaments  \n\nOgres are selfish raiders and hulking gluttons spawned of hateful supernatural forces. From dismal ruins and bleak hinterlands, they raid vulnerable communities and ambush travelers. Ogres covet food and treasure, and they spitefully destroy art, books, clockwork devices, and other delicate or lovingly made things. Occasionally they kidnap victims to eat later or, more rarely, performers who catch their interest.\n\nOgres trace their origins to wrathful deities such as Erythnul, Takhisis, and Vaprak. They magically emerge from the earth of lands corrupted by evil gods, sinister magic, or ancient curses. Some bear evidence of the places that spawned them, sporting rocky calluses, mossy growths, or frozen scars.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ogre-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ogre-v1.avif","alt":"Ogre","caption":"Ogre","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ogre-zombie","title":"Ogre Zombie","officialName":"Ogre Zombie","type":"Monster","category":"Creatures","visibility":"player","body":"Large undead, Neutral Evil. Challenge 2. 2024 revised rules.\n\nOverview\n\nOgre zombies serve as tireless labor and undying weapons of war. These massive zombies possess the size and strength to break through barriers that repel smaller zombies.\n\nZombies\n\n*Relentless Reanimated Corpses*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nZombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances.\n\nZombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.\n\n> [!quote] A quote from Account of the Night of the Walking Dead  \n> \n> Then, by a spectacular crack of lightning, the figures came into view, moving slowly toward the village. Over driving winds a voice cried out, \"The dead come for Marais d'Tarascon! An army of the walking dead!\"","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":346},"collection":"Monster Manual (2025)","summary":"Large undead, Neutral Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ogre zombies serve as tireless labor and undying weapons of war. These massive zombies possess the size and strength to break through barriers that repel smaller zombies.","visibility":"player"},{"heading":"Zombies","body":"*Relentless Reanimated Corpses*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nZombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances.\n\nZombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.\n\n> [!quote] A quote from Account of the Night of the Walking Dead  \n> \n> Then, by a spectacular crack of lightning, the figures came into view, moving slowly toward the village. Over driving winds a voice cried out, \"The dead come for Marais d'Tarascon! An army of the walking dead!\"","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ogre-zombie-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ogre-zombie-v1.avif","alt":"Ogre Zombie","caption":"Ogre Zombie","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ogrillon-ogre","title":"Ogrillon Ogre","officialName":"Ogrillon Ogre","type":"Monster","category":"Creatures","visibility":"player","body":"Large giant, Chaotic Evil. Challenge 1. 2024 revised rules.\n\nOverview\n\nOgrillons arise from Humanoids cursed by foul magic or the will of wrathful deities. They appear similar to whoever they once were, but they grow to over 8 feet tall and gain ogre-like features. Ogrillons constantly seethe with supernatural anger, which they might struggle to control or purposefully vent on other creatures.\n\nOgres\n\n*Raging Hulks and Hoarders*\n\n- **Habitat.** Arctic, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark  \n- **Treasure.** Armaments  \n\nOgres are selfish raiders and hulking gluttons spawned of hateful supernatural forces. From dismal ruins and bleak hinterlands, they raid vulnerable communities and ambush travelers. Ogres covet food and treasure, and they spitefully destroy art, books, clockwork devices, and other delicate or lovingly made things. Occasionally they kidnap victims to eat later or, more rarely, performers who catch their interest.\n\nOgres trace their origins to wrathful deities such as Erythnul, Takhisis, and Vaprak. They magically emerge from the earth of lands corrupted by evil gods, sinister magic, or ancient curses. Some bear evidence of the places that spawned them, sporting rocky calluses, mossy growths, or frozen scars.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":231},"collection":"Monster Manual (2025)","summary":"Large giant, Chaotic Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ogrillons arise from Humanoids cursed by foul magic or the will of wrathful deities. They appear similar to whoever they once were, but they grow to over 8 feet tall and gain ogre-like features. Ogrillons constantly seethe with supernatural anger, which they might struggle to control or purposefully vent on other creatures.","visibility":"player"},{"heading":"Ogres","body":"*Raging Hulks and Hoarders*\n\n- **Habitat.** Arctic, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark  \n- **Treasure.** Armaments  \n\nOgres are selfish raiders and hulking gluttons spawned of hateful supernatural forces. From dismal ruins and bleak hinterlands, they raid vulnerable communities and ambush travelers. Ogres covet food and treasure, and they spitefully destroy art, books, clockwork devices, and other delicate or lovingly made things. Occasionally they kidnap victims to eat later or, more rarely, performers who catch their interest.\n\nOgres trace their origins to wrathful deities such as Erythnul, Takhisis, and Vaprak. They magically emerge from the earth of lands corrupted by evil gods, sinister magic, or ancient curses. Some bear evidence of the places that spawned them, sporting rocky calluses, mossy growths, or frozen scars.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ogrillon-ogre-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ogrillon-ogre-v1.avif","alt":"Ogrillon Ogre","caption":"Ogrillon Ogre","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-oni","title":"Oni","officialName":"Oni","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend, Lawful Evil. Challenge 7. 2024 revised rules.\n\nOni\n\n*Wickedness Drawn to the Wicked*\n\n- **Habitat.** Forest, Urban  \n- **Treasure.** Armaments  \n\nOni are elusive entities that inhabit dark forests and other wildernesses. By shape-shifting into the form of an innocent or moving invisibly, oni encroach on communities and lonely roads. They frequently harass people of faith, testing the limits of their piousness, or torment selfish people, punishing them for their wickedness. Wise communities often have guardian statues, annual rituals, or local superstitions meant to keep oni at bay. In rare cases, an oni might gradually befriend such communities and protect them from other threats for generations.\n\nOni torment villages that don't pay them or other supernatural forces respect. Roll on or choose a result from the Oni Troubles table to inspire how an oni menaces such communities.\n\n**Oni Troubles**\n\n| dice: 1d4 | The Oni Torments People By... |\n|-----------|-------------------------------|\n| 1 | Charming people to perform nasty tricks. |\n| 2 | Claiming a bridge, gate, shrine, or trail and trying to eat anyone who comes near. |\n| 3 | Luring other monsters to the settlement. |\n| 4 | Playing drums that keep everyone awake. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":232},"collection":"Monster Manual (2025)","summary":"Large fiend, Lawful Evil. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Oni","body":"*Wickedness Drawn to the Wicked*\n\n- **Habitat.** Forest, Urban  \n- **Treasure.** Armaments  \n\nOni are elusive entities that inhabit dark forests and other wildernesses. By shape-shifting into the form of an innocent or moving invisibly, oni encroach on communities and lonely roads. They frequently harass people of faith, testing the limits of their piousness, or torment selfish people, punishing them for their wickedness. Wise communities often have guardian statues, annual rituals, or local superstitions meant to keep oni at bay. In rare cases, an oni might gradually befriend such communities and protect them from other threats for generations.\n\nOni torment villages that don't pay them or other supernatural forces respect. Roll on or choose a result from the Oni Troubles table to inspire how an oni menaces such communities.\n\n**Oni Troubles**\n\n| dice: 1d4 | The Oni Torments People By... |\n|-----------|-------------------------------|\n| 1 | Charming people to perform nasty tricks. |\n| 2 | Claiming a bridge, gate, shrine, or trail and trying to eat anyone who comes near. |\n| 3 | Luring other monsters to the settlement. |\n| 4 | Playing drums that keep everyone awake. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"oni-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-oni-v1.avif","alt":"Oni","caption":"Oni","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-otyugh","title":"Otyugh","officialName":"Otyugh","type":"Monster","category":"Creatures","visibility":"player","body":"Large aberration, Neutral. Challenge 5. 2024 revised rules.\n\nOtyugh\n\n*Garbage-Heap Gourmand*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nOtyughs live to eat—the more disgusting the meal, the better. They consider all non-otyughs that come within reach dishes in life's endless buffet. In dumps, sewers, polluted ruins, and similar murky depths, otyughs devour garbage, carcasses, and anything else their tentacles can cram in their expansive maws. Some creatures ply otyughs with trash to recruit them as watchful—if disgusting—guardians.\n\nOtyughs often bury themselves amid trash heaps and observe their surroundings with their eye-studded stalk. They use glittery trash and telepathic urgings to coax creatures close, then burst from hiding, attacking with their spiny tentacles and filthy maws. Roll on or choose a result from the Otyugh Lures table to inspire how an otyugh tempts prey close.\n\n**Otyugh Lures**\n\n| dice: 1d4 | To Attract Potential Meals, the Otyugh... |\n|-----------|-------------------------------------------|\n| 1 | Disguises its tentacles with garbage puppets. |\n| 2 | Sings an enticing song in Otyugh. |\n| 3 | Telepathically transmits a message like \"Happy good stuff here!\" or \"Help now! I'm too delicious?\" |\n| 4 | Telepathically transmits an image of a large gemstone, crooked weapon, or soggy pastry. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":233},"collection":"Monster Manual (2025)","summary":"Large aberration, Neutral. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Otyugh","body":"*Garbage-Heap Gourmand*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nOtyughs live to eat—the more disgusting the meal, the better. They consider all non-otyughs that come within reach dishes in life's endless buffet. In dumps, sewers, polluted ruins, and similar murky depths, otyughs devour garbage, carcasses, and anything else their tentacles can cram in their expansive maws. Some creatures ply otyughs with trash to recruit them as watchful—if disgusting—guardians.\n\nOtyughs often bury themselves amid trash heaps and observe their surroundings with their eye-studded stalk. They use glittery trash and telepathic urgings to coax creatures close, then burst from hiding, attacking with their spiny tentacles and filthy maws. Roll on or choose a result from the Otyugh Lures table to inspire how an otyugh tempts prey close.\n\n**Otyugh Lures**\n\n| dice: 1d4 | To Attract Potential Meals, the Otyugh... |\n|-----------|-------------------------------------------|\n| 1 | Disguises its tentacles with garbage puppets. |\n| 2 | Sings an enticing song in Otyugh. |\n| 3 | Telepathically transmits a message like \"Happy good stuff here!\" or \"Help now! I'm too delicious?\" |\n| 4 | Telepathically transmits an image of a large gemstone, crooked weapon, or soggy pastry. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"otyugh-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-otyugh-v1.avif","alt":"Otyugh","caption":"Otyugh","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-owl","title":"Owl","officialName":"Owl","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":366},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"owl-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-owl-xmm.avif","alt":"Owl","caption":"Owl","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-owlbear","title":"Owlbear","officialName":"Owlbear","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Unaligned. Challenge 3. 2024 revised rules.\n\nOverview\n\nOwlbears are tenacious hunters that might track prey over miles and rarely give up their hunts.\n\nOwlbears\n\n*Magically Perfected Predators*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nCreated long ago by misguided mages, owlbears combine keen avian eyes, thick feathers, and a tearing beak with a mighty bearlike frame. Despite their magical origins, owlbears have propagated and spread to wildernesses across the multiverse.\n\nOwlbears dwell in distinctive dens. Roll on or choose a result from the Owlbear Den Features table to inspire an owlbear den's noteworthy traits.\n\n**Owlbear Den Features**\n\n| dice: 1d4 | An Owlbear Den Contains... |\n|-----------|----------------------------|\n| 1 | Evidence of previous occupants, like bandits, wolves, or dragons. |\n| 2 | Heaps of regurgitated pellets studded with coins or other treasure. |\n| 3 | A nest with 1d6 owlbear eggs. |\n| 4 | Passages through the earth or hollow trees. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":234},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Unaligned. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Owlbears are tenacious hunters that might track prey over miles and rarely give up their hunts.","visibility":"player"},{"heading":"Owlbears","body":"*Magically Perfected Predators*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nCreated long ago by misguided mages, owlbears combine keen avian eyes, thick feathers, and a tearing beak with a mighty bearlike frame. Despite their magical origins, owlbears have propagated and spread to wildernesses across the multiverse.\n\nOwlbears dwell in distinctive dens. Roll on or choose a result from the Owlbear Den Features table to inspire an owlbear den's noteworthy traits.\n\n**Owlbear Den Features**\n\n| dice: 1d4 | An Owlbear Den Contains... |\n|-----------|----------------------------|\n| 1 | Evidence of previous occupants, like bandits, wolves, or dragons. |\n| 2 | Heaps of regurgitated pellets studded with coins or other treasure. |\n| 3 | A nest with 1d6 owlbear eggs. |\n| 4 | Passages through the earth or hollow trees. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"owlbear-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-owlbear-v1.avif","alt":"Owlbear","caption":"Owlbear","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-panther","title":"Panther","officialName":"Panther","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":366},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"panther-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-panther-v1.avif","alt":"Panther","caption":"Panther","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-pegasus","title":"Pegasus","officialName":"Pegasus","type":"Monster","category":"Creatures","visibility":"player","body":"Large celestial, Chaotic Good. Challenge 2. 2024 revised rules.\n\nPegasus\n\n*Elusive Winged Steed*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Upper Planes)  \n- **Treasure.** None  \n\nWinged, sapient horses of noble bearing, pegasi are as majestic as they are elusive. Most avoid the affairs of other creatures, preferring to dwell amid idyllic pastures or floating islands, or on other planes of existence. Others serve deities of the Feywild and Upper Planes, aiding heroes in need. In rare cases, pegasi might befriend virtuous people and serve as their companions and steeds.\n\nPegasi are hunted by servants of evil, leading many of these winged steeds to flee strangers on sight. Roll on or choose a result from the Pegasus Offerings table to inspire how one might show their good intentions to a wary pegasus.\n\n**Pegasus Offerings**\n\n| dice: 1d4 | A Pegasus Won't Flee Someone... |\n|-----------|---------------------------------|\n| 1 | Bearing the gear of a hero the pegasus aided. |\n| 2 | Offering magical fruit or holy spring water. |\n| 3 | Singing a song in Celestial, Druidic, or Sylvan. |\n| 4 | Wearing the garb of an ancient heroic order. |\n\n> [!quote] A quote from Yolande, Queen of Celene  \n> \n> Pegasi are the cherished steeds of our creator, Corellon. To see one is a blessing, but to ride one proves nothing less than the love of the gods.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":235},"collection":"Monster Manual (2025)","summary":"Large celestial, Chaotic Good. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Pegasus","body":"*Elusive Winged Steed*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Upper Planes)  \n- **Treasure.** None  \n\nWinged, sapient horses of noble bearing, pegasi are as majestic as they are elusive. Most avoid the affairs of other creatures, preferring to dwell amid idyllic pastures or floating islands, or on other planes of existence. Others serve deities of the Feywild and Upper Planes, aiding heroes in need. In rare cases, pegasi might befriend virtuous people and serve as their companions and steeds.\n\nPegasi are hunted by servants of evil, leading many of these winged steeds to flee strangers on sight. Roll on or choose a result from the Pegasus Offerings table to inspire how one might show their good intentions to a wary pegasus.\n\n**Pegasus Offerings**\n\n| dice: 1d4 | A Pegasus Won't Flee Someone... |\n|-----------|---------------------------------|\n| 1 | Bearing the gear of a hero the pegasus aided. |\n| 2 | Offering magical fruit or holy spring water. |\n| 3 | Singing a song in Celestial, Druidic, or Sylvan. |\n| 4 | Wearing the garb of an ancient heroic order. |\n\n> [!quote] A quote from Yolande, Queen of Celene  \n> \n> Pegasi are the cherished steeds of our creator, Corellon. To see one is a blessing, but to ride one proves nothing less than the love of the gods.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"pegasus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-pegasus-v1.avif","alt":"Pegasus","caption":"Pegasus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-peryton","title":"Peryton","officialName":"Peryton","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Chaotic Evil. Challenge 2. 2024 revised rules.\n\nPeryton\n\n*Winged Heart Hunter*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Armaments  \n\nPerytons are monstrous predators that hunt people—particularly humans and elves—in favor of all other prey. With the bodies of mighty avian scavengers and fanged, stag-like heads, perytons use ambush tactics to dive-bomb travelers. Strangely, the shadows they cast resemble humanoid silhouettes. This supernatural oddity lends credence to stories that perytons are cursed humans or elves, or that they arise from carrion birds that feed on the corpses of villains.\n\nPerytons tear out the hearts of those they slay, carrying the organs back to grisly lairs. This gives rise to numerous superstitions surrounding perytons. Roll on or choose a result from the Peryton Superstitions table to inspire why a peryton steals hearts.\n\n**Peryton Superstitions**\n\n| dice: 1d4 | If a Peryton Collects Enough Hearts... |\n|-----------|----------------------------------------|\n| 1 | The hearts grant an evil wish. |\n| 2 | It reverts to its original form. |\n| 3 | A new peryton hatches from each heart. |\n| 4 | A portal opens to the Lower Planes. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":238},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Chaotic Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Peryton","body":"*Winged Heart Hunter*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Armaments  \n\nPerytons are monstrous predators that hunt people—particularly humans and elves—in favor of all other prey. With the bodies of mighty avian scavengers and fanged, stag-like heads, perytons use ambush tactics to dive-bomb travelers. Strangely, the shadows they cast resemble humanoid silhouettes. This supernatural oddity lends credence to stories that perytons are cursed humans or elves, or that they arise from carrion birds that feed on the corpses of villains.\n\nPerytons tear out the hearts of those they slay, carrying the organs back to grisly lairs. This gives rise to numerous superstitions surrounding perytons. Roll on or choose a result from the Peryton Superstitions table to inspire why a peryton steals hearts.\n\n**Peryton Superstitions**\n\n| dice: 1d4 | If a Peryton Collects Enough Hearts... |\n|-----------|----------------------------------------|\n| 1 | The hearts grant an evil wish. |\n| 2 | It reverts to its original form. |\n| 3 | A new peryton hatches from each heart. |\n| 4 | A portal opens to the Lower Planes. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"peryton-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-peryton-v1.avif","alt":"Peryton","caption":"Peryton","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-phase-spider","title":"Phase Spider","officialName":"Phase Spider","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Unaligned. Challenge 3. 2024 revised rules.\n\nPhase Spider\n\n*Plane-Shifting Arachnid Ambusher*\n\n- **Habitat.** Desert, Forest, Grassland, Hill, Planar (Ethereal Plane), Underdark, Urban  \n- **Treasure.** Any  \n\nPhase spiders appear out of nowhere to attack, then vanish just as swiftly. These horse-size, magical arachnids are endemic to the Ethereal Plane. From vaporous lairs, they peer through the Border Ethereal into the Material Plane. When they detect prey, phase spiders draw close and then shift or \"phase\" to the Material Plane to attack. They shift between planes of existence and attack from unexpected directions until they overcome their prey or are forced to retreat.\n\nPhase spiders are more intelligent than mundane spiders, but most are cowards. They usually flee if they're outnumbered by creatures capable of seeing them on the Ethereal Plane or pursuing them there. They make exceptions for ghosts and similar spirits, which phase spiders gain sustenance from and pursue as favored prey.\n\n> [!quote] A quote from Marcus Wands, Doubtful Authority  \n> \n> Some sages say you unknowingly occupy the same ethereally coterminous point as a phase spider an average of four times each year.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":239},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Unaligned. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Phase Spider","body":"*Plane-Shifting Arachnid Ambusher*\n\n- **Habitat.** Desert, Forest, Grassland, Hill, Planar (Ethereal Plane), Underdark, Urban  \n- **Treasure.** Any  \n\nPhase spiders appear out of nowhere to attack, then vanish just as swiftly. These horse-size, magical arachnids are endemic to the Ethereal Plane. From vaporous lairs, they peer through the Border Ethereal into the Material Plane. When they detect prey, phase spiders draw close and then shift or \"phase\" to the Material Plane to attack. They shift between planes of existence and attack from unexpected directions until they overcome their prey or are forced to retreat.\n\nPhase spiders are more intelligent than mundane spiders, but most are cowards. They usually flee if they're outnumbered by creatures capable of seeing them on the Ethereal Plane or pursuing them there. They make exceptions for ghosts and similar spirits, which phase spiders gain sustenance from and pursue as favored prey.\n\n> [!quote] A quote from Marcus Wands, Doubtful Authority  \n> \n> Some sages say you unknowingly occupy the same ethereally coterminous point as a phase spider an average of four times each year.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"phase-spider-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-phase-spider-v1.avif","alt":"Phase Spider","caption":"Phase Spider","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-piercer","title":"Piercer","officialName":"Piercer","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration, Unaligned. Challenge 1/2. 2024 revised rules.\n\nPiercer\n\n*Aberrant Counterfeit Stalactite*\n\n- **Habitat.** Underdark  \n- **Treasure.** Individual  \n\nPiercers resemble stalactites, but each has a toothy maw and a single eye. They hang from cavern ceilings along routes frequented by denizens of the Underdark. Piercers might lurk for months at a time, waiting for any creature of their approximate size to pass underneath. When potential meals move below, piercers release their grip and plummet, intent on impaling prey in a single strike. If they're successful, piercers consume their meals and then slowly climb to a new ambush position. If they miss or fail to slay their targets, piercers attempt to squirm away, but they're easily dispatched by creatures aware of their presence.\n\nPiercers are the larval form of ropers. Young piercers seek to move as far from ropers as they can to avoid ropers' undiscerning hunger. Many piercers migrate vast distances through the Underdark, often to caverns or buried ruins near the surface.\n\n> [!quote]  \n> \n> Rule 8: Never trust a stalactite","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":240},"collection":"Monster Manual (2025)","summary":"Medium aberration, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Piercer","body":"*Aberrant Counterfeit Stalactite*\n\n- **Habitat.** Underdark  \n- **Treasure.** Individual  \n\nPiercers resemble stalactites, but each has a toothy maw and a single eye. They hang from cavern ceilings along routes frequented by denizens of the Underdark. Piercers might lurk for months at a time, waiting for any creature of their approximate size to pass underneath. When potential meals move below, piercers release their grip and plummet, intent on impaling prey in a single strike. If they're successful, piercers consume their meals and then slowly climb to a new ambush position. If they miss or fail to slay their targets, piercers attempt to squirm away, but they're easily dispatched by creatures aware of their presence.\n\nPiercers are the larval form of ropers. Young piercers seek to move as far from ropers as they can to avoid ropers' undiscerning hunger. Many piercers migrate vast distances through the Underdark, often to caverns or buried ruins near the surface.\n\n> [!quote]  \n> \n> Rule 8: Never trust a stalactite","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"piercer-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-piercer-v1.avif","alt":"Piercer","caption":"Piercer","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-piranha","title":"Piranha","officialName":"Piranha","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":366},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"piranha-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-piranha-v1.avif","alt":"Piranha","caption":"Piranha","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-pit-fiend","title":"Pit Fiend","officialName":"Pit Fiend","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (devil), Lawful Evil. Challenge 20. 2024 revised rules.\n\nPit Fiend\n\n*Devil of Domination*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Relics  \n\nMasterminds of the Nine Hells and generals of infernal legions, pit fiends seek conquests across the planes of existence. More than warmongers, these diabolical tyrants concoct intricate plots that play out among fiendish battlefields, infernal politics, and mortal conspiracies.\n\nPit fiends are the nobility of the Nine Hells, and many rule Lower Planar fiefdoms, doomed mortal worlds, and other infernal redoubts. Most serve archdevils of the Nine Hells as they pursue their own ambitions. Ranks of lesser devils obey pit fiends, but these cunning tyrants remain on guard against betrayal from their servants.\n\nSmoldering with the evil of the Nine Hells, pit fiends strike fear in creatures with their mere presence. Despite their size and incredible physical and magical might, pit fiends are as likely to try to corrupt foes as they are to destroy them outright. Pit fiends' arrogance can lead them to underestimate mortal foes—a failing that can lead to their downfall.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":243},"collection":"Monster Manual (2025)","summary":"Large fiend (devil), Lawful Evil. Challenge 20. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Pit Fiend","body":"*Devil of Domination*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** Relics  \n\nMasterminds of the Nine Hells and generals of infernal legions, pit fiends seek conquests across the planes of existence. More than warmongers, these diabolical tyrants concoct intricate plots that play out among fiendish battlefields, infernal politics, and mortal conspiracies.\n\nPit fiends are the nobility of the Nine Hells, and many rule Lower Planar fiefdoms, doomed mortal worlds, and other infernal redoubts. Most serve archdevils of the Nine Hells as they pursue their own ambitions. Ranks of lesser devils obey pit fiends, but these cunning tyrants remain on guard against betrayal from their servants.\n\nSmoldering with the evil of the Nine Hells, pit fiends strike fear in creatures with their mere presence. Despite their size and incredible physical and magical might, pit fiends are as likely to try to corrupt foes as they are to destroy them outright. Pit fiends' arrogance can lead them to underestimate mortal foes—a failing that can lead to their downfall.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"pit-fiend-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-pit-fiend-v1.avif","alt":"Pit Fiend","caption":"Pit Fiend","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-pixie","title":"Pixie","officialName":"Pixie","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny fey, Neutral Good. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nPixies spend their days frolicking and exploring and avoid direct conflict when they can.\n\nPixies\n\n*Friends of the Forest*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** Arcana  \n\nBarely a foot tall, pixies resemble diminutive elves with gossamer wings. They invisibly observe those who enter their wooded homes, revealing themselves to those with friendly intentions. Those who are unfriendly become the targets of pixies' pranks.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":244},"collection":"Monster Manual (2025)","summary":"Tiny fey, Neutral Good. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Pixies spend their days frolicking and exploring and avoid direct conflict when they can.","visibility":"player"},{"heading":"Pixies","body":"*Friends of the Forest*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** Arcana  \n\nBarely a foot tall, pixies resemble diminutive elves with gossamer wings. They invisibly observe those who enter their wooded homes, revealing themselves to those with friendly intentions. Those who are unfriendly become the targets of pixies' pranks.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"pixie-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-pixie-v1.avif","alt":"Pixie","caption":"Pixie","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-pixie-wonderbringer","title":"Pixie Wonderbringer","officialName":"Pixie Wonderbringer","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny fey, Neutral Good. Challenge 5. 2024 revised rules.\n\nOverview\n\nEnergetic entertainers, wonderbringers use their magic in defense of the wilderness when they must.\n\nPixies\n\n*Friends of the Forest*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** Arcana  \n\nBarely a foot tall, pixies resemble diminutive elves with gossamer wings. They invisibly observe those who enter their wooded homes, revealing themselves to those with friendly intentions. Those who are unfriendly become the targets of pixies' pranks.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":244},"collection":"Monster Manual (2025)","summary":"Tiny fey, Neutral Good. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Energetic entertainers, wonderbringers use their magic in defense of the wilderness when they must.","visibility":"player"},{"heading":"Pixies","body":"*Friends of the Forest*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** Arcana  \n\nBarely a foot tall, pixies resemble diminutive elves with gossamer wings. They invisibly observe those who enter their wooded homes, revealing themselves to those with friendly intentions. Those who are unfriendly become the targets of pixies' pranks.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"pixie-wonderbringer-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-pixie-wonderbringer-v1.avif","alt":"Pixie Wonderbringer","caption":"Pixie Wonderbringer","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-planetar","title":"Planetar","officialName":"Planetar","type":"Monster","category":"Creatures","visibility":"player","body":"Large celestial (angel), Lawful Good. Challenge 16. 2024 revised rules.\n\nPlanetar\n\n*Righteously Wrathful Angelic Warrior*\n\n- **Habitat.** Planar (Upper Planes)  \n- **Treasure.** Relics  \n\nPlanetars deliver the punishment of righteous gods. These angels innately know truth from lies, and they use magic and blessed weapons to protect the just and root out wickedness across the Multiverse.\n\nThese angels act where they can against overwhelming evil, but to avoid the attention of the Lower Planes, they prefer to let mortals attend to affairs on the Material Plane. Planetars often choose mortal champions to oppose threats they're loath to face directly, involving themselves only if necessary. Roll on or choose a result from the Planetar Quests table to inspire what evil a planetar might recruit heroes to thwart.\n\n**Planetar Quests**\n\n| dice: 1d6 | The Planetar Entreats a Mortal Hero To... |\n|-----------|-------------------------------------------|\n| 1 | Convince a villain to meet with the angel. |\n| 2 | Find a loved one a villain believes is dead. |\n| 3 | Heal the loved one of an evil ruler. |\n| 4 | Inspire the defenders of a besieged holy site. |\n| 5 | Recover and destroy an evil Artifact. |\n| 6 | Reveal the true name of a devil to banish it. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":245},"collection":"Monster Manual (2025)","summary":"Large celestial (angel), Lawful Good. Challenge 16. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Planetar","body":"*Righteously Wrathful Angelic Warrior*\n\n- **Habitat.** Planar (Upper Planes)  \n- **Treasure.** Relics  \n\nPlanetars deliver the punishment of righteous gods. These angels innately know truth from lies, and they use magic and blessed weapons to protect the just and root out wickedness across the Multiverse.\n\nThese angels act where they can against overwhelming evil, but to avoid the attention of the Lower Planes, they prefer to let mortals attend to affairs on the Material Plane. Planetars often choose mortal champions to oppose threats they're loath to face directly, involving themselves only if necessary. Roll on or choose a result from the Planetar Quests table to inspire what evil a planetar might recruit heroes to thwart.\n\n**Planetar Quests**\n\n| dice: 1d6 | The Planetar Entreats a Mortal Hero To... |\n|-----------|-------------------------------------------|\n| 1 | Convince a villain to meet with the angel. |\n| 2 | Find a loved one a villain believes is dead. |\n| 3 | Heal the loved one of an evil ruler. |\n| 4 | Inspire the defenders of a besieged holy site. |\n| 5 | Recover and destroy an evil Artifact. |\n| 6 | Reveal the true name of a devil to banish it. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"planetar-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-planetar-v1.avif","alt":"Planetar","caption":"Planetar","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-plesiosaurus","title":"Plesiosaurus","officialName":"Plesiosaurus","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast (dinosaur), Unaligned. Challenge 2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":366},"collection":"Monster Manual (2025)","summary":"Large beast (dinosaur), Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"plesiosaurus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-plesiosaurus-v2.avif","alt":"Plesiosaurus","caption":"Plesiosaurus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-polar-bear","title":"Polar Bear","officialName":"Polar Bear","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":367},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"polar-bear-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-polar-bear-v1.avif","alt":"Polar Bear","caption":"Polar Bear","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-poltergeist","title":"Poltergeist","officialName":"Poltergeist","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium undead, Chaotic Neutral. Challenge 2. 2024 revised rules.\n\nPoltergeist\n\n*Malevolent or Mischievous Spirit*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nPoltergeists are spirits that confuse and torment the living. While typically not visible, they sometimes appear as faded images of whoever they were in life. Some poltergeists don't realize they're dead and go through the motions of their past lives. Others are malicious beings or embodiments of fractured psyches that sow discord where they haunt.\n\nPoltergeists telekinetically move objects in the places they lurk. Roll on or choose a result from the Poltergeist Activities table to inspire how a poltergeist menaces the living.\n\n**Poltergeist Activities**\n\n| dice: 1d8 | To Torment the Living, the Poltergeist... |\n|-----------|-------------------------------------------|\n| 1 | Keeps returning a discarded item. |\n| 2 | Leaves footprints on vertical surfaces. |\n| 3 | Makes noises like someone trapped in a wall. |\n| 4 | Organizes a pack's contents across the floor. |\n| 5 | Playfully puppets a corpse or doll. |\n| 6 | Removes bedding while someone sleeps. |\n| 7 | Sticks knives or weapons in the ceiling. |\n| 8 | Uncannily stacks books, furniture, or utensils. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":246},"collection":"Monster Manual (2025)","summary":"Small or Medium undead, Chaotic Neutral. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Poltergeist","body":"*Malevolent or Mischievous Spirit*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nPoltergeists are spirits that confuse and torment the living. While typically not visible, they sometimes appear as faded images of whoever they were in life. Some poltergeists don't realize they're dead and go through the motions of their past lives. Others are malicious beings or embodiments of fractured psyches that sow discord where they haunt.\n\nPoltergeists telekinetically move objects in the places they lurk. Roll on or choose a result from the Poltergeist Activities table to inspire how a poltergeist menaces the living.\n\n**Poltergeist Activities**\n\n| dice: 1d8 | To Torment the Living, the Poltergeist... |\n|-----------|-------------------------------------------|\n| 1 | Keeps returning a discarded item. |\n| 2 | Leaves footprints on vertical surfaces. |\n| 3 | Makes noises like someone trapped in a wall. |\n| 4 | Organizes a pack's contents across the floor. |\n| 5 | Playfully puppets a corpse or doll. |\n| 6 | Removes bedding while someone sleeps. |\n| 7 | Sticks knives or weapons in the ceiling. |\n| 8 | Uncannily stacks books, furniture, or utensils. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"poltergeist-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-poltergeist-v1.avif","alt":"Poltergeist","caption":"Poltergeist","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-pony","title":"Pony","officialName":"Pony","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/8. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":367},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"pony-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-pony-v1.avif","alt":"Pony","caption":"Pony","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-primeval-owlbear","title":"Primeval Owlbear","officialName":"Primeval Owlbear","type":"Monster","category":"Creatures","visibility":"player","body":"Huge monstrosity, Unaligned. Challenge 7. 2024 revised rules.\n\nOverview\n\nAncient forests and Feywild demesnes steeped in magic can give rise to particularly large and vicious owlbears. These primeval specimens can fly—albeit poorly—and emit thunderous screeches that can rattle foes and even tear them asunder.\n\nOwlbears\n\n*Magically Perfected Predators*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nCreated long ago by misguided mages, owlbears combine keen avian eyes, thick feathers, and a tearing beak with a mighty bearlike frame. Despite their magical origins, owlbears have propagated and spread to wildernesses across the multiverse.\n\nOwlbears dwell in distinctive dens. Roll on or choose a result from the Owlbear Den Features table to inspire an owlbear den's noteworthy traits.\n\n**Owlbear Den Features**\n\n| dice: 1d4 | An Owlbear Den Contains... |\n|-----------|----------------------------|\n| 1 | Evidence of previous occupants, like bandits, wolves, or dragons. |\n| 2 | Heaps of regurgitated pellets studded with coins or other treasure. |\n| 3 | A nest with 1d6 owlbear eggs. |\n| 4 | Passages through the earth or hollow trees. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":234},"collection":"Monster Manual (2025)","summary":"Huge monstrosity, Unaligned. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Ancient forests and Feywild demesnes steeped in magic can give rise to particularly large and vicious owlbears. These primeval specimens can fly—albeit poorly—and emit thunderous screeches that can rattle foes and even tear them asunder.","visibility":"player"},{"heading":"Owlbears","body":"*Magically Perfected Predators*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nCreated long ago by misguided mages, owlbears combine keen avian eyes, thick feathers, and a tearing beak with a mighty bearlike frame. Despite their magical origins, owlbears have propagated and spread to wildernesses across the multiverse.\n\nOwlbears dwell in distinctive dens. Roll on or choose a result from the Owlbear Den Features table to inspire an owlbear den's noteworthy traits.\n\n**Owlbear Den Features**\n\n| dice: 1d4 | An Owlbear Den Contains... |\n|-----------|----------------------------|\n| 1 | Evidence of previous occupants, like bandits, wolves, or dragons. |\n| 2 | Heaps of regurgitated pellets studded with coins or other treasure. |\n| 3 | A nest with 1d6 owlbear eggs. |\n| 4 | Passages through the earth or hollow trees. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"primeval-owlbear-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-primeval-owlbear-v1.avif","alt":"Primeval Owlbear","caption":"Primeval Owlbear","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-pseudodragon","title":"Pseudodragon","officialName":"Pseudodragon","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny dragon, Neutral Good. Challenge 1/4. 2024 revised rules.\n\nPseudodragon\n\n*Fickle, Pint-Sized Dragon*\n\n- **Habitat.** Coastal, Desert, Forest, Hill, Mountain, Urban  \n- **Treasure.** Arcana  \n\nPseudodragons dwell in scenic wildernesses, preferably where life is easy and prey is small and slow. There they behave like contented wyrms, creating tiny lairs amid ancient trees and rugged cliffs. They fill these lairs with shiny rocks, colorful shells, and unattended treasures that catch their attention, and they guard these hoards fiercely.\n\nPseudodragons grow to the size of large house cats, and most have red-brown scales. Some have scales with other hues or patterns—markings distinct from those of their larger draconic cousins.\n\nMany magic-users attempt to befriend pseudodragons, hoping to enlist them as familiars. The creatures' intellect and resistance to magic make them excellent companions, and they're considered status symbols in some spellcasting circles.\n\nMany pseudodragons prefer the finer things in life. These diminutive dragons might be inclined to aid those who ply them with treats. Contrariwise, mages who don't properly pamper their pseudo dragon familiars might be abandoned without warning. Roll on or choose an option from the Pseudo dragon Treats table to inspire a pseudodragon's taste in gifts.\n\n**Pseudodragon Treats**\n\n| dice: 1d10 | The Pseudodragon Wants... |\n|------------|---------------------------|\n| 1 | Flamboyant accessories it can wear. |\n| 2 | Mementos from a lost friend or master. |\n| 3 | Outlandish delicacies—like axe beak-egg omelets or mammoth-milk cheese. |\n| 4 | The possessions of a sibling, rival, or master. |\n| 5 | Shiny gifts, from gems to abalone shells. |\n| 6 | Soft bedding and stuffed toys. |\n| 7 | A specific cook's signature dessert. |\n| 8 | Time-consuming beauty treatments. |\n| 9 | To hear a bedtime story or favorite song. |\n| 10 | Trophies and important-sounding titles. |\n\n> [!quote] A quote from Jallarzi, Pseudodragon's Companion  \n> \n> If you want to keep a pseudodragon happy, get used to thinking of yourself as its familiar.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":249},"collection":"Monster Manual (2025)","summary":"Tiny dragon, Neutral Good. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Pseudodragon","body":"*Fickle, Pint-Sized Dragon*\n\n- **Habitat.** Coastal, Desert, Forest, Hill, Mountain, Urban  \n- **Treasure.** Arcana  \n\nPseudodragons dwell in scenic wildernesses, preferably where life is easy and prey is small and slow. There they behave like contented wyrms, creating tiny lairs amid ancient trees and rugged cliffs. They fill these lairs with shiny rocks, colorful shells, and unattended treasures that catch their attention, and they guard these hoards fiercely.\n\nPseudodragons grow to the size of large house cats, and most have red-brown scales. Some have scales with other hues or patterns—markings distinct from those of their larger draconic cousins.\n\nMany magic-users attempt to befriend pseudodragons, hoping to enlist them as familiars. The creatures' intellect and resistance to magic make them excellent companions, and they're considered status symbols in some spellcasting circles.\n\nMany pseudodragons prefer the finer things in life. These diminutive dragons might be inclined to aid those who ply them with treats. Contrariwise, mages who don't properly pamper their pseudo dragon familiars might be abandoned without warning. Roll on or choose an option from the Pseudo dragon Treats table to inspire a pseudodragon's taste in gifts.\n\n**Pseudodragon Treats**\n\n| dice: 1d10 | The Pseudodragon Wants... |\n|------------|---------------------------|\n| 1 | Flamboyant accessories it can wear. |\n| 2 | Mementos from a lost friend or master. |\n| 3 | Outlandish delicacies—like axe beak-egg omelets or mammoth-milk cheese. |\n| 4 | The possessions of a sibling, rival, or master. |\n| 5 | Shiny gifts, from gems to abalone shells. |\n| 6 | Soft bedding and stuffed toys. |\n| 7 | A specific cook's signature dessert. |\n| 8 | Time-consuming beauty treatments. |\n| 9 | To hear a bedtime story or favorite song. |\n| 10 | Trophies and important-sounding titles. |\n\n> [!quote] A quote from Jallarzi, Pseudodragon's Companion  \n> \n> If you want to keep a pseudodragon happy, get used to thinking of yourself as its familiar.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"pseudodragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-pseudodragon-v2.avif","alt":"Pseudodragon","caption":"Pseudodragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-psychic-gray-ooze","title":"Psychic Gray Ooze","officialName":"Psychic Gray Ooze","type":"Monster","category":"Creatures","visibility":"player","body":"Medium ooze, Unaligned. Challenge 1. 2024 revised rules.\n\nOverview\n\nPsychic gray oozes exhibit violent psionic abilities. These oozes sometimes result from failed attempts to summon or create creatures linked to the Elemental Plane of Earth, like gargoyles or homunculi.\n\nGray Oozes\n\n*Hungry Slimes and Magical Failures*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nGray oozes are predatory, corrosive slimes that blend in with stony surroundings.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":151},"collection":"Monster Manual (2025)","summary":"Medium ooze, Unaligned. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Psychic gray oozes exhibit violent psionic abilities. These oozes sometimes result from failed attempts to summon or create creatures linked to the Elemental Plane of Earth, like gargoyles or homunculi.","visibility":"player"},{"heading":"Gray Oozes","body":"*Hungry Slimes and Magical Failures*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nGray oozes are predatory, corrosive slimes that blend in with stony surroundings.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"psychic-gray-ooze-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-psychic-gray-ooze-xmm.avif","alt":"Psychic Gray Ooze","caption":"Psychic Gray Ooze","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-pteranodon","title":"Pteranodon","officialName":"Pteranodon","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast (dinosaur), Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":367},"collection":"Monster Manual (2025)","summary":"Medium beast (dinosaur), Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"pteranodon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-pteranodon-v1.avif","alt":"Pteranodon","caption":"Pteranodon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-purple-worm","title":"Purple Worm","officialName":"Purple Worm","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan monstrosity, Unaligned. Challenge 15. 2024 revised rules.\n\nPurple Worm\n\n*What Gnaws the Roots of the World*\n\n- **Habitat.** Desert, Underdark  \n- **Treasure.** None  \n\nTitanic purple worms burrow through the earth and sand. Ever ravenous, they devour smaller creatures and ravage entire communities in their aimless burrowing.\n\n> [!quote] A quote from Morrikan d'Kundarak  \n> \n> Purple worms alone are bad enough, but the blasted monsters have a knack for unearthing things that are even worse!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":250},"collection":"Monster Manual (2025)","summary":"Gargantuan monstrosity, Unaligned. Challenge 15. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Purple Worm","body":"*What Gnaws the Roots of the World*\n\n- **Habitat.** Desert, Underdark  \n- **Treasure.** None  \n\nTitanic purple worms burrow through the earth and sand. Ever ravenous, they devour smaller creatures and ravage entire communities in their aimless burrowing.\n\n> [!quote] A quote from Morrikan d'Kundarak  \n> \n> Purple worms alone are bad enough, but the blasted monsters have a knack for unearthing things that are even worse!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"purple-worm-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-purple-worm-v1.avif","alt":"Purple Worm","caption":"Purple Worm","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-quaggoth","title":"Quaggoth","officialName":"Quaggoth","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Chaotic Neutral. Challenge 2. 2024 revised rules.\n\nOverview\n\nFor quaggoths, every fight means life or death. They battle with wild fury and do anything to survive.\n\nQuaggoths\n\n*Unpredictable Subterranean Stalkers*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nBeastly hunters endemic to subterranean depths, quaggoths scrape harsh existences from the Underdark. While they can survive on bitter lichens and toxic fungi, they viciously attack anything they can make a meal of, from giant spiders to explorers. Quaggoths sometimes serve as muscle for Underdark-dwelling villains.\n\nQuaggoths frequently collect in small bands led by the most fearsome group member. These bands are proud and quick to hold grudges. Anyone who harms a quaggoth—or who is suspected of doing so—earns the enmity of that quaggoth's band regardless of reason or fault. These grudges sometimes extend to whole communities rather than individuals. Generations of quaggoths might seek revenge against a settlement's inhabitants for decades-old slights. Only the leader of a quaggoth band can demand that a grudge ends.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":251},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Chaotic Neutral. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"For quaggoths, every fight means life or death. They battle with wild fury and do anything to survive.","visibility":"player"},{"heading":"Quaggoths","body":"*Unpredictable Subterranean Stalkers*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nBeastly hunters endemic to subterranean depths, quaggoths scrape harsh existences from the Underdark. While they can survive on bitter lichens and toxic fungi, they viciously attack anything they can make a meal of, from giant spiders to explorers. Quaggoths sometimes serve as muscle for Underdark-dwelling villains.\n\nQuaggoths frequently collect in small bands led by the most fearsome group member. These bands are proud and quick to hold grudges. Anyone who harms a quaggoth—or who is suspected of doing so—earns the enmity of that quaggoth's band regardless of reason or fault. These grudges sometimes extend to whole communities rather than individuals. Generations of quaggoths might seek revenge against a settlement's inhabitants for decades-old slights. Only the leader of a quaggoth band can demand that a grudge ends.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"quaggoth-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-quaggoth-v1.avif","alt":"Quaggoth","caption":"Quaggoth","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-quaggoth-thonot","title":"Quaggoth Thonot","officialName":"Quaggoth Thonot","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Chaotic Neutral. Challenge 3. 2024 revised rules.\n\nOverview\n\nQuaggoth thonots possess psionic abilities, which they use to give themselves an edge in combat and to coerce the service of other quaggoths.\n\nQuaggoths\n\n*Unpredictable Subterranean Stalkers*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nBeastly hunters endemic to subterranean depths, quaggoths scrape harsh existences from the Underdark. While they can survive on bitter lichens and toxic fungi, they viciously attack anything they can make a meal of, from giant spiders to explorers. Quaggoths sometimes serve as muscle for Underdark-dwelling villains.\n\nQuaggoths frequently collect in small bands led by the most fearsome group member. These bands are proud and quick to hold grudges. Anyone who harms a quaggoth—or who is suspected of doing so—earns the enmity of that quaggoth's band regardless of reason or fault. These grudges sometimes extend to whole communities rather than individuals. Generations of quaggoths might seek revenge against a settlement's inhabitants for decades-old slights. Only the leader of a quaggoth band can demand that a grudge ends.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":251},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Chaotic Neutral. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Quaggoth thonots possess psionic abilities, which they use to give themselves an edge in combat and to coerce the service of other quaggoths.","visibility":"player"},{"heading":"Quaggoths","body":"*Unpredictable Subterranean Stalkers*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nBeastly hunters endemic to subterranean depths, quaggoths scrape harsh existences from the Underdark. While they can survive on bitter lichens and toxic fungi, they viciously attack anything they can make a meal of, from giant spiders to explorers. Quaggoths sometimes serve as muscle for Underdark-dwelling villains.\n\nQuaggoths frequently collect in small bands led by the most fearsome group member. These bands are proud and quick to hold grudges. Anyone who harms a quaggoth—or who is suspected of doing so—earns the enmity of that quaggoth's band regardless of reason or fault. These grudges sometimes extend to whole communities rather than individuals. Generations of quaggoths might seek revenge against a settlement's inhabitants for decades-old slights. Only the leader of a quaggoth band can demand that a grudge ends.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"quaggoth-thonot-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-quaggoth-thonot-v1.avif","alt":"Quaggoth Thonot","caption":"Quaggoth Thonot","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-quasit","title":"Quasit","officialName":"Quasit","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny fiend (demon), Chaotic Evil. Challenge 1. 2024 revised rules.\n\nQuasit\n\n*Demon of Discord and Disorder*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nTirelessly destructive, quasits sow discord through nasty pranks, sabotage, and ambushes. These tiny demons use chaos and violence to terrorize others. By shape-shifting into harmless but ill-omened creatures or by turning invisible, quasits sneak into places where they spy for villainous masters or set vicious traps. Quasits delight in hiding in dark places and—when least expected—bursting forth to slash foes with their poisoned claws.\n\nQuasits are usually overlooked and underestimated by other demons. This drives them to prove themselves through cruel acts or by seeking paths to the Material Plane. Among mortals, quasits sow senseless chaos, and they might find kindred evil spirits among violent cultists and magic-users.\n\n> [!quote] A quote from Otto the Bard  \n> \n> A thing doesn't need to be big to be gut-flippingly dreadful. Just think of all the folks who're squeamish around spiders. Now imagine a spider as big as a cat and that wants to steal your tongue.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":252},"collection":"Monster Manual (2025)","summary":"Tiny fiend (demon), Chaotic Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Quasit","body":"*Demon of Discord and Disorder*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nTirelessly destructive, quasits sow discord through nasty pranks, sabotage, and ambushes. These tiny demons use chaos and violence to terrorize others. By shape-shifting into harmless but ill-omened creatures or by turning invisible, quasits sneak into places where they spy for villainous masters or set vicious traps. Quasits delight in hiding in dark places and—when least expected—bursting forth to slash foes with their poisoned claws.\n\nQuasits are usually overlooked and underestimated by other demons. This drives them to prove themselves through cruel acts or by seeking paths to the Material Plane. Among mortals, quasits sow senseless chaos, and they might find kindred evil spirits among violent cultists and magic-users.\n\n> [!quote] A quote from Otto the Bard  \n> \n> A thing doesn't need to be big to be gut-flippingly dreadful. Just think of all the folks who're squeamish around spiders. Now imagine a spider as big as a cat and that wants to steal your tongue.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"quasit-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-quasit-v1.avif","alt":"Quasit","caption":"Quasit","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-rakshasa","title":"Rakshasa","officialName":"Rakshasa","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend, Lawful Evil. Challenge 13. 2024 revised rules.\n\nRakshasa\n\n*Deceiver Hungry for Power and Flesh*\n\n- **Habitat.** Planar (Nine Hells), Urban  \n- **Treasure.** Relics  \n\nMasters of manipulation, rakshasas infiltrate communities to claim positions of power. While disguising their true natures, they kidnap victims and indulge their insatiable hunger for flesh.\n\nRakshasas can withstand some degree of magic, but legends tell of blessed warriors felling them with crossbow bolts, arrows, or similar weapons.\n\nRakshasas' appearances combine humanlike bodies with the features of animals and monsters. All rakshasas have a physical oddity that remains when they adopt magical disguises, such as palms where the backs of the hands would be on humans.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":253},"collection":"Monster Manual (2025)","summary":"Medium fiend, Lawful Evil. Challenge 13. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Rakshasa","body":"*Deceiver Hungry for Power and Flesh*\n\n- **Habitat.** Planar (Nine Hells), Urban  \n- **Treasure.** Relics  \n\nMasters of manipulation, rakshasas infiltrate communities to claim positions of power. While disguising their true natures, they kidnap victims and indulge their insatiable hunger for flesh.\n\nRakshasas can withstand some degree of magic, but legends tell of blessed warriors felling them with crossbow bolts, arrows, or similar weapons.\n\nRakshasas' appearances combine humanlike bodies with the features of animals and monsters. All rakshasas have a physical oddity that remains when they adopt magical disguises, such as palms where the backs of the hands would be on humans.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"rakshasa-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-rakshasa-v1.avif","alt":"Rakshasa","caption":"Rakshasa","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-rat","title":"Rat","officialName":"Rat","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":367},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"rat-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-rat-xmm.avif","alt":"Rat","caption":"Rat","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-raven","title":"Raven (Bird)","officialName":"Raven","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":368},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"raven-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-raven-v1.avif","alt":"Raven (Bird)","caption":"Raven (Bird)","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-red-dragon-wyrmling","title":"Red Dragon Wyrmling","officialName":"Red Dragon Wyrmling","type":"Monster","category":"Creatures","visibility":"player","body":"Medium dragon (chromatic), Chaotic Evil. Challenge 4. 2024 revised rules.\n\nOverview\n\nRed dragon wyrmlings are born destroyers. From a young age, they delight in igniting objects and creatures alike. They sometimes restrain themselves from scorching creatures to instead bully others into following their orders and bringing them gifts.\n\nRed Dragons\n\n*Dragons of Greed and Devastation*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Any  \n\nRed dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.\n\nRed dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.\n\nRed dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.\n\nRed Dragon Lairs\n\nRed dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they've stolen from other creatures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":254},"collection":"Monster Manual (2025)","summary":"Medium dragon (chromatic), Chaotic Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Red dragon wyrmlings are born destroyers. From a young age, they delight in igniting objects and creatures alike. They sometimes restrain themselves from scorching creatures to instead bully others into following their orders and bringing them gifts.","visibility":"player"},{"heading":"Red Dragons","body":"*Dragons of Greed and Devastation*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Any  \n\nRed dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.\n\nRed dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.\n\nRed dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.","visibility":"player"},{"heading":"Red Dragon Lairs","body":"Red dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they've stolen from other creatures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"red-dragon-wyrmling-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-red-dragon-wyrmling-v1.avif","alt":"Red Dragon Wyrmling","caption":"Red Dragon Wyrmling","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-red-slaad","title":"Red Slaad","officialName":"Red Slaad","type":"Monster","category":"Creatures","visibility":"player","body":"Large aberration, Chaotic Neutral. Challenge 5. 2024 revised rules.\n\nOverview\n\nRed slaadi amass in vast throngs in Limbo. There they wrestle and croak-sing as they endlessly dismantle and rebuild islands of drifting planar matter. When they encounter non-slaadi, red slaadi seek to play with, telepathically converse with, or devour the other creatures. These whims change from moment to moment. Red slaadi instinctively avoid harming those bearing slaadi eggs, which red slaadi implant using their claws, or other slaad curses.\n\nSlaadi\n\n*Chaos-Spawned Hordes of Limbo*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Any  \n\nUnpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\nSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\n> [!note] Slaad Control Gems\n> \n> A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the Charmed condition and obeys the gem's bearer. The slaad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A Greater Restoration spell cast on a slaad destroys the gem, and the slaad ceases to be Charmed.\n> \n> One can obtain a slaad's control gem using a Wish or Imprisonment spell. If the slaad fails its saving throw against Imprisonment, the caster gains the gem, and the slaad isn't imprisoned. An Incapacitated slaad's control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) Piercing damage to the slaad.\n\n> [!quote] A quote from Jebeel Sloom  \n> \n> Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":285},"collection":"Monster Manual (2025)","summary":"Large aberration, Chaotic Neutral. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Red slaadi amass in vast throngs in Limbo. There they wrestle and croak-sing as they endlessly dismantle and rebuild islands of drifting planar matter. When they encounter non-slaadi, red slaadi seek to play with, telepathically converse with, or devour the other creatures. These whims change from moment to moment. Red slaadi instinctively avoid harming those bearing slaadi eggs, which red slaadi implant using their claws, or other slaad curses.","visibility":"player"},{"heading":"Slaadi","body":"*Chaos-Spawned Hordes of Limbo*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Any  \n\nUnpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\nSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\n> [!note] Slaad Control Gems\n> \n> A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the Charmed condition and obeys the gem's bearer. The slaad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A Greater Restoration spell cast on a slaad destroys the gem, and the slaad ceases to be Charmed.\n> \n> One can obtain a slaad's control gem using a Wish or Imprisonment spell. If the slaad fails its saving throw against Imprisonment, the caster gains the gem, and the slaad isn't imprisoned. An Incapacitated slaad's control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) Piercing damage to the slaad.\n\n> [!quote] A quote from Jebeel Sloom  \n> \n> Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"red-slaad-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-red-slaad-v1.avif","alt":"Red Slaad","caption":"Red Slaad","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-reef-shark","title":"Reef Shark","officialName":"Reef Shark","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":368},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"reef-shark-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-reef-shark-v1.avif","alt":"Reef Shark","caption":"Reef Shark","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-remorhaz","title":"Remorhaz","officialName":"Remorhaz","type":"Monster","category":"Creatures","visibility":"player","body":"Huge monstrosity, Unaligned. Challenge 11. 2024 revised rules.\n\nOverview\n\nFull-grown remorhazes are single-minded ambush predators. They attempt to bite prey and trap it against their searing bodies, then swallow their meal whole. Remorhazes eat as much as they can, since they might go months without feeding.\n\nRemorhazes\n\n*Super-Heated Arctic Arthropods*\n\n- **Habitat.** Arctic  \n- **Treasure.** None  \n\nRemorhazes are centipede-like terrors that burrow through snow and ice to ambush smaller creatures that trespass in their frozen territories.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":258},"collection":"Monster Manual (2025)","summary":"Huge monstrosity, Unaligned. Challenge 11. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Full-grown remorhazes are single-minded ambush predators. They attempt to bite prey and trap it against their searing bodies, then swallow their meal whole. Remorhazes eat as much as they can, since they might go months without feeding.","visibility":"player"},{"heading":"Remorhazes","body":"*Super-Heated Arctic Arthropods*\n\n- **Habitat.** Arctic  \n- **Treasure.** None  \n\nRemorhazes are centipede-like terrors that burrow through snow and ice to ambush smaller creatures that trespass in their frozen territories.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"remorhaz-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-remorhaz-v1.avif","alt":"Remorhaz","caption":"Remorhaz","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-revenant","title":"Revenant","officialName":"Revenant","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Neutral. Challenge 5. 2024 revised rules.\n\nOverview\n\nRevenants possess the bodies they had in life, using them to hunt down their killers. If their bodies are destroyed, they take control of new bodies that gradually change to resemble the revenants' original forms.\n\nRevenants\n\n*Vengeance from beyond the Grave*\n\n- **Habitat.** Forest, Swamp, Urban  \n- **Treasure.** Any  \n\nWrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":259},"collection":"Monster Manual (2025)","summary":"Medium undead, Neutral. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Revenants possess the bodies they had in life, using them to hunt down their killers. If their bodies are destroyed, they take control of new bodies that gradually change to resemble the revenants' original forms.","visibility":"player"},{"heading":"Revenants","body":"*Vengeance from beyond the Grave*\n\n- **Habitat.** Forest, Swamp, Urban  \n- **Treasure.** Any  \n\nWrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"revenant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-revenant-xmm.avif","alt":"Revenant","caption":"Revenant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-rhinoceros","title":"Rhinoceros","officialName":"Rhinoceros","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":368},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"rhinoceros-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-rhinoceros-v1.avif","alt":"Rhinoceros","caption":"Rhinoceros","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-riding-horse","title":"Riding Horse","officialName":"Riding Horse","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":368},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"riding-horse-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-riding-horse-v1.avif","alt":"Riding Horse","caption":"Riding Horse","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-roc","title":"Roc","officialName":"Roc","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan monstrosity, Unaligned. Challenge 11. 2024 revised rules.\n\nRoc\n\n*Avian of Unbelievable Size*\n\n- **Habitat.** Arctic, Coastal, Desert, Hill, Mountain  \n- **Treasure.** Any  \n\nBirds of prey of fantastic scale, rocs hunt over vast territories and can snatch whole elephants, whales, or wagons in their talons. They then carry their prey back to their remote nests, journeys that can take days and cover hundreds of miles.\n\nRocs nest amid remote heights. Their nests are typically littered with treasure and uneaten prey. Roll on or choose an option from the Roc Nest Remnants table to inspire what's in a roc's nest.\n\n**Roc Nest Remnants**\n\n| dice: 1d6 | The Roc's Nest Holds... |\n|-----------|-------------------------|\n| 1 | The burial litter of a lost hero. |\n| 2 | A caravan wagon full of trade goods. |\n| 3 | A live elephant. |\n| 4 | 1d4 eggs larger than adult humans. |\n| 5 | Someone marooned in the nest. |\n| 6 | A statue of a knight riding a rearing steed. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":261},"collection":"Monster Manual (2025)","summary":"Gargantuan monstrosity, Unaligned. Challenge 11. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Roc","body":"*Avian of Unbelievable Size*\n\n- **Habitat.** Arctic, Coastal, Desert, Hill, Mountain  \n- **Treasure.** Any  \n\nBirds of prey of fantastic scale, rocs hunt over vast territories and can snatch whole elephants, whales, or wagons in their talons. They then carry their prey back to their remote nests, journeys that can take days and cover hundreds of miles.\n\nRocs nest amid remote heights. Their nests are typically littered with treasure and uneaten prey. Roll on or choose an option from the Roc Nest Remnants table to inspire what's in a roc's nest.\n\n**Roc Nest Remnants**\n\n| dice: 1d6 | The Roc's Nest Holds... |\n|-----------|-------------------------|\n| 1 | The burial litter of a lost hero. |\n| 2 | A caravan wagon full of trade goods. |\n| 3 | A live elephant. |\n| 4 | 1d4 eggs larger than adult humans. |\n| 5 | Someone marooned in the nest. |\n| 6 | A statue of a knight riding a rearing steed. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"roc-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-roc-v1.avif","alt":"Roc","caption":"Roc","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-roper","title":"Roper","officialName":"Roper","type":"Monster","category":"Creatures","visibility":"player","body":"Large aberration, Neutral Evil. Challenge 5. 2024 revised rules.\n\nRoper\n\n*Tentacled Subterranean Trapper*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nCamouflaged as rock formations, ropers are aberrant ambushers that lurk in wait for smaller creatures. These bizarre subterranean hunters extend their rubbery tentacles to explore and prod their surroundings, often reaching beyond their fields of vision. Should they encounter prey, these limbs ensnare victims and drag them close to ropers' toothy maws. If these tentacles are severed, ropers rapidly grow replacements.\n\nRopers can move, albeit slowly. Crawling on the sticky cilia that cover their undersides, ropers can climb walls and suspend themselves from ceilings. These hunters often position themselves in unexpected or treacherous locations, using their surroundings to weaken their prey. Roll on or choose a result from the Roper Hazards table to inspire what dangers ropers employ when ambushing prey.\n\n**Roper Hazards**\n\n| dice: 1d8 | The Roper Drags Prey Through... |\n|-----------|---------------------------------|\n| 1 | Areas that trigger traps. |\n| 2 | Caverns filled with smoke or gas. |\n| 3 | dead magic zone or Wild Magic zones. |\n| 4 | The lair of a creature it is trying to bait out. |\n| 5 | A nest of rats, insects, or other vermin. |\n| 6 | Patches of brown mold* or green slime*. |\n| 7 | Pools of magma or boiling water. |\n| 8 | \"razorvine\" or similar dangerous plants. |\n\n> [!quote]  \n> \n> Rule 9: Never trust a stalagmite.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":262},"collection":"Monster Manual (2025)","summary":"Large aberration, Neutral Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Roper","body":"*Tentacled Subterranean Trapper*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nCamouflaged as rock formations, ropers are aberrant ambushers that lurk in wait for smaller creatures. These bizarre subterranean hunters extend their rubbery tentacles to explore and prod their surroundings, often reaching beyond their fields of vision. Should they encounter prey, these limbs ensnare victims and drag them close to ropers' toothy maws. If these tentacles are severed, ropers rapidly grow replacements.\n\nRopers can move, albeit slowly. Crawling on the sticky cilia that cover their undersides, ropers can climb walls and suspend themselves from ceilings. These hunters often position themselves in unexpected or treacherous locations, using their surroundings to weaken their prey. Roll on or choose a result from the Roper Hazards table to inspire what dangers ropers employ when ambushing prey.\n\n**Roper Hazards**\n\n| dice: 1d8 | The Roper Drags Prey Through... |\n|-----------|---------------------------------|\n| 1 | Areas that trigger traps. |\n| 2 | Caverns filled with smoke or gas. |\n| 3 | dead magic zone or Wild Magic zones. |\n| 4 | The lair of a creature it is trying to bait out. |\n| 5 | A nest of rats, insects, or other vermin. |\n| 6 | Patches of brown mold* or green slime*. |\n| 7 | Pools of magma or boiling water. |\n| 8 | \"razorvine\" or similar dangerous plants. |\n\n> [!quote]  \n> \n> Rule 9: Never trust a stalagmite.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"roper-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-roper-v1.avif","alt":"Roper","caption":"Roper","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-rust-monster","title":"Rust Monster","officialName":"Rust Monster","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Unaligned. Challenge 1/2. 2024 revised rules.\n\nRust Monster\n\n*Corrosive, Equipment-Eating Scavenger*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nRust monsters roam the Underdark searching for ferrous metal. When they find this material—whether natural veins, subterranean structures, or creatures' equipment—these beetle-like scavengers rush to feed. Using their feathery antennae, rust monsters dissolve metals such as iron and steel into rusted scrap. They easily gnaw through this corroded metal using their mandibles. Rust monsters usually ignore creatures without metal equipment, but they defend themselves if attacked.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":263},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Rust Monster","body":"*Corrosive, Equipment-Eating Scavenger*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nRust monsters roam the Underdark searching for ferrous metal. When they find this material—whether natural veins, subterranean structures, or creatures' equipment—these beetle-like scavengers rush to feed. Using their feathery antennae, rust monsters dissolve metals such as iron and steel into rusted scrap. They easily gnaw through this corroded metal using their mandibles. Rust monsters usually ignore creatures without metal equipment, but they defend themselves if attacked.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"rust-monster-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-rust-monster-v1.avif","alt":"Rust Monster","caption":"Rust Monster","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-saber-toothed-tiger","title":"Saber-Toothed Tiger","officialName":"Saber-Toothed Tiger","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":369},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"saber-toothed-tiger-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-saber-toothed-tiger-v1.avif","alt":"Saber-Toothed Tiger","caption":"Saber-Toothed Tiger","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-sahuagin-baron","title":"Sahuagin Baron","officialName":"Sahuagin Baron","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend, Lawful Evil. Challenge 5. 2024 revised rules.\n\nOverview\n\nDuring times of great conflict, Sekolah blesses particularly ruthless sahuagin warriors with increased size and an additional pair of arms, transforming them into sahuagin barons. These boons elevate the recipients' status among their kind, and they become champions or leaders. Sahuagin barons' blood is infused with profane magic capable of searing their enemies and making these foes irresistible targets for other Fiends.\n\nSahuagin\n\n*Ravagers from Beneath the Waves*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Any  \n\nSahuagin are fiendish terrors that prey on creatures above and below the water. Called \"sea devils\" by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and undersea communities to slake their bloodthirst, claim treasure, and make sacrifices to their vicious deity—the sharklike god Sekolah.\n\nSahuagin constantly war on any peoples living near their territory. Merfolk and other aquatic folk bear the brunt of these attacks, but sahuagin also hunt air-breathers who sail over or swim through the waters the sea devils claim. Sahuagin often attack alongside sharks, which they can telepathically command.\n\n> [!quote] A quote from Tiguran Maremrynd  \n> \n> When a sahuagin comes at you, it doesn't seem to be living until it bites you. Then the thing's black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":265},"collection":"Monster Manual (2025)","summary":"Large fiend, Lawful Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"During times of great conflict, Sekolah blesses particularly ruthless sahuagin warriors with increased size and an additional pair of arms, transforming them into sahuagin barons. These boons elevate the recipients' status among their kind, and they become champions or leaders. Sahuagin barons' blood is infused with profane magic capable of searing their enemies and making these foes irresistible targets for other Fiends.","visibility":"player"},{"heading":"Sahuagin","body":"*Ravagers from Beneath the Waves*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Any  \n\nSahuagin are fiendish terrors that prey on creatures above and below the water. Called \"sea devils\" by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and undersea communities to slake their bloodthirst, claim treasure, and make sacrifices to their vicious deity—the sharklike god Sekolah.\n\nSahuagin constantly war on any peoples living near their territory. Merfolk and other aquatic folk bear the brunt of these attacks, but sahuagin also hunt air-breathers who sail over or swim through the waters the sea devils claim. Sahuagin often attack alongside sharks, which they can telepathically command.\n\n> [!quote] A quote from Tiguran Maremrynd  \n> \n> When a sahuagin comes at you, it doesn't seem to be living until it bites you. Then the thing's black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"sahuagin-baron-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-sahuagin-baron-v1.avif","alt":"Sahuagin Baron","caption":"Sahuagin Baron","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-sahuagin-priest","title":"Sahuagin Priest","officialName":"Sahuagin Priest","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend, Lawful Evil. Challenge 2. 2024 revised rules.\n\nOverview\n\nSahuagin priests serve the will of Sekolah or other fiendish masters. They direct and support other sahuagin, and they consider every combatant that falls in battle—whether enemy or ally—a sacrifice to their fierce deities.\n\nSahuagin\n\n*Ravagers from Beneath the Waves*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Any  \n\nSahuagin are fiendish terrors that prey on creatures above and below the water. Called \"sea devils\" by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and undersea communities to slake their bloodthirst, claim treasure, and make sacrifices to their vicious deity—the sharklike god Sekolah.\n\nSahuagin constantly war on any peoples living near their territory. Merfolk and other aquatic folk bear the brunt of these attacks, but sahuagin also hunt air-breathers who sail over or swim through the waters the sea devils claim. Sahuagin often attack alongside sharks, which they can telepathically command.\n\n> [!quote] A quote from Tiguran Maremrynd  \n> \n> When a sahuagin comes at you, it doesn't seem to be living until it bites you. Then the thing's black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":265},"collection":"Monster Manual (2025)","summary":"Medium fiend, Lawful Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Sahuagin priests serve the will of Sekolah or other fiendish masters. They direct and support other sahuagin, and they consider every combatant that falls in battle—whether enemy or ally—a sacrifice to their fierce deities.","visibility":"player"},{"heading":"Sahuagin","body":"*Ravagers from Beneath the Waves*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Any  \n\nSahuagin are fiendish terrors that prey on creatures above and below the water. Called \"sea devils\" by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and undersea communities to slake their bloodthirst, claim treasure, and make sacrifices to their vicious deity—the sharklike god Sekolah.\n\nSahuagin constantly war on any peoples living near their territory. Merfolk and other aquatic folk bear the brunt of these attacks, but sahuagin also hunt air-breathers who sail over or swim through the waters the sea devils claim. Sahuagin often attack alongside sharks, which they can telepathically command.\n\n> [!quote] A quote from Tiguran Maremrynd  \n> \n> When a sahuagin comes at you, it doesn't seem to be living until it bites you. Then the thing's black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"sahuagin-priest-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-sahuagin-priest-v1.avif","alt":"Sahuagin Priest","caption":"Sahuagin Priest","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-sahuagin-warrior","title":"Sahuagin Warrior","officialName":"Sahuagin Warrior","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend, Lawful Evil. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nSahuagin warriors are vicious combatants that savage their foes with webbed claws. Once sahuagin draw blood, they usually attack until either they or their foe is slain.\n\nSahuagin\n\n*Ravagers from Beneath the Waves*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Any  \n\nSahuagin are fiendish terrors that prey on creatures above and below the water. Called \"sea devils\" by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and undersea communities to slake their bloodthirst, claim treasure, and make sacrifices to their vicious deity—the sharklike god Sekolah.\n\nSahuagin constantly war on any peoples living near their territory. Merfolk and other aquatic folk bear the brunt of these attacks, but sahuagin also hunt air-breathers who sail over or swim through the waters the sea devils claim. Sahuagin often attack alongside sharks, which they can telepathically command.\n\n> [!quote] A quote from Tiguran Maremrynd  \n> \n> When a sahuagin comes at you, it doesn't seem to be living until it bites you. Then the thing's black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":264},"collection":"Monster Manual (2025)","summary":"Medium fiend, Lawful Evil. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Sahuagin warriors are vicious combatants that savage their foes with webbed claws. Once sahuagin draw blood, they usually attack until either they or their foe is slain.","visibility":"player"},{"heading":"Sahuagin","body":"*Ravagers from Beneath the Waves*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Any  \n\nSahuagin are fiendish terrors that prey on creatures above and below the water. Called \"sea devils\" by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and undersea communities to slake their bloodthirst, claim treasure, and make sacrifices to their vicious deity—the sharklike god Sekolah.\n\nSahuagin constantly war on any peoples living near their territory. Merfolk and other aquatic folk bear the brunt of these attacks, but sahuagin also hunt air-breathers who sail over or swim through the waters the sea devils claim. Sahuagin often attack alongside sharks, which they can telepathically command.\n\n> [!quote] A quote from Tiguran Maremrynd  \n> \n> When a sahuagin comes at you, it doesn't seem to be living until it bites you. Then the thing's black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"sahuagin-warrior-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-sahuagin-warrior-v1.avif","alt":"Sahuagin Warrior","caption":"Sahuagin Warrior","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-salamander","title":"Salamander","officialName":"Salamander","type":"Monster","category":"Creatures","visibility":"player","body":"Large elemental, Neutral Evil. Challenge 5. 2024 revised rules.\n\nOverview\n\nMost salamanders are arrogant yet curious, seeking to create artful blazes or burn that which has never been burned. They eagerly explain their work to strangers before trying to determine how the strangers burn. Salamanders radiate intense heat, which is conducted by their blazing weapons.\n\nSalamanders\n\n*Serpentine Artists of the Inferno*\n\n- **Habitat.** Planar (Elemental Plane of Fire), Underdark  \n- **Treasure.** Armaments  \n\nSalamanders are serpentine denizens of the Elemental Plane of Fire. They believe that flames expose the purest forms of all things and delight in burning and melting things, seeing fleeting beauty and striking nuances in blazes consuming different fuels—ancient forests, artistic masterpieces, or living creatures. To salamanders, those that can't endure their flames are nothing but ashes in disguise. They harbor malice toward few creatures, but they consider creating remarkable flames more important than the pain and loss their fires cause.\n\nSalamanders are typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.\n\n> [!quote] A quote from Filiag Highthumbs  \n> \n> The salamanders of the Elemental Plane of Fire delight in meeting visitors from other realms. For them, every stranger is a potential addition to their fiery artistry. Don't fall for their flattery, no matter how beautifully they say you'll burn.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":267},"collection":"Monster Manual (2025)","summary":"Large elemental, Neutral Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Most salamanders are arrogant yet curious, seeking to create artful blazes or burn that which has never been burned. They eagerly explain their work to strangers before trying to determine how the strangers burn. Salamanders radiate intense heat, which is conducted by their blazing weapons.","visibility":"player"},{"heading":"Salamanders","body":"*Serpentine Artists of the Inferno*\n\n- **Habitat.** Planar (Elemental Plane of Fire), Underdark  \n- **Treasure.** Armaments  \n\nSalamanders are serpentine denizens of the Elemental Plane of Fire. They believe that flames expose the purest forms of all things and delight in burning and melting things, seeing fleeting beauty and striking nuances in blazes consuming different fuels—ancient forests, artistic masterpieces, or living creatures. To salamanders, those that can't endure their flames are nothing but ashes in disguise. They harbor malice toward few creatures, but they consider creating remarkable flames more important than the pain and loss their fires cause.\n\nSalamanders are typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.\n\n> [!quote] A quote from Filiag Highthumbs  \n> \n> The salamanders of the Elemental Plane of Fire delight in meeting visitors from other realms. For them, every stranger is a potential addition to their fiery artistry. Don't fall for their flattery, no matter how beautifully they say you'll burn.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"salamander-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-salamander-v1.avif","alt":"Salamander","caption":"Salamander","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-salamander-fire-snake","title":"Salamander Fire Snake","officialName":"Salamander Fire Snake","type":"Monster","category":"Creatures","visibility":"player","body":"Medium elemental, Neutral Evil. Challenge 1. 2024 revised rules.\n\nOverview\n\nJuvenile salamanders emerge from burning hot, two-foot-diameter eggs. Called fire snakes, these serpent-like creatures slither through the Plane of Fire and other intensely hot places. After consuming the proper fuels and exposing themselves to fiery extremes, fire snakes grow into salamanders.\n\nSalamanders\n\n*Serpentine Artists of the Inferno*\n\n- **Habitat.** Planar (Elemental Plane of Fire), Underdark  \n- **Treasure.** Armaments  \n\nSalamanders are serpentine denizens of the Elemental Plane of Fire. They believe that flames expose the purest forms of all things and delight in burning and melting things, seeing fleeting beauty and striking nuances in blazes consuming different fuels—ancient forests, artistic masterpieces, or living creatures. To salamanders, those that can't endure their flames are nothing but ashes in disguise. They harbor malice toward few creatures, but they consider creating remarkable flames more important than the pain and loss their fires cause.\n\nSalamanders are typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.\n\n> [!quote] A quote from Filiag Highthumbs  \n> \n> The salamanders of the Elemental Plane of Fire delight in meeting visitors from other realms. For them, every stranger is a potential addition to their fiery artistry. Don't fall for their flattery, no matter how beautifully they say you'll burn.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":266},"collection":"Monster Manual (2025)","summary":"Medium elemental, Neutral Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Juvenile salamanders emerge from burning hot, two-foot-diameter eggs. Called fire snakes, these serpent-like creatures slither through the Plane of Fire and other intensely hot places. After consuming the proper fuels and exposing themselves to fiery extremes, fire snakes grow into salamanders.","visibility":"player"},{"heading":"Salamanders","body":"*Serpentine Artists of the Inferno*\n\n- **Habitat.** Planar (Elemental Plane of Fire), Underdark  \n- **Treasure.** Armaments  \n\nSalamanders are serpentine denizens of the Elemental Plane of Fire. They believe that flames expose the purest forms of all things and delight in burning and melting things, seeing fleeting beauty and striking nuances in blazes consuming different fuels—ancient forests, artistic masterpieces, or living creatures. To salamanders, those that can't endure their flames are nothing but ashes in disguise. They harbor malice toward few creatures, but they consider creating remarkable flames more important than the pain and loss their fires cause.\n\nSalamanders are typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.\n\n> [!quote] A quote from Filiag Highthumbs  \n> \n> The salamanders of the Elemental Plane of Fire delight in meeting visitors from other realms. For them, every stranger is a potential addition to their fiery artistry. Don't fall for their flattery, no matter how beautifully they say you'll burn.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"salamander-fire-snake-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-salamander-fire-snake-v1.avif","alt":"Salamander Fire Snake","caption":"Salamander Fire Snake","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-salamander-inferno-master","title":"Salamander Inferno Master","officialName":"Salamander Inferno Master","type":"Monster","category":"Creatures","visibility":"player","body":"Large elemental, Neutral Evil. Challenge 15. 2024 revised rules.\n\nOverview\n\nSalamander inferno masters are ancient connoisseurs of flames and often inhabit places with unique scorching properties. They gather communes of apprentices who learn fiery techniques while helping their mentors accomplish great works. Inferno masters have ambitious goals, such as causing massive volcanic eruptions, opening portals to burning planes, destroying Artifacts, or burning all instances of something from the multiverse.\n\nSalamanders\n\n*Serpentine Artists of the Inferno*\n\n- **Habitat.** Planar (Elemental Plane of Fire), Underdark  \n- **Treasure.** Armaments  \n\nSalamanders are serpentine denizens of the Elemental Plane of Fire. They believe that flames expose the purest forms of all things and delight in burning and melting things, seeing fleeting beauty and striking nuances in blazes consuming different fuels—ancient forests, artistic masterpieces, or living creatures. To salamanders, those that can't endure their flames are nothing but ashes in disguise. They harbor malice toward few creatures, but they consider creating remarkable flames more important than the pain and loss their fires cause.\n\nSalamanders are typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.\n\n> [!quote] A quote from Filiag Highthumbs  \n> \n> The salamanders of the Elemental Plane of Fire delight in meeting visitors from other realms. For them, every stranger is a potential addition to their fiery artistry. Don't fall for their flattery, no matter how beautifully they say you'll burn.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":267},"collection":"Monster Manual (2025)","summary":"Large elemental, Neutral Evil. Challenge 15. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Salamander inferno masters are ancient connoisseurs of flames and often inhabit places with unique scorching properties. They gather communes of apprentices who learn fiery techniques while helping their mentors accomplish great works. Inferno masters have ambitious goals, such as causing massive volcanic eruptions, opening portals to burning planes, destroying Artifacts, or burning all instances of something from the multiverse.","visibility":"player"},{"heading":"Salamanders","body":"*Serpentine Artists of the Inferno*\n\n- **Habitat.** Planar (Elemental Plane of Fire), Underdark  \n- **Treasure.** Armaments  \n\nSalamanders are serpentine denizens of the Elemental Plane of Fire. They believe that flames expose the purest forms of all things and delight in burning and melting things, seeing fleeting beauty and striking nuances in blazes consuming different fuels—ancient forests, artistic masterpieces, or living creatures. To salamanders, those that can't endure their flames are nothing but ashes in disguise. They harbor malice toward few creatures, but they consider creating remarkable flames more important than the pain and loss their fires cause.\n\nSalamanders are typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.\n\n> [!quote] A quote from Filiag Highthumbs  \n> \n> The salamanders of the Elemental Plane of Fire delight in meeting visitors from other realms. For them, every stranger is a potential addition to their fiery artistry. Don't fall for their flattery, no matter how beautifully they say you'll burn.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"salamander-inferno-master-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-salamander-inferno-master-v1.avif","alt":"Salamander Inferno Master","caption":"Salamander Inferno Master","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-satyr","title":"Satyr","officialName":"Satyr","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fey, Chaotic Neutral. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nSatyrs enjoy demonstrating their physicality through contests, evicting party poopers, and defending Fey realms.\n\nSatyrs\n\n*Horned and Hoofed Revelers*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** Implements  \n\nSatyrs embody the untamed joys of the wilderness. They indulge in sprees of merrymaking—eating, drinking, performing, fighting, and frolicking.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":268},"collection":"Monster Manual (2025)","summary":"Medium fey, Chaotic Neutral. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Satyrs enjoy demonstrating their physicality through contests, evicting party poopers, and defending Fey realms.","visibility":"player"},{"heading":"Satyrs","body":"*Horned and Hoofed Revelers*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** Implements  \n\nSatyrs embody the untamed joys of the wilderness. They indulge in sprees of merrymaking—eating, drinking, performing, fighting, and frolicking.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"satyr-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-satyr-v1.avif","alt":"Satyr","caption":"Satyr","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-satyr-revelmaster","title":"Satyr Revelmaster","officialName":"Satyr Revelmaster","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fey, Chaotic Neutral. Challenge 6. 2024 revised rules.\n\nOverview\n\nSatyr revelmasters use magical music to change the moods of other creatures. They do so to keep their celebrations exciting and to ward off foes.\n\nSatyrs\n\n*Horned and Hoofed Revelers*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** Implements  \n\nSatyrs embody the untamed joys of the wilderness. They indulge in sprees of merrymaking—eating, drinking, performing, fighting, and frolicking.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":268},"collection":"Monster Manual (2025)","summary":"Medium fey, Chaotic Neutral. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Satyr revelmasters use magical music to change the moods of other creatures. They do so to keep their celebrations exciting and to ward off foes.","visibility":"player"},{"heading":"Satyrs","body":"*Horned and Hoofed Revelers*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** Implements  \n\nSatyrs embody the untamed joys of the wilderness. They indulge in sprees of merrymaking—eating, drinking, performing, fighting, and frolicking.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"satyr-revelmaster-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-satyr-revelmaster-v1.avif","alt":"Satyr Revelmaster","caption":"Satyr Revelmaster","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-scarecrow","title":"Scarecrow","officialName":"Scarecrow","type":"Monster","category":"Creatures","visibility":"player","body":"Medium construct, Chaotic Evil. Challenge 1. 2024 revised rules.\n\nScarecrow\n\n*Servant of Superstition*\n\n- **Habitat.** Grassland  \n- **Treasure.** None  \n\nSpirits of vengeance bound to crude frames, scarecrows arise from folk magic, the prayers of desperate commoners, or possession by spirits that died with violent work left undone. Scarecrows might serve those who created them or might defend a place, family, or community from threats—whether physical or to their way of life.\n\nAlthough scarecrows take their name from rural effigies, they might take varied patchwork forms. Roll on or choose a result from the Scarecrow Frames table to inspire a scarecrow's appearance.\n\n**Scarecrow Frames**\n\n| dice: 1d8 | The Scarecrow Is Made From... |\n|-----------|-------------------------------|\n| 1 | Animal furs, bones, horns, and claws. |\n| 2 | Beehives or wasp nests over a wicker frame. |\n| 3 | A carved pumpkin atop a body of thick vines. |\n| 4 | Nets, flotsam, grapnels, and fishing tackle. |\n| 5 | Oversize stuffed animal or mannequin parts. |\n| 6 | Rusty armor and torture devices. |\n| 7 | A sackcloth head atop straw-stuffed clothes. |\n| 8 | Wedding clothes that were never worn. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":269},"collection":"Monster Manual (2025)","summary":"Medium construct, Chaotic Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Scarecrow","body":"*Servant of Superstition*\n\n- **Habitat.** Grassland  \n- **Treasure.** None  \n\nSpirits of vengeance bound to crude frames, scarecrows arise from folk magic, the prayers of desperate commoners, or possession by spirits that died with violent work left undone. Scarecrows might serve those who created them or might defend a place, family, or community from threats—whether physical or to their way of life.\n\nAlthough scarecrows take their name from rural effigies, they might take varied patchwork forms. Roll on or choose a result from the Scarecrow Frames table to inspire a scarecrow's appearance.\n\n**Scarecrow Frames**\n\n| dice: 1d8 | The Scarecrow Is Made From... |\n|-----------|-------------------------------|\n| 1 | Animal furs, bones, horns, and claws. |\n| 2 | Beehives or wasp nests over a wicker frame. |\n| 3 | A carved pumpkin atop a body of thick vines. |\n| 4 | Nets, flotsam, grapnels, and fishing tackle. |\n| 5 | Oversize stuffed animal or mannequin parts. |\n| 6 | Rusty armor and torture devices. |\n| 7 | A sackcloth head atop straw-stuffed clothes. |\n| 8 | Wedding clothes that were never worn. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"scarecrow-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-scarecrow-v1.avif","alt":"Scarecrow","caption":"Scarecrow","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-scorpion","title":"Scorpion","officialName":"Scorpion","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":369},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"scorpion-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-scorpion-v1.avif","alt":"Scorpion","caption":"Scorpion","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-sea-hag","title":"Sea Hag","officialName":"Sea Hag","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fey, Chaotic Evil. Challenge 2. 2024 revised rules.\n\nSea Hag\n\n*Hag of Despair and the Dismal Deep*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Arcana  \n\nSea hags loathe peace and beauty. Bitter, jealous creatures, they spread chaos and undermine joy however they can, undertaking elaborate deceptions to sow discord for its own sake. The hags' true forms are supernaturally vile, and their baleful gazes can strike down creatures frightened by their appearance.\n\nSea hags cloak themselves in illusions to work their schemes. Roll on or choose a result from the Sea Hag Disguises table to inspire a sea hag's illusion and how they might use it to wreak chaos and destruction.\n\n**Sea Hag Disguises**\n\n| dice: 1d6 | The Sea Hag Takes the Form of A... |\n|-----------|------------------------------------|\n| 1 | Captive and claims nearby villagers bound them and left them to drown. |\n| 2 | Castaway and shares a cursed item's location with would-be rescuers. |\n| 3 | Healer and passes off poisons as medicine. |\n| 4 | Panic-spreading prophesier of doom. |\n| 5 | Ship captain and delivers passengers to the hag's pet sea monster. |\n| 6 | Wounded sailor and claims their ship was destroyed by merfolk or other peaceful people. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":271},"collection":"Monster Manual (2025)","summary":"Medium fey, Chaotic Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Sea Hag","body":"*Hag of Despair and the Dismal Deep*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Arcana  \n\nSea hags loathe peace and beauty. Bitter, jealous creatures, they spread chaos and undermine joy however they can, undertaking elaborate deceptions to sow discord for its own sake. The hags' true forms are supernaturally vile, and their baleful gazes can strike down creatures frightened by their appearance.\n\nSea hags cloak themselves in illusions to work their schemes. Roll on or choose a result from the Sea Hag Disguises table to inspire a sea hag's illusion and how they might use it to wreak chaos and destruction.\n\n**Sea Hag Disguises**\n\n| dice: 1d6 | The Sea Hag Takes the Form of A... |\n|-----------|------------------------------------|\n| 1 | Captive and claims nearby villagers bound them and left them to drown. |\n| 2 | Castaway and shares a cursed item's location with would-be rescuers. |\n| 3 | Healer and passes off poisons as medicine. |\n| 4 | Panic-spreading prophesier of doom. |\n| 5 | Ship captain and delivers passengers to the hag's pet sea monster. |\n| 6 | Wounded sailor and claims their ship was destroyed by merfolk or other peaceful people. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"sea-hag-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-sea-hag-v1.avif","alt":"Sea Hag","caption":"Sea Hag","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-seahorse","title":"Seahorse","officialName":"Seahorse","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":369},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"seahorse-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-seahorse-xmm.avif","alt":"Seahorse","caption":"Seahorse","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-shadow","title":"Shadow","officialName":"Shadow","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Chaotic Evil. Challenge 1/2. 2024 revised rules.\n\nShadow\n\n*Disembodied, Life-Drinking Shade*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nShadows are incorporeal Undead that feed on life. They resent the living for possessing the potential and vitality lost to them.\n\nShadows lurk in dark, lonely places, typically sites that were meaningful to them in life or cursed places with ties to death, sinister magic, or the Shadowfell. Their victims rise as new shadows and prey on the living.\n\nShadows might resemble the silhouettes of who they were in life or take on more menacing forms. Roll on or choose a result from the Shadow Shapes table to inspire a shadow's form and haunting.\n\n**Shadow Shapes**\n\n| dice: 1d6 | The Shadow Appears As... |\n|-----------|--------------------------|\n| 1 | A distorted stalker that lurks in the woods. |\n| 2 | A fiend that dwells near a wicked ritual site. |\n| 3 | Grasping hands that haunt a miser's home. |\n| 4 | A grim storybook character that follows those who speak its name. |\n| 5 | Its target, acting in eerie pantomime. |\n| 6 | An ominous priest that haunts a defiled site. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":272},"collection":"Monster Manual (2025)","summary":"Medium undead, Chaotic Evil. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Shadow","body":"*Disembodied, Life-Drinking Shade*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nShadows are incorporeal Undead that feed on life. They resent the living for possessing the potential and vitality lost to them.\n\nShadows lurk in dark, lonely places, typically sites that were meaningful to them in life or cursed places with ties to death, sinister magic, or the Shadowfell. Their victims rise as new shadows and prey on the living.\n\nShadows might resemble the silhouettes of who they were in life or take on more menacing forms. Roll on or choose a result from the Shadow Shapes table to inspire a shadow's form and haunting.\n\n**Shadow Shapes**\n\n| dice: 1d6 | The Shadow Appears As... |\n|-----------|--------------------------|\n| 1 | A distorted stalker that lurks in the woods. |\n| 2 | A fiend that dwells near a wicked ritual site. |\n| 3 | Grasping hands that haunt a miser's home. |\n| 4 | A grim storybook character that follows those who speak its name. |\n| 5 | Its target, acting in eerie pantomime. |\n| 6 | An ominous priest that haunts a defiled site. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"shadow-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-shadow-v1.avif","alt":"Shadow","caption":"Shadow","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-shadow-demon","title":"Shadow Demon","officialName":"Shadow Demon","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend (demon), Chaotic Evil. Challenge 4. 2024 revised rules.\n\nShadow Demon\n\n*Vestige of Evil*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nShadow demons form when exceptionally wicked demons are destroyed and prevented from reconstituting their physical forms in the Abyss. This might occur due to divine intervention, when a demon is destroyed in the Abyss, or under more unusual circumstances. Shadow demons are the incorporeal remnants of these destroyed demons' evil. They usually vaguely resemble their former shapes, but some take purposefully deceptive shapes. Many lurk in dark places or venture out only at night to hide their true forms from those they manipulate.\n\nShadow demons seek ways to regain their former might and take revenge on those who destroyed them. They often ingratiate themselves with more powerful demons or mortal spellcasters, bargaining with and coercing others into restoring them to power. Many try to claim or corrupt souls to restore their fiendish forms, while some shadow demons seek wicked relics or nexuses of profane magic. It typically takes shadow demons centuries to recover their demonic power, if they ever do.\n\nParticularly powerful demons might return as multiple shadow demons after being defeated. These fiendish entities each think they're the true manifestation of their past self and hunt one another to recover their power.\n\nIn rare cases, Fiends other than demons might adopt forms similar to shadow demons.\n\n> [!quote] A quote from Tarsheva Longreach, Planar Traveler  \n> \n> There are three rules to endings. First, good always wins. Second, evil always returns. Third, the first rule isn't always true.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":273},"collection":"Monster Manual (2025)","summary":"Medium fiend (demon), Chaotic Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Shadow Demon","body":"*Vestige of Evil*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nShadow demons form when exceptionally wicked demons are destroyed and prevented from reconstituting their physical forms in the Abyss. This might occur due to divine intervention, when a demon is destroyed in the Abyss, or under more unusual circumstances. Shadow demons are the incorporeal remnants of these destroyed demons' evil. They usually vaguely resemble their former shapes, but some take purposefully deceptive shapes. Many lurk in dark places or venture out only at night to hide their true forms from those they manipulate.\n\nShadow demons seek ways to regain their former might and take revenge on those who destroyed them. They often ingratiate themselves with more powerful demons or mortal spellcasters, bargaining with and coercing others into restoring them to power. Many try to claim or corrupt souls to restore their fiendish forms, while some shadow demons seek wicked relics or nexuses of profane magic. It typically takes shadow demons centuries to recover their demonic power, if they ever do.\n\nParticularly powerful demons might return as multiple shadow demons after being defeated. These fiendish entities each think they're the true manifestation of their past self and hunt one another to recover their power.\n\nIn rare cases, Fiends other than demons might adopt forms similar to shadow demons.\n\n> [!quote] A quote from Tarsheva Longreach, Planar Traveler  \n> \n> There are three rules to endings. First, good always wins. Second, evil always returns. Third, the first rule isn't always true.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"shadow-demon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-shadow-demon-v1.avif","alt":"Shadow Demon","caption":"Shadow Demon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-shadow-dragon","title":"Shadow Dragon","officialName":"Shadow Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Huge dragon, Chaotic Evil. Challenge 13. 2024 revised rules.\n\nShadow Dragons\n\n*Dragon Corrupted by Darkness*\n\n- **Habitat.** Planar (Shadowfell), Underdark  \n- **Treasure.** Any  \n\nShadow dragons haunt forgotten, lightless places. While they might have once been other types of dragons, the influence of planar forces, negative energy, or sinister magic has stripped them of their former color or luster. In place of any former breath weapon, shadow dragons exhale caliginous gouts that saps life from everything it touches. Those slain by a shadow dragon's breath rise as shades obedient to the shadow dragon's will.\n\nShadow dragons typically dwell in the Underdark, particularly in areas with connections to the Shadowfell or other tenebrous realms. In some cases, they might lurk in dark, corrupted reaches of the regions they preferred before transforming into shadow dragons. Overgrown swamps, sepulchral desert ruins, and ash-choked volcanoes make natural lairs for shadow dragons.\n\nLike many other dragons, shadow dragons collect hoards. Their tastes tend to be morbid—collecting coins from ruined empires and their victims' skulls.\n\nShadow Dragon Lairs\n\nShadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.\n\n> [!quote] A quote from Challenge Tempting Victims to the Lair of the Shadow Dragon Aurgloroasa  \n> \n> If ye truly be adventurers of lore, seek the great shadowy wyrm who lairs beneath the Peaks of Thunder and return in triumph bearing aloft her fabled Eye of Shadow.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":275},"collection":"Monster Manual (2025)","summary":"Huge dragon, Chaotic Evil. Challenge 13. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Shadow Dragons","body":"*Dragon Corrupted by Darkness*\n\n- **Habitat.** Planar (Shadowfell), Underdark  \n- **Treasure.** Any  \n\nShadow dragons haunt forgotten, lightless places. While they might have once been other types of dragons, the influence of planar forces, negative energy, or sinister magic has stripped them of their former color or luster. In place of any former breath weapon, shadow dragons exhale caliginous gouts that saps life from everything it touches. Those slain by a shadow dragon's breath rise as shades obedient to the shadow dragon's will.\n\nShadow dragons typically dwell in the Underdark, particularly in areas with connections to the Shadowfell or other tenebrous realms. In some cases, they might lurk in dark, corrupted reaches of the regions they preferred before transforming into shadow dragons. Overgrown swamps, sepulchral desert ruins, and ash-choked volcanoes make natural lairs for shadow dragons.\n\nLike many other dragons, shadow dragons collect hoards. Their tastes tend to be morbid—collecting coins from ruined empires and their victims' skulls.","visibility":"player"},{"heading":"Shadow Dragon Lairs","body":"Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.\n\n> [!quote] A quote from Challenge Tempting Victims to the Lair of the Shadow Dragon Aurgloroasa  \n> \n> If ye truly be adventurers of lore, seek the great shadowy wyrm who lairs beneath the Peaks of Thunder and return in triumph bearing aloft her fabled Eye of Shadow.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"shadow-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-shadow-dragon-v1.avif","alt":"Shadow Dragon","caption":"Shadow Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-shambling-mound","title":"Shambling Mound","officialName":"Shambling Mound","type":"Monster","category":"Creatures","visibility":"player","body":"Large plant, Unaligned. Challenge 5. 2024 revised rules.\n\nShambling Mound\n\n*Manifestation of Primeval Power*\n\n- **Habitat.** Forest, Swamp  \n- **Treasure.** None  \n\nShambling mounds—also known as \"shamblers\"—embody the tenacity of the wilderness, seeking only to consume and grow. These masses of vegetation rise up to half again as tall as a human and possess thick limbs and a vague head. As they move through bogs and undergrowth, they ensnare creatures that come within reach. Shambling mounds bury those they catch within their own forms as compost.\n\nStrange circumstances might give rise to shambling mounds, transforming vegetation into hulks with rudimentary cunning. Such conditions include strikes from magical lightning, nature defending itself, or druidic curses. Roll on or choose a result from the Shambling Mound Cultivation table to inspire a shambling mound's origins and features.\n\n**Shambling Mound Cultivation**\n\n| dice: 1d6 | The Shambling Mound Is... |\n|-----------|---------------------------|\n| 1 | Covered in vibrant alien or Feywild blooms. |\n| 2 | Hauling a rune-etched menhir in its torso. |\n| 3 | Infested with vermin or fungi. |\n| 4 | Made up of knotty vines entangling skeletons. |\n| 5 | Mutated and leaking glowing pollution. |\n| 6 | The remains of an ancient tree or a treant. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":276},"collection":"Monster Manual (2025)","summary":"Large plant, Unaligned. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Shambling Mound","body":"*Manifestation of Primeval Power*\n\n- **Habitat.** Forest, Swamp  \n- **Treasure.** None  \n\nShambling mounds—also known as \"shamblers\"—embody the tenacity of the wilderness, seeking only to consume and grow. These masses of vegetation rise up to half again as tall as a human and possess thick limbs and a vague head. As they move through bogs and undergrowth, they ensnare creatures that come within reach. Shambling mounds bury those they catch within their own forms as compost.\n\nStrange circumstances might give rise to shambling mounds, transforming vegetation into hulks with rudimentary cunning. Such conditions include strikes from magical lightning, nature defending itself, or druidic curses. Roll on or choose a result from the Shambling Mound Cultivation table to inspire a shambling mound's origins and features.\n\n**Shambling Mound Cultivation**\n\n| dice: 1d6 | The Shambling Mound Is... |\n|-----------|---------------------------|\n| 1 | Covered in vibrant alien or Feywild blooms. |\n| 2 | Hauling a rune-etched menhir in its torso. |\n| 3 | Infested with vermin or fungi. |\n| 4 | Made up of knotty vines entangling skeletons. |\n| 5 | Mutated and leaking glowing pollution. |\n| 6 | The remains of an ancient tree or a treant. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"shambling-mound-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-shambling-mound-v1.avif","alt":"Shambling Mound","caption":"Shambling Mound","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-shield-guardian","title":"Shield Guardian","officialName":"Shield Guardian","type":"Monster","category":"Creatures","visibility":"player","body":"Large construct, Unaligned. Challenge 7. 2024 revised rules.\n\nShield Guardian\n\n*Device-Controlled Magical Bodyguard*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nAn intimidating magical automaton, a shield guardian obeys its master's commands and protects its master from danger. When such a guardian is created, the magic that animates it is intertwined with a bonded command amulet. Any creature that has a shield guardian's command amulet can control that Construct and, in the case of magic-users, imbue it with a spell to unleash under predetermined circumstances. Yet a shield guardian's primary goal is to protect its master. It escorts whoever bears its command amulet and intercedes between the bearer and any threat. Although it isn't mindless, a shield guardian has no sense of self preservation and will sacrifice itself to protect its master.\n\nShield guardians are typically constructed of steel, stone, and wood in the shape of watchful soldiers. More fanciful designs exist, reflecting the tastes of their creators. Given their resilience, it's common for shield guardians to eventually serve creatures other than their creators. A shield guardian's command amulet might be passed down through a magic-using society or family for generations.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":277},"collection":"Monster Manual (2025)","summary":"Large construct, Unaligned. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Shield Guardian","body":"*Device-Controlled Magical Bodyguard*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nAn intimidating magical automaton, a shield guardian obeys its master's commands and protects its master from danger. When such a guardian is created, the magic that animates it is intertwined with a bonded command amulet. Any creature that has a shield guardian's command amulet can control that Construct and, in the case of magic-users, imbue it with a spell to unleash under predetermined circumstances. Yet a shield guardian's primary goal is to protect its master. It escorts whoever bears its command amulet and intercedes between the bearer and any threat. Although it isn't mindless, a shield guardian has no sense of self preservation and will sacrifice itself to protect its master.\n\nShield guardians are typically constructed of steel, stone, and wood in the shape of watchful soldiers. More fanciful designs exist, reflecting the tastes of their creators. Given their resilience, it's common for shield guardians to eventually serve creatures other than their creators. A shield guardian's command amulet might be passed down through a magic-using society or family for generations.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"shield-guardian-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-shield-guardian-v1.avif","alt":"Shield Guardian","caption":"Shield Guardian","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-shrieker-fungus","title":"Shrieker Fungus","officialName":"Shrieker Fungus","type":"Monster","category":"Creatures","visibility":"player","body":"Medium plant, Unaligned. Challenge 0. 2024 revised rules.\n\nOverview\n\nIf exposed to light or otherwise disturbed, mushroom-like shriekers emit a high-pitched noise that gives them their name. This wailing might alert other creatures or attract predators.\n\nFungi\n\n*Deadly Spores and Predatory Polyps*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nThe dank, sunless Underdark is a fertile breeding ground for weird and dangerous fungi.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":125},"collection":"Monster Manual (2025)","summary":"Medium plant, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"If exposed to light or otherwise disturbed, mushroom-like shriekers emit a high-pitched noise that gives them their name. This wailing might alert other creatures or attract predators.","visibility":"player"},{"heading":"Fungi","body":"*Deadly Spores and Predatory Polyps*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nThe dank, sunless Underdark is a fertile breeding ground for weird and dangerous fungi.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"shrieker-fungus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-shrieker-fungus-xmm.avif","alt":"Shrieker Fungus","caption":"Shrieker Fungus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-silver-dragon-wyrmling","title":"Silver Dragon Wyrmling","officialName":"Silver Dragon Wyrmling","type":"Monster","category":"Creatures","visibility":"player","body":"Medium dragon (metallic), Lawful Good. Challenge 2. 2024 revised rules.\n\nOverview\n\nSilver dragon wyrmlings typically live with one or more parents or mentors, learning much about the world and its past before living on their own.\n\nSilver Dragons\n\n*Dragons of Courage and Fairness*\n\n- **Habitat.** Mountain, Urban  \n- **Treasure.** Arcana  \n\nSilver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.\n\nSilver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.\n\nSilver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.\n\nSilver Dragon Lairs\n\nSilver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\"","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":278},"collection":"Monster Manual (2025)","summary":"Medium dragon (metallic), Lawful Good. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Silver dragon wyrmlings typically live with one or more parents or mentors, learning much about the world and its past before living on their own.","visibility":"player"},{"heading":"Silver Dragons","body":"*Dragons of Courage and Fairness*\n\n- **Habitat.** Mountain, Urban  \n- **Treasure.** Arcana  \n\nSilver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.\n\nSilver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.\n\nSilver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.","visibility":"player"},{"heading":"Silver Dragon Lairs","body":"Silver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\"","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"silver-dragon-wyrmling-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-silver-dragon-wyrmling-v1.avif","alt":"Silver Dragon Wyrmling","caption":"Silver Dragon Wyrmling","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-skeleton","title":"Skeleton","officialName":"Skeleton","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Lawful Evil. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nSkeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren't capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.\n\nSkeletons\n\n*Ossified Evil*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nSkeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.\n\n**Skeleton Pantomimes**\n\n| dice: 1d6 | Left to Its Own Devices, the Skeleton... |\n|-----------|------------------------------------------|\n| 1 | Delivers meal salvers or ages-old correspondence to the crypt of its dead master. |\n| 2 | Endlessly trains in battle with other skeletons, despite being hacked to animate splinters. |\n| 3 | Mimics ways it entertained itself in life, such as acting, dancing, or reading. |\n| 4 | Performs a familiar task, such as cleaning, cooking, mining, or praying. |\n| 5 | Repeats its final moments of life. |\n| 6 | Stands guard at the post it protected in life. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":282},"collection":"Monster Manual (2025)","summary":"Medium undead, Lawful Evil. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren't capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.","visibility":"player"},{"heading":"Skeletons","body":"*Ossified Evil*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nSkeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.\n\n**Skeleton Pantomimes**\n\n| dice: 1d6 | Left to Its Own Devices, the Skeleton... |\n|-----------|------------------------------------------|\n| 1 | Delivers meal salvers or ages-old correspondence to the crypt of its dead master. |\n| 2 | Endlessly trains in battle with other skeletons, despite being hacked to animate splinters. |\n| 3 | Mimics ways it entertained itself in life, such as acting, dancing, or reading. |\n| 4 | Performs a familiar task, such as cleaning, cooking, mining, or praying. |\n| 5 | Repeats its final moments of life. |\n| 6 | Stands guard at the post it protected in life. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"skeleton-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-skeleton-xmm.avif","alt":"Skeleton","caption":"Skeleton","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-slaad-tadpole","title":"Slaad Tadpole","officialName":"Slaad Tadpole","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny aberration, Chaotic Neutral. Challenge 1/8. 2024 revised rules.\n\nOverview\n\nSlaad tadpoles are ravenous, newborn slaadi. They hatch from eggs implanted into living hosts by red slaadi, but they also appear in great numbers in Limbo and other chaotic realms. Under most conditions, a slaad tadpole transforms into a blue slaad—or a green slaad if its host was able to cast spells of level 3 or higher—within 2d12 hours of hatching.\n\nSlaadi\n\n*Chaos-Spawned Hordes of Limbo*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Any  \n\nUnpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\nSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\n> [!note] Slaad Control Gems\n> \n> A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the Charmed condition and obeys the gem's bearer. The slaad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A Greater Restoration spell cast on a slaad destroys the gem, and the slaad ceases to be Charmed.\n> \n> One can obtain a slaad's control gem using a Wish or Imprisonment spell. If the slaad fails its saving throw against Imprisonment, the caster gains the gem, and the slaad isn't imprisoned. An Incapacitated slaad's control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) Piercing damage to the slaad.\n\n> [!quote] A quote from Jebeel Sloom  \n> \n> Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":284},"collection":"Monster Manual (2025)","summary":"Tiny aberration, Chaotic Neutral. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Slaad tadpoles are ravenous, newborn slaadi. They hatch from eggs implanted into living hosts by red slaadi, but they also appear in great numbers in Limbo and other chaotic realms. Under most conditions, a slaad tadpole transforms into a blue slaad—or a green slaad if its host was able to cast spells of level 3 or higher—within 2d12 hours of hatching.","visibility":"player"},{"heading":"Slaadi","body":"*Chaos-Spawned Hordes of Limbo*\n\n- **Habitat.** Planar (Limbo)  \n- **Treasure.** Any  \n\nUnpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\nSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\n> [!note] Slaad Control Gems\n> \n> A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the Charmed condition and obeys the gem's bearer. The slaad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A Greater Restoration spell cast on a slaad destroys the gem, and the slaad ceases to be Charmed.\n> \n> One can obtain a slaad's control gem using a Wish or Imprisonment spell. If the slaad fails its saving throw against Imprisonment, the caster gains the gem, and the slaad isn't imprisoned. An Incapacitated slaad's control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) Piercing damage to the slaad.\n\n> [!quote] A quote from Jebeel Sloom  \n> \n> Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"slaad-tadpole-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-slaad-tadpole-v1.avif","alt":"Slaad Tadpole","caption":"Slaad Tadpole","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-smoke-mephit","title":"Smoke Mephit","officialName":"Smoke Mephit","type":"Monster","category":"Creatures","visibility":"player","body":"Small elemental, Neutral Evil. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nSmoke mephits are elusive beings formed of fiery cinders and hot air. They love misleading creatures and then mocking them for their gullibility.\n\nMephits\n\n*Malicious Elemental Hooligans*\n\n- **Habitat.** Planar (Elemental Planes)  \n- **Treasure.** None  \n\nMephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.\n\nMephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.\n\n> [!quote] A quote from Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself  \n> \n> I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":208},"collection":"Monster Manual (2025)","summary":"Small elemental, Neutral Evil. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Smoke mephits are elusive beings formed of fiery cinders and hot air. They love misleading creatures and then mocking them for their gullibility.","visibility":"player"},{"heading":"Mephits","body":"*Malicious Elemental Hooligans*\n\n- **Habitat.** Planar (Elemental Planes)  \n- **Treasure.** None  \n\nMephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.\n\nMephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.\n\n> [!quote] A quote from Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself  \n> \n> I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"smoke-mephit-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-smoke-mephit-v1.avif","alt":"Smoke Mephit","caption":"Smoke Mephit","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-solar","title":"Solar","officialName":"Solar","type":"Monster","category":"Creatures","visibility":"player","body":"Large celestial (angel), Lawful Good. Challenge 21. 2024 revised rules.\n\nSolar\n\n*Angelic Protector of the Multiverse*\n\n- **Habitat.** Planar (Upper Planes)  \n- **Treasure.** Any  \n\nSolars stand as the final line of defense between unspeakable evils and the order of the multiverse. They are the servants of just deities and ageless forces of good. Their interests span the planes, but they rarely intervene in conflicts on the worlds of the Material Plane. When they act, they lead vast angelic hosts and wield holy weapons capable of laying low the wickedest Fiends.\n\nSolars can resurrect the dead and often use that power to enlist mortal aid. They bestow grand, new purposes on those they return to life. Solars don't enforce these destinies, but they trust in the potential of mortals to achieve great things.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":288},"collection":"Monster Manual (2025)","summary":"Large celestial (angel), Lawful Good. Challenge 21. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Solar","body":"*Angelic Protector of the Multiverse*\n\n- **Habitat.** Planar (Upper Planes)  \n- **Treasure.** Any  \n\nSolars stand as the final line of defense between unspeakable evils and the order of the multiverse. They are the servants of just deities and ageless forces of good. Their interests span the planes, but they rarely intervene in conflicts on the worlds of the Material Plane. When they act, they lead vast angelic hosts and wield holy weapons capable of laying low the wickedest Fiends.\n\nSolars can resurrect the dead and often use that power to enlist mortal aid. They bestow grand, new purposes on those they return to life. Solars don't enforce these destinies, but they trust in the potential of mortals to achieve great things.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"solar-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-solar-v1.avif","alt":"Solar","caption":"Solar","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-spectator","title":"Spectator","officialName":"Spectator","type":"Monster","category":"Creatures","visibility":"player","body":"Medium aberration (beholder), Lawful Neutral. Challenge 3. 2024 revised rules.\n\nSpectator\n\n*Magic-Bound Beholder-Kin*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nInvoking mysterious rites involving four beholder eyestalks, a spellcaster can mold aberrant dreams into a beholder-like guardian. Called a spectator, the being summoned by such a ritual resembles a beholder with five magical eyes—a central eye and four on stalks arrayed around the crown of the creature's spherical body.\n\nA spectator serves its conjurer for 101 years by guarding something of the spellcaster's choice—typically a treasure or location. The spectator is a reliable guardian and allows only its summoner access to what it protects. A spectator might converse with other creatures, openly discussing its orders and the magic-user who conjured it, but it has no ambitions of its own and won't abandon its post. Should an intruder ignore its warnings, a spectator attempts to drive away the intruder with its magical eye rays.\n\nAt the end of its service, a spectator might discorporate back into nothingness or wander away, seeking to learn more of the multiverse.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":289},"collection":"Monster Manual (2025)","summary":"Medium aberration (beholder), Lawful Neutral. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Spectator","body":"*Magic-Bound Beholder-Kin*\n\n- **Habitat.** Underdark  \n- **Treasure.** Any  \n\nInvoking mysterious rites involving four beholder eyestalks, a spellcaster can mold aberrant dreams into a beholder-like guardian. Called a spectator, the being summoned by such a ritual resembles a beholder with five magical eyes—a central eye and four on stalks arrayed around the crown of the creature's spherical body.\n\nA spectator serves its conjurer for 101 years by guarding something of the spellcaster's choice—typically a treasure or location. The spectator is a reliable guardian and allows only its summoner access to what it protects. A spectator might converse with other creatures, openly discussing its orders and the magic-user who conjured it, but it has no ambitions of its own and won't abandon its post. Should an intruder ignore its warnings, a spectator attempts to drive away the intruder with its magical eye rays.\n\nAt the end of its service, a spectator might discorporate back into nothingness or wander away, seeking to learn more of the multiverse.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"spectator-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-spectator-v1.avif","alt":"Spectator","caption":"Spectator","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-specter","title":"Specter","officialName":"Specter","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Chaotic Evil. Challenge 1. 2024 revised rules.\n\nSpecter\n\n*Spirit of Wrath and Servant of Death*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** None  \n\nSpecters are bodiless, life-devouring spirits drawn to darkness and negative emotions. Having lost all connection to the beings they once were, these hateful spirits drain mortal essence to steal fleeting tastes of life and warmth.\n\nSpecters seek creatures and locations that exude evil and feed on the suffering they inspire. Roll on or choose a result from the Specter Haunts table to inspire where a specter lurks.\n\n**Specter Haunts**\n\n| dice: 1d8 | The Specter Lurks Near... |\n|-----------|---------------------------|\n| 1 | A community afflicted by curses, grudges, plagues, or tragedies. |\n| 2 | An evil Artifact or a deadly magical device. |\n| 3 | The lair of a Fiend or an Undead. |\n| 4 | The place where a villain died or is buried. |\n| 5 | A portal to the Lower Planes, Negative Plane, or Shadowfell. |\n| 6 | The sanctuary of a necromancer or death cult. |\n| 7 | A secluded monument binding wicked souls. |\n| 8 | The site of a disaster or mass death. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":290},"collection":"Monster Manual (2025)","summary":"Medium undead, Chaotic Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Specter","body":"*Spirit of Wrath and Servant of Death*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** None  \n\nSpecters are bodiless, life-devouring spirits drawn to darkness and negative emotions. Having lost all connection to the beings they once were, these hateful spirits drain mortal essence to steal fleeting tastes of life and warmth.\n\nSpecters seek creatures and locations that exude evil and feed on the suffering they inspire. Roll on or choose a result from the Specter Haunts table to inspire where a specter lurks.\n\n**Specter Haunts**\n\n| dice: 1d8 | The Specter Lurks Near... |\n|-----------|---------------------------|\n| 1 | A community afflicted by curses, grudges, plagues, or tragedies. |\n| 2 | An evil Artifact or a deadly magical device. |\n| 3 | The lair of a Fiend or an Undead. |\n| 4 | The place where a villain died or is buried. |\n| 5 | A portal to the Lower Planes, Negative Plane, or Shadowfell. |\n| 6 | The sanctuary of a necromancer or death cult. |\n| 7 | A secluded monument binding wicked souls. |\n| 8 | The site of a disaster or mass death. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"specter-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-specter-v1.avif","alt":"Specter","caption":"Specter","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-sphinx-of-lore","title":"Sphinx of Lore","officialName":"Sphinx of Lore","type":"Monster","category":"Creatures","visibility":"player","body":"Large celestial, Lawful Neutral. Challenge 11. 2024 revised rules.\n\nOverview\n\nSphinxes of lore each know a great secret and protect it all costs. This truth might take the form of an ancient text, a magical puzzle, or a path to another world. These sphinxes might gain reputations as sages or oracles, but they typically dwell far from civilization.\n\nSphinxes\n\n*Collectors and Keepers of Secrets*\n\n- **Habitat.** Desert, Planar (Upper Planes)  \n- **Treasure.** Arcana  \n\nSphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.\n\nSphinx Lairs\n\nSphinxes typically dwell in places that hold great knowledge or prophetic magic.\n\n> [!quote]  \n> \n> Round she is, yet flat as a board\n> \n> Altar of the Lupine Lords\n> \n> Jewel on black velvet, pearl in the sea\n> \n> Unchanged but e'erchanging eternally\n\n> [!note]\n> Answer to the riddle of White Plume Mountain: The Moon.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":293},"collection":"Monster Manual (2025)","summary":"Large celestial, Lawful Neutral. Challenge 11. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Sphinxes of lore each know a great secret and protect it all costs. This truth might take the form of an ancient text, a magical puzzle, or a path to another world. These sphinxes might gain reputations as sages or oracles, but they typically dwell far from civilization.","visibility":"player"},{"heading":"Sphinxes","body":"*Collectors and Keepers of Secrets*\n\n- **Habitat.** Desert, Planar (Upper Planes)  \n- **Treasure.** Arcana  \n\nSphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.","visibility":"player","illustration":{"src":"assets/worldbook/dorn-sphinxes-secondary-v1.avif","alt":"Sphinxes among the scrolls of an ancient archive.","caption":"Sphinxes among the scrolls of an ancient archive.","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide","role":"supporting"}},{"heading":"Sphinx Lairs","body":"Sphinxes typically dwell in places that hold great knowledge or prophetic magic.\n\n> [!quote]  \n> \n> Round she is, yet flat as a board\n> \n> Altar of the Lupine Lords\n> \n> Jewel on black velvet, pearl in the sea\n> \n> Unchanged but e'erchanging eternally\n\n> [!note]\n> Answer to the riddle of White Plume Mountain: The Moon.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"sphinx-of-lore-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-sphinx-of-lore-v1.avif","alt":"Sphinx of Lore","caption":"Sphinx of Lore","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-sphinx-of-secrets","title":"Sphinx of Secrets","officialName":"Sphinx of Secrets","type":"Monster","category":"Creatures","visibility":"player","body":"Large celestial, Lawful Neutral. Challenge 8. 2024 revised rules.\n\nOverview\n\nSphinxes of secrets are commonly associated with a site of great magic or learning. These immortal beings often outlive such locations, though, and might protect a site's ruins as they continue their own studies. Sphinxes of secrets fiercely guard their dwellings and research.\n\nSphinxes\n\n*Collectors and Keepers of Secrets*\n\n- **Habitat.** Desert, Planar (Upper Planes)  \n- **Treasure.** Arcana  \n\nSphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.\n\nSphinx Lairs\n\nSphinxes typically dwell in places that hold great knowledge or prophetic magic.\n\n> [!quote]  \n> \n> Round she is, yet flat as a board\n> \n> Altar of the Lupine Lords\n> \n> Jewel on black velvet, pearl in the sea\n> \n> Unchanged but e'erchanging eternally\n\n> [!note]\n> Answer to the riddle of White Plume Mountain: The Moon.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":292},"collection":"Monster Manual (2025)","summary":"Large celestial, Lawful Neutral. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Sphinxes of secrets are commonly associated with a site of great magic or learning. These immortal beings often outlive such locations, though, and might protect a site's ruins as they continue their own studies. Sphinxes of secrets fiercely guard their dwellings and research.","visibility":"player"},{"heading":"Sphinxes","body":"*Collectors and Keepers of Secrets*\n\n- **Habitat.** Desert, Planar (Upper Planes)  \n- **Treasure.** Arcana  \n\nSphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.","visibility":"player","illustration":{"src":"assets/worldbook/dorn-sphinxes-secondary-v1.avif","alt":"Sphinxes among the scrolls of an ancient archive.","caption":"Sphinxes among the scrolls of an ancient archive.","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide","role":"supporting"}},{"heading":"Sphinx Lairs","body":"Sphinxes typically dwell in places that hold great knowledge or prophetic magic.\n\n> [!quote]  \n> \n> Round she is, yet flat as a board\n> \n> Altar of the Lupine Lords\n> \n> Jewel on black velvet, pearl in the sea\n> \n> Unchanged but e'erchanging eternally\n\n> [!note]\n> Answer to the riddle of White Plume Mountain: The Moon.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"sphinx-of-secrets-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-sphinx-of-secrets-v1.avif","alt":"Sphinx of Secrets","caption":"Sphinx of Secrets","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-sphinx-of-valor","title":"Sphinx of Valor","officialName":"Sphinx of Valor","type":"Monster","category":"Creatures","visibility":"player","body":"Large celestial, Lawful Neutral. Challenge 17. 2024 revised rules.\n\nOverview\n\nSphinxes of valor guard world-changing or dangerous secrets—evidence of weird truths, deadly Artifacts, and things that shouldn't exist. They inhabit hidden, magical sites and hold their duty above mortal life. If threatened, a sphinx of valor defends its charge with its supernaturally empowered roar and fierce strikes.\n\nSphinxes\n\n*Collectors and Keepers of Secrets*\n\n- **Habitat.** Desert, Planar (Upper Planes)  \n- **Treasure.** Arcana  \n\nSphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.\n\nSphinx Lairs\n\nSphinxes typically dwell in places that hold great knowledge or prophetic magic.\n\n> [!quote]  \n> \n> Round she is, yet flat as a board\n> \n> Altar of the Lupine Lords\n> \n> Jewel on black velvet, pearl in the sea\n> \n> Unchanged but e'erchanging eternally\n\n> [!note]\n> Answer to the riddle of White Plume Mountain: The Moon.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":294},"collection":"Monster Manual (2025)","summary":"Large celestial, Lawful Neutral. Challenge 17. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Sphinxes of valor guard world-changing or dangerous secrets—evidence of weird truths, deadly Artifacts, and things that shouldn't exist. They inhabit hidden, magical sites and hold their duty above mortal life. If threatened, a sphinx of valor defends its charge with its supernaturally empowered roar and fierce strikes.","visibility":"player"},{"heading":"Sphinxes","body":"*Collectors and Keepers of Secrets*\n\n- **Habitat.** Desert, Planar (Upper Planes)  \n- **Treasure.** Arcana  \n\nSphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.","visibility":"player","illustration":{"src":"assets/worldbook/dorn-sphinxes-secondary-v1.avif","alt":"Sphinxes among the scrolls of an ancient archive.","caption":"Sphinxes among the scrolls of an ancient archive.","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide","role":"supporting"}},{"heading":"Sphinx Lairs","body":"Sphinxes typically dwell in places that hold great knowledge or prophetic magic.\n\n> [!quote]  \n> \n> Round she is, yet flat as a board\n> \n> Altar of the Lupine Lords\n> \n> Jewel on black velvet, pearl in the sea\n> \n> Unchanged but e'erchanging eternally\n\n> [!note]\n> Answer to the riddle of White Plume Mountain: The Moon.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"sphinx-of-valor-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-sphinx-of-valor-v1.avif","alt":"Sphinx of Valor","caption":"Sphinx of Valor","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-sphinx-of-wonder","title":"Sphinx of Wonder","officialName":"Sphinx of Wonder","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny celestial, Lawful Good. Challenge 1. 2024 revised rules.\n\nOverview\n\nA sphinx of wonder is brightly feathered and the size of a lion cub. One comes into being every time a unique idea is conceived on the Material Plane. Each sphinx of wonder is fascinated by a particular type of story or field of study, and it learns all it can about that topic. It bears a unique sigil on its forehead that suggests the type of knowledge that fascinates it. Sometimes, a sphinx of wonder forms a bond with a mortal scholar and aids them in their research.\n\nSphinxes\n\n*Collectors and Keepers of Secrets*\n\n- **Habitat.** Desert, Planar (Upper Planes)  \n- **Treasure.** Arcana  \n\nSphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.\n\nSphinx Lairs\n\nSphinxes typically dwell in places that hold great knowledge or prophetic magic.\n\n> [!quote]  \n> \n> Round she is, yet flat as a board\n> \n> Altar of the Lupine Lords\n> \n> Jewel on black velvet, pearl in the sea\n> \n> Unchanged but e'erchanging eternally\n\n> [!note]\n> Answer to the riddle of White Plume Mountain: The Moon.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":291},"collection":"Monster Manual (2025)","summary":"Tiny celestial, Lawful Good. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"A sphinx of wonder is brightly feathered and the size of a lion cub. One comes into being every time a unique idea is conceived on the Material Plane. Each sphinx of wonder is fascinated by a particular type of story or field of study, and it learns all it can about that topic. It bears a unique sigil on its forehead that suggests the type of knowledge that fascinates it. Sometimes, a sphinx of wonder forms a bond with a mortal scholar and aids them in their research.","visibility":"player"},{"heading":"Sphinxes","body":"*Collectors and Keepers of Secrets*\n\n- **Habitat.** Desert, Planar (Upper Planes)  \n- **Treasure.** Arcana  \n\nSphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.","visibility":"player","illustration":{"src":"assets/worldbook/dorn-sphinxes-secondary-v1.avif","alt":"Sphinxes among the scrolls of an ancient archive.","caption":"Sphinxes among the scrolls of an ancient archive.","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide","role":"supporting"}},{"heading":"Sphinx Lairs","body":"Sphinxes typically dwell in places that hold great knowledge or prophetic magic.\n\n> [!quote]  \n> \n> Round she is, yet flat as a board\n> \n> Altar of the Lupine Lords\n> \n> Jewel on black velvet, pearl in the sea\n> \n> Unchanged but e'erchanging eternally\n\n> [!note]\n> Answer to the riddle of White Plume Mountain: The Moon.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"sphinx-of-wonder-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-sphinx-of-wonder-v1.avif","alt":"Sphinx of Wonder","caption":"Sphinx of Wonder","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-spider","title":"Spider","officialName":"Spider","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":369},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"spider-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-spider-xmm.avif","alt":"Spider","caption":"Spider","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-spined-devil","title":"Spined Devil","officialName":"Spined Devil","type":"Monster","category":"Creatures","visibility":"player","body":"Small fiend (devil), Lawful Evil. Challenge 2. 2024 revised rules.\n\nSpined Devil\n\n*Devil of Intrusion and Suspicion*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** None  \n\nSpined devils, also known as spinagons, lurk in the shadows of the Lower Planes, seeking secrets for their infernal lords. They prefer to attack from the air, flinging wicked barbs while staying out of reach of foes. Spined devils collect information to gain leverage over mortals or to entice powerful devils. Roll on or choose a result from the Spined Devil Intelligence table to inspire what information a spined devil seeks or already possesses.\n\n**Spined Devil Intelligence**\n\n| dice: 1d6 | The Spined Devil Covets Information About... |\n|-----------|----------------------------------------------|\n| 1 | Artifacts, their locations, and their owners. |\n| 2 | Betrayals by infernal allies or other devils. |\n| 3 | Crimes or deceptions by influential leaders. |\n| 4 | The identities of incognito individuals. |\n| 5 | The movements of extraplanar armies. |\n| 6 | Prophecies or secrets hidden by gods. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":296},"collection":"Monster Manual (2025)","summary":"Small fiend (devil), Lawful Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Spined Devil","body":"*Devil of Intrusion and Suspicion*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** None  \n\nSpined devils, also known as spinagons, lurk in the shadows of the Lower Planes, seeking secrets for their infernal lords. They prefer to attack from the air, flinging wicked barbs while staying out of reach of foes. Spined devils collect information to gain leverage over mortals or to entice powerful devils. Roll on or choose a result from the Spined Devil Intelligence table to inspire what information a spined devil seeks or already possesses.\n\n**Spined Devil Intelligence**\n\n| dice: 1d6 | The Spined Devil Covets Information About... |\n|-----------|----------------------------------------------|\n| 1 | Artifacts, their locations, and their owners. |\n| 2 | Betrayals by infernal allies or other devils. |\n| 3 | Crimes or deceptions by influential leaders. |\n| 4 | The identities of incognito individuals. |\n| 5 | The movements of extraplanar armies. |\n| 6 | Prophecies or secrets hidden by gods. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"spined-devil-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-spined-devil-v1.avif","alt":"Spined Devil","caption":"Spined Devil","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-spirit-naga","title":"Spirit Naga","officialName":"Spirit Naga","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend, Chaotic Evil. Challenge 8. 2024 revised rules.\n\nSpirit Naga\n\n*Spiteful Serpentine Grudge Keeper*\n\n- **Habitat.** Planar (Lower Planes), Underdark  \n- **Treasure.** Arcana  \n\nSpirit nagas loathe the world and all creatures. Possessing perfect memories, these venomous, cobra-like creatures recall every slight committed against them during their immortal existences. In their dank, joyless lairs, they create vicious plots to avenge themselves against even petty offenses.\n\nSpirit nagas seek to claim what they believe they deserve. Their schemes often involve poisons, vile spells, cursed objects, or magical compulsions, eventually making them wellsprings of diabolical knowledge and evil inspiration. Other villains often seek out spirit nagas as advisers and allies. Roll on or choose a result from the Spirit Naga Grievances table to inspire what motivates a spirit naga's schemes.\n\n**Spirit Naga Grievances**\n\n| dice: 1d6 | The Spirit Naga Believes... |\n|-----------|-----------------------------|\n| 1 | A character is to blame for its recent failures. |\n| 2 | It has been evicted from its rightful home. |\n| 3 | Locals have reneged on an age-old bargain. |\n| 4 | Other creatures are mocking it. |\n| 5 | A rival is spying on it. |\n| 6 | Someone's treasure rightfully belongs to it. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":297},"collection":"Monster Manual (2025)","summary":"Large fiend, Chaotic Evil. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Spirit Naga","body":"*Spiteful Serpentine Grudge Keeper*\n\n- **Habitat.** Planar (Lower Planes), Underdark  \n- **Treasure.** Arcana  \n\nSpirit nagas loathe the world and all creatures. Possessing perfect memories, these venomous, cobra-like creatures recall every slight committed against them during their immortal existences. In their dank, joyless lairs, they create vicious plots to avenge themselves against even petty offenses.\n\nSpirit nagas seek to claim what they believe they deserve. Their schemes often involve poisons, vile spells, cursed objects, or magical compulsions, eventually making them wellsprings of diabolical knowledge and evil inspiration. Other villains often seek out spirit nagas as advisers and allies. Roll on or choose a result from the Spirit Naga Grievances table to inspire what motivates a spirit naga's schemes.\n\n**Spirit Naga Grievances**\n\n| dice: 1d6 | The Spirit Naga Believes... |\n|-----------|-----------------------------|\n| 1 | A character is to blame for its recent failures. |\n| 2 | It has been evicted from its rightful home. |\n| 3 | Locals have reneged on an age-old bargain. |\n| 4 | Other creatures are mocking it. |\n| 5 | A rival is spying on it. |\n| 6 | Someone's treasure rightfully belongs to it. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"spirit-naga-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-spirit-naga-v1.avif","alt":"Spirit Naga","caption":"Spirit Naga","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-sprite","title":"Sprite","officialName":"Sprite","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny fey, Neutral Good. Challenge 1/4. 2024 revised rules.\n\nSprite\n\n*Elusive Defender of Fey Realms*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** Armaments  \n\nSprites dwell in mystical forests touched by the magic of the Feywild, living peacefully with most other Fey and friends of nature. These foot-tall spirits of nature resemble elves with exaggerated, whimsical features and gossamer wings.\n\nSprites can sense the innate goodness or wickedness of other creatures. Those that enter their realms with good intentions might be treated to tiny feasts and celebrations. The wicked face nasty tricks and bold ambushes at the hands of invisible sprite defenders. These woodland guardians enchant the arrows of their tiny bows with charming magic that can pierce the heart of the fiercest foe.\n\nSprites oppose any creatures that seek to harm places of natural magic and beauty. This can put them into conflict with would-be settlers, monsters like ettercaps, and despoilers such as goblinoids and hags. They frequently aid other good creatures of the forest, including treants and unicorns, in defending their homes.\n\n> [!quote]  \n> \n> The tree had a wee village nestled in its boughs, I swear. Next thing I knew, I was lyin' face-down in the dirt. My head was full of stars, an' when I stood up an' looked around, both the tree an' the wee village were gone.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":298},"collection":"Monster Manual (2025)","summary":"Tiny fey, Neutral Good. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Sprite","body":"*Elusive Defender of Fey Realms*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** Armaments  \n\nSprites dwell in mystical forests touched by the magic of the Feywild, living peacefully with most other Fey and friends of nature. These foot-tall spirits of nature resemble elves with exaggerated, whimsical features and gossamer wings.\n\nSprites can sense the innate goodness or wickedness of other creatures. Those that enter their realms with good intentions might be treated to tiny feasts and celebrations. The wicked face nasty tricks and bold ambushes at the hands of invisible sprite defenders. These woodland guardians enchant the arrows of their tiny bows with charming magic that can pierce the heart of the fiercest foe.\n\nSprites oppose any creatures that seek to harm places of natural magic and beauty. This can put them into conflict with would-be settlers, monsters like ettercaps, and despoilers such as goblinoids and hags. They frequently aid other good creatures of the forest, including treants and unicorns, in defending their homes.\n\n> [!quote]  \n> \n> The tree had a wee village nestled in its boughs, I swear. Next thing I knew, I was lyin' face-down in the dirt. My head was full of stars, an' when I stood up an' looked around, both the tree an' the wee village were gone.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"sprite-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-sprite-v1.avif","alt":"Sprite","caption":"Sprite","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-steam-mephit","title":"Steam Mephit","officialName":"Steam Mephit","type":"Monster","category":"Creatures","visibility":"player","body":"Small elemental, Neutral Evil. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nThese arrogant mephits are made of heat and vaporous water. They often trick creatures into doing them favors, then renege on promised rewards.\n\nMephits\n\n*Malicious Elemental Hooligans*\n\n- **Habitat.** Planar (Elemental Planes)  \n- **Treasure.** None  \n\nMephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.\n\nMephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.\n\n> [!quote] A quote from Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself  \n> \n> I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":208},"collection":"Monster Manual (2025)","summary":"Small elemental, Neutral Evil. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"These arrogant mephits are made of heat and vaporous water. They often trick creatures into doing them favors, then renege on promised rewards.","visibility":"player"},{"heading":"Mephits","body":"*Malicious Elemental Hooligans*\n\n- **Habitat.** Planar (Elemental Planes)  \n- **Treasure.** None  \n\nMephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.\n\nMephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.\n\n> [!quote] A quote from Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself  \n> \n> I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"steam-mephit-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-steam-mephit-v1.avif","alt":"Steam Mephit","caption":"Steam Mephit","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-stirge","title":"Stirge","officialName":"Stirge","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny monstrosity, Unaligned. Challenge 1/8. 2024 revised rules.\n\nOverview\n\nA single stirge is usually little more than an annoyance, but several can be deadly if they attach faster than a victim can remove them.\n\nStirges\n\n*Notorious, Clinging Bloodsuckers*\n\n- **Habitat.** Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban  \n- **Treasure.** None  \n\nStirges are bat-size vermin with dagger-length proboscises that attach to other creatures and drain life from them. Stirges are most active at night and hide in shadowy places during the day. If disturbed, they take flight and defend themselves. Roll on or choose a result from the Stirge Roosts table to inspire where stirges might lurk.\n\n**Stirge Roosts**\n\n| dice: 1d4 | Between Hunts, the Stirge Lurks In... |\n|-----------|---------------------------------------|\n| 1 | The attic or furniture of a ruined building. |\n| 2 | A cave or narrow crevice. |\n| 3 | A hollow tree or thicket. |\n| 4 | The remains of a gigantic, dead creature. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":299},"collection":"Monster Manual (2025)","summary":"Tiny monstrosity, Unaligned. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"A single stirge is usually little more than an annoyance, but several can be deadly if they attach faster than a victim can remove them.","visibility":"player"},{"heading":"Stirges","body":"*Notorious, Clinging Bloodsuckers*\n\n- **Habitat.** Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban  \n- **Treasure.** None  \n\nStirges are bat-size vermin with dagger-length proboscises that attach to other creatures and drain life from them. Stirges are most active at night and hide in shadowy places during the day. If disturbed, they take flight and defend themselves. Roll on or choose a result from the Stirge Roosts table to inspire where stirges might lurk.\n\n**Stirge Roosts**\n\n| dice: 1d4 | Between Hunts, the Stirge Lurks In... |\n|-----------|---------------------------------------|\n| 1 | The attic or furniture of a ruined building. |\n| 2 | A cave or narrow crevice. |\n| 3 | A hollow tree or thicket. |\n| 4 | The remains of a gigantic, dead creature. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"stirge-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-stirge-v1.avif","alt":"Stirge","caption":"Stirge","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-stone-giant","title":"Stone Giant","officialName":"Stone Giant","type":"Monster","category":"Creatures","visibility":"player","body":"Huge giant, Neutral. Challenge 7. 2024 revised rules.\n\nStone Giant\n\n*Giant of the Earth*\n\n- **Habitat.** Mountain, Underdark  \n- **Treasure.** Armaments  \n\nIn cavernous depths and amid mountain canyons, stone giants contemplate the strength and persistence of the earth. Stone giants have rugged features and skin with patterns and hues similar to the rock common near their homes. This makes them adept at blending in with their stony surroundings despite their size.\n\nStone giants rarely interfere in the affairs of other creatures, whether their smaller neighbors or other Giants. Most are slow to act, preferring to weather hardships or wait out perilous times. When roused to action—particularly when sites of ancient wonder or their homes are threatened—stone giants can unleash the might of mountains and crush foes with the force of an avalanche.\n\nStone giants often ponder the mysteries of natural wonders, such as mountain spires, crystal formations, or mystical petroglyphs. Some know much about the magic and secret messages hidden within the earth. Those who confine themselves to the Underdark often regard the surface world and its inhabitants as dreams imagined into being by slumbering primordials, strange gods, or other entities.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":300},"collection":"Monster Manual (2025)","summary":"Huge giant, Neutral. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Stone Giant","body":"*Giant of the Earth*\n\n- **Habitat.** Mountain, Underdark  \n- **Treasure.** Armaments  \n\nIn cavernous depths and amid mountain canyons, stone giants contemplate the strength and persistence of the earth. Stone giants have rugged features and skin with patterns and hues similar to the rock common near their homes. This makes them adept at blending in with their stony surroundings despite their size.\n\nStone giants rarely interfere in the affairs of other creatures, whether their smaller neighbors or other Giants. Most are slow to act, preferring to weather hardships or wait out perilous times. When roused to action—particularly when sites of ancient wonder or their homes are threatened—stone giants can unleash the might of mountains and crush foes with the force of an avalanche.\n\nStone giants often ponder the mysteries of natural wonders, such as mountain spires, crystal formations, or mystical petroglyphs. Some know much about the magic and secret messages hidden within the earth. Those who confine themselves to the Underdark often regard the surface world and its inhabitants as dreams imagined into being by slumbering primordials, strange gods, or other entities.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"stone-giant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-stone-giant-v1.avif","alt":"Stone Giant","caption":"Stone Giant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-stone-golem","title":"Stone Golem","officialName":"Stone Golem","type":"Monster","category":"Creatures","visibility":"player","body":"Large construct, Unaligned. Challenge 10. 2024 revised rules.\n\nStone Golem\n\n*Guardian of the Storied and Sacred*\n\n- **Habitat.** Any  \n- **Treasure.** None  \n\nStone golems take varied forms, such as weathered carvings of ancient deities, lifelike sculptures of heroes, or any other shape their makers imagine. No matter their design or the rock from which they're crafted, these golems are strengthened by the magic that animates them, allowing them to follow their creators' orders for centuries.\n\nStone golems are typically created to protect places of significance to a group, such as a monument to an important event, a leader's tomb, or a faith's sanctuary. Roll on or choose a result from the Stone Golem Orders table to inspire the commands a stone golem follows.\n\n**Stone Golem Orders**\n\n| dice: 1d6 | The Stone Golem Follows Orders To... |\n|-----------|--------------------------------------|\n| 1 | Allow only those wearing ritual garb to pass. |\n| 2 | Cast Slow on and aid in apprehending anyone who touches a city's prized relic. |\n| 3 | Destroy a dam or bridge at the command of one bearing a ruler's medallion of office. |\n| 4 | Obey whoever places a missing crest in its chest, then deactivate for a year. |\n| 5 | Reveal a hidden passage to those who recite a leader's final words. |\n| 6 | Watch for and do battle with the type of monster that slew the hero it resembles. |\n\n> [!quote]  \n> \n> Exercise discernment when deciding the golem's appearance, as your creation is likely to long outlive its model.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":301},"collection":"Monster Manual (2025)","summary":"Large construct, Unaligned. Challenge 10. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Stone Golem","body":"*Guardian of the Storied and Sacred*\n\n- **Habitat.** Any  \n- **Treasure.** None  \n\nStone golems take varied forms, such as weathered carvings of ancient deities, lifelike sculptures of heroes, or any other shape their makers imagine. No matter their design or the rock from which they're crafted, these golems are strengthened by the magic that animates them, allowing them to follow their creators' orders for centuries.\n\nStone golems are typically created to protect places of significance to a group, such as a monument to an important event, a leader's tomb, or a faith's sanctuary. Roll on or choose a result from the Stone Golem Orders table to inspire the commands a stone golem follows.\n\n**Stone Golem Orders**\n\n| dice: 1d6 | The Stone Golem Follows Orders To... |\n|-----------|--------------------------------------|\n| 1 | Allow only those wearing ritual garb to pass. |\n| 2 | Cast Slow on and aid in apprehending anyone who touches a city's prized relic. |\n| 3 | Destroy a dam or bridge at the command of one bearing a ruler's medallion of office. |\n| 4 | Obey whoever places a missing crest in its chest, then deactivate for a year. |\n| 5 | Reveal a hidden passage to those who recite a leader's final words. |\n| 6 | Watch for and do battle with the type of monster that slew the hero it resembles. |\n\n> [!quote]  \n> \n> Exercise discernment when deciding the golem's appearance, as your creation is likely to long outlive its model.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"stone-golem-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-stone-golem-v1.avif","alt":"Stone Golem","caption":"Stone Golem","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-storm-giant","title":"Storm Giant","officialName":"Storm Giant","type":"Monster","category":"Creatures","visibility":"player","body":"Huge giant, Chaotic Good. Challenge 13. 2024 revised rules.\n\nStorm Giant\n\n*Giant of Seas and Skies*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Armaments  \n\nAmong the tallest giants, storm giants live amid extreme forces of nature. In palaces at the bottom of the sea and castles floating amid the clouds, they revel in the power of mighty storms. When angered, they can shape the weather and call down devastating lightning. More often, though, these giants watch the rise and fall of nations and interpret supernatural omens, interfering in the world only when they're needed most.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":302},"collection":"Monster Manual (2025)","summary":"Huge giant, Chaotic Good. Challenge 13. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Storm Giant","body":"*Giant of Seas and Skies*\n\n- **Habitat.** Coastal, Underwater  \n- **Treasure.** Armaments  \n\nAmong the tallest giants, storm giants live amid extreme forces of nature. In palaces at the bottom of the sea and castles floating amid the clouds, they revel in the power of mighty storms. When angered, they can shape the weather and call down devastating lightning. More often, though, these giants watch the rise and fall of nations and interpret supernatural omens, interfering in the world only when they're needed most.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"storm-giant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-storm-giant-v1.avif","alt":"Storm Giant","caption":"Storm Giant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-succubus","title":"Succubus","officialName":"Succubus","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend, Neutral Evil. Challenge 4. 2024 revised rules.\n\nSuccubus\n\n*Life-Draining Seducer*\n\n- **Habitat.** Planar (Lower Planes), Urban  \n- **Treasure.** Implements  \n\nSuccubi prey on mortals physically and exploit their waking desires. They relish corrupting virtuous souls and the pain an individual's downfall can cause. Once their targets are at their lowest, succubi slay their victims with their essence-draining kiss.\n\nThrough fiendish rites, succubi can transform into incubi to manipulate their prey in dreams as well as the waking world. They can also change shape to torment their victims. These tempters can dominate Humanoids, but they usually do so to reinforce their manipulations or defend themselves rather than controlling others outright. Roll on or choose a result from the Succubus Temptations table to inspire how a succubus toys with its victims.\n\n**Succubus Temptations**\n\n| dice: 1d6 | The Succubus Manipulates Its Target By... |\n|-----------|-------------------------------------------|\n| 1 | Adopting the form of a lost loved one. |\n| 2 | Charming someone close to its target. |\n| 3 | Isolating them from their loved ones. |\n| 4 | Manipulating events to bring surprise fortune. |\n| 5 | Posing as a flattering underling. |\n| 6 | Taking the form of one in need of protection. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":303},"collection":"Monster Manual (2025)","summary":"Medium fiend, Neutral Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Succubus","body":"*Life-Draining Seducer*\n\n- **Habitat.** Planar (Lower Planes), Urban  \n- **Treasure.** Implements  \n\nSuccubi prey on mortals physically and exploit their waking desires. They relish corrupting virtuous souls and the pain an individual's downfall can cause. Once their targets are at their lowest, succubi slay their victims with their essence-draining kiss.\n\nThrough fiendish rites, succubi can transform into incubi to manipulate their prey in dreams as well as the waking world. They can also change shape to torment their victims. These tempters can dominate Humanoids, but they usually do so to reinforce their manipulations or defend themselves rather than controlling others outright. Roll on or choose a result from the Succubus Temptations table to inspire how a succubus toys with its victims.\n\n**Succubus Temptations**\n\n| dice: 1d6 | The Succubus Manipulates Its Target By... |\n|-----------|-------------------------------------------|\n| 1 | Adopting the form of a lost loved one. |\n| 2 | Charming someone close to its target. |\n| 3 | Isolating them from their loved ones. |\n| 4 | Manipulating events to bring surprise fortune. |\n| 5 | Posing as a flattering underling. |\n| 6 | Taking the form of one in need of protection. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"succubus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-succubus-v1.avif","alt":"Succubus","caption":"Succubus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-swarm-of-bats","title":"Swarm of Bats","officialName":"Swarm of Bats","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":370},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"swarm-of-bats-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-swarm-of-bats-v1.avif","alt":"Swarm of Bats","caption":"Swarm of Bats","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-swarm-of-crawling-claws","title":"Swarm of Crawling Claws","officialName":"Swarm of Crawling Claws","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Neutral Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nSwarms of crawling claws are typically animated by depraved necromancers. Occasionally, these grotesque swarms arise from mass graves or after tragedies, refusing to let their murderers escape their grasp.\n\nCrawling Claws\n\n*Severed Appendages with Malicious Will*\n\n- **Habitat.** Any  \n- **Treasure.** None  \n\nCrawling claws are severed hands that move and act of their own murderous accord. These deathless appendages can spring to life from the severed limbs of killers and villains, and sinister magic-users might animate crawling claws as foul servants. Crawling claws appear in a variety of forms, from decaying human hands to the fresh appendages of animals or monsters\n\n> [!quote] A quote from Ansolm Haas  \n> \n> Is it possible for any creature, any living being, to be inherently evil? Such an assertion may itself facilitate the committing of evil acts. By defining a person as evil, we give them free rein to behave as they will, absolving them from the wickedness of their words and the evil of their hands.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":83},"collection":"Monster Manual (2025)","summary":"Medium undead, Neutral Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Swarms of crawling claws are typically animated by depraved necromancers. Occasionally, these grotesque swarms arise from mass graves or after tragedies, refusing to let their murderers escape their grasp.","visibility":"player"},{"heading":"Crawling Claws","body":"*Severed Appendages with Malicious Will*\n\n- **Habitat.** Any  \n- **Treasure.** None  \n\nCrawling claws are severed hands that move and act of their own murderous accord. These deathless appendages can spring to life from the severed limbs of killers and villains, and sinister magic-users might animate crawling claws as foul servants. Crawling claws appear in a variety of forms, from decaying human hands to the fresh appendages of animals or monsters\n\n> [!quote] A quote from Ansolm Haas  \n> \n> Is it possible for any creature, any living being, to be inherently evil? Such an assertion may itself facilitate the committing of evil acts. By defining a person as evil, we give them free rein to behave as they will, absolving them from the wickedness of their words and the evil of their hands.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"swarm-of-crawling-claws-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-swarm-of-crawling-claws-v1.avif","alt":"Swarm of Crawling Claws","caption":"Swarm of Crawling Claws","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-swarm-of-dretches","title":"Swarm of Dretches","officialName":"Swarm of Dretches","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (demon), Chaotic Evil. Challenge 4. 2024 revised rules.\n\nOverview\n\nSwarms of dretches sometimes escape the Abyss onto other planes of existence, or they might be part of a demonic invasion. Without direction, these crude demons rampage and despoil with cruel enthusiasm.\n\nDretches\n\n*Demons of Frenzy and Vulgarity*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nThe servants and victims of greater demons, dretches embody petty instincts, chaotic impulses, and violent urges. Dretches exist in unfathomable numbers in the depths of the Abyss, where their reeking throngs fill vast demonic hordes.\n\n> [!quote] A quote from Jaranda, Expert on the Abyss  \n> \n> Ah, the infinite wonders of the Abyss. If there's anything you don't like, you'll find it here.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":104},"collection":"Monster Manual (2025)","summary":"Large fiend (demon), Chaotic Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Swarms of dretches sometimes escape the Abyss onto other planes of existence, or they might be part of a demonic invasion. Without direction, these crude demons rampage and despoil with cruel enthusiasm.","visibility":"player"},{"heading":"Dretches","body":"*Demons of Frenzy and Vulgarity*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nThe servants and victims of greater demons, dretches embody petty instincts, chaotic impulses, and violent urges. Dretches exist in unfathomable numbers in the depths of the Abyss, where their reeking throngs fill vast demonic hordes.\n\n> [!quote] A quote from Jaranda, Expert on the Abyss  \n> \n> Ah, the infinite wonders of the Abyss. If there's anything you don't like, you'll find it here.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"swarm-of-dretches-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-swarm-of-dretches-v1.avif","alt":"Swarm of Dretches","caption":"Swarm of Dretches","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-swarm-of-insects","title":"Swarm of Insects","officialName":"Swarm of Insects","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":370},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"swarm-of-insects-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-swarm-of-insects-v1.avif","alt":"Swarm of Insects","caption":"Swarm of Insects","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-swarm-of-larvae","title":"Swarm of Larvae","officialName":"Swarm of Larvae","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend, Neutral Evil. Challenge 1. 2024 revised rules.\n\nOverview\n\nLone larvae pose little threat, but in large numbers, larvae can overwhelm vulnerable creatures. Out of desperation, larvae band together in grotesque swarms, their squirming stampedes heralded by a din of wordless whimpers and stomach-turning worm sounds.\n\nLarvae\n\n*Fitting Fates for Depraved Souls*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** None  \n\nSouls condemned to the Lower Planes often become larvae—repulsive, maggot-like creatures with twisted features evocative of those they possessed in life. These pathetic creatures are nearly helpless and struggle to escape the attention of the more powerful inhabitants of the Lower Planes. Many Fiends view larvae as delicacies to be consumed, while evil magic-users find larvae useful for depraved rituals. Night hags frequently collect and herd larvae, trading them to nefarious parties across the multiverse.\n\nLarvae that survive on the Lower Planes long enough can eventually transform into other sorts of lesser Fiends.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":193},"collection":"Monster Manual (2025)","summary":"Large fiend, Neutral Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Lone larvae pose little threat, but in large numbers, larvae can overwhelm vulnerable creatures. Out of desperation, larvae band together in grotesque swarms, their squirming stampedes heralded by a din of wordless whimpers and stomach-turning worm sounds.","visibility":"player"},{"heading":"Larvae","body":"*Fitting Fates for Depraved Souls*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** None  \n\nSouls condemned to the Lower Planes often become larvae—repulsive, maggot-like creatures with twisted features evocative of those they possessed in life. These pathetic creatures are nearly helpless and struggle to escape the attention of the more powerful inhabitants of the Lower Planes. Many Fiends view larvae as delicacies to be consumed, while evil magic-users find larvae useful for depraved rituals. Night hags frequently collect and herd larvae, trading them to nefarious parties across the multiverse.\n\nLarvae that survive on the Lower Planes long enough can eventually transform into other sorts of lesser Fiends.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"swarm-of-larvae-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-swarm-of-larvae-v1.avif","alt":"Swarm of Larvae","caption":"Swarm of Larvae","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-swarm-of-lemures","title":"Swarm of Lemures","officialName":"Swarm of Lemures","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (devil), Lawful Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nWhen devils drive hosts of lemures into close proximity or when lemures compress into a single mass, a swarm forms and adopts a unified mind.\n\nLemures\n\n*Devils of Agony and Despair*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** None  \n\nThe least of all devils, lemures arise from wicked souls, their mortal memories scoured away. Only vague limbs and anguished features jut from these slurries of infernal proto-matter.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":194},"collection":"Monster Manual (2025)","summary":"Large fiend (devil), Lawful Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"When devils drive hosts of lemures into close proximity or when lemures compress into a single mass, a swarm forms and adopts a unified mind.","visibility":"player"},{"heading":"Lemures","body":"*Devils of Agony and Despair*\n\n- **Habitat.** Planar (Nine Hells)  \n- **Treasure.** None  \n\nThe least of all devils, lemures arise from wicked souls, their mortal memories scoured away. Only vague limbs and anguished features jut from these slurries of infernal proto-matter.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"swarm-of-lemures-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-swarm-of-lemures-v1.avif","alt":"Swarm of Lemures","caption":"Swarm of Lemures","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-swarm-of-piranhas","title":"Swarm of Piranhas","officialName":"Swarm of Piranhas","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":370},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"swarm-of-piranhas-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-swarm-of-piranhas-v1.avif","alt":"Swarm of Piranhas","caption":"Swarm of Piranhas","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-swarm-of-rats","title":"Swarm of Rats","officialName":"Swarm of Rats","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":370},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"swarm-of-rats-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-swarm-of-rats-xmm.avif","alt":"Swarm of Rats","caption":"Swarm of Rats","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-swarm-of-ravens","title":"Swarm of Ravens","officialName":"Swarm of Ravens","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":371},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"swarm-of-ravens-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-swarm-of-ravens-v1.avif","alt":"Swarm of Ravens","caption":"Swarm of Ravens","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-swarm-of-stirges","title":"Swarm of Stirges","officialName":"Swarm of Stirges","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Unaligned. Challenge 2. 2024 revised rules.\n\nOverview\n\nSwarms of stirges sometimes form in swamps and Underdark caverns, draining livestock and any other creatures that can't escape them.\n\nStirges\n\n*Notorious, Clinging Bloodsuckers*\n\n- **Habitat.** Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban  \n- **Treasure.** None  \n\nStirges are bat-size vermin with dagger-length proboscises that attach to other creatures and drain life from them. Stirges are most active at night and hide in shadowy places during the day. If disturbed, they take flight and defend themselves. Roll on or choose a result from the Stirge Roosts table to inspire where stirges might lurk.\n\n**Stirge Roosts**\n\n| dice: 1d4 | Between Hunts, the Stirge Lurks In... |\n|-----------|---------------------------------------|\n| 1 | The attic or furniture of a ruined building. |\n| 2 | A cave or narrow crevice. |\n| 3 | A hollow tree or thicket. |\n| 4 | The remains of a gigantic, dead creature. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":299},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Swarms of stirges sometimes form in swamps and Underdark caverns, draining livestock and any other creatures that can't escape them.","visibility":"player"},{"heading":"Stirges","body":"*Notorious, Clinging Bloodsuckers*\n\n- **Habitat.** Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban  \n- **Treasure.** None  \n\nStirges are bat-size vermin with dagger-length proboscises that attach to other creatures and drain life from them. Stirges are most active at night and hide in shadowy places during the day. If disturbed, they take flight and defend themselves. Roll on or choose a result from the Stirge Roosts table to inspire where stirges might lurk.\n\n**Stirge Roosts**\n\n| dice: 1d4 | Between Hunts, the Stirge Lurks In... |\n|-----------|---------------------------------------|\n| 1 | The attic or furniture of a ruined building. |\n| 2 | A cave or narrow crevice. |\n| 3 | A hollow tree or thicket. |\n| 4 | The remains of a gigantic, dead creature. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"swarm-of-stirges-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-swarm-of-stirges-v1.avif","alt":"Swarm of Stirges","caption":"Swarm of Stirges","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-swarm-of-venomous-snakes","title":"Swarm of Venomous Snakes","officialName":"Swarm of Venomous Snakes","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":371},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"swarm-of-venomous-snakes-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-swarm-of-venomous-snakes-xmm.avif","alt":"Swarm of Venomous Snakes","caption":"Swarm of Venomous Snakes","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-tarrasque","title":"Tarrasque","officialName":"Tarrasque","type":"Monster","category":"Creatures","visibility":"player","body":"Gargantuan monstrosity (titan), Unaligned. Challenge 30. 2024 revised rules.\n\nTarrasque\n\n*The Shape of Calamity*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nAmong the most devastating creatures in existence, the tarrasque is an engine of catastrophe and a ruiner of nations. A terror of massive size and overwhelming might, this primeval destroyer survives from the earliest epochs of the Material Plane, when it served as a weapon of immortal forces. Since then, the tarrasque has slumbered in secret, rising every few ages to usher in eras of destruction.\n\nThe tarrasque is a bipedal, prehistoric Monstrosity that stands over seventy feet tall. Bristling with horns and spikes, its spiny carapace deflects harm and can reflect magical attacks.\n\nThe tarrasque is a creature of tireless rage. It lashes out at any creature that catches its attention, thrashing with claws and its mighty tail while swallowing smaller beings whole. It seems to take instinctual offense at the works of lesser beings, venting its rage at buildings, bridges, ships, and monuments. The larger a structure or foe is, the greater the tarrasque's wrath.\n\nIt is a mystery what—if anything—calms the tarrasque, but eventually it returns to its slumber, leaving the world irrevocably changed. While the tarrasque might be halted by incredible opposition, its threat can never be wiped from the multiverse. Whenever the tarrasque is defeated, another tarrasque awakes somewhere else on the Material Plane.\n\nFew things survive the tarrasque's rampages, and reports of the monster's devastation are often contradictory, incomplete, or beyond belief. In cases where it leaves no survivors, its calamities might initially be blamed on evil dragons or magical disasters, but the tarrasque frequently leaves behind some unmistakable indication of its passage. Roll on or choose a result from the Tarrasque Evidence table to inspire what marks the monster's rampages.\n\n**Tarrasque Evidence**\n\n| dice: 1d4 | Amid Destruction, the Tarrasque Leaves... |\n|-----------|-------------------------------------------|\n| 1 | Evidence of a magic spell reflected back on its caster, like Ice Knife or Melf's Acid Arrow. |\n| 2 | Massive footprints or claw marks. |\n| 3 | A russet scale the size of a knight's shield. |\n| 4 | A shattered mountain or diverted river. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":305},"collection":"Monster Manual (2025)","summary":"Gargantuan monstrosity (titan), Unaligned. Challenge 30. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Tarrasque","body":"*The Shape of Calamity*\n\n- **Habitat.** Urban  \n- **Treasure.** None  \n\nAmong the most devastating creatures in existence, the tarrasque is an engine of catastrophe and a ruiner of nations. A terror of massive size and overwhelming might, this primeval destroyer survives from the earliest epochs of the Material Plane, when it served as a weapon of immortal forces. Since then, the tarrasque has slumbered in secret, rising every few ages to usher in eras of destruction.\n\nThe tarrasque is a bipedal, prehistoric Monstrosity that stands over seventy feet tall. Bristling with horns and spikes, its spiny carapace deflects harm and can reflect magical attacks.\n\nThe tarrasque is a creature of tireless rage. It lashes out at any creature that catches its attention, thrashing with claws and its mighty tail while swallowing smaller beings whole. It seems to take instinctual offense at the works of lesser beings, venting its rage at buildings, bridges, ships, and monuments. The larger a structure or foe is, the greater the tarrasque's wrath.\n\nIt is a mystery what—if anything—calms the tarrasque, but eventually it returns to its slumber, leaving the world irrevocably changed. While the tarrasque might be halted by incredible opposition, its threat can never be wiped from the multiverse. Whenever the tarrasque is defeated, another tarrasque awakes somewhere else on the Material Plane.\n\nFew things survive the tarrasque's rampages, and reports of the monster's devastation are often contradictory, incomplete, or beyond belief. In cases where it leaves no survivors, its calamities might initially be blamed on evil dragons or magical disasters, but the tarrasque frequently leaves behind some unmistakable indication of its passage. Roll on or choose a result from the Tarrasque Evidence table to inspire what marks the monster's rampages.\n\n**Tarrasque Evidence**\n\n| dice: 1d4 | Amid Destruction, the Tarrasque Leaves... |\n|-----------|-------------------------------------------|\n| 1 | Evidence of a magic spell reflected back on its caster, like Ice Knife or Melf's Acid Arrow. |\n| 2 | Massive footprints or claw marks. |\n| 3 | A russet scale the size of a knight's shield. |\n| 4 | A shattered mountain or diverted river. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"tarrasque-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-tarrasque-v1.avif","alt":"Tarrasque","caption":"Tarrasque","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-thri-kreen-marauder","title":"Thri-kreen Marauder","officialName":"Thri-kreen Marauder","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Neutral. Challenge 1. 2024 revised rules.\n\nOverview\n\nThri-kreen marauders employ weapons made of stone and bone, such as the spear-like gythka and throwing blades called chatkcha.\n\nThri-kreen\n\n*Mantid Psychics and Scavengers*\n\n- **Habitat.** Desert, Grassland  \n- **Treasure.** Armaments  \n\nThri-kreen are mantis-like wanderers who harness their innate camouflage and psychic abilities to survive. Different groups of thri-kreen have distinct carapaces, from the rocky shades of desert dwellers to the vibrant hues of those living in verdant lands. While their language has a distinctly insectile quality, thri-kreen often use telepathy to communicate, and groups can rapidly share a wealth of detailed information without making a sound.\n\n> [!quote] A quote from Ka'Cha, Thri-kreen Knowledge Hunter  \n> \n> I would tell you now the tale of the first Ka'Cha, the first thri-kreen who knew and taught the truth: that the clutch is all.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":306},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Neutral. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Thri-kreen marauders employ weapons made of stone and bone, such as the spear-like gythka and throwing blades called chatkcha.","visibility":"player"},{"heading":"Thri-kreen","body":"*Mantid Psychics and Scavengers*\n\n- **Habitat.** Desert, Grassland  \n- **Treasure.** Armaments  \n\nThri-kreen are mantis-like wanderers who harness their innate camouflage and psychic abilities to survive. Different groups of thri-kreen have distinct carapaces, from the rocky shades of desert dwellers to the vibrant hues of those living in verdant lands. While their language has a distinctly insectile quality, thri-kreen often use telepathy to communicate, and groups can rapidly share a wealth of detailed information without making a sound.\n\n> [!quote] A quote from Ka'Cha, Thri-kreen Knowledge Hunter  \n> \n> I would tell you now the tale of the first Ka'Cha, the first thri-kreen who knew and taught the truth: that the clutch is all.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"thri-kreen-marauder-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-thri-kreen-marauder-v1.avif","alt":"Thri-kreen Marauder","caption":"Thri-kreen Marauder","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-thri-kreen-psion","title":"Thri-kreen Psion","officialName":"Thri-kreen Psion","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Neutral. Challenge 8. 2024 revised rules.\n\nOverview\n\nThri-kreen psions harness their psychic powers to avoid danger and manipulate objects from afar.\n\nThri-kreen\n\n*Mantid Psychics and Scavengers*\n\n- **Habitat.** Desert, Grassland  \n- **Treasure.** Armaments  \n\nThri-kreen are mantis-like wanderers who harness their innate camouflage and psychic abilities to survive. Different groups of thri-kreen have distinct carapaces, from the rocky shades of desert dwellers to the vibrant hues of those living in verdant lands. While their language has a distinctly insectile quality, thri-kreen often use telepathy to communicate, and groups can rapidly share a wealth of detailed information without making a sound.\n\n> [!quote] A quote from Ka'Cha, Thri-kreen Knowledge Hunter  \n> \n> I would tell you now the tale of the first Ka'Cha, the first thri-kreen who knew and taught the truth: that the clutch is all.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":306},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Neutral. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Thri-kreen psions harness their psychic powers to avoid danger and manipulate objects from afar.","visibility":"player"},{"heading":"Thri-kreen","body":"*Mantid Psychics and Scavengers*\n\n- **Habitat.** Desert, Grassland  \n- **Treasure.** Armaments  \n\nThri-kreen are mantis-like wanderers who harness their innate camouflage and psychic abilities to survive. Different groups of thri-kreen have distinct carapaces, from the rocky shades of desert dwellers to the vibrant hues of those living in verdant lands. While their language has a distinctly insectile quality, thri-kreen often use telepathy to communicate, and groups can rapidly share a wealth of detailed information without making a sound.\n\n> [!quote] A quote from Ka'Cha, Thri-kreen Knowledge Hunter  \n> \n> I would tell you now the tale of the first Ka'Cha, the first thri-kreen who knew and taught the truth: that the clutch is all.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"thri-kreen-psion-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-thri-kreen-psion-v1.avif","alt":"Thri-kreen Psion","caption":"Thri-kreen Psion","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-tiger","title":"Tiger","officialName":"Tiger","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":371},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"tiger-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-tiger-v1.avif","alt":"Tiger","caption":"Tiger","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-treant","title":"Treant","officialName":"Treant","type":"Monster","category":"Creatures","visibility":"player","body":"Huge plant, Chaotic Good. Challenge 9. 2024 revised rules.\n\nTreant\n\n*Wise and Mighty Animate Tree*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nAncient inhabitants of the forest, treants are gigantic, animate trees with wizened faces. Most have lived for centuries and know secrets of the natural world. They avoid becoming embroiled in the conflicts of shorter-lived creatures, but they're protective of their forest homes. If roused to anger, treants can animate trees to aid them.\n\nTreants defend and are shaped by secrets of the forest. Roll on or choose a result from the Treant Secrets table to inspire what mysteries a treant protects.\n\n**Treant Secrets**\n\n| dice: 1d6 | The Treant Is... |\n|-----------|------------------|\n| 1 | Blessed by a god and grows magic fruit. |\n| 2 | Growing atop the entrance to a dungeon or portal to the Feywild. |\n| 3 | Home to a community of pixies or sprites. |\n| 4 | The last lore keeper of lost druidic knowledge. |\n| 5 | Rooted on a hero's burial mound and animates trees that look like questing knights. |\n| 6 | Scarred by a fire and holds the bones of the arsonist who started it in a hollow. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":308},"collection":"Monster Manual (2025)","summary":"Huge plant, Chaotic Good. Challenge 9. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Treant","body":"*Wise and Mighty Animate Tree*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nAncient inhabitants of the forest, treants are gigantic, animate trees with wizened faces. Most have lived for centuries and know secrets of the natural world. They avoid becoming embroiled in the conflicts of shorter-lived creatures, but they're protective of their forest homes. If roused to anger, treants can animate trees to aid them.\n\nTreants defend and are shaped by secrets of the forest. Roll on or choose a result from the Treant Secrets table to inspire what mysteries a treant protects.\n\n**Treant Secrets**\n\n| dice: 1d6 | The Treant Is... |\n|-----------|------------------|\n| 1 | Blessed by a god and grows magic fruit. |\n| 2 | Growing atop the entrance to a dungeon or portal to the Feywild. |\n| 3 | Home to a community of pixies or sprites. |\n| 4 | The last lore keeper of lost druidic knowledge. |\n| 5 | Rooted on a hero's burial mound and animates trees that look like questing knights. |\n| 6 | Scarred by a fire and holds the bones of the arsonist who started it in a hollow. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"treant-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-treant-v1.avif","alt":"Treant","caption":"Treant","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-tree-blight","title":"Tree Blight","officialName":"Tree Blight","type":"Monster","category":"Creatures","visibility":"player","body":"Huge plant, Neutral Evil. Challenge 7. 2024 revised rules.\n\nOverview\n\nTree blights look like ancient, dead trees with gnarled limbs and splintered hollows. Imbued with bloodlust, these blights feed on the living. Evidence of their past meals is often tangled amid their branches and roots. Tree blights cooperate with other blights, but they attack other tree-shaped beings they encounter, such as awakened trees and treants.\n\nBlights\n\n*Plants Sprouted from Evil*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nBlights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.\n\n> [!quote] A quote from Belak the Outcast, Druid of the Twilight Grove  \n> \n> It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":44},"collection":"Monster Manual (2025)","summary":"Huge plant, Neutral Evil. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Tree blights look like ancient, dead trees with gnarled limbs and splintered hollows. Imbued with bloodlust, these blights feed on the living. Evidence of their past meals is often tangled amid their branches and roots. Tree blights cooperate with other blights, but they attack other tree-shaped beings they encounter, such as awakened trees and treants.","visibility":"player"},{"heading":"Blights","body":"*Plants Sprouted from Evil*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nBlights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.\n\n> [!quote] A quote from Belak the Outcast, Druid of the Twilight Grove  \n> \n> It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"tree-blight-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-tree-blight-v1.avif","alt":"Tree Blight","caption":"Tree Blight","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-triceratops","title":"Triceratops","officialName":"Triceratops","type":"Monster","category":"Creatures","visibility":"player","body":"Huge beast (dinosaur), Unaligned. Challenge 5. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":372},"collection":"Monster Manual (2025)","summary":"Huge beast (dinosaur), Unaligned. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"triceratops-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-triceratops-v1.avif","alt":"Triceratops","caption":"Triceratops","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-troglodyte","title":"Troglodyte","officialName":"Troglodyte","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Chaotic Evil. Challenge 1/4. 2024 revised rules.\n\nTroglodyte\n\n*Reeking Subterranean Hunter*\n\n- **Habitat.** Underdark  \n- **Treasure.** Armaments  \n\nWith features similar to those of pale cave lizards, troglodytes stalk the Underdark in an endless hunt for food. Troglodytes consume almost anything, including bones, giant insects, and other subterranean dwellers. They prey on subterranean communities and those near entrances to the Underdark, stealing livestock and kidnapping residents.\n\nTroglodytes prefer to ambush prey and can change their scale color to blend in with their surroundings. They often climb along cavern walls or emerge from deep fissures to take their prey by surprise. Despite their stealthiness, these stalkers exude a distinctly repulsive stench. Descriptions of what troglodytes smell like span a spectrum as complex as it is vile. This reek nauseates many who smell it, but it can also warn of the presence of troglodytes before they strike.\n\n> [!quote] A quote from Caarey Gelthik, Ghast  \n> \n> Smells fine to me.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":309},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Chaotic Evil. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Troglodyte","body":"*Reeking Subterranean Hunter*\n\n- **Habitat.** Underdark  \n- **Treasure.** Armaments  \n\nWith features similar to those of pale cave lizards, troglodytes stalk the Underdark in an endless hunt for food. Troglodytes consume almost anything, including bones, giant insects, and other subterranean dwellers. They prey on subterranean communities and those near entrances to the Underdark, stealing livestock and kidnapping residents.\n\nTroglodytes prefer to ambush prey and can change their scale color to blend in with their surroundings. They often climb along cavern walls or emerge from deep fissures to take their prey by surprise. Despite their stealthiness, these stalkers exude a distinctly repulsive stench. Descriptions of what troglodytes smell like span a spectrum as complex as it is vile. This reek nauseates many who smell it, but it can also warn of the presence of troglodytes before they strike.\n\n> [!quote] A quote from Caarey Gelthik, Ghast  \n> \n> Smells fine to me.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"troglodyte-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-troglodyte-v1.avif","alt":"Troglodyte","caption":"Troglodyte","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-troll","title":"Troll","officialName":"Troll","type":"Monster","category":"Creatures","visibility":"player","body":"Large giant, Chaotic Evil. Challenge 5. 2024 revised rules.\n\nTroll\n\n*Loathsome, Regenerating Lurker*\n\n- **Habitat.** Arctic, Forest, Hill, Mountain, Swamp, Underdark  \n- **Treasure.** None  \n\nTrolls creep forth to prey on smaller creatures and drag captives back to festering lairs. These misshapen brutes can regenerate from wounds and regrow severed body parts—including their heads. A troll's severed limbs continue to move and attack. Unless they're burned by flames or acid, trolls can recover from egregious wounds and seek revenge on those who felled them.\n\nTrolls typically hunt alone, but small groups occasionally cooperate to ambush prey or raid villages. Creatures such as hags and hill giants might convince trolls to work for them in exchange for disgusting meals.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":310},"collection":"Monster Manual (2025)","summary":"Large giant, Chaotic Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Troll","body":"*Loathsome, Regenerating Lurker*\n\n- **Habitat.** Arctic, Forest, Hill, Mountain, Swamp, Underdark  \n- **Treasure.** None  \n\nTrolls creep forth to prey on smaller creatures and drag captives back to festering lairs. These misshapen brutes can regenerate from wounds and regrow severed body parts—including their heads. A troll's severed limbs continue to move and attack. Unless they're burned by flames or acid, trolls can recover from egregious wounds and seek revenge on those who felled them.\n\nTrolls typically hunt alone, but small groups occasionally cooperate to ambush prey or raid villages. Creatures such as hags and hill giants might convince trolls to work for them in exchange for disgusting meals.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"troll-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-troll-v1.avif","alt":"Troll","caption":"Troll","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-troll-limb","title":"Troll Limb","officialName":"Troll Limb","type":"Monster","category":"Creatures","visibility":"player","body":"Small giant, Chaotic Evil. Challenge 1/2. 2024 revised rules.\n\nTroll\n\n*Loathsome, Regenerating Lurker*\n\n- **Habitat.** Arctic, Forest, Hill, Mountain, Swamp, Underdark  \n- **Treasure.** None  \n\nTrolls creep forth to prey on smaller creatures and drag captives back to festering lairs. These misshapen brutes can regenerate from wounds and regrow severed body parts—including their heads. A troll's severed limbs continue to move and attack. Unless they're burned by flames or acid, trolls can recover from egregious wounds and seek revenge on those who felled them.\n\nTrolls typically hunt alone, but small groups occasionally cooperate to ambush prey or raid villages. Creatures such as hags and hill giants might convince trolls to work for them in exchange for disgusting meals.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":310},"collection":"Monster Manual (2025)","summary":"Small giant, Chaotic Evil. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Troll","body":"*Loathsome, Regenerating Lurker*\n\n- **Habitat.** Arctic, Forest, Hill, Mountain, Swamp, Underdark  \n- **Treasure.** None  \n\nTrolls creep forth to prey on smaller creatures and drag captives back to festering lairs. These misshapen brutes can regenerate from wounds and regrow severed body parts—including their heads. A troll's severed limbs continue to move and attack. Unless they're burned by flames or acid, trolls can recover from egregious wounds and seek revenge on those who felled them.\n\nTrolls typically hunt alone, but small groups occasionally cooperate to ambush prey or raid villages. Creatures such as hags and hill giants might convince trolls to work for them in exchange for disgusting meals.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"troll-limb-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-troll-limb-v1.avif","alt":"Troll Limb","caption":"Troll Limb","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-twig-blight","title":"Twig Blight","officialName":"Twig Blight","type":"Monster","category":"Creatures","visibility":"player","body":"Small plant, Neutral Evil. Challenge 1/8. 2024 revised rules.\n\nOverview\n\nResembling bundles of sticks or dead brush, twig blights easily blend in among deadwood, flotsam, and the wood piles common in many rural settings. Groups of them are often found near river crossings, forgotten wells, or natural campsites, where they ambush those who let down their guard.\n\nBlights\n\n*Plants Sprouted from Evil*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nBlights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.\n\n> [!quote] A quote from Belak the Outcast, Druid of the Twilight Grove  \n> \n> It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":43},"collection":"Monster Manual (2025)","summary":"Small plant, Neutral Evil. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Resembling bundles of sticks or dead brush, twig blights easily blend in among deadwood, flotsam, and the wood piles common in many rural settings. Groups of them are often found near river crossings, forgotten wells, or natural campsites, where they ambush those who let down their guard.","visibility":"player"},{"heading":"Blights","body":"*Plants Sprouted from Evil*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nBlights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.\n\n> [!quote] A quote from Belak the Outcast, Druid of the Twilight Grove  \n> \n> It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"twig-blight-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-twig-blight-v1.avif","alt":"Twig Blight","caption":"Twig Blight","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-tyrannosaurus-rex","title":"Tyrannosaurus Rex","officialName":"Tyrannosaurus Rex","type":"Monster","category":"Creatures","visibility":"player","body":"Huge beast (dinosaur), Unaligned. Challenge 8. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":372},"collection":"Monster Manual (2025)","summary":"Huge beast (dinosaur), Unaligned. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"tyrannosaurus-rex-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-tyrannosaurus-rex-v1.avif","alt":"Tyrannosaurus Rex","caption":"Tyrannosaurus Rex","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-ultroloth","title":"Ultroloth","officialName":"Ultroloth","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend (yugoloth), Neutral Evil. Challenge 13. 2024 revised rules.\n\nUltroloth\n\n*Yugoloth of Conspiracy and Control*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** Armaments  \n\nWith uncanny patience and fiendish cunning, ultroloths manipulate mortals and their fellow yugoloths alike, seeking to hoard power and spread suffering. These sinister masterminds often work with other yugoloths, but they might compel nearly any creature into their service. If coercion doesn't work, ultroloths use their eerie eyes and innate magic to hypnotize or charm targets.\n\nUltroloths strive to achieve planes-spanning plots. Roll on or choose a result from the Ultroloth Conspiracies table to inspire such villainy.\n\n**Ultroloth Conspiracies**\n\n| dice: 1d6 | The Ultroloth Schemes To... |\n|-----------|-----------------------------|\n| 1 | Convince cultists their god has forsaken them. |\n| 2 | Destabilize a nation and rule the chaos. |\n| 3 | Incite a calamity and hold a world hostage. |\n| 4 | Provoke hostilities between immortal armies and sell magic weapons to both sides. |\n| 5 | Steal an invention and slay all who know of it. |\n| 6 | Unleash fiendish hordes on a foe's homeland. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":311},"collection":"Monster Manual (2025)","summary":"Medium fiend (yugoloth), Neutral Evil. Challenge 13. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Ultroloth","body":"*Yugoloth of Conspiracy and Control*\n\n- **Habitat.** Planar (Lower Planes)  \n- **Treasure.** Armaments  \n\nWith uncanny patience and fiendish cunning, ultroloths manipulate mortals and their fellow yugoloths alike, seeking to hoard power and spread suffering. These sinister masterminds often work with other yugoloths, but they might compel nearly any creature into their service. If coercion doesn't work, ultroloths use their eerie eyes and innate magic to hypnotize or charm targets.\n\nUltroloths strive to achieve planes-spanning plots. Roll on or choose a result from the Ultroloth Conspiracies table to inspire such villainy.\n\n**Ultroloth Conspiracies**\n\n| dice: 1d6 | The Ultroloth Schemes To... |\n|-----------|-----------------------------|\n| 1 | Convince cultists their god has forsaken them. |\n| 2 | Destabilize a nation and rule the chaos. |\n| 3 | Incite a calamity and hold a world hostage. |\n| 4 | Provoke hostilities between immortal armies and sell magic weapons to both sides. |\n| 5 | Steal an invention and slay all who know of it. |\n| 6 | Unleash fiendish hordes on a foe's homeland. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"ultroloth-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-ultroloth-v1.avif","alt":"Ultroloth","caption":"Ultroloth","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-umber-hulk","title":"Umber Hulk","officialName":"Umber Hulk","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Chaotic Evil. Challenge 5. 2024 revised rules.\n\nUmber Hulk\n\n*Burrowing Brute from Below*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nLumbering, carapace-armored bipeds, umber hulks burrow through the Underdark, feeding on anything they can crush in their mighty mandibles. These tenacious hunters sense movement through the surrounding earth, then burst through cavern walls to surprise their prey. Those ambushed by umber hulks risk meeting the gaze of the monsters' eerie, multifaceted eyes, which can cause others to act irrationally and even lash out at their allies.\n\nUmber hulks typically lurk in tunnels they've burrowed alongside other passages. When they detect creatures moving, they burst through the rock walls between the passages to attack. While these monsters can communicate with one other, they usually hunt alone and avoid each other's territories. Umber hulks focus on finding food and crushing intruders. They have little interest in allying with other creatures, but manipulative inhabitants of the Underdark, such as beholders and mind flayers, sometimes compel umber hulks to serve them.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":312},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Chaotic Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Umber Hulk","body":"*Burrowing Brute from Below*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nLumbering, carapace-armored bipeds, umber hulks burrow through the Underdark, feeding on anything they can crush in their mighty mandibles. These tenacious hunters sense movement through the surrounding earth, then burst through cavern walls to surprise their prey. Those ambushed by umber hulks risk meeting the gaze of the monsters' eerie, multifaceted eyes, which can cause others to act irrationally and even lash out at their allies.\n\nUmber hulks typically lurk in tunnels they've burrowed alongside other passages. When they detect creatures moving, they burst through the rock walls between the passages to attack. While these monsters can communicate with one other, they usually hunt alone and avoid each other's territories. Umber hulks focus on finding food and crushing intruders. They have little interest in allying with other creatures, but manipulative inhabitants of the Underdark, such as beholders and mind flayers, sometimes compel umber hulks to serve them.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"umber-hulk-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-umber-hulk-v1.avif","alt":"Umber Hulk","caption":"Umber Hulk","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-unicorn","title":"Unicorn","officialName":"Unicorn","type":"Monster","category":"Creatures","visibility":"player","body":"Large celestial, Lawful Good. Challenge 5. 2024 revised rules.\n\nUnicorn\n\n*Majestic and Magical Forest Master*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** Any  \n\nUnicorns are majestic defenders of forests. They are revered by many Fey and other forest dwellers, and they do whatever they can to ensure the peace and health of those who shelter in their wooded realms.\n\nUnicorn Lairs\n\nUnicorns dwell in unspoiled forests, particularly where benevolent Fey creatures live.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":313},"collection":"Monster Manual (2025)","summary":"Large celestial, Lawful Good. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Unicorn","body":"*Majestic and Magical Forest Master*\n\n- **Habitat.** Forest, Planar (Feywild)  \n- **Treasure.** Any  \n\nUnicorns are majestic defenders of forests. They are revered by many Fey and other forest dwellers, and they do whatever they can to ensure the peace and health of those who shelter in their wooded realms.","visibility":"player"},{"heading":"Unicorn Lairs","body":"Unicorns dwell in unspoiled forests, particularly where benevolent Fey creatures live.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"unicorn-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-unicorn-v1.avif","alt":"Unicorn","caption":"Unicorn","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-vampire","title":"Vampire","officialName":"Vampire","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium undead, Lawful Evil. Challenge 13. 2024 revised rules.\n\nOverview\n\nVampires are terrifying hunters and manipulators. They use their powers to shape-shift and bend other creatures' wills as they terrorize and feed on populations over generations.\n\nVampires\n\n*Blood-Sucking Lords of the Night*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nVampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.\n\nUndead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.\n\n**Vampire Resting Places**\n\n| dice: 1d6 | The Vampire's Resting Place Is... |\n|-----------|-----------------------------------|\n| 1 | Among the roots of a dead tree. |\n| 2 | At the bottom of a stagnant pool. |\n| 3 | A coffin filled with grave dirt. |\n| 4 | A large pot full of blood or vinegar. |\n| 5 | A space accessible only by shape-shifting. |\n| 6 | Within a statue or suit of armor. |\n\nVampire Lairs\n\nVampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.\n\n> [!quote] A quote from Astarion, Vampire Spawn  \n> \n> Darling, you are simply delicious...","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":317},"collection":"Monster Manual (2025)","summary":"Small or Medium undead, Lawful Evil. Challenge 13. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Vampires are terrifying hunters and manipulators. They use their powers to shape-shift and bend other creatures' wills as they terrorize and feed on populations over generations.","visibility":"player"},{"heading":"Vampires","body":"*Blood-Sucking Lords of the Night*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nVampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.\n\nUndead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.\n\n**Vampire Resting Places**\n\n| dice: 1d6 | The Vampire's Resting Place Is... |\n|-----------|-----------------------------------|\n| 1 | Among the roots of a dead tree. |\n| 2 | At the bottom of a stagnant pool. |\n| 3 | A coffin filled with grave dirt. |\n| 4 | A large pot full of blood or vinegar. |\n| 5 | A space accessible only by shape-shifting. |\n| 6 | Within a statue or suit of armor. |","visibility":"player","illustration":{"src":"assets/worldbook/dorn-vampires-supporting-v1.avif","alt":"A vampire stalks a human attendant through a ruined courtyard.","caption":"A vampire stalks a human attendant through a ruined courtyard.","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide","role":"supporting"}},{"heading":"Vampire Lairs","body":"Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.\n\n> [!quote] A quote from Astarion, Vampire Spawn  \n> \n> Darling, you are simply delicious...","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"vampire-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-vampire-v1.avif","alt":"Vampire","caption":"Vampire","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-vampire-familiar","title":"Vampire Familiar","officialName":"Vampire Familiar","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium humanoid, Neutral Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nVampire familiars are living people who serve vampires, either willingly or due to coercion by their deathless masters. They channel deathly energy through their weapons, incapacitating unsuspecting targets and leaving their victims as helpless prey for their vampire masters.\n\nMany vampire familiars aspire to eventually become vampires, while others are magically charmed or serve as part of some terrible bargain. In each case, these vampire servants show signs of their vampiric corruption, such as corpse-like complexions, uncanny reflexes, and evidence of their masters' repeated feedings. A vampire familiar loses its supernatural abilities and returns to its original Humanoid state if its vampire master is destroyed.\n\nVampires\n\n*Blood-Sucking Lords of the Night*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nVampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.\n\nUndead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.\n\n**Vampire Resting Places**\n\n| dice: 1d6 | The Vampire's Resting Place Is... |\n|-----------|-----------------------------------|\n| 1 | Among the roots of a dead tree. |\n| 2 | At the bottom of a stagnant pool. |\n| 3 | A coffin filled with grave dirt. |\n| 4 | A large pot full of blood or vinegar. |\n| 5 | A space accessible only by shape-shifting. |\n| 6 | Within a statue or suit of armor. |\n\nVampire Lairs\n\nVampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.\n\n> [!quote] A quote from Astarion, Vampire Spawn  \n> \n> Darling, you are simply delicious...","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":314},"collection":"Monster Manual (2025)","summary":"Small or Medium humanoid, Neutral Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Vampire familiars are living people who serve vampires, either willingly or due to coercion by their deathless masters. They channel deathly energy through their weapons, incapacitating unsuspecting targets and leaving their victims as helpless prey for their vampire masters.\n\nMany vampire familiars aspire to eventually become vampires, while others are magically charmed or serve as part of some terrible bargain. In each case, these vampire servants show signs of their vampiric corruption, such as corpse-like complexions, uncanny reflexes, and evidence of their masters' repeated feedings. A vampire familiar loses its supernatural abilities and returns to its original Humanoid state if its vampire master is destroyed.","visibility":"player"},{"heading":"Vampires","body":"*Blood-Sucking Lords of the Night*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nVampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.\n\nUndead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.\n\n**Vampire Resting Places**\n\n| dice: 1d6 | The Vampire's Resting Place Is... |\n|-----------|-----------------------------------|\n| 1 | Among the roots of a dead tree. |\n| 2 | At the bottom of a stagnant pool. |\n| 3 | A coffin filled with grave dirt. |\n| 4 | A large pot full of blood or vinegar. |\n| 5 | A space accessible only by shape-shifting. |\n| 6 | Within a statue or suit of armor. |","visibility":"player"},{"heading":"Vampire Lairs","body":"Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.\n\n> [!quote] A quote from Astarion, Vampire Spawn  \n> \n> Darling, you are simply delicious...","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"vampire-familiar-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-vampire-familiar-v1.avif","alt":"Vampire Familiar","caption":"Vampire Familiar","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-vampire-nightbringer","title":"Vampire Nightbringer","officialName":"Vampire Nightbringer","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium undead, Neutral Evil. Challenge 8. 2024 revised rules.\n\nOverview\n\nBorn of necromantic rituals and planes of existence suffused with negative energy, vampire nightbringers manipulate shadows and feed on the raw life force of living creatures.\n\nVampires\n\n*Blood-Sucking Lords of the Night*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nVampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.\n\nUndead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.\n\n**Vampire Resting Places**\n\n| dice: 1d6 | The Vampire's Resting Place Is... |\n|-----------|-----------------------------------|\n| 1 | Among the roots of a dead tree. |\n| 2 | At the bottom of a stagnant pool. |\n| 3 | A coffin filled with grave dirt. |\n| 4 | A large pot full of blood or vinegar. |\n| 5 | A space accessible only by shape-shifting. |\n| 6 | Within a statue or suit of armor. |\n\nVampire Lairs\n\nVampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.\n\n> [!quote] A quote from Astarion, Vampire Spawn  \n> \n> Darling, you are simply delicious...","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":316},"collection":"Monster Manual (2025)","summary":"Small or Medium undead, Neutral Evil. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Born of necromantic rituals and planes of existence suffused with negative energy, vampire nightbringers manipulate shadows and feed on the raw life force of living creatures.","visibility":"player"},{"heading":"Vampires","body":"*Blood-Sucking Lords of the Night*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nVampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.\n\nUndead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.\n\n**Vampire Resting Places**\n\n| dice: 1d6 | The Vampire's Resting Place Is... |\n|-----------|-----------------------------------|\n| 1 | Among the roots of a dead tree. |\n| 2 | At the bottom of a stagnant pool. |\n| 3 | A coffin filled with grave dirt. |\n| 4 | A large pot full of blood or vinegar. |\n| 5 | A space accessible only by shape-shifting. |\n| 6 | Within a statue or suit of armor. |","visibility":"player"},{"heading":"Vampire Lairs","body":"Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.\n\n> [!quote] A quote from Astarion, Vampire Spawn  \n> \n> Darling, you are simply delicious...","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"vampire-nightbringer-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-vampire-nightbringer-v1.avif","alt":"Vampire Nightbringer","caption":"Vampire Nightbringer","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-vampire-spawn","title":"Vampire Spawn","officialName":"Vampire Spawn","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium undead, Neutral Evil. Challenge 5. 2024 revised rules.\n\nOverview\n\nVampire spawn are newly created vampires. They have yet to fully master their abilities, and many are consumed by their thirst for blood. Vampire spawn might serve more powerful vampires or pursue their own depraved agendas.\n\nVampires\n\n*Blood-Sucking Lords of the Night*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nVampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.\n\nUndead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.\n\n**Vampire Resting Places**\n\n| dice: 1d6 | The Vampire's Resting Place Is... |\n|-----------|-----------------------------------|\n| 1 | Among the roots of a dead tree. |\n| 2 | At the bottom of a stagnant pool. |\n| 3 | A coffin filled with grave dirt. |\n| 4 | A large pot full of blood or vinegar. |\n| 5 | A space accessible only by shape-shifting. |\n| 6 | Within a statue or suit of armor. |\n\nVampire Lairs\n\nVampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.\n\n> [!quote] A quote from Astarion, Vampire Spawn  \n> \n> Darling, you are simply delicious...","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":315},"collection":"Monster Manual (2025)","summary":"Small or Medium undead, Neutral Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Vampire spawn are newly created vampires. They have yet to fully master their abilities, and many are consumed by their thirst for blood. Vampire spawn might serve more powerful vampires or pursue their own depraved agendas.","visibility":"player"},{"heading":"Vampires","body":"*Blood-Sucking Lords of the Night*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nVampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.\n\nUndead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.\n\n**Vampire Resting Places**\n\n| dice: 1d6 | The Vampire's Resting Place Is... |\n|-----------|-----------------------------------|\n| 1 | Among the roots of a dead tree. |\n| 2 | At the bottom of a stagnant pool. |\n| 3 | A coffin filled with grave dirt. |\n| 4 | A large pot full of blood or vinegar. |\n| 5 | A space accessible only by shape-shifting. |\n| 6 | Within a statue or suit of armor. |","visibility":"player","illustration":{"src":"assets/worldbook/dorn-vampires-supporting-v1.avif","alt":"A vampire stalks a human attendant through a ruined courtyard.","caption":"A vampire stalks a human attendant through a ruined courtyard.","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide","role":"supporting"}},{"heading":"Vampire Lairs","body":"Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.\n\n> [!quote] A quote from Astarion, Vampire Spawn  \n> \n> Darling, you are simply delicious...","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"vampire-spawn-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-vampire-spawn-v1.avif","alt":"Vampire Spawn","caption":"Vampire Spawn","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-vampire-umbral-lord","title":"Vampire Umbral Lord","officialName":"Vampire Umbral Lord","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium undead, Lawful Evil. Challenge 15. 2024 revised rules.\n\nOverview\n\nVampire umbral lords embrace their ties to the darkness, devoting themselves to sinister powers in exchange for access to forbidden magic.\n\nVampires\n\n*Blood-Sucking Lords of the Night*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nVampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.\n\nUndead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.\n\n**Vampire Resting Places**\n\n| dice: 1d6 | The Vampire's Resting Place Is... |\n|-----------|-----------------------------------|\n| 1 | Among the roots of a dead tree. |\n| 2 | At the bottom of a stagnant pool. |\n| 3 | A coffin filled with grave dirt. |\n| 4 | A large pot full of blood or vinegar. |\n| 5 | A space accessible only by shape-shifting. |\n| 6 | Within a statue or suit of armor. |\n\nVampire Lairs\n\nVampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.\n\n> [!quote] A quote from Astarion, Vampire Spawn  \n> \n> Darling, you are simply delicious...","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":318},"collection":"Monster Manual (2025)","summary":"Small or Medium undead, Lawful Evil. Challenge 15. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Vampire umbral lords embrace their ties to the darkness, devoting themselves to sinister powers in exchange for access to forbidden magic.","visibility":"player"},{"heading":"Vampires","body":"*Blood-Sucking Lords of the Night*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nVampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.\n\nUndead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.\n\n**Vampire Resting Places**\n\n| dice: 1d6 | The Vampire's Resting Place Is... |\n|-----------|-----------------------------------|\n| 1 | Among the roots of a dead tree. |\n| 2 | At the bottom of a stagnant pool. |\n| 3 | A coffin filled with grave dirt. |\n| 4 | A large pot full of blood or vinegar. |\n| 5 | A space accessible only by shape-shifting. |\n| 6 | Within a statue or suit of armor. |","visibility":"player","illustration":{"src":"assets/worldbook/dorn-vampires-supporting-v1.avif","alt":"A vampire stalks a human attendant through a ruined courtyard.","caption":"A vampire stalks a human attendant through a ruined courtyard.","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide","role":"supporting"}},{"heading":"Vampire Lairs","body":"Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.\n\n> [!quote] A quote from Astarion, Vampire Spawn  \n> \n> Darling, you are simply delicious...","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"vampire-umbral-lord-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-vampire-umbral-lord-v1.avif","alt":"Vampire Umbral Lord","caption":"Vampire Umbral Lord","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-venomous-snake","title":"Venomous Snake","officialName":"Venomous Snake","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 1/8. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":372},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 1/8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"venomous-snake-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-venomous-snake-xmm.avif","alt":"Venomous Snake","caption":"Venomous Snake","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-vine-blight","title":"Vine Blight","officialName":"Vine Blight","type":"Monster","category":"Creatures","visibility":"player","body":"Medium plant, Neutral Evil. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nVine blights resemble humans wrapped in vines common to the areas in which they grow, from hairy ivy vines to flowering kudzu. They can cause plants to burst from the ground around themselves and entangle nearby foes.\n\nUnlike most other blights, vine blights can speak. They do so rarely, typically only to convey messages from their masters or to repeat the words of their victims in rasping voices.\n\nBlights\n\n*Plants Sprouted from Evil*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nBlights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.\n\n> [!quote] A quote from Belak the Outcast, Druid of the Twilight Grove  \n> \n> It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":44},"collection":"Monster Manual (2025)","summary":"Medium plant, Neutral Evil. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Vine blights resemble humans wrapped in vines common to the areas in which they grow, from hairy ivy vines to flowering kudzu. They can cause plants to burst from the ground around themselves and entangle nearby foes.\n\nUnlike most other blights, vine blights can speak. They do so rarely, typically only to convey messages from their masters or to repeat the words of their victims in rasping voices.","visibility":"player"},{"heading":"Blights","body":"*Plants Sprouted from Evil*\n\n- **Habitat.** Forest  \n- **Treasure.** None  \n\nBlights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.\n\n> [!quote] A quote from Belak the Outcast, Druid of the Twilight Grove  \n> \n> It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"vine-blight-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-vine-blight-v1.avif","alt":"Vine Blight","caption":"Vine Blight","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-violet-fungus","title":"Violet Fungus","officialName":"Violet Fungus","type":"Monster","category":"Creatures","visibility":"player","body":"Medium plant, Unaligned. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nSlow but mobile, violet fungi rot any flesh they touch with their lashing tendrils.\n\nFungi\n\n*Deadly Spores and Predatory Polyps*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nThe dank, sunless Underdark is a fertile breeding ground for weird and dangerous fungi.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":126},"collection":"Monster Manual (2025)","summary":"Medium plant, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Slow but mobile, violet fungi rot any flesh they touch with their lashing tendrils.","visibility":"player"},{"heading":"Fungi","body":"*Deadly Spores and Predatory Polyps*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nThe dank, sunless Underdark is a fertile breeding ground for weird and dangerous fungi.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"violet-fungus-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-violet-fungus-xmm.avif","alt":"Violet Fungus","caption":"Violet Fungus","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-violet-fungus-necrohulk","title":"Violet Fungus Necrohulk","officialName":"Violet Fungus Necrohulk","type":"Monster","category":"Creatures","visibility":"player","body":"Large plant, Neutral Evil. Challenge 7. 2024 revised rules.\n\nOverview\n\nA violet fungus necrohulk forms when a violet fungus colony infests and animates an ample heap of decay. This necrohulk attacks prey and spreads fungal spores for the colony.\n\nFungi\n\n*Deadly Spores and Predatory Polyps*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nThe dank, sunless Underdark is a fertile breeding ground for weird and dangerous fungi.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":126},"collection":"Monster Manual (2025)","summary":"Large plant, Neutral Evil. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"A violet fungus necrohulk forms when a violet fungus colony infests and animates an ample heap of decay. This necrohulk attacks prey and spreads fungal spores for the colony.","visibility":"player"},{"heading":"Fungi","body":"*Deadly Spores and Predatory Polyps*\n\n- **Habitat.** Underdark  \n- **Treasure.** None  \n\nThe dank, sunless Underdark is a fertile breeding ground for weird and dangerous fungi.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"violet-fungus-necrohulk-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-violet-fungus-necrohulk-v1.avif","alt":"Violet Fungus Necrohulk","caption":"Violet Fungus Necrohulk","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-vrock","title":"Vrock","officialName":"Vrock","type":"Monster","category":"Creatures","visibility":"player","body":"Large fiend (demon), Chaotic Evil. Challenge 6. 2024 revised rules.\n\nVrock\n\n*Demon of Carnage and Ruin*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Armaments  \n\nScreeching, vulturelike demons, vrocks soar from the Abyss to spread ruin and slaughter. Their filthy feathers carry magical toxins from the Lower Planes, creating a noxious cloud capable of killing those who escape the vrocks' vicious beaks and claws. To further terrorize their foes, vrocks unleash an otherworldly screech so terrible it can halt creatures in their tracks.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":319},"collection":"Monster Manual (2025)","summary":"Large fiend (demon), Chaotic Evil. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Vrock","body":"*Demon of Carnage and Ruin*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** Armaments  \n\nScreeching, vulturelike demons, vrocks soar from the Abyss to spread ruin and slaughter. Their filthy feathers carry magical toxins from the Lower Planes, creating a noxious cloud capable of killing those who escape the vrocks' vicious beaks and claws. To further terrorize their foes, vrocks unleash an otherworldly screech so terrible it can halt creatures in their tracks.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"vrock-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-vrock-v1.avif","alt":"Vrock","caption":"Vrock","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-vulture","title":"Vulture","officialName":"Vulture","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":372},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"vulture-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-vulture-xmm.avif","alt":"Vulture","caption":"Vulture","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-warhorse","title":"Warhorse","officialName":"Warhorse","type":"Monster","category":"Creatures","visibility":"player","body":"Large beast, Unaligned. Challenge 1/2. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":373},"collection":"Monster Manual (2025)","summary":"Large beast, Unaligned. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"warhorse-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-warhorse-v1.avif","alt":"Warhorse","caption":"Warhorse","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-warhorse-skeleton","title":"Warhorse Skeleton","officialName":"Warhorse Skeleton","type":"Monster","category":"Creatures","visibility":"player","body":"Large undead, Lawful Evil. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nWarhorse skeletons are obedient, supernatural steeds bearing the rotted remains of the barding they wore in life. They're often ridden by the corpses of their former riders.\n\nSkeletons\n\n*Ossified Evil*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nSkeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.\n\n**Skeleton Pantomimes**\n\n| dice: 1d6 | Left to Its Own Devices, the Skeleton... |\n|-----------|------------------------------------------|\n| 1 | Delivers meal salvers or ages-old correspondence to the crypt of its dead master. |\n| 2 | Endlessly trains in battle with other skeletons, despite being hacked to animate splinters. |\n| 3 | Mimics ways it entertained itself in life, such as acting, dancing, or reading. |\n| 4 | Performs a familiar task, such as cleaning, cooking, mining, or praying. |\n| 5 | Repeats its final moments of life. |\n| 6 | Stands guard at the post it protected in life. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":282},"collection":"Monster Manual (2025)","summary":"Large undead, Lawful Evil. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Warhorse skeletons are obedient, supernatural steeds bearing the rotted remains of the barding they wore in life. They're often ridden by the corpses of their former riders.","visibility":"player"},{"heading":"Skeletons","body":"*Ossified Evil*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nSkeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.\n\n**Skeleton Pantomimes**\n\n| dice: 1d6 | Left to Its Own Devices, the Skeleton... |\n|-----------|------------------------------------------|\n| 1 | Delivers meal salvers or ages-old correspondence to the crypt of its dead master. |\n| 2 | Endlessly trains in battle with other skeletons, despite being hacked to animate splinters. |\n| 3 | Mimics ways it entertained itself in life, such as acting, dancing, or reading. |\n| 4 | Performs a familiar task, such as cleaning, cooking, mining, or praying. |\n| 5 | Repeats its final moments of life. |\n| 6 | Stands guard at the post it protected in life. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"warhorse-skeleton-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-warhorse-skeleton-xmm.avif","alt":"Warhorse Skeleton","caption":"Warhorse Skeleton","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-water-elemental","title":"Water Elemental","officialName":"Water Elemental","type":"Monster","category":"Creatures","visibility":"player","body":"Large elemental, Neutral. Challenge 5. 2024 revised rules.\n\nWater Elemental\n\n*Primal Spirit of Waves and Tides*\n\n- **Habitat.** Coastal, Planar (Elemental Plane of Water), Swamp, Underwater  \n- **Treasure.** None  \n\nSpirits of the Elemental Plane of Water form shapeless liquids into water elementals, aqueous beings with the might of surging waves. Water elementals are as mutable as liquid, allowing them to crash into foes and seep through narrow cracks. They can crush foes with limb-like geysers, or they might flood over creatures, submerging and drowning foes within their whirling forms. Water elementals often appear near nexuses of elemental power, such as aquatic abysses, magical springs, and whirlpools.\n\nWater elementals' shapes are influenced by the liquid bodies in which they form. Roll on or choose a result from the Water Elemental Compositions table to inspire a water elemental's features.\n\n**Water Elemental Compositions**\n\n| dice: 1d4 | The Water Elemental's Body Features... |\n|-----------|----------------------------------------|\n| 1 | Chilling or near-boiling temperatures. |\n| 2 | Energetic effervescence. |\n| 3 | Muddy, polluted, or crystal-clear water. |\n| 4 | Seaweed, tiny fish, or other sea life. |\n\n> [!quote] A quote from Kalbari, Mother of Foam, Ruler of Marids  \n> \n> Water: greatest of the elements in might and form. A tsunami's torrent. A blizzard's claws. A parent's tears. What is not moved by water?","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":322},"collection":"Monster Manual (2025)","summary":"Large elemental, Neutral. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Water Elemental","body":"*Primal Spirit of Waves and Tides*\n\n- **Habitat.** Coastal, Planar (Elemental Plane of Water), Swamp, Underwater  \n- **Treasure.** None  \n\nSpirits of the Elemental Plane of Water form shapeless liquids into water elementals, aqueous beings with the might of surging waves. Water elementals are as mutable as liquid, allowing them to crash into foes and seep through narrow cracks. They can crush foes with limb-like geysers, or they might flood over creatures, submerging and drowning foes within their whirling forms. Water elementals often appear near nexuses of elemental power, such as aquatic abysses, magical springs, and whirlpools.\n\nWater elementals' shapes are influenced by the liquid bodies in which they form. Roll on or choose a result from the Water Elemental Compositions table to inspire a water elemental's features.\n\n**Water Elemental Compositions**\n\n| dice: 1d4 | The Water Elemental's Body Features... |\n|-----------|----------------------------------------|\n| 1 | Chilling or near-boiling temperatures. |\n| 2 | Energetic effervescence. |\n| 3 | Muddy, polluted, or crystal-clear water. |\n| 4 | Seaweed, tiny fish, or other sea life. |\n\n> [!quote] A quote from Kalbari, Mother of Foam, Ruler of Marids  \n> \n> Water: greatest of the elements in might and form. A tsunami's torrent. A blizzard's claws. A parent's tears. What is not moved by water?","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"water-elemental-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-water-elemental-v1.avif","alt":"Water Elemental","caption":"Water Elemental","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-water-weird","title":"Water Weird","officialName":"Water Weird","type":"Monster","category":"Creatures","visibility":"player","body":"Large elemental, Neutral. Challenge 3. 2024 revised rules.\n\nWater Weird\n\n*Servant of Primeval Magic*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nSerpentine nature spirits, water weirds protect pools, fountains, and magical bodies of water. In the water, these creatures are indistinguishable from the liquid surrounding them. Should their aquatic territory be disturbed, they rise as animate water spouts with vague snake- or dragon-like features. Often their appearance is enough to drive off foes, but if forced to fight, water weirds crush enemies within their fluid coils.\n\nWater weirds might protect a site for generations and learn much about their surroundings. Some gain reputations as oracles and might respond to questions posed to them in Primordial. Since water weirds don't speak, they often communicate using spouts of water or objects submerged in their pools.\n\n> [!quote]  \n> \n> Rule 2: Before you drink from a fountain or pool, toss a copper coin into it. It's a small price to pay for your life!","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":323},"collection":"Monster Manual (2025)","summary":"Large elemental, Neutral. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Water Weird","body":"*Servant of Primeval Magic*\n\n- **Habitat.** Underdark, Urban  \n- **Treasure.** Any  \n\nSerpentine nature spirits, water weirds protect pools, fountains, and magical bodies of water. In the water, these creatures are indistinguishable from the liquid surrounding them. Should their aquatic territory be disturbed, they rise as animate water spouts with vague snake- or dragon-like features. Often their appearance is enough to drive off foes, but if forced to fight, water weirds crush enemies within their fluid coils.\n\nWater weirds might protect a site for generations and learn much about their surroundings. Some gain reputations as oracles and might respond to questions posed to them in Primordial. Since water weirds don't speak, they often communicate using spouts of water or objects submerged in their pools.\n\n> [!quote]  \n> \n> Rule 2: Before you drink from a fountain or pool, toss a copper coin into it. It's a small price to pay for your life!","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"water-weird-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-water-weird-v1.avif","alt":"Water Weird","caption":"Water Weird","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-weasel","title":"Weasel","officialName":"Weasel","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":372},"collection":"Monster Manual (2025)","summary":"Tiny beast, Unaligned. Challenge 0. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"weasel-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-weasel-xmm.avif","alt":"Weasel","caption":"Weasel","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-werebear","title":"Werebear","officialName":"Werebear","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium monstrosity (lycanthrope), Neutral Good. Challenge 5. 2024 revised rules.\n\nWerebear\n\n*Changed by the Might of the Bear*\n\n- **Habitat.** Arctic, Forest, Hill  \n- **Treasure.** Relics  \n\nWhen threatened or compelled by magic, werebears shape-shift from their humanoid forms into mighty bears or hybrids of those two forms. They scare off or sabotage those who threaten the wilds, and they frequently aid Fey, druids, or spirits of the wilderness, as many owe their magical nature to such forces. Werebears take the shape of bears common to the regions in which they dwell, with brown and polar bear forms being common.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":324},"collection":"Monster Manual (2025)","summary":"Small or Medium monstrosity (lycanthrope), Neutral Good. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Werebear","body":"*Changed by the Might of the Bear*\n\n- **Habitat.** Arctic, Forest, Hill  \n- **Treasure.** Relics  \n\nWhen threatened or compelled by magic, werebears shape-shift from their humanoid forms into mighty bears or hybrids of those two forms. They scare off or sabotage those who threaten the wilds, and they frequently aid Fey, druids, or spirits of the wilderness, as many owe their magical nature to such forces. Werebears take the shape of bears common to the regions in which they dwell, with brown and polar bear forms being common.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"werebear-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-werebear-v1.avif","alt":"Werebear","caption":"Werebear","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-wereboar","title":"Wereboar","officialName":"Wereboar","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium monstrosity (lycanthrope), Neutral Evil. Challenge 4. 2024 revised rules.\n\nWereboar\n\n*Changed by the Hunger of the Boar*\n\n- **Habitat.** Forest, Grassland, Hill  \n- **Treasure.** Individual  \n\nWereboars shape-shift from their humanoid forms into powerful boars or humanoid-boar hybrids. Many wereboars suffer their shape-shifting nature as a curse, with some involuntarily transforming any time they perform a greedy act or indulge their selfish nature.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":325},"collection":"Monster Manual (2025)","summary":"Small or Medium monstrosity (lycanthrope), Neutral Evil. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Wereboar","body":"*Changed by the Hunger of the Boar*\n\n- **Habitat.** Forest, Grassland, Hill  \n- **Treasure.** Individual  \n\nWereboars shape-shift from their humanoid forms into powerful boars or humanoid-boar hybrids. Many wereboars suffer their shape-shifting nature as a curse, with some involuntarily transforming any time they perform a greedy act or indulge their selfish nature.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"wereboar-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-wereboar-v1.avif","alt":"Wereboar","caption":"Wereboar","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-wererat","title":"Wererat","officialName":"Wererat","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium monstrosity (lycanthrope), Lawful Evil. Challenge 2. 2024 revised rules.\n\nWererat\n\n*Changed by the Deviousness of the Rat*\n\n- **Habitat.** Forest, Urban  \n- **Treasure.** Individual  \n\nWererats can shape-shift from their humanoid forms into giant rats or humanoid-rat hybrids. These creatures can transform voluntarily, but some are magically compelled to shape-shift when exposed to complete darkness or during nights of a new moon. Often, wererats' nature results from a divine curse—punishment for their deceitful natures or the crimes of their treacherous families. Wererats frequently work in groups, forming bandit gangs or thieves' guilds.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":325},"collection":"Monster Manual (2025)","summary":"Small or Medium monstrosity (lycanthrope), Lawful Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Wererat","body":"*Changed by the Deviousness of the Rat*\n\n- **Habitat.** Forest, Urban  \n- **Treasure.** Individual  \n\nWererats can shape-shift from their humanoid forms into giant rats or humanoid-rat hybrids. These creatures can transform voluntarily, but some are magically compelled to shape-shift when exposed to complete darkness or during nights of a new moon. Often, wererats' nature results from a divine curse—punishment for their deceitful natures or the crimes of their treacherous families. Wererats frequently work in groups, forming bandit gangs or thieves' guilds.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"wererat-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-wererat-v1.avif","alt":"Wererat","caption":"Wererat","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-weretiger","title":"Weretiger","officialName":"Weretiger","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium monstrosity (lycanthrope), Neutral. Challenge 4. 2024 revised rules.\n\nWeretiger\n\n*Changed by the Power of the Tiger*\n\n- **Habitat.** Desert, Forest, Grassland  \n- **Treasure.** Armaments  \n\nWeretigers shape-shift from humanoid forms into tigers or tiger-humanoid hybrids. Although they can transform at will or when their magical nature demands, many weretigers are nocturnal and transform into their bestial shapes at night. Some weretigers' transformations might also be tied to the crescent moon, seasons, or momentous events. Weretigers often view their abilities as a blessing or a family honor, and they use their shape-shifting abilities to defend something with historic importance. Roll on or choose a result from the Weretiger Wards table to inspire what a weretiger defends.\n\n**Weretiger Wards**\n\n| dice: 1d4 | The Weretiger Protects A... |\n|-----------|-----------------------------|\n| 1 | Legendary weapon or symbol of rulership. |\n| 2 | Proving ground for prophesied heroes. |\n| 3 | Rare species of magical plant or animal. |\n| 4 | Sacred fountain with magical waters. |\n\n> [!quote] A quote from Delmair Rallyhorn, Weretiger  \n> \n> I hunt evil like the great cat hunts its prey, but evil will not long yield to blade alone. It takes strength, honor, and sometimes a little more.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":326},"collection":"Monster Manual (2025)","summary":"Small or Medium monstrosity (lycanthrope), Neutral. Challenge 4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Weretiger","body":"*Changed by the Power of the Tiger*\n\n- **Habitat.** Desert, Forest, Grassland  \n- **Treasure.** Armaments  \n\nWeretigers shape-shift from humanoid forms into tigers or tiger-humanoid hybrids. Although they can transform at will or when their magical nature demands, many weretigers are nocturnal and transform into their bestial shapes at night. Some weretigers' transformations might also be tied to the crescent moon, seasons, or momentous events. Weretigers often view their abilities as a blessing or a family honor, and they use their shape-shifting abilities to defend something with historic importance. Roll on or choose a result from the Weretiger Wards table to inspire what a weretiger defends.\n\n**Weretiger Wards**\n\n| dice: 1d4 | The Weretiger Protects A... |\n|-----------|-----------------------------|\n| 1 | Legendary weapon or symbol of rulership. |\n| 2 | Proving ground for prophesied heroes. |\n| 3 | Rare species of magical plant or animal. |\n| 4 | Sacred fountain with magical waters. |\n\n> [!quote] A quote from Delmair Rallyhorn, Weretiger  \n> \n> I hunt evil like the great cat hunts its prey, but evil will not long yield to blade alone. It takes strength, honor, and sometimes a little more.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"weretiger-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-weretiger-v1.avif","alt":"Weretiger","caption":"Weretiger","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-werewolf","title":"Werewolf","officialName":"Werewolf","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium monstrosity (lycanthrope), Chaotic Evil. Challenge 3. 2024 revised rules.\n\nWerewolf\n\n*Changed by the Ferocity of the Wolf*\n\n- **Habitat.** Forest, Hill  \n- **Treasure.** Any  \n\nWerewolves change from their humanoid forms into fierce wolves or wolf-humanoid hybrids. Werewolves can shape-shift voluntarily, but many can't resist transforming during the nights of a full moon.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":327},"collection":"Monster Manual (2025)","summary":"Small or Medium monstrosity (lycanthrope), Chaotic Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Werewolf","body":"*Changed by the Ferocity of the Wolf*\n\n- **Habitat.** Forest, Hill  \n- **Treasure.** Any  \n\nWerewolves change from their humanoid forms into fierce wolves or wolf-humanoid hybrids. Werewolves can shape-shift voluntarily, but many can't resist transforming during the nights of a full moon.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"werewolf-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-werewolf-v1.avif","alt":"Werewolf","caption":"Werewolf","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-white-dragon-wyrmling","title":"White Dragon Wyrmling","officialName":"White Dragon Wyrmling","type":"Monster","category":"Creatures","visibility":"player","body":"Medium dragon (chromatic), Chaotic Evil. Challenge 2. 2024 revised rules.\n\nOverview\n\nWhite dragon wyrmlings usually head off on their own soon after hatching. While the cold means little to these creatures, food is scarce in arctic realms, and predators there are merciless. Most white dragon wyrmlings survive by scavenging, hunting opportunistically, and quickly fleeing foes—including other white dragons.\n\nWhite Dragons\n\n*Dragons of Cold and Cruelty*\n\n- **Habitat.** Arctic  \n- **Treasure.** Arcana  \n\nAmong the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.\n\nWhite dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory—the details of which inflate as these dragons age.\n\nWhite Dragon Lairs\n\nWhite dragons brood in bitterly cold lairs clawed from stone and ice.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":328},"collection":"Monster Manual (2025)","summary":"Medium dragon (chromatic), Chaotic Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"White dragon wyrmlings usually head off on their own soon after hatching. While the cold means little to these creatures, food is scarce in arctic realms, and predators there are merciless. Most white dragon wyrmlings survive by scavenging, hunting opportunistically, and quickly fleeing foes—including other white dragons.","visibility":"player"},{"heading":"White Dragons","body":"*Dragons of Cold and Cruelty*\n\n- **Habitat.** Arctic  \n- **Treasure.** Arcana  \n\nAmong the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.\n\nWhite dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory—the details of which inflate as these dragons age.","visibility":"player"},{"heading":"White Dragon Lairs","body":"White dragons brood in bitterly cold lairs clawed from stone and ice.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"white-dragon-wyrmling-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-white-dragon-wyrmling-v1.avif","alt":"White Dragon Wyrmling","caption":"White Dragon Wyrmling","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-wight","title":"Wight","officialName":"Wight","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Neutral Evil. Challenge 3. 2024 revised rules.\n\nWight\n\n*Life-Leeching Corpse Warrior*\n\n- **Habitat.** Desert, Planar (Shadowfell), Swamp, Underdark, Urban  \n- **Treasure.** Armaments  \n\nWights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. Unlike mere zombies, they retain the memories and evil agendas they harbored in life.\n\nAfter dying and returning from the grave, a wight continues its villainous ways, but it is now driven by a hunger for life. A wight drains living essence through its attacks. Humanoids slain by a wight's life-sapping grip reanimate a day later and serve the wight as obedient zombies.\n\nWights might return from the dead for a multitude of sinister reasons. Roll on or choose a result from the Wight Motives table to inspire why a wight plagues the living.\n\n**Wight Motives**\n\n| dice: 1d8 | The Wight Returned from the Dead To... |\n|-----------|----------------------------------------|\n| 1 | Challenge anyone who passes near its grave on a certain cursed night. |\n| 2 | Conquer the land it believes it should rule. |\n| 3 | Continue the crimes it was executed for. |\n| 4 | Follow the foul master it served in life. |\n| 5 | Honor an oath it left unfulfilled in life. |\n| 6 | Obey the cult or deity that gave it unlife. |\n| 7 | Prove it was the greatest warrior to ever live. |\n| 8 | Seek its stolen heart or other treasure. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":332},"collection":"Monster Manual (2025)","summary":"Medium undead, Neutral Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Wight","body":"*Life-Leeching Corpse Warrior*\n\n- **Habitat.** Desert, Planar (Shadowfell), Swamp, Underdark, Urban  \n- **Treasure.** Armaments  \n\nWights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. Unlike mere zombies, they retain the memories and evil agendas they harbored in life.\n\nAfter dying and returning from the grave, a wight continues its villainous ways, but it is now driven by a hunger for life. A wight drains living essence through its attacks. Humanoids slain by a wight's life-sapping grip reanimate a day later and serve the wight as obedient zombies.\n\nWights might return from the dead for a multitude of sinister reasons. Roll on or choose a result from the Wight Motives table to inspire why a wight plagues the living.\n\n**Wight Motives**\n\n| dice: 1d8 | The Wight Returned from the Dead To... |\n|-----------|----------------------------------------|\n| 1 | Challenge anyone who passes near its grave on a certain cursed night. |\n| 2 | Conquer the land it believes it should rule. |\n| 3 | Continue the crimes it was executed for. |\n| 4 | Follow the foul master it served in life. |\n| 5 | Honor an oath it left unfulfilled in life. |\n| 6 | Obey the cult or deity that gave it unlife. |\n| 7 | Prove it was the greatest warrior to ever live. |\n| 8 | Seek its stolen heart or other treasure. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"wight-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-wight-v1.avif","alt":"Wight","caption":"Wight","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-will-o-wisp","title":"Will-o'-Wisp","officialName":"Will-o'-Wisp","type":"Monster","category":"Creatures","visibility":"player","body":"Tiny undead, Chaotic Evil. Challenge 2. 2024 revised rules.\n\nWill-o'-Wisp\n\n*Guide on the Path to Doom*\n\n- **Habitat.** Forest, Swamp, Urban  \n- **Treasure.** None  \n\nFrom a distance, will-o'-wisps look like lanterns bobbing in the dark. Through the windows of abandoned structures or around the bends of treacherous paths, these spirits tempt the curious into peril. Once their prey is vulnerable, will-o'-wisps feed on the life force of those they lay low.\n\nRoll on or choose a result from the Will-o'-Wisp Ambushes table to inspire how a will-o'-wisp imperils its victims.\n\n**Will-o'-Wisp Ambushes**\n\n| dice: 1d6 | The Will-o'-Wisp Tempts Victims Into... |\n|-----------|-----------------------------------------|\n| 1 | An abandoned structure ready to collapse. |\n| 2 | An ambush by hungry ghouls or vampires. |\n| 3 | A dreaded ruin that curses those who enter. |\n| 4 | The lair of a predator, like a bear or wyvern. |\n| 5 | Patches of brown mold or green slime. |\n| 6 | Quicksand or pools covered in thin ice. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":333},"collection":"Monster Manual (2025)","summary":"Tiny undead, Chaotic Evil. Challenge 2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Will-o'-Wisp","body":"*Guide on the Path to Doom*\n\n- **Habitat.** Forest, Swamp, Urban  \n- **Treasure.** None  \n\nFrom a distance, will-o'-wisps look like lanterns bobbing in the dark. Through the windows of abandoned structures or around the bends of treacherous paths, these spirits tempt the curious into peril. Once their prey is vulnerable, will-o'-wisps feed on the life force of those they lay low.\n\nRoll on or choose a result from the Will-o'-Wisp Ambushes table to inspire how a will-o'-wisp imperils its victims.\n\n**Will-o'-Wisp Ambushes**\n\n| dice: 1d6 | The Will-o'-Wisp Tempts Victims Into... |\n|-----------|-----------------------------------------|\n| 1 | An abandoned structure ready to collapse. |\n| 2 | An ambush by hungry ghouls or vampires. |\n| 3 | A dreaded ruin that curses those who enter. |\n| 4 | The lair of a predator, like a bear or wyvern. |\n| 5 | Patches of brown mold or green slime. |\n| 6 | Quicksand or pools covered in thin ice. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"will-o-wisp-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-will-o-wisp-v1.avif","alt":"Will-o'-Wisp","caption":"Will-o'-Wisp","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-winged-kobold","title":"Winged Kobold","officialName":"Winged Kobold","type":"Monster","category":"Creatures","visibility":"player","body":"Small dragon, Neutral. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nSome kobolds are born with wings. Called urds by others of their kind, these kobolds are thought to be blessed by a dragon or Tiamat, the Dragon Queen. Despite their favored status, winged kobolds are as cowardly as their brethren and use their flight mostly to keep out of reach of their foes.\n\nKobolds\n\n*Tricksters and Servants to Chromatic Dragons*\n\n- **Habitat.** Arctic, Coastal, Desert, Forest, Hill, Mountain, Swamp, Underdark, Urban  \n- **Treasure.** Armaments  \n\nCowardly cousins to chromatic dragons, kobolds serve draconic overlords as warriors and servants. These scrappy menaces mimic the behaviors of their dragon masters. Though their small stature and recklessness make kobolds poor imitators of dragons, what they lack in ferocity they make up for in zeal and ingenuity. They are especially adept at creating traps and setting ambushes.\n\nKobolds' scales resemble those of chromatic dragons that live near their warrens. Rarely, kobolds possess features evocative of metallic dragons or other dragon-like creatures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":185},"collection":"Monster Manual (2025)","summary":"Small dragon, Neutral. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Some kobolds are born with wings. Called urds by others of their kind, these kobolds are thought to be blessed by a dragon or Tiamat, the Dragon Queen. Despite their favored status, winged kobolds are as cowardly as their brethren and use their flight mostly to keep out of reach of their foes.","visibility":"player"},{"heading":"Kobolds","body":"*Tricksters and Servants to Chromatic Dragons*\n\n- **Habitat.** Arctic, Coastal, Desert, Forest, Hill, Mountain, Swamp, Underdark, Urban  \n- **Treasure.** Armaments  \n\nCowardly cousins to chromatic dragons, kobolds serve draconic overlords as warriors and servants. These scrappy menaces mimic the behaviors of their dragon masters. Though their small stature and recklessness make kobolds poor imitators of dragons, what they lack in ferocity they make up for in zeal and ingenuity. They are especially adept at creating traps and setting ambushes.\n\nKobolds' scales resemble those of chromatic dragons that live near their warrens. Rarely, kobolds possess features evocative of metallic dragons or other dragon-like creatures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"winged-kobold-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-winged-kobold-v1.avif","alt":"Winged Kobold","caption":"Winged Kobold","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-winter-wolf","title":"Winter Wolf","officialName":"Winter Wolf","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Neutral Evil. Challenge 3. 2024 revised rules.\n\nWinter Wolf\n\n*Cold-hearted Pack Hunter*\n\n- **Habitat.** Arctic  \n- **Treasure.** None  \n\nWinter wolves are horse-size, supernatural predators that prowl frigid wildernesses in deadly packs. With their great size and chilling breath, winter wolves pursue megafauna, arctic travelers, and any other creatures they catch on the tundra.\n\nWinter wolves are more intelligent than natural wolves and can speak. Most are predominantly concerned with their next meal, and while they might converse with other creatures in exchange for food, few concern themselves with long-term bargains or keeping their word unless they have something to gain. Winter wolves often hunt alongside frost giants that indulge them with frequent hunts and reliable meals.\n\n> [!quote] A quote from Koran, Winter Wolf  \n> \n> Snowdrifts, driving hail, and wind fierce enough to strip the hairless skin off your bones—you lot have been through it all. But good news, there's a town full of warm hearths right over this rise.\n> \n> You'll never reach it, but at least your last thoughts will be warm.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":334},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Neutral Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Winter Wolf","body":"*Cold-hearted Pack Hunter*\n\n- **Habitat.** Arctic  \n- **Treasure.** None  \n\nWinter wolves are horse-size, supernatural predators that prowl frigid wildernesses in deadly packs. With their great size and chilling breath, winter wolves pursue megafauna, arctic travelers, and any other creatures they catch on the tundra.\n\nWinter wolves are more intelligent than natural wolves and can speak. Most are predominantly concerned with their next meal, and while they might converse with other creatures in exchange for food, few concern themselves with long-term bargains or keeping their word unless they have something to gain. Winter wolves often hunt alongside frost giants that indulge them with frequent hunts and reliable meals.\n\n> [!quote] A quote from Koran, Winter Wolf  \n> \n> Snowdrifts, driving hail, and wind fierce enough to strip the hairless skin off your bones—you lot have been through it all. But good news, there's a town full of warm hearths right over this rise.\n> \n> You'll never reach it, but at least your last thoughts will be warm.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"winter-wolf-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-winter-wolf-v1.avif","alt":"Winter Wolf","caption":"Winter Wolf","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-wolf","title":"Wolf","officialName":"Wolf","type":"Monster","category":"Creatures","visibility":"player","body":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.\n\nAnimals\n\nUse these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":373},"collection":"Monster Manual (2025)","summary":"Medium beast, Unaligned. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Animals","body":"Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"wolf-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-wolf-v1.avif","alt":"Wolf","caption":"Wolf","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-worg","title":"Worg","officialName":"Worg","type":"Monster","category":"Creatures","visibility":"player","body":"Large fey, Neutral Evil. Challenge 1/2. 2024 revised rules.\n\nOverview\n\nPacks of worgs roam harsh frontiers and cursed lands. They sometimes conspire with goblinoids and gnolls and might serve them as mounts.\n\nWorgs\n\n*Malicious Lupine Ravagers*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Feywild)  \n- **Treasure.** None  \n\nSometimes mistaken at first for giant wolves, worgs are vicious hunters. These sapient predators can speak and often taunt their prey, enjoying the taste of fear in their meals.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":335},"collection":"Monster Manual (2025)","summary":"Large fey, Neutral Evil. Challenge 1/2. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Packs of worgs roam harsh frontiers and cursed lands. They sometimes conspire with goblinoids and gnolls and might serve them as mounts.","visibility":"player"},{"heading":"Worgs","body":"*Malicious Lupine Ravagers*\n\n- **Habitat.** Forest, Grassland, Hill, Planar (Feywild)  \n- **Treasure.** None  \n\nSometimes mistaken at first for giant wolves, worgs are vicious hunters. These sapient predators can speak and often taunt their prey, enjoying the taste of fear in their meals.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"worg-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-worg-v1.avif","alt":"Worg","caption":"Worg","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-wraith","title":"Wraith","officialName":"Wraith","type":"Monster","category":"Creatures","visibility":"player","body":"Small or Medium undead, Neutral Evil. Challenge 5. 2024 revised rules.\n\nWraith\n\n*Essence of Evil*\n\n- **Habitat.** Planar (Shadowfell), Underdark  \n- **Treasure.** None  \n\nWraiths are spectral evils, life-hungry embodiments of malice and terror. Arising from the souls of tyrants, moments of catastrophic pain, or magical blasphemies, wraiths spread suffering and the torment of undeath. Humanoids that die near a wraith might be entrapped by the foul spirit and rise as specters bound to the wraith's sinister will.\n\nWraiths lurk in forgotten dungeons, accursed ruins, or lands influenced by sinister planes of existence. Such haunted domains might bear hints of the tragedies or foul magic that brought the wraiths into being.\n\nWraiths might arise from a single powerfully evil soul or other baleful forces. Roll on or choose a result from the Wraith Manifestations table to inspire the wickedness a wraith embodies.\n\n**Wraith Manifestations**\n\n| dice: 1d10 | The Wraith Embodies... |\n|------------|------------------------|\n| 1 | The blasphemous magic of a cursed location. |\n| 2 | The exorcised evil of a redeemed villain. |\n| 3 | A legendary villain who returns once a century. |\n| 4 | Locals' fear of a superstition or legend. |\n| 5 | The memory of a tragedy. |\n| 6 | A profane idea or foul piece of lore. |\n| 7 | The torment of one or more suffering souls. |\n| 8 | The viciousness of a profane Artifact. |\n| 9 | The vile dreams of a slumbering god. |\n| 10 | The voracity of a life-hungry realm, such as the Shadowfell or Negative Plane. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":336},"collection":"Monster Manual (2025)","summary":"Small or Medium undead, Neutral Evil. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Wraith","body":"*Essence of Evil*\n\n- **Habitat.** Planar (Shadowfell), Underdark  \n- **Treasure.** None  \n\nWraiths are spectral evils, life-hungry embodiments of malice and terror. Arising from the souls of tyrants, moments of catastrophic pain, or magical blasphemies, wraiths spread suffering and the torment of undeath. Humanoids that die near a wraith might be entrapped by the foul spirit and rise as specters bound to the wraith's sinister will.\n\nWraiths lurk in forgotten dungeons, accursed ruins, or lands influenced by sinister planes of existence. Such haunted domains might bear hints of the tragedies or foul magic that brought the wraiths into being.\n\nWraiths might arise from a single powerfully evil soul or other baleful forces. Roll on or choose a result from the Wraith Manifestations table to inspire the wickedness a wraith embodies.\n\n**Wraith Manifestations**\n\n| dice: 1d10 | The Wraith Embodies... |\n|------------|------------------------|\n| 1 | The blasphemous magic of a cursed location. |\n| 2 | The exorcised evil of a redeemed villain. |\n| 3 | A legendary villain who returns once a century. |\n| 4 | Locals' fear of a superstition or legend. |\n| 5 | The memory of a tragedy. |\n| 6 | A profane idea or foul piece of lore. |\n| 7 | The torment of one or more suffering souls. |\n| 8 | The viciousness of a profane Artifact. |\n| 9 | The vile dreams of a slumbering god. |\n| 10 | The voracity of a life-hungry realm, such as the Shadowfell or Negative Plane. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"wraith-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-wraith-v1.avif","alt":"Wraith","caption":"Wraith","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-wyvern","title":"Wyvern","officialName":"Wyvern","type":"Monster","category":"Creatures","visibility":"player","body":"Large dragon, Unaligned. Challenge 6. 2024 revised rules.\n\nWyvern\n\n*Draconic Hunter with a Venomous Sting*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Any  \n\nOpportunistic predators, wyverns are draconic ambushers that strike from above. These territorial hunters attack with their fangs and stinger-tipped tails. Wyvern stingers drip with deadly venom, a painful toxin feared by monster hunters and coveted by alchemists.\n\nWyverns are aggressive and claim sizable territories around the mountains, crags, and ruins where they dwell. Despite their considerable strength, they're opportunistic hunters that target unwitting livestock and groups of encamped travelers. Wyverns usually land only to finish off creatures they've weakened with their poison and strafing attacks. Creatures that fight back or take flight might deter wyverns, convincing them to search for easier prey.\n\nOnce wyverns overpower a quarry, they carry it to their cavernous lairs to either consume it in safety or trap it to eat later. Most wyverns don't hoard treasure, but their lairs are littered with the possessions of past victims. It isn't uncommon for wyverns to carry off chests, carts, or small boats along with their prey.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":337},"collection":"Monster Manual (2025)","summary":"Large dragon, Unaligned. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Wyvern","body":"*Draconic Hunter with a Venomous Sting*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Any  \n\nOpportunistic predators, wyverns are draconic ambushers that strike from above. These territorial hunters attack with their fangs and stinger-tipped tails. Wyvern stingers drip with deadly venom, a painful toxin feared by monster hunters and coveted by alchemists.\n\nWyverns are aggressive and claim sizable territories around the mountains, crags, and ruins where they dwell. Despite their considerable strength, they're opportunistic hunters that target unwitting livestock and groups of encamped travelers. Wyverns usually land only to finish off creatures they've weakened with their poison and strafing attacks. Creatures that fight back or take flight might deter wyverns, convincing them to search for easier prey.\n\nOnce wyverns overpower a quarry, they carry it to their cavernous lairs to either consume it in safety or trap it to eat later. Most wyverns don't hoard treasure, but their lairs are littered with the possessions of past victims. It isn't uncommon for wyverns to carry off chests, carts, or small boats along with their prey.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"wyvern-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-wyvern-v1.avif","alt":"Wyvern","caption":"Wyvern","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-xorn","title":"Xorn","officialName":"Xorn","type":"Monster","category":"Creatures","visibility":"player","body":"Medium elemental, Neutral. Challenge 5. 2024 revised rules.\n\nXorn\n\n*Treasure-Devouring Glutton*\n\n- **Habitat.** Underdark, Planar (Elemental Plane of Earth)  \n- **Treasure.** Any  \n\nOn the Elemental Plane of Earth, xorn roam in search of meals they consider delicacies: gems, crystals, and veins of precious metals. For xorn, the Elemental Plane of Earth presents an endless buffet. Those that find their way to the Material Plane discover that most worlds are culinary wastelands. These xorn scour subterranean depths, consuming whatever sparse gems and ores they find. This might bring them into conflict with miners or others who hide their treasures underground.\n\nXorn have three eyes, three arms, and three legs arranged around their trilaterally symmetrical frames. At the top of their bodies is a toothy maw that's equally capable of crushing minerals and dangerous creatures. Xorn move through the earth magically, leaving no tunnel or sign of their passage.\n\nRapt gourmands, xorn focus on their next meals. They care little for living creatures and avoid harming them when possible. They know others also covet the earth's treasures, and they're not above bargaining for their meals. Xorn might share their knowledge of the Underdark in exchange for snacks of gems, coins, or magical metals. If starving or angered, xorn might try to forcibly take their meals.\n\nRoll on or choose a result from the Xorn Delicacies table to inspire a xorn's favorite fare.\n\n**Xorn Delicacies**\n\n| dice: 1d8 | The Xorn Craves... |\n|-----------|--------------------|\n| 1 | Adamantine or mithral. |\n| 2 | Coins minted by a long-dead empire. |\n| 3 | Fossils or petrified wood. |\n| 4 | A gem that's part of a magic item. |\n| 5 | The keystone of a great arch or bridge. |\n| 6 | Parts of a galeb duhr or stone golem. |\n| 7 | A piece of a meteor or moon. |\n| 8 | The stone crowning a mountain peak. |","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":338},"collection":"Monster Manual (2025)","summary":"Medium elemental, Neutral. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Xorn","body":"*Treasure-Devouring Glutton*\n\n- **Habitat.** Underdark, Planar (Elemental Plane of Earth)  \n- **Treasure.** Any  \n\nOn the Elemental Plane of Earth, xorn roam in search of meals they consider delicacies: gems, crystals, and veins of precious metals. For xorn, the Elemental Plane of Earth presents an endless buffet. Those that find their way to the Material Plane discover that most worlds are culinary wastelands. These xorn scour subterranean depths, consuming whatever sparse gems and ores they find. This might bring them into conflict with miners or others who hide their treasures underground.\n\nXorn have three eyes, three arms, and three legs arranged around their trilaterally symmetrical frames. At the top of their bodies is a toothy maw that's equally capable of crushing minerals and dangerous creatures. Xorn move through the earth magically, leaving no tunnel or sign of their passage.\n\nRapt gourmands, xorn focus on their next meals. They care little for living creatures and avoid harming them when possible. They know others also covet the earth's treasures, and they're not above bargaining for their meals. Xorn might share their knowledge of the Underdark in exchange for snacks of gems, coins, or magical metals. If starving or angered, xorn might try to forcibly take their meals.\n\nRoll on or choose a result from the Xorn Delicacies table to inspire a xorn's favorite fare.\n\n**Xorn Delicacies**\n\n| dice: 1d8 | The Xorn Craves... |\n|-----------|--------------------|\n| 1 | Adamantine or mithral. |\n| 2 | Coins minted by a long-dead empire. |\n| 3 | Fossils or petrified wood. |\n| 4 | A gem that's part of a magic item. |\n| 5 | The keystone of a great arch or bridge. |\n| 6 | Parts of a galeb duhr or stone golem. |\n| 7 | A piece of a meteor or moon. |\n| 8 | The stone crowning a mountain peak. |","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"xorn-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-xorn-v1.avif","alt":"Xorn","caption":"Xorn","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-yeti","title":"Yeti","officialName":"Yeti","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Chaotic Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nYetis hunt alone or in small family groups. They avoid the settlements of other creatures but lurk near paths frequented by traders and herders to pick off unsuspecting prey. Yetis make their homes in icy caves near frozen peaks and at extremes where few dare travel.\n\nYetis\n\n*Chilling Stalkers of the Frozen Wilds*\n\n- **Habitat.** Arctic  \n- **Treasure.** Any  \n\nAcross alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws. In addition to their physical might, yetis can chill creatures with a look, freezing their foes in place, and they can conjure ice and hurl it at foes.\n\nDue to yetis' elusiveness, folktales about yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes' aversion to fire.\n\n> [!quote] A quote from Kelesta Hawke of the Emerald Enclave  \n> \n> In the yeti, I find no kinship, no understanding, no mercy. Theirs is not the might of the mountain or the magic of glacial wonders. Theirs is a world where harmony lies murdered and frozen.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":339},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Chaotic Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Yetis hunt alone or in small family groups. They avoid the settlements of other creatures but lurk near paths frequented by traders and herders to pick off unsuspecting prey. Yetis make their homes in icy caves near frozen peaks and at extremes where few dare travel.","visibility":"player"},{"heading":"Yetis","body":"*Chilling Stalkers of the Frozen Wilds*\n\n- **Habitat.** Arctic  \n- **Treasure.** Any  \n\nAcross alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws. In addition to their physical might, yetis can chill creatures with a look, freezing their foes in place, and they can conjure ice and hurl it at foes.\n\nDue to yetis' elusiveness, folktales about yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes' aversion to fire.\n\n> [!quote] A quote from Kelesta Hawke of the Emerald Enclave  \n> \n> In the yeti, I find no kinship, no understanding, no mercy. Theirs is not the might of the mountain or the magic of glacial wonders. Theirs is a world where harmony lies murdered and frozen.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"yeti-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-yeti-v1.avif","alt":"Yeti","caption":"Yeti","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-yochlol","title":"Yochlol","officialName":"Yochlol","type":"Monster","category":"Creatures","visibility":"player","body":"Medium fiend (demon), Chaotic Evil. Challenge 10. 2024 revised rules.\n\nYochlol\n\n*Demon of Depraved Will*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nYochlols embody the pernicious will and infectious philosophies of the Abyss. In their rarely seen true forms, these noxious manipulators appear as ever-shifting masses of dripping tentacles and toxic flesh crowned by a single baleful eye. More often, though, yochlols take the form of spiders or zealous cultists. They use manipulative magic and dangerous rhetoric to spread demonic cults, corrupt the righteous, and further the plots of their fiendish overlords. They relish coercing the unwitting into furthering demonic plots and turning mortals against one another.\n\nMost yochlols serve Lolth. The Demon Queen of Spiders claims all yochlols as minions and orders any yochlols that disagree destroyed. In rare cases, yochlols might serve other demon lords, particularly manipulative or changeable ones like Graz'zt, Juiblex, and Zuggtmoy.\n\nDespite their service to demon lords, yochlols harbor their own vicious whims and ambitions. They might claim to speak for their overlords to further their own ambitions or seek to reveal rivals' selfish goals to gain standing with their demonic masters.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":341},"collection":"Monster Manual (2025)","summary":"Medium fiend (demon), Chaotic Evil. Challenge 10. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Yochlol","body":"*Demon of Depraved Will*\n\n- **Habitat.** Planar (Abyss)  \n- **Treasure.** None  \n\nYochlols embody the pernicious will and infectious philosophies of the Abyss. In their rarely seen true forms, these noxious manipulators appear as ever-shifting masses of dripping tentacles and toxic flesh crowned by a single baleful eye. More often, though, yochlols take the form of spiders or zealous cultists. They use manipulative magic and dangerous rhetoric to spread demonic cults, corrupt the righteous, and further the plots of their fiendish overlords. They relish coercing the unwitting into furthering demonic plots and turning mortals against one another.\n\nMost yochlols serve Lolth. The Demon Queen of Spiders claims all yochlols as minions and orders any yochlols that disagree destroyed. In rare cases, yochlols might serve other demon lords, particularly manipulative or changeable ones like Graz'zt, Juiblex, and Zuggtmoy.\n\nDespite their service to demon lords, yochlols harbor their own vicious whims and ambitions. They might claim to speak for their overlords to further their own ambitions or seek to reveal rivals' selfish goals to gain standing with their demonic masters.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"yochlol-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-yochlol-v1.avif","alt":"Yochlol","caption":"Yochlol","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-young-black-dragon","title":"Young Black Dragon","officialName":"Young Black Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Large dragon (chromatic), Chaotic Evil. Challenge 7. 2024 revised rules.\n\nOverview\n\nMost young black dragons claim a hidden lair—typically a dismal place accessible through deadly ruins or a treacherous bog. They delight in exploiting fearful servants and might terrorize small communities or impress groups of kobolds or troglodytes into their service. Some ally themselves with powerful undead such as death knights and vampires or aberrations such as aboleths and kuo-toa.\n\nBlack Dragons\n\n*Dragons of Decay and Despair*\n\n- **Habitat.** Swamp  \n- **Treasure.** Relics  \n\nBlack dragons delight in suffering and ruin. While other chromatic dragons scheme for power and wealth, these dragons seek to tear down all they see and rule over what remains.\n\nBlack dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds.\n\nBlack dragons hoard tarnished symbols of hope and relics of fallen empires. The more sought-after the treasure, the more black dragons prize it—particularly if they were responsible for it being lost.\n\nBlack Dragon Lairs\n\nBlack dragons lurk in dismal ruins, polluted bogs, or other sites gripped by decay.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":38},"collection":"Monster Manual (2025)","summary":"Large dragon (chromatic), Chaotic Evil. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Most young black dragons claim a hidden lair—typically a dismal place accessible through deadly ruins or a treacherous bog. They delight in exploiting fearful servants and might terrorize small communities or impress groups of kobolds or troglodytes into their service. Some ally themselves with powerful undead such as death knights and vampires or aberrations such as aboleths and kuo-toa.","visibility":"player"},{"heading":"Black Dragons","body":"*Dragons of Decay and Despair*\n\n- **Habitat.** Swamp  \n- **Treasure.** Relics  \n\nBlack dragons delight in suffering and ruin. While other chromatic dragons scheme for power and wealth, these dragons seek to tear down all they see and rule over what remains.\n\nBlack dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds.\n\nBlack dragons hoard tarnished symbols of hope and relics of fallen empires. The more sought-after the treasure, the more black dragons prize it—particularly if they were responsible for it being lost.","visibility":"player"},{"heading":"Black Dragon Lairs","body":"Black dragons lurk in dismal ruins, polluted bogs, or other sites gripped by decay.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"young-black-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-young-black-dragon-v1.avif","alt":"Young Black Dragon","caption":"Young Black Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-young-blue-dragon","title":"Young Blue Dragon","officialName":"Young Blue Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Large dragon (chromatic), Lawful Evil. Challenge 9. 2024 revised rules.\n\nOverview\n\nYoung blue dragons seek to establish themselves as forces to be feared. Many claim isolated communities to rule over or ancient ruins where they might find magical paths to power. These blue dragons might temporarily cooperate with other dragons or powerful villains to gain followers and influence.\n\nBlue Dragons\n\n*Dragons of Tyranny and Tempests*\n\n- **Habitat.** Desert  \n- **Treasure.** Relics  \n\nArrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.\n\nBlue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.\n\nRegalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.\n\nBlue Dragon Lairs\n\nBlue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":48},"collection":"Monster Manual (2025)","summary":"Large dragon (chromatic), Lawful Evil. Challenge 9. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Young blue dragons seek to establish themselves as forces to be feared. Many claim isolated communities to rule over or ancient ruins where they might find magical paths to power. These blue dragons might temporarily cooperate with other dragons or powerful villains to gain followers and influence.","visibility":"player"},{"heading":"Blue Dragons","body":"*Dragons of Tyranny and Tempests*\n\n- **Habitat.** Desert  \n- **Treasure.** Relics  \n\nArrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.\n\nBlue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.\n\nRegalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.","visibility":"player"},{"heading":"Blue Dragon Lairs","body":"Blue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"young-blue-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-young-blue-dragon-v1.avif","alt":"Young Blue Dragon","caption":"Young Blue Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-young-brass-dragon","title":"Young Brass Dragon","officialName":"Young Brass Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Large dragon (metallic), Chaotic Good. Challenge 6. 2024 revised rules.\n\nOverview\n\nYoung brass dragons travel extensively, often spending a few years in a region before circling back to their lair. Some work closely with other metallic dragons, carrying information between allies.\n\nBrass Dragons\n\n*Dragons of Lore and Rapport*\n\n- **Habitat.** Desert  \n- **Treasure.** Arcana  \n\nGregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.\n\nBrass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.\n\nBrass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story—perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.\n\nBrass Dragon Lairs\n\nBrass dragons usually dwell in secret caves and canyons near well-traveled routes.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":54},"collection":"Monster Manual (2025)","summary":"Large dragon (metallic), Chaotic Good. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Young brass dragons travel extensively, often spending a few years in a region before circling back to their lair. Some work closely with other metallic dragons, carrying information between allies.","visibility":"player"},{"heading":"Brass Dragons","body":"*Dragons of Lore and Rapport*\n\n- **Habitat.** Desert  \n- **Treasure.** Arcana  \n\nGregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.\n\nBrass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.\n\nBrass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story—perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.","visibility":"player"},{"heading":"Brass Dragon Lairs","body":"Brass dragons usually dwell in secret caves and canyons near well-traveled routes.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"young-brass-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-young-brass-dragon-v1.avif","alt":"Young Brass Dragon","caption":"Young Brass Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-young-bronze-dragon","title":"Young Bronze Dragon","officialName":"Young Bronze Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Large dragon (metallic), Lawful Good. Challenge 8. 2024 revised rules.\n\nOverview\n\nMany young bronze dragons become experts in a type of problem, like driving off pirates or protecting communities from storms. Young bronze dragons collect friends with varied expertise, cultivating a community of experts they can rely on.\n\nBronze Dragons\n\n*Dragons of Potential and Preservation*\n\n- **Habitat.** Coastal  \n- **Treasure.** Implements  \n\nWhere bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.\n\nBronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.\n\nBronze Dragon Lairs\n\nBronze dragons usually make their homes near or under the sea.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":58},"collection":"Monster Manual (2025)","summary":"Large dragon (metallic), Lawful Good. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Many young bronze dragons become experts in a type of problem, like driving off pirates or protecting communities from storms. Young bronze dragons collect friends with varied expertise, cultivating a community of experts they can rely on.","visibility":"player"},{"heading":"Bronze Dragons","body":"*Dragons of Potential and Preservation*\n\n- **Habitat.** Coastal  \n- **Treasure.** Implements  \n\nWhere bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.\n\nBronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.","visibility":"player"},{"heading":"Bronze Dragon Lairs","body":"Bronze dragons usually make their homes near or under the sea.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"young-bronze-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-young-bronze-dragon-v1.avif","alt":"Young Bronze Dragon","caption":"Young Bronze Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-young-copper-dragon","title":"Young Copper Dragon","officialName":"Young Copper Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Large dragon (metallic), Chaotic Good. Challenge 7. 2024 revised rules.\n\nOverview\n\nYoung copper dragons forge strong connections with a community or group of friends while flitting from one artistic fixation to the next.\n\nCopper Dragons\n\n*Dragons of Curiosity and Community*\n\n- **Habitat.** Hill  \n- **Treasure.** Arcana  \n\nRelentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.\n\nCopper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.\n\nCopper Dragon Lairs\n\nCopper dragons typically inhabit multi-chamber caves and renovated ruins.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":78},"collection":"Monster Manual (2025)","summary":"Large dragon (metallic), Chaotic Good. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Young copper dragons forge strong connections with a community or group of friends while flitting from one artistic fixation to the next.","visibility":"player"},{"heading":"Copper Dragons","body":"*Dragons of Curiosity and Community*\n\n- **Habitat.** Hill  \n- **Treasure.** Arcana  \n\nRelentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.\n\nCopper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.","visibility":"player"},{"heading":"Copper Dragon Lairs","body":"Copper dragons typically inhabit multi-chamber caves and renovated ruins.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"young-copper-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-young-copper-dragon-v1.avif","alt":"Young Copper Dragon","caption":"Young Copper Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-young-gold-dragon","title":"Young Gold Dragon","officialName":"Young Gold Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Large dragon (metallic), Lawful Good. Challenge 10. 2024 revised rules.\n\nOverview\n\nYoung gold dragons have seen glimpses of the world's true evils and crusade to oppose them. They often seek bold and direct solutions to problems.\n\nGold Dragons\n\n*Dragons of Hope and Majesty*\n\n- **Habitat.** Forest, Grassland  \n- **Treasure.** Arcana  \n\nGold dragons work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.\n\nGold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.\n\nGold Dragon Lairs\n\nGold dragons make their homes in places of natural and magical wonder.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":144},"collection":"Monster Manual (2025)","summary":"Large dragon (metallic), Lawful Good. Challenge 10. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Young gold dragons have seen glimpses of the world's true evils and crusade to oppose them. They often seek bold and direct solutions to problems.","visibility":"player"},{"heading":"Gold Dragons","body":"*Dragons of Hope and Majesty*\n\n- **Habitat.** Forest, Grassland  \n- **Treasure.** Arcana  \n\nGold dragons work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.\n\nGold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.","visibility":"player"},{"heading":"Gold Dragon Lairs","body":"Gold dragons make their homes in places of natural and magical wonder.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"young-gold-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-young-gold-dragon-v1.avif","alt":"Young Gold Dragon","caption":"Young Gold Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-young-green-dragon","title":"Young Green Dragon","officialName":"Young Green Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Large dragon (chromatic), Lawful Evil. Challenge 8. 2024 revised rules.\n\nOverview\n\nYoung green dragons frequently control groups of ettercaps, kobolds, thieves, or other cowardly servants. These dragons do so while avoiding other evil dragons, who would sabotage them. Gradually, oppressing weaker creatures and amassing meaningless fortunes bore young green dragons, and they pursue more ambitious ways to indulge their egos.\n\nGreen Dragons\n\n*Dragons of Deceit and Derision*\n\n- **Habitat.** Forest  \n- **Treasure.** Arcana  \n\nFrom forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.\n\nDespite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.\n\nGreen Dragon Lairs\n\nGreen dragons lair in ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the former homes of those they've conquered.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":152},"collection":"Monster Manual (2025)","summary":"Large dragon (chromatic), Lawful Evil. Challenge 8. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Young green dragons frequently control groups of ettercaps, kobolds, thieves, or other cowardly servants. These dragons do so while avoiding other evil dragons, who would sabotage them. Gradually, oppressing weaker creatures and amassing meaningless fortunes bore young green dragons, and they pursue more ambitious ways to indulge their egos.","visibility":"player"},{"heading":"Green Dragons","body":"*Dragons of Deceit and Derision*\n\n- **Habitat.** Forest  \n- **Treasure.** Arcana  \n\nFrom forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.\n\nDespite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.","visibility":"player"},{"heading":"Green Dragon Lairs","body":"Green dragons lair in ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the former homes of those they've conquered.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"young-green-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-young-green-dragon-v1.avif","alt":"Young Green Dragon","caption":"Young Green Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-young-red-dragon","title":"Young Red Dragon","officialName":"Young Red Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Large dragon (chromatic), Chaotic Evil. Challenge 10. 2024 revised rules.\n\nOverview\n\nYoung red dragons number among the most unpredictable of their kind. They seek territories rich with treasures and potential followers, raiding, burning, and slaughtering to enforce their will. Unless these dragons meet significant resistance, they cement their power and begin reigns of terror that can last for centuries.\n\nRed Dragons\n\n*Dragons of Greed and Devastation*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Any  \n\nRed dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.\n\nRed dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.\n\nRed dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.\n\nRed Dragon Lairs\n\nRed dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they've stolen from other creatures.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":254},"collection":"Monster Manual (2025)","summary":"Large dragon (chromatic), Chaotic Evil. Challenge 10. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Young red dragons number among the most unpredictable of their kind. They seek territories rich with treasures and potential followers, raiding, burning, and slaughtering to enforce their will. Unless these dragons meet significant resistance, they cement their power and begin reigns of terror that can last for centuries.","visibility":"player"},{"heading":"Red Dragons","body":"*Dragons of Greed and Devastation*\n\n- **Habitat.** Hill, Mountain  \n- **Treasure.** Any  \n\nRed dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.\n\nRed dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.\n\nRed dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.","visibility":"player"},{"heading":"Red Dragon Lairs","body":"Red dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they've stolen from other creatures.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"young-red-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-young-red-dragon-v1.avif","alt":"Young Red Dragon","caption":"Young Red Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-young-remorhaz","title":"Young Remorhaz","officialName":"Young Remorhaz","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Unaligned. Challenge 5. 2024 revised rules.\n\nOverview\n\nYoung remorhazes scorch and consume any creatures they can chase down and overwhelm.\n\nRemorhazes\n\n*Super-Heated Arctic Arthropods*\n\n- **Habitat.** Arctic  \n- **Treasure.** None  \n\nRemorhazes are centipede-like terrors that burrow through snow and ice to ambush smaller creatures that trespass in their frozen territories.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":258},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Unaligned. Challenge 5. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Young remorhazes scorch and consume any creatures they can chase down and overwhelm.","visibility":"player"},{"heading":"Remorhazes","body":"*Super-Heated Arctic Arthropods*\n\n- **Habitat.** Arctic  \n- **Treasure.** None  \n\nRemorhazes are centipede-like terrors that burrow through snow and ice to ambush smaller creatures that trespass in their frozen territories.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"young-remorhaz-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-young-remorhaz-v1.avif","alt":"Young Remorhaz","caption":"Young Remorhaz","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-young-silver-dragon","title":"Young Silver Dragon","officialName":"Young Silver Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Large dragon (metallic), Lawful Good. Challenge 9. 2024 revised rules.\n\nOverview\n\nYoung silver dragons usually have close ties with elder metallic dragons or heroic role models, helping those with great goals achieve their ambitions. They might serve as messengers for or representatives of such do-gooders.\n\nSilver Dragons\n\n*Dragons of Courage and Fairness*\n\n- **Habitat.** Mountain, Urban  \n- **Treasure.** Arcana  \n\nSilver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.\n\nSilver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.\n\nSilver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.\n\nSilver Dragon Lairs\n\nSilver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\"","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":278},"collection":"Monster Manual (2025)","summary":"Large dragon (metallic), Lawful Good. Challenge 9. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Young silver dragons usually have close ties with elder metallic dragons or heroic role models, helping those with great goals achieve their ambitions. They might serve as messengers for or representatives of such do-gooders.","visibility":"player"},{"heading":"Silver Dragons","body":"*Dragons of Courage and Fairness*\n\n- **Habitat.** Mountain, Urban  \n- **Treasure.** Arcana  \n\nSilver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.\n\nSilver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.\n\nSilver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.","visibility":"player"},{"heading":"Silver Dragon Lairs","body":"Silver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\"","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"young-silver-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-young-silver-dragon-v1.avif","alt":"Young Silver Dragon","caption":"Young Silver Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-young-white-dragon","title":"Young White Dragon","officialName":"Young White Dragon","type":"Monster","category":"Creatures","visibility":"player","body":"Large dragon (chromatic), Chaotic Evil. Challenge 6. 2024 revised rules.\n\nOverview\n\nYoung white dragons defend their hunting grounds from rivals. In some cases, kobolds and groups of humanoids might offer food and treasure to young white dragons, attempting to keep the dragons satiated and less likely to prey on their communities.\n\nWhite Dragons\n\n*Dragons of Cold and Cruelty*\n\n- **Habitat.** Arctic  \n- **Treasure.** Arcana  \n\nAmong the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.\n\nWhite dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory—the details of which inflate as these dragons age.\n\nWhite Dragon Lairs\n\nWhite dragons brood in bitterly cold lairs clawed from stone and ice.","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":328},"collection":"Monster Manual (2025)","summary":"Large dragon (chromatic), Chaotic Evil. Challenge 6. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Young white dragons defend their hunting grounds from rivals. In some cases, kobolds and groups of humanoids might offer food and treasure to young white dragons, attempting to keep the dragons satiated and less likely to prey on their communities.","visibility":"player"},{"heading":"White Dragons","body":"*Dragons of Cold and Cruelty*\n\n- **Habitat.** Arctic  \n- **Treasure.** Arcana  \n\nAmong the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.\n\nWhite dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory—the details of which inflate as these dragons age.","visibility":"player"},{"heading":"White Dragon Lairs","body":"White dragons brood in bitterly cold lairs clawed from stone and ice.","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"young-white-dragon-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-young-white-dragon-v1.avif","alt":"Young White Dragon","caption":"Young White Dragon","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-yuan-ti-abomination","title":"Yuan-ti Abomination","officialName":"Yuan-ti Abomination","type":"Monster","category":"Creatures","visibility":"player","body":"Large monstrosity, Neutral Evil. Challenge 7. 2024 revised rules.\n\nOverview\n\nYuan-ti abominations have traded away nearly all evidence of their humanity, coming to resemble giant, upright serpents with scaly arms and hands. In battle, they relish opportunities to crush foes in their powerful coils or strike with their venomous fangs. These abominations can also shape-shift into snakes. In these forms, abominations are indistinguishable from normal serpents.\n\nThe true threat of yuan-ti abominations stems not from their physical might but from their cunning. These masterminds often lead cult-like cells of other yuan-ti and direct them in enacting elaborate conspiracies. Abominations avoid jeopardizing themselves, typically scheming from hidden bastions where they're protected by yuan-ti and serpent guardians. These cold-hearted leaders have a unique understanding of the supernatural forces that grant yuan-ti their powers, and they usually have insidious magical traps and contingencies at their disposal.\n\nYuan-ti\n\n*Power-Hungry Serpentine Conspirators*\n\n- **Habitat.** Desert, Forest, Swamp, Urban  \n- **Treasure.** Relics  \n\nExploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\nYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\nYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\n**Yuan-ti Transformations**\n\n| dice: 1d6 | A Yuan-ti Gained Its Snake Features From... |\n|-----------|---------------------------------------------|\n| 1 | Bargaining parts of its soul to a pantheon of serpentine demigods. |\n| 2 | A curse laid on its people in the distant past. |\n| 3 | The dream-venom of Merrshaulk, a slumbering snake god. |\n| 4 | Experiments by spirit nagas or other yuan-ti. |\n| 5 | A ritual involving the skin of a fiendish snake. |\n| 6 | Trials to excise its \"weak\" human parts. |\n\n> [!quote] A quote from Last Message of Sorril Venil, Explorer of the Labyrinth of Madness  \n> \n> Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors...","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":345},"collection":"Monster Manual (2025)","summary":"Large monstrosity, Neutral Evil. Challenge 7. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Yuan-ti abominations have traded away nearly all evidence of their humanity, coming to resemble giant, upright serpents with scaly arms and hands. In battle, they relish opportunities to crush foes in their powerful coils or strike with their venomous fangs. These abominations can also shape-shift into snakes. In these forms, abominations are indistinguishable from normal serpents.\n\nThe true threat of yuan-ti abominations stems not from their physical might but from their cunning. These masterminds often lead cult-like cells of other yuan-ti and direct them in enacting elaborate conspiracies. Abominations avoid jeopardizing themselves, typically scheming from hidden bastions where they're protected by yuan-ti and serpent guardians. These cold-hearted leaders have a unique understanding of the supernatural forces that grant yuan-ti their powers, and they usually have insidious magical traps and contingencies at their disposal.","visibility":"player"},{"heading":"Yuan-ti","body":"*Power-Hungry Serpentine Conspirators*\n\n- **Habitat.** Desert, Forest, Swamp, Urban  \n- **Treasure.** Relics  \n\nExploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\nYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\nYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\n**Yuan-ti Transformations**\n\n| dice: 1d6 | A Yuan-ti Gained Its Snake Features From... |\n|-----------|---------------------------------------------|\n| 1 | Bargaining parts of its soul to a pantheon of serpentine demigods. |\n| 2 | A curse laid on its people in the distant past. |\n| 3 | The dream-venom of Merrshaulk, a slumbering snake god. |\n| 4 | Experiments by spirit nagas or other yuan-ti. |\n| 5 | A ritual involving the skin of a fiendish snake. |\n| 6 | Trials to excise its \"weak\" human parts. |\n\n> [!quote] A quote from Last Message of Sorril Venil, Explorer of the Labyrinth of Madness  \n> \n> Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors...","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"yuan-ti-abomination-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-yuan-ti-abomination-v1.avif","alt":"Yuan-ti Abomination","caption":"Yuan-ti Abomination","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-yuan-ti-infiltrator","title":"Yuan-ti Infiltrator","officialName":"Yuan-ti Infiltrator","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Neutral Evil. Challenge 1. 2024 revised rules.\n\nOverview\n\nInfiltrators can pass as human, their serpentine features limited to scaly skin, forked tongues, and other minor or internal transformations. These spies insinuate themselves among their rivals, manipulating others and making foes vulnerable to the plots of more powerful yuan-ti.\n\nYuan-ti\n\n*Power-Hungry Serpentine Conspirators*\n\n- **Habitat.** Desert, Forest, Swamp, Urban  \n- **Treasure.** Relics  \n\nExploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\nYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\nYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\n**Yuan-ti Transformations**\n\n| dice: 1d6 | A Yuan-ti Gained Its Snake Features From... |\n|-----------|---------------------------------------------|\n| 1 | Bargaining parts of its soul to a pantheon of serpentine demigods. |\n| 2 | A curse laid on its people in the distant past. |\n| 3 | The dream-venom of Merrshaulk, a slumbering snake god. |\n| 4 | Experiments by spirit nagas or other yuan-ti. |\n| 5 | A ritual involving the skin of a fiendish snake. |\n| 6 | Trials to excise its \"weak\" human parts. |\n\n> [!quote] A quote from Last Message of Sorril Venil, Explorer of the Labyrinth of Madness  \n> \n> Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors...","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":342},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Neutral Evil. Challenge 1. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Infiltrators can pass as human, their serpentine features limited to scaly skin, forked tongues, and other minor or internal transformations. These spies insinuate themselves among their rivals, manipulating others and making foes vulnerable to the plots of more powerful yuan-ti.","visibility":"player"},{"heading":"Yuan-ti","body":"*Power-Hungry Serpentine Conspirators*\n\n- **Habitat.** Desert, Forest, Swamp, Urban  \n- **Treasure.** Relics  \n\nExploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\nYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\nYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\n**Yuan-ti Transformations**\n\n| dice: 1d6 | A Yuan-ti Gained Its Snake Features From... |\n|-----------|---------------------------------------------|\n| 1 | Bargaining parts of its soul to a pantheon of serpentine demigods. |\n| 2 | A curse laid on its people in the distant past. |\n| 3 | The dream-venom of Merrshaulk, a slumbering snake god. |\n| 4 | Experiments by spirit nagas or other yuan-ti. |\n| 5 | A ritual involving the skin of a fiendish snake. |\n| 6 | Trials to excise its \"weak\" human parts. |\n\n> [!quote] A quote from Last Message of Sorril Venil, Explorer of the Labyrinth of Madness  \n> \n> Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors...","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"yuan-ti-infiltrator-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-yuan-ti-infiltrator-v1.avif","alt":"Yuan-ti Infiltrator","caption":"Yuan-ti Infiltrator","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-yuan-ti-malison-type-1","title":"Yuan-ti Malison (Type 1)","officialName":"Yuan-ti Malison (Type 1)","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Neutral Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nMalisons exhibit snakelike features that make them deadly in combat.\n\n- **Type 1.** These malisons have human bodies and the heads of giant, venomous snakes.  \n\nMalisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace.\n\nYuan-ti\n\n*Power-Hungry Serpentine Conspirators*\n\n- **Habitat.** Desert, Forest, Swamp, Urban  \n- **Treasure.** Relics  \n\nExploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\nYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\nYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\n**Yuan-ti Transformations**\n\n| dice: 1d6 | A Yuan-ti Gained Its Snake Features From... |\n|-----------|---------------------------------------------|\n| 1 | Bargaining parts of its soul to a pantheon of serpentine demigods. |\n| 2 | A curse laid on its people in the distant past. |\n| 3 | The dream-venom of Merrshaulk, a slumbering snake god. |\n| 4 | Experiments by spirit nagas or other yuan-ti. |\n| 5 | A ritual involving the skin of a fiendish snake. |\n| 6 | Trials to excise its \"weak\" human parts. |\n\n> [!quote] A quote from Last Message of Sorril Venil, Explorer of the Labyrinth of Madness  \n> \n> Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors...","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":343},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Neutral Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Malisons exhibit snakelike features that make them deadly in combat.\n\n- **Type 1.** These malisons have human bodies and the heads of giant, venomous snakes.  \n\nMalisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace.","visibility":"player"},{"heading":"Yuan-ti","body":"*Power-Hungry Serpentine Conspirators*\n\n- **Habitat.** Desert, Forest, Swamp, Urban  \n- **Treasure.** Relics  \n\nExploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\nYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\nYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\n**Yuan-ti Transformations**\n\n| dice: 1d6 | A Yuan-ti Gained Its Snake Features From... |\n|-----------|---------------------------------------------|\n| 1 | Bargaining parts of its soul to a pantheon of serpentine demigods. |\n| 2 | A curse laid on its people in the distant past. |\n| 3 | The dream-venom of Merrshaulk, a slumbering snake god. |\n| 4 | Experiments by spirit nagas or other yuan-ti. |\n| 5 | A ritual involving the skin of a fiendish snake. |\n| 6 | Trials to excise its \"weak\" human parts. |\n\n> [!quote] A quote from Last Message of Sorril Venil, Explorer of the Labyrinth of Madness  \n> \n> Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors...","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"yuan-ti-malison-type-1-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-yuan-ti-malison-type-1-v1.avif","alt":"Yuan-ti Malison (Type 1)","caption":"Yuan-ti Malison (Type 1)","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-yuan-ti-malison-type-2","title":"Yuan-ti Malison (Type 2)","officialName":"Yuan-ti Malison (Type 2)","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Neutral Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nMalisons exhibit snakelike features that make them deadly in combat.\n\n- **Type 2.** These malisons have human bodies, but they've replaced their arms with snakes.  \n\nMalisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace.\n\nYuan-ti\n\n*Power-Hungry Serpentine Conspirators*\n\n- **Habitat.** Desert, Forest, Swamp, Urban  \n- **Treasure.** Relics  \n\nExploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\nYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\nYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\n**Yuan-ti Transformations**\n\n| dice: 1d6 | A Yuan-ti Gained Its Snake Features From... |\n|-----------|---------------------------------------------|\n| 1 | Bargaining parts of its soul to a pantheon of serpentine demigods. |\n| 2 | A curse laid on its people in the distant past. |\n| 3 | The dream-venom of Merrshaulk, a slumbering snake god. |\n| 4 | Experiments by spirit nagas or other yuan-ti. |\n| 5 | A ritual involving the skin of a fiendish snake. |\n| 6 | Trials to excise its \"weak\" human parts. |\n\n> [!quote] A quote from Last Message of Sorril Venil, Explorer of the Labyrinth of Madness  \n> \n> Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors...","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":343},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Neutral Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Malisons exhibit snakelike features that make them deadly in combat.\n\n- **Type 2.** These malisons have human bodies, but they've replaced their arms with snakes.  \n\nMalisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace.","visibility":"player"},{"heading":"Yuan-ti","body":"*Power-Hungry Serpentine Conspirators*\n\n- **Habitat.** Desert, Forest, Swamp, Urban  \n- **Treasure.** Relics  \n\nExploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\nYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\nYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\n**Yuan-ti Transformations**\n\n| dice: 1d6 | A Yuan-ti Gained Its Snake Features From... |\n|-----------|---------------------------------------------|\n| 1 | Bargaining parts of its soul to a pantheon of serpentine demigods. |\n| 2 | A curse laid on its people in the distant past. |\n| 3 | The dream-venom of Merrshaulk, a slumbering snake god. |\n| 4 | Experiments by spirit nagas or other yuan-ti. |\n| 5 | A ritual involving the skin of a fiendish snake. |\n| 6 | Trials to excise its \"weak\" human parts. |\n\n> [!quote] A quote from Last Message of Sorril Venil, Explorer of the Labyrinth of Madness  \n> \n> Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors...","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"yuan-ti-malison-type-2-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-yuan-ti-malison-type-2-v1.avif","alt":"Yuan-ti Malison (Type 2)","caption":"Yuan-ti Malison (Type 2)","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-yuan-ti-malison-type-3","title":"Yuan-ti Malison (Type 3)","officialName":"Yuan-ti Malison (Type 3)","type":"Monster","category":"Creatures","visibility":"player","body":"Medium monstrosity, Neutral Evil. Challenge 3. 2024 revised rules.\n\nOverview\n\nMalisons exhibit snakelike features that make them deadly in combat.\n\n- **Type 3.** These malisons are human from the waist up, but below that extend the coils of a giant snake.  \n\nMalisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace.\n\nYuan-ti\n\n*Power-Hungry Serpentine Conspirators*\n\n- **Habitat.** Desert, Forest, Swamp, Urban  \n- **Treasure.** Relics  \n\nExploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\nYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\nYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\n**Yuan-ti Transformations**\n\n| dice: 1d6 | A Yuan-ti Gained Its Snake Features From... |\n|-----------|---------------------------------------------|\n| 1 | Bargaining parts of its soul to a pantheon of serpentine demigods. |\n| 2 | A curse laid on its people in the distant past. |\n| 3 | The dream-venom of Merrshaulk, a slumbering snake god. |\n| 4 | Experiments by spirit nagas or other yuan-ti. |\n| 5 | A ritual involving the skin of a fiendish snake. |\n| 6 | Trials to excise its \"weak\" human parts. |\n\n> [!quote] A quote from Last Message of Sorril Venil, Explorer of the Labyrinth of Madness  \n> \n> Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors...","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":344},"collection":"Monster Manual (2025)","summary":"Medium monstrosity, Neutral Evil. Challenge 3. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Malisons exhibit snakelike features that make them deadly in combat.\n\n- **Type 3.** These malisons are human from the waist up, but below that extend the coils of a giant snake.  \n\nMalisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace.","visibility":"player"},{"heading":"Yuan-ti","body":"*Power-Hungry Serpentine Conspirators*\n\n- **Habitat.** Desert, Forest, Swamp, Urban  \n- **Treasure.** Relics  \n\nExploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\nYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\nYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\n**Yuan-ti Transformations**\n\n| dice: 1d6 | A Yuan-ti Gained Its Snake Features From... |\n|-----------|---------------------------------------------|\n| 1 | Bargaining parts of its soul to a pantheon of serpentine demigods. |\n| 2 | A curse laid on its people in the distant past. |\n| 3 | The dream-venom of Merrshaulk, a slumbering snake god. |\n| 4 | Experiments by spirit nagas or other yuan-ti. |\n| 5 | A ritual involving the skin of a fiendish snake. |\n| 6 | Trials to excise its \"weak\" human parts. |\n\n> [!quote] A quote from Last Message of Sorril Venil, Explorer of the Labyrinth of Madness  \n> \n> Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors...","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"yuan-ti-malison-type-3-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-yuan-ti-malison-type-3-v1.avif","alt":"Yuan-ti Malison (Type 3)","caption":"Yuan-ti Malison (Type 3)","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"import-xmm-zombie","title":"Zombie","officialName":"Zombie","type":"Monster","category":"Creatures","visibility":"player","body":"Medium undead, Neutral Evil. Challenge 1/4. 2024 revised rules.\n\nOverview\n\nHumanoid zombies usually serve as guardians, servants, or soldiers for evil magic-users. In rare cases, foul magic might result in widespread reanimation of the dead, unleashing hordes of zombies to terrorize the living.\n\nZombies\n\n*Relentless Reanimated Corpses*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nZombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances.\n\nZombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.\n\n> [!quote] A quote from Account of the Night of the Walking Dead  \n> \n> Then, by a spectacular crack of lightning, the figures came into view, moving slowly toward the village. Over driving winds a voice cried out, \"The dead come for Marais d'Tarascon! An army of the walking dead!\"","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":346},"collection":"Monster Manual (2025)","summary":"Medium undead, Neutral Evil. Challenge 1/4. 2024 revised rules.","summaryVisibility":"player","bodyVisibility":"player","sections":[{"heading":"Overview","body":"Humanoid zombies usually serve as guardians, servants, or soldiers for evil magic-users. In rare cases, foul magic might result in widespread reanimation of the dead, unleashing hordes of zombies to terrorize the living.","visibility":"player"},{"heading":"Zombies","body":"*Relentless Reanimated Corpses*\n\n- **Habitat.** Planar (Shadowfell), Underdark, Urban  \n- **Treasure.** None  \n\nZombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances.\n\nZombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.\n\n> [!quote] A quote from Account of the Night of the Walking Dead  \n> \n> Then, by a spectacular crack of lightning, the figures came into view, moving slowly toward the village. Over driving winds a voice cried out, \"The dead come for Marais d'Tarascon! An army of the walking dead!\"","visibility":"player"}],"empty":false,"links":[],"source":"Monster Manual (2025)","sourceRecordId":"zombie-xmm","aliases":[],"illustration":{"src":"assets/worldbook/dorn-zombie-v1.avif","alt":"Zombie","caption":"Zombie","visibility":"player","altVisibility":"player","captionVisibility":"player","width":1140,"height":760,"layout":"landscape","displayScale":"wide"}},{"id":"person-avacyn-silef","title":"Avacyn Silef","type":"Person","category":"People","visibility":"player","summary":"Avacyn Silef is a Judicator paladin and companion of the Beacons of Hope, carrying a Lyasan Council mandate to investigate Clergy infiltration in Kirth.","summaryVisibility":"player","bodyVisibility":"player","empty":false,"gmOnly":false,"secret":false,"campaignRole":"protagonist","aliases":["Judicator Avacyn Silef"],"aliasesVisibility":"player","sections":[{"heading":"Judicator and companion","body":"Avacyn Silef is the Judicator paladin traveling with the @[Beacons of Hope|beacons-of-hope]. She reached Valaria with Bane, Kael and Inaro, accompanied by Lily, after the party’s escape from Tsaris Bay.","visibility":"player"},{"heading":"The mandate in Kirth","body":"High Judicator Thavien of the Lyasan Council issued Avacyn an Order of Transfer and Mandate, sealed under the Eye of Astreon. By decree of the High Seat and the Trium Law of Regional Oversight, she was ordered from Lyasa to Kirth to investigate credible Clergy infiltration confirmed through the Balancing Rite.\n\nHer dispatch grants full investigative and judicial authority in the named province, beginning at @[Tsaris Bay|notebook-16] and extending to adjacent territories. Under this specific mandate, local ordinances and protections are subordinate to Judicator Law. Her objectives are to identify Clergy influence, determine the scope of civic and ecclesial corruption, and enact divine law through arrest, ritual judgment or purgation.\n\nUse of @[the Right of Balancing|notebook-18] is authorized and recommended. The order calls for discretion if local resistance is encountered.","visibility":"player"},{"heading":"The assigned detachment","body":"The original dispatch assigned Initiate Talia Vexmoor, a Judicator-in-training, to Avacyn’s personal oversight. It named three Adjunct Marshals for the mission: Renn Valen under Writ Iron, Lysa Halvern under Writ Veil, and Jorun Dask under Writ Flame. These Writs defined their domains and limits, rather than separate ranks.\n\nTheir assigned function was to observe, execute field orders and deliver judgment when necessary at Avacyn’s command. The mandate did not grant them independent sentencing authority.","visibility":"player"},{"heading":"Order of Transfer and Mandate","body":"Dispatch: Order of Transfer and Mandate\nAuthor: High Judicator Thavien of the Lyasan Council\nSeal: Verified under the Eye of Astreon\n\nTo Judicator Avacyn Silef,\n\nBy decree of the High Seat and in accordance with the Trium Law of Regional Oversight, you are hereby ordered to depart from Lyasa and proceed with due haste to the Hytherian Province on the continent of Kirth. Intelligence verified through Balancing Rite has confirmed credible infiltration of the region’s civic and religious infrastructure by agents of the organization known as the Clergy.\n\nYou are granted full investigative and judicial authority throughout the Hytherian Province, beginning at Tsaris Bay and extending to all adjacent territories. All local ordinances and protections are subordinate to Judicator Law under this mandate.\n\nYou will be accompanied by the following:\n\n- Initiate Talia Vexmoor – Judicator-in-training, under your personal oversight.\n- Adjunct Marshals:\n  - Marshal Renn Valen (Code: Writ Iron)\n  - Marshal Lysa Halvern (Code: Writ Veil)\n  - Marshal Jorun Dask (Code: Writ Flame)\n\nTheir function is to observe, execute field orders, and, when necessary, deliver judgment at your command.\n\nPrimary Objectives:\n1. Identify and confirm the presence of Clergy influence within the Hytherian Province.\n2. Determine the scope of corruption within civic and ecclesial structures.\n3. Enact divine law through necessary interventions, including arrest, ritual judgment, or purgation.\n\nUse of the Right of Balancing is authorized and recommended. Should local resistance be encountered, proceed with discretion and uphold the sanctity of Astreon’s justice.\n\nBy Order and Scale,\nHigh Judicator Thavien\nLyasan Council","visibility":"player"}],"gmSections":[],"gm":[],"links":["notebook-1","beacons-of-hope","notebook-16","notebook-18","notebook-12"],"structured":{"kind":"person","facts":[{"label":"Role","value":"Judicator paladin","visibility":"player"},{"label":"Order","value":"Astreon Judicators","visibility":"player"}],"groups":[]},"presentation":{},"source":"Campaign canon","editorialStatus":"owner-canon","searchTerms":[],"uncertainties":[],"body":"Judicator and companion\nAvacyn Silef is the Judicator paladin traveling with the @[Beacons of Hope|beacons-of-hope]. She reached Valaria with Bane, Kael and Inaro, accompanied by Lily, after the party’s escape from Tsaris Bay.\n\nThe mandate in Kirth\nHigh Judicator Thavien of the Lyasan Council issued Avacyn an Order of Transfer and Mandate, sealed under the Eye of Astreon. By decree of the High Seat and the Trium Law of Regional Oversight, she was ordered from Lyasa to Kirth to investigate credible Clergy infiltration confirmed through the Balancing Rite.\n\nHer dispatch grants full investigative and judicial authority in the named province, beginning at @[Tsaris Bay|notebook-16] and extending to adjacent territories. Under this specific mandate, local ordinances and protections are subordinate to Judicator Law. Her objectives are to identify Clergy influence, determine the scope of civic and ecclesial corruption, and enact divine law through arrest, ritual judgment or purgation.\n\nUse of @[the Right of Balancing|notebook-18] is authorized and recommended. The order calls for discretion if local resistance is encountered.\n\nThe assigned detachment\nThe original dispatch assigned Initiate Talia Vexmoor, a Judicator-in-training, to Avacyn’s personal oversight. It named three Adjunct Marshals for the mission: Renn Valen under Writ Iron, Lysa Halvern under Writ Veil, and Jorun Dask under Writ Flame. These Writs defined their domains and limits, rather than separate ranks.\n\nTheir assigned function was to observe, execute field orders and deliver judgment when necessary at Avacyn’s command. The mandate did not grant them independent sentencing authority.\n\nOrder of Transfer and Mandate\nDispatch: Order of Transfer and Mandate\nAuthor: High Judicator Thavien of the Lyasan Council\nSeal: Verified under the Eye of Astreon\n\nTo Judicator Avacyn Silef,\n\nBy decree of the High Seat and in accordance with the Trium Law of Regional Oversight, you are hereby ordered to depart from Lyasa and proceed with due haste to the Hytherian Province on the continent of Kirth. Intelligence verified through Balancing Rite has confirmed credible infiltration of the region’s civic and religious infrastructure by agents of the organization known as the Clergy.\n\nYou are granted full investigative and judicial authority throughout the Hytherian Province, beginning at Tsaris Bay and extending to all adjacent territories. All local ordinances and protections are subordinate to Judicator Law under this mandate.\n\nYou will be accompanied by the following:\n\n- Initiate Talia Vexmoor – Judicator-in-training, under your personal oversight.\n- Adjunct Marshals:\n  - Marshal Renn Valen (Code: Writ Iron)\n  - Marshal Lysa Halvern (Code: Writ Veil)\n  - Marshal Jorun Dask (Code: Writ Flame)\n\nTheir function is to observe, execute field orders, and, when necessary, deliver judgment at your command.\n\nPrimary Objectives:\n1. Identify and confirm the presence of Clergy influence within the Hytherian Province.\n2. Determine the scope of corruption within civic and ecclesial structures.\n3. Enact divine law through necessary interventions, including arrest, ritual judgment, or purgation.\n\nUse of the Right of Balancing is authorized and recommended. Should local resistance be encountered, proceed with discretion and uphold the sanctity of Astreon’s justice.\n\nBy Order and Scale,\nHigh Judicator Thavien\nLyasan Council","relationshipVisibility":{"notebook-1":"player","beacons-of-hope":"player","notebook-16":"player","notebook-18":"player","notebook-12":"player"}},{"id":"artifact-skyrend","title":"Skyrend","type":"Artifact","category":"Artifacts","visibility":"player","summary":"Skyrend is Bane’s intelligent legendary maul, forged by Skjaldur at Aediforj and imbued with the Celestial Smith’s essence.","sections":[{"heading":"The Celestial Smith’s weapon","body":"Skyrend is an intelligent legendary maul created by @[Skjaldur, the Celestial Smith|28672d90-4343-4cc7-a135-a48feefc9317] at Aediforj, the Sky Forge on the summit of Hjor’Gandur in the goliaths’ mountains. The weapon is imbued with the demigod smith’s essence.","visibility":"player"},{"heading":"Bane’s attunement","body":"@[Bane|141a88f1-9d94-4d1d-8058-004caaceda22] attuned to Skyrend after defeating an avatar of Skjaldur during the party’s investigation of an abandoned Lilith-cult temple. This acquisition belongs to his later adventures with the party, after the loss of his family and his confrontation aboard the Bloody Teeth ship.","visibility":"player","illustration":{"src":"assets/worldbook/bane-skyrend-night-duel-v1.avif","alt":"Bane battling Skjaldur’s translucent spectral avatar with Skyrend in moonlit temple ruins.","caption":"Bane clashes with Skjaldur’s spectral avatar during his trial of attunement.","showCaption":true,"layout":"landscape","displayScale":"wide","width":1672,"height":941,"visibility":"player","altVisibility":"player","captionVisibility":"player"}}],"body":"The Celestial Smith’s weapon\nSkyrend is an intelligent legendary maul created by @[Skjaldur, the Celestial Smith|28672d90-4343-4cc7-a135-a48feefc9317] at Aediforj, the Sky Forge on the summit of Hjor’Gandur in the goliaths’ mountains. The weapon is imbued with the demigod smith’s essence.\n\nBane’s attunement\n@[Bane|141a88f1-9d94-4d1d-8058-004caaceda22] attuned to Skyrend after defeating an avatar of Skjaldur during the party’s investigation of an abandoned Lilith-cult temple. This acquisition belongs to his later adventures with the party, after the loss of his family and his confrontation aboard the Bloody Teeth ship.","links":["141a88f1-9d94-4d1d-8058-004caaceda22","28672d90-4343-4cc7-a135-a48feefc9317"],"raceRelated":[],"structured":{"facts":[{"label":"Weapon","value":"Maul"},{"label":"Rarity","value":"Legendary"},{"label":"Creator","value":"Skjaldur, the Celestial Smith"},{"label":"Forge","value":"Aediforj"}]},"illustration":{"alt":"Bane attuning to the bronze-braced Skyrend","caption":"Bane attuning to the bronze-braced Skyrend","displayScale":"paired","height":760,"layout":"landscape","src":"assets/worldbook/campaign-bane-skyrend-attunement.avif","visibility":"player","width":1140}},{"id":"deity-avelisse","title":"Avelisse","aliases":["The Welcoming Flame","Avelisse, the Welcoming Flame"],"type":"Deity","category":"Divine","visibility":"player","summary":"Avelisse, the Welcoming Flame, is the good-aligned goddess of hearth, home and hospitality, and a member of the Exalted Host. Her faith makes caring for a household, welcoming those in need and protecting loved ones acts of devotion.","body":"The care within a home\nAvelisse, the Welcoming Flame, is the good-aligned goddess of hearth, home, hospitality and the protection of loved ones. She is a member of the Exalted Host. Her worship centers on the care that allows people to rest without fear: a meal prepared, a roof kept sound, a familiar voice waiting at the end of a difficult journey. She is honored wherever people take responsibility for one another, from crowded city households to roadside inns and traveling camps.\n\nKinship in her teaching grows through care and commitment as well as blood. Adopted children, old friends and companions who have made a life together belong within her concern. A person living alone may keep her shrine just as faithfully as a household of many generations. The welcome they offer, and the help they can accept in return, give that devotion its substance.\n\nHer best-known teaching is simple: “A home is made sacred by the care given within it.”\n\nThe goddess at the hearth\nAvelisse is patient, practical and quietly merry. Stories told at her shrines dwell on her pleasure in ordinary company: a child learning a recipe, an argument softened over supper or a weary traveler finally settling beside the fire. She values the person who notices an empty cup or an unsteady chair and quietly puts it right.\n\nHer gentleness can harden into fierce resolve when someone threatens those entrusted to her care. A host who shelters a frightened guest accepts a duty to protect them. A relative who uses affection to excuse cruelty violates the trust that makes a household sacred. Her clergy teach that a person leaving an unsafe home remains worthy of welcome elsewhere.\n\nArtists commonly depict Avelisse as a mature woman in cream-and-russet robes and a work-worn apron. Copper light threads her dark hair, and a small golden flame rests in her cupped hands. Her expression carries the warmth of someone who has noticed a visitor at the door and already made space for them.\n\nThe flame beneath the roof\nAvelisse’s emblem is a golden flame cradled in two open hands beneath the outline of a roof. The flame represents warmth sustained through care; the hands express the work and generosity that sustain it. The roof marks a place where those who enter may find shelter.\n\nHousehold shrines are usually modest. A painted tile beside the hearth, a carved emblem above a doorway or a small lamp on the supper table can serve. Innkeepers sometimes place the symbol where an arriving traveler can see it before asking for a room. In a camp, the emblem may be stitched onto the cloth that covers the household’s cooking things.\n\nDaily observances\nThe first shared meal in a new dwelling is an important observance. Those who helped make the home ready are invited to eat there, and a lamp is lit while the household names what it hopes to offer those who cross its threshold. Even a borrowed room can receive this blessing.\n\nMany followers set aside a portion of a meal for someone who needs it, or keep a small lamp for an absent loved one. The lamp is extinguished safely when the household sleeps; tending a sacred flame includes protecting the people around it. A return home is marked by food, rest and time to speak when the traveler is ready.\n\nPractical assistance carries equal weight. Repairing a neighbor’s leaking roof, bringing supper to someone who is ill or taking a turn caring for children can fulfill a devotional promise. Her followers are encouraged to ask what help is needed and to leave the recipient with dignity and a say in their own affairs.\n\nClergy and places of welcome\nAvelisse’s clergy bless households, tend the sick, mediate domestic disputes and help people find safe shelter. Their shrines often include a working kitchen and a room where a guest can rest. Larger places of worship maintain shared stores of food, bedding and fuel, with contributions recorded so that the burden of generosity can be shared fairly.\n\nClerical instruction includes the ordinary work of keeping such a place: cooking for many people, recognizing spoiled provisions, caring for a fire and listening without turning every confidence into public knowledge. Clerics may travel with caravans or adventuring companions, carrying their calling wherever a temporary camp becomes someone’s home for the night.\n\nLife and Peace are the cleric domains associated with Avelisse. Her divine portfolio remains hearth, home, hospitality and the protection of loved ones.\n\nTeachings of the Welcoming Flame\n- Make room for those who need shelter, and seek help when your own resources cannot meet their need.\n- Share the labor that makes a home. Notice who carries its quiet burdens.\n- Protect those who trust your welcome.\n- Offer care freely. Hospitality creates no debt of obedience.\n- Mend what can be mended, and help people leave what cannot safely shelter them.","sections":[{"heading":"The care within a home","body":"Avelisse, the Welcoming Flame, is the good-aligned goddess of hearth, home, hospitality and the protection of loved ones. She is a member of the Exalted Host. Her worship centers on the care that allows people to rest without fear: a meal prepared, a roof kept sound, a familiar voice waiting at the end of a difficult journey. She is honored wherever people take responsibility for one another, from crowded city households to roadside inns and traveling camps.\n\nKinship in her teaching grows through care and commitment as well as blood. Adopted children, old friends and companions who have made a life together belong within her concern. A person living alone may keep her shrine just as faithfully as a household of many generations. The welcome they offer, and the help they can accept in return, give that devotion its substance.\n\nHer best-known teaching is simple: “A home is made sacred by the care given within it.”","visibility":"player"},{"heading":"The goddess at the hearth","body":"Avelisse is patient, practical and quietly merry. Stories told at her shrines dwell on her pleasure in ordinary company: a child learning a recipe, an argument softened over supper or a weary traveler finally settling beside the fire. She values the person who notices an empty cup or an unsteady chair and quietly puts it right.\n\nHer gentleness can harden into fierce resolve when someone threatens those entrusted to her care. A host who shelters a frightened guest accepts a duty to protect them. A relative who uses affection to excuse cruelty violates the trust that makes a household sacred. Her clergy teach that a person leaving an unsafe home remains worthy of welcome elsewhere.\n\nArtists commonly depict Avelisse as a mature woman in cream-and-russet robes and a work-worn apron. Copper light threads her dark hair, and a small golden flame rests in her cupped hands. Her expression carries the warmth of someone who has noticed a visitor at the door and already made space for them.","visibility":"player"},{"heading":"The flame beneath the roof","body":"Avelisse’s emblem is a golden flame cradled in two open hands beneath the outline of a roof. The flame represents warmth sustained through care; the hands express the work and generosity that sustain it. The roof marks a place where those who enter may find shelter.\n\nHousehold shrines are usually modest. A painted tile beside the hearth, a carved emblem above a doorway or a small lamp on the supper table can serve. Innkeepers sometimes place the symbol where an arriving traveler can see it before asking for a room. In a camp, the emblem may be stitched onto the cloth that covers the household’s cooking things.","visibility":"player","illustration":{"src":"assets/worldbook/avelisse-holy-symbol-v1.avif","alt":"Avelisse's holy symbol: a golden flame cradled by two open hands beneath a peaked roof, carved on a wooden plaque.","caption":"The flame beneath the roof","width":820,"height":820,"layout":"square","displayScale":"paired","visibility":"player"}},{"heading":"Daily observances","body":"The first shared meal in a new dwelling is an important observance. Those who helped make the home ready are invited to eat there, and a lamp is lit while the household names what it hopes to offer those who cross its threshold. Even a borrowed room can receive this blessing.\n\nMany followers set aside a portion of a meal for someone who needs it, or keep a small lamp for an absent loved one. The lamp is extinguished safely when the household sleeps; tending a sacred flame includes protecting the people around it. A return home is marked by food, rest and time to speak when the traveler is ready.\n\nPractical assistance carries equal weight. Repairing a neighbor’s leaking roof, bringing supper to someone who is ill or taking a turn caring for children can fulfill a devotional promise. Her followers are encouraged to ask what help is needed and to leave the recipient with dignity and a say in their own affairs.","visibility":"player","illustration":{"src":"assets/worldbook/avelisse-place-at-table-v1.avif","alt":"A household welcomes a snow-dusted traveler to an empty place at the table beneath Avelisse's small hearth shrine.","caption":"A place at the table","width":1140,"height":760,"layout":"landscape","displayScale":"wide","visibility":"player"}},{"heading":"Clergy and places of welcome","body":"Avelisse’s clergy bless households, tend the sick, mediate domestic disputes and help people find safe shelter. Their shrines often include a working kitchen and a room where a guest can rest. Larger places of worship maintain shared stores of food, bedding and fuel, with contributions recorded so that the burden of generosity can be shared fairly.\n\nClerical instruction includes the ordinary work of keeping such a place: cooking for many people, recognizing spoiled provisions, caring for a fire and listening without turning every confidence into public knowledge. Clerics may travel with caravans or adventuring companions, carrying their calling wherever a temporary camp becomes someone’s home for the night.\n\nLife and Peace are the cleric domains associated with Avelisse. Her divine portfolio remains hearth, home, hospitality and the protection of loved ones.","visibility":"player"},{"heading":"Teachings of the Welcoming Flame","body":"- Make room for those who need shelter, and seek help when your own resources cannot meet their need.\n- Share the labor that makes a home. Notice who carries its quiet burdens.\n- Protect those who trust your welcome.\n- Offer care freely. Hospitality creates no debt of obedience.\n- Mend what can be mended, and help people leave what cannot safely shelter them.","visibility":"player"}],"links":["notebook-4"],"raceRelated":[],"illustration":{"src":"assets/worldbook/avelisse-welcoming-flame-main-v1.avif","alt":"Avelisse in cream and russet robes and a worn apron, cradling a golden flame beside a welcoming cottage hearth.","caption":"Avelisse, the Welcoming Flame","width":1140,"height":760,"layout":"landscape","displayScale":"wide","visibility":"player"},"structured":{"kind":"deity","facts":[{"label":"Title","value":"The Welcoming Flame","visibility":"player"},{"label":"Divine order","value":"Exalted Host","visibility":"player"},{"label":"Alignment","value":"Good","visibility":"player"},{"label":"Divine portfolio","value":"Hearth, Home, Hospitality, Protection of Loved Ones","visibility":"player"},{"label":"Cleric domains","value":"Life, Peace","visibility":"player"},{"label":"Emblem","value":"A golden flame cradled in two open hands beneath the outline of a roof","visibility":"player"}],"groups":[]}},{"id":"org-ravenwood-general-store","title":"Ravenwood General Store","type":"Organization","category":"Factions","visibility":"player","summary":"Ravenwood’s general store supplies everyday goods and arranges deliveries for the farming community.","sections":[{"heading":"Proprietors","body":"@[Lyra Windell|5087c226-3d36-4f7f-91ea-89298f1dc36d] runs the store, having succeeded her father Charles Windell. The business is an important source of new goods, news and outside contact for Ravenwood.","visibility":"player"}],"body":"Proprietors\n@[Lyra Windell|5087c226-3d36-4f7f-91ea-89298f1dc36d] runs the store, having succeeded her father Charles Windell. The business is an important source of new goods, news and outside contact for Ravenwood.","links":["5087c226-3d36-4f7f-91ea-89298f1dc36d"],"raceRelated":[],"factionGroup":"Companies & trade associations"},{"id":"org-aelquessir-eldenar-government","title":"Ael’Quessir Eldenar Government","type":"Organization","category":"Factions","visibility":"player","summary":"The early government of Ael’Quessir was led by Cal’Caelor, the first king of the Eldenar on Dorn.","sections":[{"heading":"King and rebellion","body":"@[Cal’Caelor|cal-caelor] led the founding of Ael’Quessir after the Great Crossing. @[Sar’Morlith|sar-morlith], formerly an adviser, gathered rebels against him. The chart preserves the historical kingship, former advisory relationship and separate rebel leadership.","visibility":"player"}],"body":"King and rebellion\n@[Cal’Caelor|cal-caelor] led the founding of Ael’Quessir after the Great Crossing. @[Sar’Morlith|sar-morlith], formerly an adviser, gathered rebels against him. The chart preserves the historical kingship, former advisory relationship and separate rebel leadership.","links":["cal-caelor","sar-morlith"],"raceRelated":[],"factionGroup":"Ruling powers & governments"},{"id":"org-basin-school","title":"Basin School","type":"Organization","category":"Factions","visibility":"player","summary":"The Basin School is Senna Reedbrace’s practical school and repair workshop in Driz’na.","sections":[{"heading":"Teaching through repairs","body":"@[Senna Reedbrace|hist-senna] founded the school around failed mechanisms, paid repairs and explanations of how the work could be done safely. The school retains the character of a busy repair yard, with instruction open to people whose experience came through work as well as formal lessons.","visibility":"player"}],"body":"Teaching through repairs\n@[Senna Reedbrace|hist-senna] founded the school around failed mechanisms, paid repairs and explanations of how the work could be done safely. The school retains the character of a busy repair yard, with instruction open to people whose experience came through work as well as formal lessons.","links":["hist-senna"],"raceRelated":[],"factionGroup":"Learning & stewardship"},{"id":"org-kethras-chosen","title":"Kethra’s Chosen","type":"Organization","category":"Factions","visibility":"player","summary":"Kethra’s Chosen include champions from different worlds in the service of the Queen of Death.","sections":[{"heading":"The Chosen and the Queen’s service","body":"@[Kethra|8a396d5c-a8de-4341-9179-459e90069f8f] resides in the Citadel of Memories in the Shadowfell, whose Hall of the Chosen honors her champions. The chart records documented Chosen, offices and other forms of service, with former and historical relationships labeled separately.","visibility":"player"}],"body":"The Chosen and the Queen’s service\n@[Kethra|8a396d5c-a8de-4341-9179-459e90069f8f] resides in the Citadel of Memories in the Shadowfell, whose Hall of the Chosen honors her champions. The chart records documented Chosen, offices and other forms of service, with former and historical relationships labeled separately.","links":["21d8a5af-467b-4ed6-ab1b-7b89138326ed","5ae0c55e-626f-470b-9ab4-9ddca1fd1018","8a396d5c-a8de-4341-9179-459e90069f8f","a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","garold-gygaxian","lythari-summer-guardian","solarian-devoria","vaxildan-exandria","zephyr-deva"],"raceRelated":[],"factionGroup":"Faiths & charities"},{"id":"org-summer-court","title":"Summer Court","type":"Organization","category":"Factions","visibility":"player","summary":"Lythari served as a guardian of the Summer Court in the Feywild.","sections":[{"heading":"Lythari’s guardianship","body":"@[Lythari|lythari-summer-guardian] guarded the Summer Court and defended the natural order of life and death. The chart records her historical service as a guardian.","visibility":"player"}],"body":"Lythari’s guardianship\n@[Lythari|lythari-summer-guardian] guarded the Summer Court and defended the natural order of life and death. The chart records her historical service as a guardian.","links":["lythari-summer-guardian"],"raceRelated":[],"factionGroup":"Ruling powers & governments"},{"id":"org-seelie-court","title":"Seelie Court","type":"Organization","category":"Factions","visibility":"player","summary":"Elara Silverfrond is an Aeonar of the Seelie Court.","sections":[{"heading":"Elara’s title","body":"@[Elara Silverfrond|21d8a5af-467b-4ed6-ab1b-7b89138326ed] came from the Feywild and the Seelie Court. Aeonar of the Seelie Court remains among her recorded titles; this chart records that office.","visibility":"player"}],"body":"Elara’s title\n@[Elara Silverfrond|21d8a5af-467b-4ed6-ab1b-7b89138326ed] came from the Feywild and the Seelie Court. Aeonar of the Seelie Court remains among her recorded titles; this chart records that office.","links":["21d8a5af-467b-4ed6-ab1b-7b89138326ed"],"raceRelated":[],"factionGroup":"Ruling powers & governments"},{"id":"org-bloody-teeth","title":"Bloody Teeth","type":"Organization","category":"Factions","visibility":"player","summary":"The Bloody Teeth are a small pirate fleet led by the Boss, a massive, dark-gray minotaur. Bane once worked aboard one of its ships.","sections":[{"heading":"The fleet and the Boss","body":"The Boss is the overarching leader of the Bloody Teeth. @[Bane|141a88f1-9d94-4d1d-8058-004caaceda22] served under a subordinate ship’s captain rather than working directly for the fleet’s leader.","visibility":"player"},{"heading":"Bane’s departure","body":"Bane tried to leave piracy behind to remain with Lana and their daughter Ava. His ship’s captain warned that the Boss would not be pleased. After his last raid, Bane returned home to find that the Bloody Teeth had murdered Lana and Ava and burned the farmhouse.","visibility":"player"},{"heading":"The search for the Boss","body":"Bane confronted his former crew aboard their ship, demanding answers about the Boss. He left the captain alive to carry his warning and continued searching for the person who ordered his family’s murder.","visibility":"player"}],"body":"The fleet and the Boss\nThe Boss is the overarching leader of the Bloody Teeth. @[Bane|141a88f1-9d94-4d1d-8058-004caaceda22] served under a subordinate ship’s captain rather than working directly for the fleet’s leader.\n\nBane’s departure\nBane tried to leave piracy behind to remain with Lana and their daughter Ava. His ship’s captain warned that the Boss would not be pleased. After his last raid, Bane returned home to find that the Bloody Teeth had murdered Lana and Ava and burned the farmhouse.\n\nThe search for the Boss\nBane confronted his former crew aboard their ship, demanding answers about the Boss. He left the captain alive to carry his warning and continued searching for the person who ordered his family’s murder.","links":["141a88f1-9d94-4d1d-8058-004caaceda22"],"raceRelated":[],"factionGroup":"Criminal networks"},{"id":"org-free-peoples-wartime-weapons-research","title":"Free Peoples Wartime Weapons Research","type":"Organization","category":"Factions","visibility":"player","summary":"Aelric was the central research mind behind the Free Peoples’ Dieritium-powered weapons during the Orc Wars.","sections":[{"heading":"Aelric and the Dieritium weapons","body":"@[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5] worked on weapons made from leftover pieces of Dieritium without understanding the power they would unleash. The weapons devastated the region now called the Ash. This chart records his historical research role.","visibility":"player"}],"body":"Aelric and the Dieritium weapons\n@[Aelric the Eternal|dac8c468-98b8-483e-9d28-901dc58410a5] worked on weapons made from leftover pieces of Dieritium without understanding the power they would unleash. The weapons devastated the region now called the Ash. This chart records his historical research role.","links":["dac8c468-98b8-483e-9d28-901dc58410a5"],"raceRelated":[],"factionGroup":"Learning & stewardship"},{"id":"org-first-abyssal-elf-uprising","title":"First Abyssal Elf Uprising","type":"Organization","category":"Factions","visibility":"player","summary":"Fornakin Bolin led the first Abyssal Elf uprising in Yiltir’s forest.","sections":[{"heading":"Leadership of the first uprising","body":"@[Fornakin Bolin|fornakin-bolin] led the Abyssal elves during the first of the two uprisings remembered in Yiltir’s history. The chart records his historical leadership of that uprising.","visibility":"player"}],"body":"Leadership of the first uprising\n@[Fornakin Bolin|fornakin-bolin] led the Abyssal elves during the first of the two uprisings remembered in Yiltir’s history. The chart records his historical leadership of that uprising.","links":["fornakin-bolin"],"raceRelated":[],"factionGroup":"Rival movements"},{"id":"org-boal-grand-library","title":"Boâl Grand Library","type":"Organization","category":"Factions","visibility":"player","summary":"Boâl’s Grand Library is headed by High Lore Keeper Ok’arish.","sections":[{"heading":"The High Lore Keeper","body":"@[Ok’arish|okarish-high-lore-keeper] is the orc sorcerer and High Lore Keeper who heads @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]’s Grand Library. The chart records his leadership role.","visibility":"player"}],"body":"The High Lore Keeper\n@[Ok’arish|okarish-high-lore-keeper] is the orc sorcerer and High Lore Keeper who heads @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]’s Grand Library. The chart records his leadership role.","links":["okarish-high-lore-keeper","92710cbd-bdbe-478d-bcac-7ed22499690e"],"raceRelated":[],"factionGroup":"Learning & stewardship"},{"id":"family-tree-jackson-merryweather","title":"Jackson Merryweather Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Jackson Merryweather.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Lieutenant Jackson Merryweather, Jackson’s unnamed child or children, Jackson’s unnamed father and Jackson’s unnamed spouse. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Lieutenant Jackson Merryweather, Jackson’s unnamed child or children, Jackson’s unnamed father and Jackson’s unnamed spouse. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["32c3be0e-9edf-4cde-9a6c-fc9818fb9c3b"],"raceRelated":[]},{"id":"family-tree-hawthorne","title":"Hawthorne Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of the Hawthorne family.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Garin Hawthorne, Kael “Talon” Hawthorne, Kael and Garin’s unnamed father, Kael’s unnamed mother and Tessa. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Garin Hawthorne, Kael “Talon” Hawthorne, Kael and Garin’s unnamed father, Kael’s unnamed mother and Tessa. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["5ae7131f-eda8-4523-9613-ad5bccb68644","a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","tessa"],"raceRelated":[]},{"id":"family-tree-goodwater","title":"Goodwater Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of the Goodwater family.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Talia Hawthorn, Alistar Goodwater and Isabella Goodwater. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Talia Hawthorn, Alistar Goodwater and Isabella Goodwater. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["9be0d8da-f366-4098-81a8-540e85763669","af7a85fb-e29f-414f-825b-ca14cb6aa84f","f62c221a-409a-45c8-bbd7-76830d12e661"],"raceRelated":[]},{"id":"family-tree-inaro-shahlo-tealeaf","title":"Inaro, Shahlo and Tealeaf Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Inaro and the Shahlo and Tealeaf families.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Cora Shahlo, Barlan Tealeaf, Inaro’s unnamed elven father, Maela Tealeaf, Finzor Tealeaf, Inaro and Lord Vincent Shahlo. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Cora Shahlo, Barlan Tealeaf, Inaro’s unnamed elven father, Maela Tealeaf, Finzor Tealeaf, Inaro and Lord Vincent Shahlo. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["cora-shahlo","finzor-tealeaf","inaro","vincent-shahlo"],"raceRelated":[]},{"id":"family-tree-emperor","title":"The Emperor’s Family Tree","type":"Family","category":"People","visibility":"player","summary":"The Emperor’s family connections.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Emperor Al’ Haziz Abboud Muhandi Iban Faruk Shabann el Bashir, Empress Leila, Faruk Shabann el Bashir, Prince Farid, Princess Samira and Princess Soraya. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Emperor Al’ Haziz Abboud Muhandi Iban Faruk Shabann el Bashir, Empress Leila, Faruk Shabann el Bashir, Prince Farid, Princess Samira and Princess Soraya. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["d6a63444-58aa-4446-a126-c57dabfab221"],"raceRelated":[]},{"id":"family-tree-thaurga-kaelyra","title":"Thaurga and Kaelyra Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Thaurga and Kaelyra.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Durnan Ashstride, Kaelyra Windbound Flamehair, Thaurga Stormborn Flamewrought, Varka Flamevoice and Ylvi Stormchaser. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Durnan Ashstride, Kaelyra Windbound Flamehair, Thaurga Stormborn Flamewrought, Varka Flamevoice and Ylvi Stormchaser. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["durnan-ashstride","kaelyra-windbound-flamehair","thaurga-stormborn-flamewrought","varka-flamevoice","ylvi-stormchaser"],"raceRelated":[]},{"id":"family-tree-aurelia-silverdawn","title":"Aurelia Silverdawn Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Aurelia Silverdawn.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Aurelia Silverdawn, Unnamed blacksmith parent and Unnamed healer parent. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Aurelia Silverdawn, Unnamed blacksmith parent and Unnamed healer parent. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["ecf797a5-1547-4ac3-a3fa-07641642dc68"],"raceRelated":[]},{"id":"family-tree-valara","title":"Valara Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of the Valara family.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Elrohan Valara, Arianne Valara, Elarion, Lysandra Valara and Thalia Valara. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Elrohan Valara, Arianne Valara, Elarion, Lysandra Valara and Thalia Valara. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["f16c166f-3f6d-4559-bfc0-1591db59b549"],"raceRelated":[]},{"id":"family-tree-belra-sedge-tessel-marr","title":"Belra Sedge and Tessel Marr Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Belra Sedge and Tessel Marr.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Belra’s unnamed father, Belra’s unnamed mother, Belra and Tessel’s unnamed daughter, Tessel’s unnamed younger brother, Tessel Marr and Belra Sedge, Speaker of the Drying Courts. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Belra’s unnamed father, Belra’s unnamed mother, Belra and Tessel’s unnamed daughter, Tessel’s unnamed younger brother, Tessel Marr and Belra Sedge, Speaker of the Drying Courts. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["gap-belra"],"raceRelated":[]},{"id":"family-tree-veska-marr-enna-reed","title":"Veska Marr and Enna Reed Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Veska Marr and Enna Reed.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Dorga, Enna’s unnamed brother, Enna’s brother’s deceased spouse, Enna’s brother’s unnamed daughter, Enna Reed, Renn and Veska Marr. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Dorga, Enna’s unnamed brother, Enna’s brother’s deceased spouse, Enna’s brother’s unnamed daughter, Enna Reed, Renn and Veska Marr. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["hist-veska"],"raceRelated":[]},{"id":"family-tree-runa-hearthmender-edran","title":"Runa Hearthmender and Edran Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Runa Hearthmender and Edran.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Edran, Runa and Edran’s unnamed child 1, Runa and Edran’s unnamed child 2, Runa’s unnamed father, Runa’s unnamed mother and Runa Hearthmender. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Edran, Runa and Edran’s unnamed child 1, Runa and Edran’s unnamed child 2, Runa’s unnamed father, Runa’s unnamed mother and Runa Hearthmender. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["gap-runa"],"raceRelated":[]},{"id":"family-tree-hessa-mor","title":"Hessa Mor Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Hessa Mor.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Hessa’s unnamed mother, Tomas Mor and Hessa Mor and the Clothing Room. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Hessa’s unnamed mother, Tomas Mor and Hessa Mor and the Clothing Room. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["hist-hessa"],"raceRelated":[]},{"id":"family-tree-kira-moonmantle","title":"Kira Moonmantle Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Kira Moonmantle.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Elenor, Thadius and Kira Moonmantle. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Elenor, Thadius and Kira Moonmantle. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["kira-moonmantle-nightshade"],"raceRelated":[]},{"id":"family-tree-mara-venn","title":"Mara Venn Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Mara Venn.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Mara’s unnamed elven father, Mara’s unnamed human mother and Mara Venn. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Mara’s unnamed elven father, Mara’s unnamed human mother and Mara Venn. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["hist-mara"],"raceRelated":[]},{"id":"family-tree-mereth-sorn","title":"Mereth Sorn Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Mereth Sorn.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Mereth’s unnamed human father, Mereth’s unnamed Eldenar mother and Mereth Sorn of Hollowglass. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Mereth’s unnamed human father, Mereth’s unnamed Eldenar mother and Mereth Sorn of Hollowglass. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["new-mereth"],"raceRelated":[]},{"id":"family-tree-nella-vey","title":"Nella Vey Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Nella Vey.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Nella’s unnamed adult cousin 1, Nella’s unnamed adult cousin 2, Nella’s unnamed father, Nella’s unnamed sister, Nella’s sister’s deceased spouse and Nella Vey, Keeper of Damaged Pages. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Nella’s unnamed adult cousin 1, Nella’s unnamed adult cousin 2, Nella’s unnamed father, Nella’s unnamed sister, Nella’s sister’s deceased spouse and Nella Vey, Keeper of Damaged Pages. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["gap-nella"],"raceRelated":[]},{"id":"family-tree-senna-reedbrace","title":"Senna Reedbrace Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Senna Reedbrace.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Senna’s unnamed father, Senna’s unnamed mother and Senna Reedbrace. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Senna’s unnamed father, Senna’s unnamed mother and Senna Reedbrace. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["hist-senna"],"raceRelated":[]},{"id":"family-tree-serga-flintvein","title":"Serga Flintvein Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Serga Flintvein.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Serga’s unnamed grandmother, Serga’s unnamed niece, Serga’s unnamed partner and Serga Flintvein, Keeper of the Second Telling. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Serga’s unnamed grandmother, Serga’s unnamed niece, Serga’s unnamed partner and Serga Flintvein, Keeper of the Second Telling. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["gap-serga"],"raceRelated":[]},{"id":"family-tree-vax","title":"Vax Family Tree","type":"Family","category":"People","visibility":"player","summary":"Family connections of Vax.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Vax’s unnamed father, Vax’s unnamed mother, Vax’s unnamed sister and Vax’ildan of Exandria. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Vax’s unnamed father, Vax’s unnamed mother, Vax’s unnamed sister and Vax’ildan of Exandria. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["vaxildan-exandria"],"raceRelated":[]},{"id":"family-tree-bragastir-skjaldur","title":"Bragastir and Skjaldur Family Tree","type":"Family","category":"People","visibility":"player","summary":"The family connections of Bragastir, Vulkrandur and Skjaldur, including Skjaldur’s mortal father.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Bragastir, Vulkrandur, the Flame Artisan, Skjaldur, the Celestial Smith and Skjaldur’s unnamed mortal father. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Bragastir, Vulkrandur, the Flame Artisan, Skjaldur, the Celestial Smith and Skjaldur’s unnamed mortal father. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["73fde81d-b813-47b4-9a7c-2708d25d4aba","dfbc69fe-77a5-4835-b824-b7336da31b07","28672d90-4343-4cc7-a135-a48feefc9317"],"raceRelated":[]},{"id":"family-tree-prime-deities","title":"Prime Deities Family Tree","type":"Family","category":"People","visibility":"player","summary":"The sibling and parent–child relationships of Releous, Lilith, Asmodeus, Maximus and Mazikeen.","sections":[{"heading":"Family connections","body":"The tree records the documented family connections among Releous, Lilith, Asmodeus, Maximus and Mazikeen. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","visibility":"player"}],"body":"Family connections\nThe tree records the documented family connections among Releous, Lilith, Asmodeus, Maximus and Mazikeen. Relationship labels preserve the distinctions made in the account, including when relatives are unnamed.","links":["efecd1c2-4f09-4bdc-9cdd-0506d275c44d","2ea2df52-9430-4207-97b5-ab848f6994cc","eff94f48-341d-4702-b6b2-a6a0aa9f9f5f","mazikeen"],"raceRelated":[]},{"id":"everhold-bank-and-trust","title":"Everhold Bank and Trust","category":"Factions","type":"Bank and storage network","visibility":"player","summary":"Founded in Valaria by the Everhold family, this international bank rents persistent pocket-dimensional vaults accessible from any Everhold branch and offers secure item handoffs between authorized customers.","sections":[{"heading":"Safekeeping across Dorn","body":"A rented vault, wherever the road takes you.\n\nEverhold Bank and Trust began in @[Valaria|notebook-17], where the Everhold family developed a magical method of maintaining secure, persistent pocket dimensions roughly a century ago. The bank has since spread across Dorn. Its branches handle ordinary banking, but the service most travelers know is simpler: leave something safely with Everhold, and collect it from any Everhold branch.\n\nEverhold’s founding headquarters stand in Valaria’s @[Marketplace and Commerce District|valaria-marketplace].","visibility":"player"},{"heading":"A vault beyond the building","body":"An Everhold storage agreement rents the use of a protected pocket-dimensional vault. The vault persists between visits and does not belong to the cellar of whichever branch opened the account. Another branch can establish access to the same space after verifying the customer's authority.\n\nA traveler can deposit a chest in @[Valaria|notebook-17], spend months elsewhere, and retrieve it at another Everhold counter. The chest has remained in its vault throughout. There is no wagon to intercept, shipping route to book, or journey for the contents to complete.\n\nCustomers use the service for heirlooms, documents, valuable tools, spare equipment, and belongings that would otherwise have to accompany every journey. Some rent a small space for a few treasured possessions; others maintain room for a household's effects or a merchant's valuable stock. The arrangement is intended for continuing storage, with the rental and permitted contents agreed when the vault is opened.","visibility":"player"},{"heading":"Visiting a branch","body":"Everhold maintains branches in most towns and cities, with premises and staffing suited to the settlement. A large city might support an imposing banking hall and several private access rooms. A market town may have a clerk, a manager, and one carefully warded room behind the counter. Small villages such as @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305] and Stillwater have no Everhold branch.\n\nThe difference is chiefly one of service and surroundings. Every genuine branch can arrange access to an authorized Everhold vault. A modest town office is not a separate, lesser storage network.\n\nIn @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e], the bank operates the Everhold Storehouse in Grimgate Ward, alongside the city's civic buildings and high-end markets. For adventurers, finding an Everhold sign often means an opportunity to put away valuables, recover equipment, or check whether someone has left them something.","visibility":"player"},{"heading":"Leaving something for someone else","body":"Everhold also offers a paid handoff service. A customer deposits a book, weapon, parcel, or other accepted object and authorizes a recipient to collect it. The sender tells the recipient that it is waiting and provides whatever collection information the bank has arranged. The recipient can then visit any Everhold branch, establish their authority, and retrieve the object from its persistent vault.\n\nThe item needs no physical shipping and has no transit time based on distance. Collection still depends on the recipient reaching a branch while it is open and completing the security checks.\n\nPermission can be limited to the deposited item. Leaving a sword for a friend need not give that friend access to the family silver or the rest of an adventuring company's stores. Customers can also arrange shared access for named partners when they want an ongoing common vault.","visibility":"player"},{"heading":"Keys, permissions, and sensible limits","body":"At the counter, Everhold is more interested in who may open a vault than in who happens to be holding a slip of paper. Its access records distinguish the renter, other authorized users, and people permitted to collect particular objects.\n\nBranches use magically attuned access seals alongside their records. Some are bound to one customer; a deliberately shared seal can serve several authorized users. An ordinary copy of a seal does not inherit its permission. Lost seals and disputed claims go through a clerk rather than being settled by whoever reaches the access room first.\n\nThe bank accepts objects for storage. Its vaults are not passenger passages, hiding places for living creatures, or unattended workshops. Unstable enchantments, dangerous substances, and objects that contain their own extradimensional spaces require a specialist's approval before deposit. Food and other perishables still need appropriate preservation; storage alone does not stop time.\n\nRent buys continued storage and access under the agreement. A missed payment becomes a matter for the branch to resolve with the customer, not a spell that immediately destroys the contents. Prices, available space, and unusual deposits are discussed at the counter rather than governed by a single fee posted across Dorn.","visibility":"player"},{"heading":"The Everhold family","body":"The bank still carries the name of the family that founded it. The Everholds' wealth comes with a peculiar obligation: their customers expect yesterday's possessions to be there tomorrow, even when tomorrow arrives in a different country.\n\nArlen Everhold, the founder, combined patient magical experimentation with an unusually practical ambition. A marvel that could be demonstrated once was interesting; a vault that could be opened reliably years later was a business. Family portraits usually show Arlen with the little wooden box used in early demonstrations rather than a mountain of gold.\n\nMara Everhold, Arlen's granddaughter and the family's present senior steward, oversees the bank from @[Valaria|notebook-17]. She has a dry manner, a formidable memory for promises, and little patience for grand claims that a branch cannot honor. Her habitual question is, “Can the customer get their things back?” She considers it a useful test of almost any proposal.\n\nCorin Everhold, Mara's cousin, spends much of the year visiting branches. He enjoys the introductions, meals, and local gossip that Mara finds exhausting, but he also notices a broken latch or a clerk left working alone. Staff tend to remember whether he praised the tea, repaired the stool, or did both before announcing who he was.\n\nTheir disagreements are usually about how quickly Everhold should grow and how much ceremony a bank actually needs. Neither sees a modest town branch as beneath the family name. A customer trusting Everhold with one irreplaceable book has supplied a sufficient reason to get the work right.","visibility":"player"}],"body":"Safekeeping across Dorn\nA rented vault, wherever the road takes you.\n\nEverhold Bank and Trust began in @[Valaria|notebook-17], where the Everhold family developed a magical method of maintaining secure, persistent pocket dimensions roughly a century ago. The bank has since spread across Dorn. Its branches handle ordinary banking, but the service most travelers know is simpler: leave something safely with Everhold, and collect it from any Everhold branch.\n\nEverhold’s founding headquarters stand in Valaria’s @[Marketplace and Commerce District|valaria-marketplace].\n\nA vault beyond the building\nAn Everhold storage agreement rents the use of a protected pocket-dimensional vault. The vault persists between visits and does not belong to the cellar of whichever branch opened the account. Another branch can establish access to the same space after verifying the customer's authority.\n\nA traveler can deposit a chest in @[Valaria|notebook-17], spend months elsewhere, and retrieve it at another Everhold counter. The chest has remained in its vault throughout. There is no wagon to intercept, shipping route to book, or journey for the contents to complete.\n\nCustomers use the service for heirlooms, documents, valuable tools, spare equipment, and belongings that would otherwise have to accompany every journey. Some rent a small space for a few treasured possessions; others maintain room for a household's effects or a merchant's valuable stock. The arrangement is intended for continuing storage, with the rental and permitted contents agreed when the vault is opened.\n\nVisiting a branch\nEverhold maintains branches in most towns and cities, with premises and staffing suited to the settlement. A large city might support an imposing banking hall and several private access rooms. A market town may have a clerk, a manager, and one carefully warded room behind the counter. Small villages such as @[Draton|f6a490ea-f458-414a-9f29-8abffa3b1305] and Stillwater have no Everhold branch.\n\nThe difference is chiefly one of service and surroundings. Every genuine branch can arrange access to an authorized Everhold vault. A modest town office is not a separate, lesser storage network.\n\nIn @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e], the bank operates the Everhold Storehouse in Grimgate Ward, alongside the city's civic buildings and high-end markets. For adventurers, finding an Everhold sign often means an opportunity to put away valuables, recover equipment, or check whether someone has left them something.\n\nLeaving something for someone else\nEverhold also offers a paid handoff service. A customer deposits a book, weapon, parcel, or other accepted object and authorizes a recipient to collect it. The sender tells the recipient that it is waiting and provides whatever collection information the bank has arranged. The recipient can then visit any Everhold branch, establish their authority, and retrieve the object from its persistent vault.\n\nThe item needs no physical shipping and has no transit time based on distance. Collection still depends on the recipient reaching a branch while it is open and completing the security checks.\n\nPermission can be limited to the deposited item. Leaving a sword for a friend need not give that friend access to the family silver or the rest of an adventuring company's stores. Customers can also arrange shared access for named partners when they want an ongoing common vault.\n\nKeys, permissions, and sensible limits\nAt the counter, Everhold is more interested in who may open a vault than in who happens to be holding a slip of paper. Its access records distinguish the renter, other authorized users, and people permitted to collect particular objects.\n\nBranches use magically attuned access seals alongside their records. Some are bound to one customer; a deliberately shared seal can serve several authorized users. An ordinary copy of a seal does not inherit its permission. Lost seals and disputed claims go through a clerk rather than being settled by whoever reaches the access room first.\n\nThe bank accepts objects for storage. Its vaults are not passenger passages, hiding places for living creatures, or unattended workshops. Unstable enchantments, dangerous substances, and objects that contain their own extradimensional spaces require a specialist's approval before deposit. Food and other perishables still need appropriate preservation; storage alone does not stop time.\n\nRent buys continued storage and access under the agreement. A missed payment becomes a matter for the branch to resolve with the customer, not a spell that immediately destroys the contents. Prices, available space, and unusual deposits are discussed at the counter rather than governed by a single fee posted across Dorn.\n\nThe Everhold family\nThe bank still carries the name of the family that founded it. The Everholds' wealth comes with a peculiar obligation: their customers expect yesterday's possessions to be there tomorrow, even when tomorrow arrives in a different country.\n\nArlen Everhold, the founder, combined patient magical experimentation with an unusually practical ambition. A marvel that could be demonstrated once was interesting; a vault that could be opened reliably years later was a business. Family portraits usually show Arlen with the little wooden box used in early demonstrations rather than a mountain of gold.\n\nMara Everhold, Arlen's granddaughter and the family's present senior steward, oversees the bank from @[Valaria|notebook-17]. She has a dry manner, a formidable memory for promises, and little patience for grand claims that a branch cannot honor. Her habitual question is, “Can the customer get their things back?” She considers it a useful test of almost any proposal.\n\nCorin Everhold, Mara's cousin, spends much of the year visiting branches. He enjoys the introductions, meals, and local gossip that Mara finds exhausting, but he also notices a broken latch or a clerk left working alone. Staff tend to remember whether he praised the tea, repaired the stool, or did both before announcing who he was.\n\nTheir disagreements are usually about how quickly Everhold should grow and how much ceremony a bank actually needs. Neither sees a modest town branch as beneath the family name. A customer trusting Everhold with one irreplaceable book has supplied a sufficient reason to get the work right.","links":["92710cbd-bdbe-478d-bcac-7ed22499690e","f6a490ea-f458-414a-9f29-8abffa3b1305","notebook-17","valaria-marketplace"],"raceRelated":[],"factionGroup":"Companies & trade associations","illustration":{"alt":"Evening on Valaria’s Luminous Quay, the city where Everhold was founded.","caption":"Valaria, birthplace of Everhold Bank and Trust.","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/valaria-luminous-quay.avif","visibility":"player","width":1536},"editorGeographyNodeIds":["place-valaria-marketplace","place-notebook-17","place-92710cbd-bdbe-478d-bcac-7ed22499690e"],"editorCategories":["Factions"],"cardIllustration":{"alt":"Evening on Valaria’s Luminous Quay, the city where Everhold was founded.","caption":"Valaria, birthplace of Everhold Bank and Trust.","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/valaria-luminous-quay.avif","visibility":"player","width":1536}},{"id":"fast-arcane-spatial-transit","title":"F.A.S.T.","category":"Lore","type":"Teleportation network","visibility":"player","summary":"Fast Arcane Spatial Transit is Valaria’s expensive DA-powered hub-and-spoke teleportation network. Local routes operate through Vaelros Grand Terminal; intercity connections to Georgetown and Boâl are still under construction.","sections":[{"heading":"Valaria’s working local network","body":"Fast Arcane Spatial Transit is @[Valaria|notebook-17]’s DA-powered teleportation network. Its operating routes connect the city’s local destinations, including districts built upon floating rocks, through @[Vaelros Grand Terminal|vaelros-grand-terminal]. For those who can afford passage, a journey across the city or high above its streets becomes a short wait and a crossing between prepared gates.\n\nThe network’s intercity expansion remains under construction. New platforms and an intercity wing are being added to the working terminal, while receiving stations are being built in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] and @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]. Neither outlying station is functional, and no F.A.S.T. passenger service yet runs to either city.","visibility":"player"},{"heading":"Gates and crossings","body":"A standard gate occupies a stone pavilion with four pillars and a domed roof, crowned by @[Dieritium Arcanum|notebook-3], commonly called DA. The passage opens within the sheltered space beneath the dome. @[Vaelros Grand Terminal|vaelros-grand-terminal] develops this familiar form on a much larger, more ornate scale.\n\nEvery route depends on a prepared, functioning gate at both ends. A traveller can cross only to an established receiving station. Staff at the departing and receiving gates confirm the destination, check that both platforms are clear, and establish the connection before admitting passengers. Gates serving floating districts are anchored to their districts, with regular calibration accounting for their movement above @[Valaria|notebook-17].\n\nMost departures carry small, scheduled groups. Private departures can be arranged at a substantial premium. Incoming and outgoing movements are controlled separately, giving each arriving group time to leave the platform before another begins boarding.","visibility":"player"},{"heading":"Access and station life","body":"A crystalline security card is required for access. Attendants check the card, confirm each traveller’s destination, and inspect passengers and baggage against the departure manifest. Admission to a gate does not override restrictions at the receiving destination.\n\nStationmasters manage timetables, operators establish passages, and engineers inspect and maintain the apparatus. Attendants handle boarding while guards and inspectors oversee access. Waiting areas and controlled approaches keep queues clear of active gates; destination boards announce departures, delays, and suspensions.\n\nBoth ends must be ready before a crossing opens. Unstable readings, misalignment, or equipment faults ordinarily lead to a held or cancelled departure while staff investigate. Serious interference can close a platform until its operators are satisfied that service can resume.","visibility":"player"},{"heading":"The cost of distance","body":"F.A.S.T. remains extraordinarily expensive. Each destination requires another gate, a dependable DA installation, precisely prepared components, protective workings, and trained staff. Calibration, inspections, repairs, and replacement equipment impose continuing costs even when bookings are sparse. @[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642] supplies specialist equipment for these installations.\n\nScheduled groups share the cost of a departure, while private openings and demanding baggage requirements drive fares higher. Wealthy passengers, specialists, urgent correspondence, and compact valuables are natural customers. Moving bulk goods is usually better left to established carriers.","visibility":"player"},{"heading":"A limited network","body":"@[Valaria|notebook-17]’s local hub-and-spoke service is the working foundation of F.A.S.T. Its unfinished intercity connections promise a greater reach, but every additional destination demands costly construction and careful preparation.\n\nMost of Dorn still lies beyond a functioning gate. Roads and ships carry travellers and freight between the places the network does not serve, while queues, schedules, baggage limits, and occasional closures shape the journeys it does offer. The Etherway remains a separate monorail system with its own stations and routes.","visibility":"player"}],"body":"Valaria’s working local network\nFast Arcane Spatial Transit is @[Valaria|notebook-17]’s DA-powered teleportation network. Its operating routes connect the city’s local destinations, including districts built upon floating rocks, through @[Vaelros Grand Terminal|vaelros-grand-terminal]. For those who can afford passage, a journey across the city or high above its streets becomes a short wait and a crossing between prepared gates.\n\nThe network’s intercity expansion remains under construction. New platforms and an intercity wing are being added to the working terminal, while receiving stations are being built in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] and @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]. Neither outlying station is functional, and no F.A.S.T. passenger service yet runs to either city.\n\nGates and crossings\nA standard gate occupies a stone pavilion with four pillars and a domed roof, crowned by @[Dieritium Arcanum|notebook-3], commonly called DA. The passage opens within the sheltered space beneath the dome. @[Vaelros Grand Terminal|vaelros-grand-terminal] develops this familiar form on a much larger, more ornate scale.\n\nEvery route depends on a prepared, functioning gate at both ends. A traveller can cross only to an established receiving station. Staff at the departing and receiving gates confirm the destination, check that both platforms are clear, and establish the connection before admitting passengers. Gates serving floating districts are anchored to their districts, with regular calibration accounting for their movement above @[Valaria|notebook-17].\n\nMost departures carry small, scheduled groups. Private departures can be arranged at a substantial premium. Incoming and outgoing movements are controlled separately, giving each arriving group time to leave the platform before another begins boarding.\n\nAccess and station life\nA crystalline security card is required for access. Attendants check the card, confirm each traveller’s destination, and inspect passengers and baggage against the departure manifest. Admission to a gate does not override restrictions at the receiving destination.\n\nStationmasters manage timetables, operators establish passages, and engineers inspect and maintain the apparatus. Attendants handle boarding while guards and inspectors oversee access. Waiting areas and controlled approaches keep queues clear of active gates; destination boards announce departures, delays, and suspensions.\n\nBoth ends must be ready before a crossing opens. Unstable readings, misalignment, or equipment faults ordinarily lead to a held or cancelled departure while staff investigate. Serious interference can close a platform until its operators are satisfied that service can resume.\n\nThe cost of distance\nF.A.S.T. remains extraordinarily expensive. Each destination requires another gate, a dependable DA installation, precisely prepared components, protective workings, and trained staff. Calibration, inspections, repairs, and replacement equipment impose continuing costs even when bookings are sparse. @[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642] supplies specialist equipment for these installations.\n\nScheduled groups share the cost of a departure, while private openings and demanding baggage requirements drive fares higher. Wealthy passengers, specialists, urgent correspondence, and compact valuables are natural customers. Moving bulk goods is usually better left to established carriers.\n\nA limited network\n@[Valaria|notebook-17]’s local hub-and-spoke service is the working foundation of F.A.S.T. Its unfinished intercity connections promise a greater reach, but every additional destination demands costly construction and careful preparation.\n\nMost of Dorn still lies beyond a functioning gate. Roads and ships carry travellers and freight between the places the network does not serve, while queues, schedules, baggage limits, and occasional closures shape the journeys it does offer. The Etherway remains a separate monorail system with its own stations and routes.","links":["92710cbd-bdbe-478d-bcac-7ed22499690e","d55b4ecd-c049-438e-a3f8-06a8742ac080","e14f33c0-4e82-42ba-a310-8be70560f642","notebook-17","notebook-3","vaelros-grand-terminal"],"raceRelated":[],"editorGeographyNodeIds":["place-notebook-17"],"editorCategories":["Lore"]},{"id":"vaelros-grand-terminal","title":"Vaelros Grand Terminal","category":"Places","type":"Transit terminal","visibility":"player","summary":"Valaria’s operating F.A.S.T. hub, named for engineer Ilyan Vaelros. Its local platforms serve the city and floating districts while the intercity wing remains unfinished.","sections":[{"heading":"The hub of local crossings","body":"Vaelros Grand Terminal, often shortened to Vaelros, is the central hub of @[Valaria|notebook-17]’s @[F.A.S.T.|fast-arcane-spatial-transit] teleportation network. It honours Ilyan Vaelros, the engineer whose work made the first stable @[F.A.S.T.|fast-arcane-spatial-transit] crossing possible.\n\nThe terminal is already in operation, connecting local destinations across @[Valaria|notebook-17], including its floating districts. Its larger, richly worked architecture expands upon the network’s familiar domed, four-pillared pavilions. A grand concourse gathers waiting passengers, ticket counters, and controlled approaches to the departure platforms.\n\nAn intercity wing and additional platforms remain under construction alongside these established services. They are intended to connect with receiving stations in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] and @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e], both of which are still being built and are not functional. Current passengers use Vaelros for travel within @[Valaria|notebook-17].\n\nFor passage requirements, operating procedures, and the network’s wider limitations, see @[F.A.S.T.|fast-arcane-spatial-transit]","visibility":"player"}],"body":"The hub of local crossings\nVaelros Grand Terminal, often shortened to Vaelros, is the central hub of @[Valaria|notebook-17]’s @[F.A.S.T.|fast-arcane-spatial-transit] teleportation network. It honours Ilyan Vaelros, the engineer whose work made the first stable @[F.A.S.T.|fast-arcane-spatial-transit] crossing possible.\n\nThe terminal is already in operation, connecting local destinations across @[Valaria|notebook-17], including its floating districts. Its larger, richly worked architecture expands upon the network’s familiar domed, four-pillared pavilions. A grand concourse gathers waiting passengers, ticket counters, and controlled approaches to the departure platforms.\n\nAn intercity wing and additional platforms remain under construction alongside these established services. They are intended to connect with receiving stations in @[Georgetown|d55b4ecd-c049-438e-a3f8-06a8742ac080] and @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e], both of which are still being built and are not functional. Current passengers use Vaelros for travel within @[Valaria|notebook-17].\n\nFor passage requirements, operating procedures, and the network’s wider limitations, see @[F.A.S.T.|fast-arcane-spatial-transit]","links":["92710cbd-bdbe-478d-bcac-7ed22499690e","d55b4ecd-c049-438e-a3f8-06a8742ac080","fast-arcane-spatial-transit","notebook-17"],"raceRelated":[],"editorCategories":["Places"]},{"id":"valaria-arcane-district","title":"The Arcane District","summary":"Valaria’s enormous academic quarter, where the Solarium’s courts, workshops and public lectures meet the city’s busiest arcane interchange.","category":"Places","type":"District","visibility":"player","sections":[{"heading":"A university on the scale of a city","body":"The @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3] occupies roughly a third of @[Valaria|notebook-17], and the Arcane District takes its character from that extraordinary scale. This is an inhabited academic landscape: teaching courts, residences, gardens, supply yards, practice grounds and workshops, rather than one palace with a few classrooms. Martial students share streets with physicians, historians, musicians, mages and the people who feed and maintain them. A porter can know the campus better than a celebrated professor.\n\nThe district changes character from courtyard to courtyard. Bells gather students beneath carved stone arches; beyond them, newer enchanted structures house exacting experiments. Impressive public spaces coexist with crowded rented rooms and apprentices stretching their last coins. The cost of an education is measured in time and connections as well as tuition.","visibility":"player"},{"heading":"Landmarks and access","body":"The Grand Library and Tower of Enchantment belong to the Solarium. Neither should be confused with the Grand Archives in the @[Scholar’s Enclave|valaria-scholars-enclave]. Innovation Plaza gives inventors an audience outside their workshops, with demonstration barriers and stewards separating spectators from moving apparatus. A successful display can attract a patron; a safe, disappointing invention earns less attention than its maker hopes.\n\nArcanum Nexus is the central Etherway hub beside the Solarium; the Etherway Terminus serves the monorail system here. Travelers should follow the posted platform and destination rather than assume every campus building is nearby. @[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642] maintains its headquarters near the university, with other facilities elsewhere in Valaria.\n\nVisitors can attend announced public demonstrations and the Copper Bell evening lectures without gaining access to restricted laboratories or collections. Faculty authorization and the appropriate appointment matter at guarded doors, even for a well-dressed donor.","visibility":"player"},{"heading":"Food, beds and useful purchases","body":"The Chalk & Kettle is a busy, inexpensive refectory outside the teaching courts. Lentil pots, filled breads and strong tea sustain students arguing over shared tables. Proprietor Nessa Pell keeps a shelf of abandoned notebooks and will return one only after its owner can identify it.\n\nAt the Glasshouse Table, researchers entertain patrons over carefully presented seasonal dishes. The food is excellent, the bill substantial, and the best tables are quiet enough to discuss a proposal without shouting over students. The Copper Bell stalls offer cheaper evening meals when public lectures let out; their selection depends on which vendors have stayed late.\n\nThe Margin House rents plain study rooms by arrangement, with communal washrooms and a strict quiet floor. The Aster Court receives visiting lecturers and well-funded applicants in comfortable suites; its concierge can request introductions but cannot promise them.\n\nCaliper & Quill sells notebooks, drawing instruments, specimen cases and dependable conventional tools. Enchanted instruments are kept behind the counter for demonstrations. Pelloran’s Second Instruments buys and repairs used academic equipment; a cosmetic flaw can make a sound instrument affordable, but the repair history is always worth reading.","visibility":"player"},{"heading":"Life around the gates","body":"A day here can revolve around a public lecture, a failed demonstration or the hunt for an affordable specialist. Noticeboards advertise supervised fieldwork, translation jobs and requests for unusual materials, alongside offers too optimistic to be sensible. Staff and students disagree about how much scarce Dieritium should support prestigious experiments rather than practical needs. Visitors who listen to technicians and cleaners often learn which expert actually solves problems.","visibility":"player"},{"heading":"Morrowlight Hospital","body":"Morrowlight Hospital stands near the Solarium’s public approaches, convenient to the university without requiring campus admission. It serves the wider city as well as students and staff. Ordinary physicians, surgeons, nurses and apothecaries work alongside clerics and other trained healers; examination, clean dressings, careful nursing and recovery remain important whether magic is used or not.\n\nThe hospital has wards for patients who need to remain overnight, an urgent receiving room and consultation rooms for ongoing care. Serious injuries, difficult illnesses and cases beyond a neighborhood clinic’s resources are referred here. Clerical healing supplements the work of the wards, rather than making every illness instantly curable.\n\nAn affordable general service and assistance for patients unable to pay keep the hospital within reach of ordinary Valarians. More private accommodation costs more, but urgent cases are assessed by need rather than a visitor’s clothes or social standing. Appointments help with routine care; a person in immediate distress should go to the receiving room."},{"heading":"The district’s Sentinels","body":"District Captain Ilyra Voss commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands beside the Solarium’s public approaches, within reach of Innovation Plaza. Satellite Watch Posts cover the Etherway Terminus approach and the outer teaching courts.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","visibility":"player"}],"structured":{"kind":"place","facts":[{"label":"City","value":"Valaria, capital of Haven","visibility":"player"}]},"links":["af7892b9-fb6d-48f4-a661-c652cad841c3","e14f33c0-4e82-42ba-a310-8be70560f642","notebook-17","valaria-scholars-enclave","valaria-civic-watch"],"body":"A university on the scale of a city\nThe @[Solarium Inspirato|af7892b9-fb6d-48f4-a661-c652cad841c3] occupies roughly a third of @[Valaria|notebook-17], and the Arcane District takes its character from that extraordinary scale. This is an inhabited academic landscape: teaching courts, residences, gardens, supply yards, practice grounds and workshops, rather than one palace with a few classrooms. Martial students share streets with physicians, historians, musicians, mages and the people who feed and maintain them. A porter can know the campus better than a celebrated professor.\n\nThe district changes character from courtyard to courtyard. Bells gather students beneath carved stone arches; beyond them, newer enchanted structures house exacting experiments. Impressive public spaces coexist with crowded rented rooms and apprentices stretching their last coins. The cost of an education is measured in time and connections as well as tuition.\n\nLandmarks and access\nThe Grand Library and Tower of Enchantment belong to the Solarium. Neither should be confused with the Grand Archives in the @[Scholar’s Enclave|valaria-scholars-enclave]. Innovation Plaza gives inventors an audience outside their workshops, with demonstration barriers and stewards separating spectators from moving apparatus. A successful display can attract a patron; a safe, disappointing invention earns less attention than its maker hopes.\n\nArcanum Nexus is the central Etherway hub beside the Solarium; the Etherway Terminus serves the monorail system here. Travelers should follow the posted platform and destination rather than assume every campus building is nearby. @[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642] maintains its headquarters near the university, with other facilities elsewhere in Valaria.\n\nVisitors can attend announced public demonstrations and the Copper Bell evening lectures without gaining access to restricted laboratories or collections. Faculty authorization and the appropriate appointment matter at guarded doors, even for a well-dressed donor.\n\nFood, beds and useful purchases\nThe Chalk & Kettle is a busy, inexpensive refectory outside the teaching courts. Lentil pots, filled breads and strong tea sustain students arguing over shared tables. Proprietor Nessa Pell keeps a shelf of abandoned notebooks and will return one only after its owner can identify it.\n\nAt the Glasshouse Table, researchers entertain patrons over carefully presented seasonal dishes. The food is excellent, the bill substantial, and the best tables are quiet enough to discuss a proposal without shouting over students. The Copper Bell stalls offer cheaper evening meals when public lectures let out; their selection depends on which vendors have stayed late.\n\nThe Margin House rents plain study rooms by arrangement, with communal washrooms and a strict quiet floor. The Aster Court receives visiting lecturers and well-funded applicants in comfortable suites; its concierge can request introductions but cannot promise them.\n\nCaliper & Quill sells notebooks, drawing instruments, specimen cases and dependable conventional tools. Enchanted instruments are kept behind the counter for demonstrations. Pelloran’s Second Instruments buys and repairs used academic equipment; a cosmetic flaw can make a sound instrument affordable, but the repair history is always worth reading.\n\nLife around the gates\nA day here can revolve around a public lecture, a failed demonstration or the hunt for an affordable specialist. Noticeboards advertise supervised fieldwork, translation jobs and requests for unusual materials, alongside offers too optimistic to be sensible. Staff and students disagree about how much scarce Dieritium should support prestigious experiments rather than practical needs. Visitors who listen to technicians and cleaners often learn which expert actually solves problems.\n\nMorrowlight Hospital\nMorrowlight Hospital stands near the Solarium’s public approaches, convenient to the university without requiring campus admission. It serves the wider city as well as students and staff. Ordinary physicians, surgeons, nurses and apothecaries work alongside clerics and other trained healers; examination, clean dressings, careful nursing and recovery remain important whether magic is used or not.\n\nThe hospital has wards for patients who need to remain overnight, an urgent receiving room and consultation rooms for ongoing care. Serious injuries, difficult illnesses and cases beyond a neighborhood clinic’s resources are referred here. Clerical healing supplements the work of the wards, rather than making every illness instantly curable.\n\nAn affordable general service and assistance for patients unable to pay keep the hospital within reach of ordinary Valarians. More private accommodation costs more, but urgent cases are assessed by need rather than a visitor’s clothes or social standing. Appointments help with routine care; a person in immediate distress should go to the receiving room.\n\nThe district’s Sentinels\nDistrict Captain Ilyra Voss commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands beside the Solarium’s public approaches, within reach of Innovation Plaza. Satellite Watch Posts cover the Etherway Terminus approach and the outer teaching courts.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","illustration":{"alt":"Students, teachers and delivery workers cross Innovation Plaza beneath the extensive courts, towers and terraces of the Solarium.","caption":"The Solarium: a university on the scale of a city.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-arcane-district-solarium-v1.webp","width":1140,"height":760,"showCaption":true},"editorCategories":["Places"],"cardIllustration":{"alt":"Students, teachers and delivery workers cross Innovation Plaza beneath the extensive courts, towers and terraces of the Solarium.","caption":"The Solarium: a university on the scale of a city.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-arcane-district-solarium-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"valaria-commons","title":"The Commons","summary":"A crowded civic heart of aid, public gardens, small trades and neighborly argument, where Valaria’s promises are measured against ordinary needs.","category":"Places","type":"District","visibility":"player","sections":[{"heading":"The city at street level","body":"In the Commons, the public life of @[Valaria|notebook-17] spills into courtyards, washing lines, shared steps and gardens. Shopkeepers know the regulars who cannot afford to buy every day. Students teach after their own lessons; laborers rest beneath public lamps that would be prized possessions in smaller settlements. Crystalline screens draw a crowd for weather, city news and emergency announcements. Owning the devices that make Valaria famous is another matter.\n\nThe district contains hardship without being defined entirely by it. Neighborhood associations, performers, teachers and stubborn small businesses give it a political voice. Arguments over repairs and access to services can become arguments about the whole city. Commonbrook Hall is where many residents take those arguments when a landlord, clerk or distant patron has stopped listening.","visibility":"player"},{"heading":"Public places and practical help","body":"Commonbrook Hall coordinates community aid and provides meeting space. Its desks can direct a newcomer toward shelter, food assistance or a civic office, but a referral is not a guarantee that a crowded service has room. The Illuminated Gardens offer accessible green space after work, their magical lighting making evening strolls and small performances possible. The Scholars’ Sanctuary is a network of tutoring and educational clubs rather than an elite residential college.\n\nThe @[Order of the Redeemers|order-of-redeemers] is a familiar public provider of food, clothing and care. Residents also depend on secular mutual aid, relatives and local tradespeople. No single organization serves every household. Travelers seeking assistance are best served by stating the immediate need plainly and asking which service can actually address it.","visibility":"player"},{"heading":"Eating and staying","body":"Three Spoons serves a shared daily pot, hearty bread and pickles at the low end of the city’s prices. Cook Bera Fen refuses to promise a particular recipe before she has seen the market produce. The Blue Awning is a cluster of stalls offering fried river fish, savory pastries, roasted roots and sweets, with enough variation for a group to split up and return to the same bench.\n\nThe Little Lantern is a family-run dining room with small private tables and better ingredients than its modest exterior suggests. It is a comfortable step up from street food, popular for birthdays and reunions rather than aristocratic display.\n\nLantern Rooms offers inexpensive, closely packed lodging over a laundry. Guests share facilities and are expected to respect neighbors’ working hours. Those needing quieter surroundings can ask at Commonbrook Hall for reputable household lodgings; availability varies, and hospitality does not make a stranger family. Emergency shelter is reserved for need, not treated as a free inn for comfortable visitors.","visibility":"player"},{"heading":"Shops and people","body":"Mendwell Exchange trades repaired coats, boots, cooking pots and furniture. Its owner, Dorrin Vale, will tell a buyer what has been repaired before discussing the price. Tansy’s Pantry sells staples in small quantities and keeps practical travel bundles for people unable to buy in bulk. Neither shop needs magical stock to remain indispensable.\n\nEvenings bring tutoring circles, musicians and residents debating a proposed public improvement. A visitor can help with a specific task, learn which buildings need work or hear competing accounts of the same dispute. Money earns gratitude when useful; listening and returning when promised earn trust.","visibility":"player"},{"heading":"Neighborhood care and public baths","body":"Commonbrook Clinic provides affordable consultations, basic wound care, help with everyday illness and follow-up visits. Physicians and nurses work with visiting clerics and healers, referring serious cases to @[Morrowlight Hospital in the Arcane District|valaria-arcane-district]. Commonbrook Hall can help a newcomer find the clinic and ask about assistance; needing help does not require membership in a religious order.\n\nCommonbrook Baths offers inexpensive washing rooms, shared soaking pools and practical changing facilities. Private washing spaces are available for people who need them. Workers, travelers and neighbors use the baths as an ordinary city service, with clean water and considerate conduct valued more than fashionable dress. Assistance arranged through the hall helps residents who cannot meet even the modest charge."},{"heading":"The district’s Sentinels","body":"District Captain Teren Moss commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands near Commonbrook Hall, with a separate public complaints desk. Satellite Watch Posts cover the busier approaches to the Illuminated Gardens.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","visibility":"player"}],"structured":{"kind":"place","facts":[{"label":"City","value":"Valaria, capital of Haven","visibility":"player"}]},"links":["notebook-17","order-of-redeemers","valaria-civic-watch"],"body":"The city at street level\nIn the Commons, the public life of @[Valaria|notebook-17] spills into courtyards, washing lines, shared steps and gardens. Shopkeepers know the regulars who cannot afford to buy every day. Students teach after their own lessons; laborers rest beneath public lamps that would be prized possessions in smaller settlements. Crystalline screens draw a crowd for weather, city news and emergency announcements. Owning the devices that make Valaria famous is another matter.\n\nThe district contains hardship without being defined entirely by it. Neighborhood associations, performers, teachers and stubborn small businesses give it a political voice. Arguments over repairs and access to services can become arguments about the whole city. Commonbrook Hall is where many residents take those arguments when a landlord, clerk or distant patron has stopped listening.\n\nPublic places and practical help\nCommonbrook Hall coordinates community aid and provides meeting space. Its desks can direct a newcomer toward shelter, food assistance or a civic office, but a referral is not a guarantee that a crowded service has room. The Illuminated Gardens offer accessible green space after work, their magical lighting making evening strolls and small performances possible. The Scholars’ Sanctuary is a network of tutoring and educational clubs rather than an elite residential college.\n\nThe @[Order of the Redeemers|order-of-redeemers] is a familiar public provider of food, clothing and care. Residents also depend on secular mutual aid, relatives and local tradespeople. No single organization serves every household. Travelers seeking assistance are best served by stating the immediate need plainly and asking which service can actually address it.\n\nEating and staying\nThree Spoons serves a shared daily pot, hearty bread and pickles at the low end of the city’s prices. Cook Bera Fen refuses to promise a particular recipe before she has seen the market produce. The Blue Awning is a cluster of stalls offering fried river fish, savory pastries, roasted roots and sweets, with enough variation for a group to split up and return to the same bench.\n\nThe Little Lantern is a family-run dining room with small private tables and better ingredients than its modest exterior suggests. It is a comfortable step up from street food, popular for birthdays and reunions rather than aristocratic display.\n\nLantern Rooms offers inexpensive, closely packed lodging over a laundry. Guests share facilities and are expected to respect neighbors’ working hours. Those needing quieter surroundings can ask at Commonbrook Hall for reputable household lodgings; availability varies, and hospitality does not make a stranger family. Emergency shelter is reserved for need, not treated as a free inn for comfortable visitors.\n\nShops and people\nMendwell Exchange trades repaired coats, boots, cooking pots and furniture. Its owner, Dorrin Vale, will tell a buyer what has been repaired before discussing the price. Tansy’s Pantry sells staples in small quantities and keeps practical travel bundles for people unable to buy in bulk. Neither shop needs magical stock to remain indispensable.\n\nEvenings bring tutoring circles, musicians and residents debating a proposed public improvement. A visitor can help with a specific task, learn which buildings need work or hear competing accounts of the same dispute. Money earns gratitude when useful; listening and returning when promised earn trust.\n\nNeighborhood care and public baths\nCommonbrook Clinic provides affordable consultations, basic wound care, help with everyday illness and follow-up visits. Physicians and nurses work with visiting clerics and healers, referring serious cases to @[Morrowlight Hospital in the Arcane District|valaria-arcane-district]. Commonbrook Hall can help a newcomer find the clinic and ask about assistance; needing help does not require membership in a religious order.\n\nCommonbrook Baths offers inexpensive washing rooms, shared soaking pools and practical changing facilities. Private washing spaces are available for people who need them. Workers, travelers and neighbors use the baths as an ordinary city service, with clean water and considerate conduct valued more than fashionable dress. Assistance arranged through the hall helps residents who cannot meet even the modest charge.\n\nThe district’s Sentinels\nDistrict Captain Teren Moss commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands near Commonbrook Hall, with a separate public complaints desk. Satellite Watch Posts cover the busier approaches to the Illuminated Gardens.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","illustration":{"alt":"Neighbors share meals, receive help and study outside Commonbrook Hall in the Commons.","caption":"Commonbrook Hall: practical help and shared daily life.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-commons-commonbrook-hall-v1.webp","width":1140,"height":760,"showCaption":true},"editorCategories":["Places"],"cardIllustration":{"alt":"Neighbors share meals, receive help and study outside Commonbrook Hall in the Commons.","caption":"Commonbrook Hall: practical help and shared daily life.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-commons-commonbrook-hall-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"valaria-marketplace","title":"The Marketplace and Commerce District","summary":"Valaria’s commercial heart, joining the Arcanum Bazaar and everyday trade with the founding Everhold headquarters and MagiTech’s Solarium-facing facilities.","category":"Places","type":"District","visibility":"player","sections":[{"heading":"A market for the whole capital","body":"The Marketplace is where @[Valaria|notebook-17]’s remarkable inventions meet its ordinary shopping lists. Cloth, flour, rope and pans move in greater quantities than enchanted jewelry. Porters thread between carts while demonstrators compete with sellers who have no need for spectacle. The district serves residents from the Commons, students, travelers and purchasers buying on someone else’s account; each has a different idea of a fair price.\n\nThe Arcanum Bazaar concentrates experimental and Dieritium-infused goods. Affluent collectors browse freely; working households are more likely to seek a repair, a shared service or a durable conventional substitute. Scarce Dieritium and skilled maintenance make true arcane equipment costly. A bright sign is not proof that a trinket contains it.","visibility":"player"},{"heading":"The institutions behind the trade","visibility":"player","body":"The Marketplace is the bustling public face of a broader Commerce District. Its two great institutional anchors are @[Everhold Bank and Trust|everhold-bank-and-trust]’s founding headquarters and @[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642]. Everhold began in Valaria roughly a century ago; its family’s persistent pocket-vault system lets clients access the same storage through participating branches. The headquarters joins personal service, commercial banking and secure storage with the family history described in the bank’s own entry.\n\nMagiTech’s central facility occupies the district’s Solarium-facing side, preserving its established proximity to the university. Researchers, purchasing agents, suppliers and graduates move between academic work and commercial production. Its headquarters is not Solaris Devorak’s private spire in the Skyward Steppes, and its laboratories elsewhere in the city do not create separate company districts.\n\nThese institutions make the district useful to visitors doing more than shopping: arranging secure storage, seeking a qualified equipment service or meeting a commercial representative. Their counters, showrooms and reception areas have different access rules from private offices, vault facilities and laboratories. A public entrance is an invitation to ask for the appropriate service, not unrestricted entry behind it."},{"heading":"Buying well","body":"The Gadgeteer’s Guild provides shared workspaces and a place to locate specialists. Its makers have different skills and schedules; membership is not a promise that every stall can fix every device. A sensible commission records the intended use, the work included and what happens if a prototype fails its demonstration.\n\nRook & Rivet sells climbing gear, tool rolls, hinges and sturdy traveling equipment. Proprietor Sella Rook tests buckles in front of customers and is unimpressed by elaborate equipment unsuited to the buyer’s journey. The Brass Finch demonstrates costly convenience devices by appointment and arranges servicing rather than treating maintenance as an afterthought.\n\nAisle Nine Reclamation deals in disassembled mechanisms, imperfect lenses and salvaged housings. Buyers pay for the identifiable part, not a promised miracle hidden inside it. The Counterweight is a reputable broker for small commissions, useful when a traveler knows the problem but not which craft can solve it.","visibility":"player"},{"heading":"Food for several purses","body":"The Kettles at the Crossroads are a row of competing counters: peppered noodles, stuffed flatbreads, bean stews and grilled lake fish. Meals are quick and affordable, and a crowded counter usually has a reason for being crowded. The Coin & Caraway offers an unhurried merchants’ lunch with substantial plates, tables large enough for ledgers and a moderate bill.\n\nThe Lacquered Pear serves careful tasting plates and imported ingredients to buyers celebrating a successful deal. It is expensive without demanding aristocratic connections. Its dining room is a useful place to notice how differently merchants, students and visiting nobles understand luxury.","visibility":"player"},{"heading":"Rooms and odd discoveries","body":"The Many Keys is a practical commercial inn with luggage storage, early breakfasts and rooms ranging from shared accommodation to modest private chambers. The Balance House costs more for quiet, reliable service and a room suitable for meeting a client. Neither establishment’s storage replaces the persistent pocket-vault services of @[Everhold Bank and Trust|everhold-bank-and-trust].\n\nUnder a narrow painted sign, The Unclaimed Hour sells strange antiquarian objects: obsolete measuring tools, ceremonial fittings, unidentifiable keys and devices whose original purpose has been forgotten. Owner Iven Noll labels what is known, what is conjecture and what has never been tested. Most stock is historical curiosity; a visitor seeking a dangerous artifact will not find one reliably available on demand.\n\nA day in the Marketplace offers negotiations, repair queues and disputed demonstrations. Asking for a written description and watching an item work are local habits born of experience.","visibility":"player"},{"heading":"The Bellhouse","body":"The @[Valarian Bell|valarian-bell] keeps its headquarters here in Commerce. The Bellhouse’s newsroom gathers local reporting and prepares the periodic news, weather, notices and transport briefings carried on the city’s crystalline displays. Residents can bring information or ask for a correction; publication still depends on the editors checking and selecting the material. Civic correspondents follow public business near the High Seat, while the main newsroom remains among the district’s merchants and daily traffic."},{"heading":"The district’s Sentinels","body":"District Captain Damar Kell commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands off the main market thoroughfare, accessible from the countinghouses and trading courts. Satellite Watch Posts cover a busy market entrance and the principal delivery yards.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","visibility":"player"}],"structured":{"kind":"place","facts":[{"label":"City","value":"Valaria, capital of Haven","visibility":"player"}]},"links":["e14f33c0-4e82-42ba-a310-8be70560f642","everhold-bank-and-trust","notebook-17","valarian-bell","valaria-civic-watch"],"body":"A market for the whole capital\nThe Marketplace is where @[Valaria|notebook-17]’s remarkable inventions meet its ordinary shopping lists. Cloth, flour, rope and pans move in greater quantities than enchanted jewelry. Porters thread between carts while demonstrators compete with sellers who have no need for spectacle. The district serves residents from the Commons, students, travelers and purchasers buying on someone else’s account; each has a different idea of a fair price.\n\nThe Arcanum Bazaar concentrates experimental and Dieritium-infused goods. Affluent collectors browse freely; working households are more likely to seek a repair, a shared service or a durable conventional substitute. Scarce Dieritium and skilled maintenance make true arcane equipment costly. A bright sign is not proof that a trinket contains it.\n\nThe institutions behind the trade\nThe Marketplace is the bustling public face of a broader Commerce District. Its two great institutional anchors are @[Everhold Bank and Trust|everhold-bank-and-trust]’s founding headquarters and @[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642]. Everhold began in Valaria roughly a century ago; its family’s persistent pocket-vault system lets clients access the same storage through participating branches. The headquarters joins personal service, commercial banking and secure storage with the family history described in the bank’s own entry.\n\nMagiTech’s central facility occupies the district’s Solarium-facing side, preserving its established proximity to the university. Researchers, purchasing agents, suppliers and graduates move between academic work and commercial production. Its headquarters is not Solaris Devorak’s private spire in the Skyward Steppes, and its laboratories elsewhere in the city do not create separate company districts.\n\nThese institutions make the district useful to visitors doing more than shopping: arranging secure storage, seeking a qualified equipment service or meeting a commercial representative. Their counters, showrooms and reception areas have different access rules from private offices, vault facilities and laboratories. A public entrance is an invitation to ask for the appropriate service, not unrestricted entry behind it.\n\nBuying well\nThe Gadgeteer’s Guild provides shared workspaces and a place to locate specialists. Its makers have different skills and schedules; membership is not a promise that every stall can fix every device. A sensible commission records the intended use, the work included and what happens if a prototype fails its demonstration.\n\nRook & Rivet sells climbing gear, tool rolls, hinges and sturdy traveling equipment. Proprietor Sella Rook tests buckles in front of customers and is unimpressed by elaborate equipment unsuited to the buyer’s journey. The Brass Finch demonstrates costly convenience devices by appointment and arranges servicing rather than treating maintenance as an afterthought.\n\nAisle Nine Reclamation deals in disassembled mechanisms, imperfect lenses and salvaged housings. Buyers pay for the identifiable part, not a promised miracle hidden inside it. The Counterweight is a reputable broker for small commissions, useful when a traveler knows the problem but not which craft can solve it.\n\nFood for several purses\nThe Kettles at the Crossroads are a row of competing counters: peppered noodles, stuffed flatbreads, bean stews and grilled lake fish. Meals are quick and affordable, and a crowded counter usually has a reason for being crowded. The Coin & Caraway offers an unhurried merchants’ lunch with substantial plates, tables large enough for ledgers and a moderate bill.\n\nThe Lacquered Pear serves careful tasting plates and imported ingredients to buyers celebrating a successful deal. It is expensive without demanding aristocratic connections. Its dining room is a useful place to notice how differently merchants, students and visiting nobles understand luxury.\n\nRooms and odd discoveries\nThe Many Keys is a practical commercial inn with luggage storage, early breakfasts and rooms ranging from shared accommodation to modest private chambers. The Balance House costs more for quiet, reliable service and a room suitable for meeting a client. Neither establishment’s storage replaces the persistent pocket-vault services of @[Everhold Bank and Trust|everhold-bank-and-trust].\n\nUnder a narrow painted sign, The Unclaimed Hour sells strange antiquarian objects: obsolete measuring tools, ceremonial fittings, unidentifiable keys and devices whose original purpose has been forgotten. Owner Iven Noll labels what is known, what is conjecture and what has never been tested. Most stock is historical curiosity; a visitor seeking a dangerous artifact will not find one reliably available on demand.\n\nA day in the Marketplace offers negotiations, repair queues and disputed demonstrations. Asking for a written description and watching an item work are local habits born of experience.\n\nThe Bellhouse\nThe @[Valarian Bell|valarian-bell] keeps its headquarters here in Commerce. The Bellhouse’s newsroom gathers local reporting and prepares the periodic news, weather, notices and transport briefings carried on the city’s crystalline displays. Residents can bring information or ask for a correction; publication still depends on the editors checking and selecting the material. Civic correspondents follow public business near the High Seat, while the main newsroom remains among the district’s merchants and daily traffic.\n\nThe district’s Sentinels\nDistrict Captain Damar Kell commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands off the main market thoroughfare, accessible from the countinghouses and trading courts. Satellite Watch Posts cover a busy market entrance and the principal delivery yards.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","illustration":{"alt":"Sunlit Commerce District stalls, Everhold’s grand banking entrance, and MagiTech’s glazed workshops beneath the extensive Solarium skyline.","caption":"Commerce District: ordinary trade beneath extraordinary institutions.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-commerce-district-v1.webp","width":1140,"height":760,"showCaption":true},"editorCategories":["Places"],"cardIllustration":{"alt":"Sunlit Commerce District stalls, Everhold’s grand banking entrance, and MagiTech’s glazed workshops beneath the extensive Solarium skyline.","caption":"Commerce District: ordinary trade beneath extraordinary institutions.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-commerce-district-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"valaria-skyport","title":"The Skyport","summary":"The aerial gateway around Haven’s Horizon: a working port of suspended docks, costly cargo, anxious departures and spectacular views.","category":"Places","type":"District","visibility":"player","sections":[{"heading":"Haven’s Horizon","body":"@[Valaria|notebook-17]’s main airship dock, Haven’s Horizon, makes the Skyport one of the capital’s most striking places to arrive. Mooring structures and suspended working platforms bring enormous vessels close to the city without turning their landing approaches into ordinary streets. Cargo crews, pilots, stewards and port officials work beneath the spectacle that visitors come to admire.\n\nAir travel carries high-value goods and important passengers. It is not the everyday commute of most Valarians. The Skyport nevertheless supports ordinary livelihoods: ropeworkers, cleaners, cooks, luggage carriers and families waiting for a returning worker. A fine coat receives no exemption from a crew clearing a hazardous deck.","visibility":"player"},{"heading":"Arrival and onward travel","body":"Public arrival halls and viewing areas are separate from moorings, cargo handling and shipboard access. Visitors follow staff directions around loading equipment and any temporary closure. Cargo inspection and the Civic Watch address different questions: a shipping clerk verifies a consignment, while an officer deals with an alleged offense or danger.\n\nPosted onward connections lead into the city’s elevated transport network. The Etherway, local lifts and permitted pedestrian routes perform different jobs; the floating residences of the @[Skyward Steppes|valaria-skyward-steppes] are not open just because an airship passenger can see them. @[F.A.S.T.|fast-arcane-spatial-transit] provides separate, operating local teleportation service through Vaelros. It does not yet offer intercity travel to Georgetown or Boâl.","visibility":"player"},{"heading":"Waiting, eating and sleeping","body":"The Ballast Kitchen feeds crews early and late with filling stews, fried eggs and substantial packed meals. Prices and portions favor workers rather than sightseeing. Cloudglass serves lighter dishes, good wine and a panoramic view at a considerable premium. The Mooring Bell is a middle-priced tavern where travelers can get a warm dinner and honest notice of which crews are taking passengers.\n\nThe Keel & Pillow offers clean, compact rooms and wake-up calls coordinated with a guest’s declared departure. The Horizon House is a luxury arrival address with private sitting rooms and discreet luggage handling. Its concierge can enquire about passage and introductions but cannot reopen a ship’s closed boarding gate.\n\nFor a shorter wait, the public concourse has benches and refreshments. Sleeping there leaves luggage exposed and offers none of an inn’s security or privacy.","visibility":"player"},{"heading":"Outfitters and working life","body":"Windward Outfitters sells warm layers, weatherproof cases and practical travel wear, including ordinary goods for passengers who have spent most of their money on passage. Seven Knots repairs straps, harness fittings and luggage. Its owner, Ada Serr, speaks more kindly to a nervous first-time flier than to a wealthy customer demanding that a safety repair be hurried.\n\nA departure delay can transform a quiet hall into a crowded temporary neighborhood. Passengers trade rumors, crews seek replacement supplies and local businesses adapt. The casino airship @[Lustrous Gale|75a86103-b80e-4737-b8ec-bc9d08a426c5] has its home port in Valaria, but its presence at a particular berth depends on its movements; a visitor should enquire rather than assume it is always waiting here.","visibility":"player"},{"heading":"The district’s Sentinels","body":"District Captain Vessa Rook commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands on the landside of Haven’s Horizon’s main arrival area. Satellite Watch Posts cover the passenger boarding approaches and the cargo yards.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","visibility":"player"}],"structured":{"kind":"place","facts":[{"label":"City","value":"Valaria, capital of Haven","visibility":"player"}]},"links":["75a86103-b80e-4737-b8ec-bc9d08a426c5","fast-arcane-spatial-transit","notebook-17","valaria-skyward-steppes","valaria-civic-watch"],"body":"Haven’s Horizon\n@[Valaria|notebook-17]’s main airship dock, Haven’s Horizon, makes the Skyport one of the capital’s most striking places to arrive. Mooring structures and suspended working platforms bring enormous vessels close to the city without turning their landing approaches into ordinary streets. Cargo crews, pilots, stewards and port officials work beneath the spectacle that visitors come to admire.\n\nAir travel carries high-value goods and important passengers. It is not the everyday commute of most Valarians. The Skyport nevertheless supports ordinary livelihoods: ropeworkers, cleaners, cooks, luggage carriers and families waiting for a returning worker. A fine coat receives no exemption from a crew clearing a hazardous deck.\n\nArrival and onward travel\nPublic arrival halls and viewing areas are separate from moorings, cargo handling and shipboard access. Visitors follow staff directions around loading equipment and any temporary closure. Cargo inspection and the Civic Watch address different questions: a shipping clerk verifies a consignment, while an officer deals with an alleged offense or danger.\n\nPosted onward connections lead into the city’s elevated transport network. The Etherway, local lifts and permitted pedestrian routes perform different jobs; the floating residences of the @[Skyward Steppes|valaria-skyward-steppes] are not open just because an airship passenger can see them. @[F.A.S.T.|fast-arcane-spatial-transit] provides separate, operating local teleportation service through Vaelros. It does not yet offer intercity travel to Georgetown or Boâl.\n\nWaiting, eating and sleeping\nThe Ballast Kitchen feeds crews early and late with filling stews, fried eggs and substantial packed meals. Prices and portions favor workers rather than sightseeing. Cloudglass serves lighter dishes, good wine and a panoramic view at a considerable premium. The Mooring Bell is a middle-priced tavern where travelers can get a warm dinner and honest notice of which crews are taking passengers.\n\nThe Keel & Pillow offers clean, compact rooms and wake-up calls coordinated with a guest’s declared departure. The Horizon House is a luxury arrival address with private sitting rooms and discreet luggage handling. Its concierge can enquire about passage and introductions but cannot reopen a ship’s closed boarding gate.\n\nFor a shorter wait, the public concourse has benches and refreshments. Sleeping there leaves luggage exposed and offers none of an inn’s security or privacy.\n\nOutfitters and working life\nWindward Outfitters sells warm layers, weatherproof cases and practical travel wear, including ordinary goods for passengers who have spent most of their money on passage. Seven Knots repairs straps, harness fittings and luggage. Its owner, Ada Serr, speaks more kindly to a nervous first-time flier than to a wealthy customer demanding that a safety repair be hurried.\n\nA departure delay can transform a quiet hall into a crowded temporary neighborhood. Passengers trade rumors, crews seek replacement supplies and local businesses adapt. The casino airship @[Lustrous Gale|75a86103-b80e-4737-b8ec-bc9d08a426c5] has its home port in Valaria, but its presence at a particular berth depends on its movements; a visitor should enquire rather than assume it is always waiting here.\n\nThe district’s Sentinels\nDistrict Captain Vessa Rook commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands on the landside of Haven’s Horizon’s main arrival area. Satellite Watch Posts cover the passenger boarding approaches and the cargo yards.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","illustration":{"alt":"Travelers board a canvas-envelope airship at Haven’s Horizon while porters and cranes handle cargo above the lake city.","caption":"Haven’s Horizon: Valaria’s working aerial gateway.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-skyport-havens-horizon-v1.webp","width":1140,"height":760,"showCaption":true},"editorCategories":["Places"],"cardIllustration":{"alt":"Travelers board a canvas-envelope airship at Haven’s Horizon while porters and cranes handle cargo above the lake city.","caption":"Haven’s Horizon: Valaria’s working aerial gateway.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-skyport-havens-horizon-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"valaria-stonespire-ascent","title":"Stonespire Keep and the Ascent","summary":"Valaria’s mountainward civic and defensive heights: the Conclave above, prosperous terraces on the climb, and the working Sentinel Ward below.","category":"Places","type":"District","visibility":"player","sections":[{"heading":"Three faces of the heights","body":"Stonespire Keep is built into the Brakenridge Mountains, anchoring @[Valaria|notebook-17]’s landward defenses. The Ascent climbs toward it through affluent terraces, while the Sentinel Ward contains barracks, construct facilities and the people who keep those defenses functioning. These related areas share the mountain approaches without sharing a single social character.\n\nThe Ascent favors space, views and distance from street noise. A polished frontage can belong to an established household, a newly successful industrialist or a discreet lodging house. In the Sentinel Ward, repair carts and changing shifts matter more than fashionable entrances. Neither the affluent neighborhood nor the fortress should be mistaken for an unrestricted public promenade.","visibility":"player"},{"heading":"Government and its thresholds","body":"The Conclave Chamber holds the Council of Voices. @[Jacquelyn Commonbrook|de1a8b19-340d-4f36-abff-f8c3587b0793], the Speaker and First Among Equals, moderates proceedings rather than ruling as an absolute sovereign. Public sessions and appropriate civic business bring ordinary residents to the heights; sensitive sessions, military facilities and private rooms remain restricted.\n\nThe Ruler’s Respite is Jax’s residence and guest accommodation within the established civic complex. Its name does not change the Conclave’s constitutional character. Visitors seeking a hearing should use the public clerks rather than approach the residence as if it were a petition desk.\n\nGuardian Constructs and the Civic Watch are particularly visible along controlled approaches. Officers can explain the permitted route and referral point. A construct standing still at a gate is working, not ornamental.","visibility":"player"},{"heading":"Hospitality along the climb","body":"The Switchback Table serves filling breakfasts and dinners to messengers, clerks and off-duty personnel. Its modest prices are a relief to visitors who expected every meal on the Ascent to be expensive. Stone & Laurel offers a more formal dining room used for professional lunches, with good conventional cooking rather than a spectacle of enchanted courses.\n\nAt the High Terrace, the view, service and imported cellar justify a luxury bill for those who can afford it. The house discourages loud bargaining but cannot prevent someone noticing who dines together.\n\nThe Grey Steps Inn provides comfortable, moderately priced rooms for petitioners and visiting professionals. Crownless House is a discreet luxury residence for extended stays, valued for private parlors and dependable staff. Paying for a room there confers no standing with the Conclave.","visibility":"player"},{"heading":"Trades and civic life","body":"Vellum Steps employs professional copyists who help visitors prepare legible petitions, organize evidence and make copies. They cannot guarantee a favorable hearing. Talven & Daughter supplies formal clothing and repairs uniforms; proprietor Orris Talven remembers measurements better than gossip. Bastion Provisioners sells durable boots, blankets and field equipment near the working ward, with practical stock for people who must use it.\n\nA visitor can spend a day moving between clerks, a public gallery and a table where other petitioners compare advice. The sharpest local contrast is between those who can afford to wait comfortably and those losing wages while their business proceeds. The Keep’s strength and the city’s commitment to equal voices are both visible here, and do not always sit easily together.","visibility":"player"},{"heading":"The district’s Sentinels","body":"District Captain Orren Vale commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands in the Sentinel Ward, within the headquarters compound but with its own district duty desk. Satellite Watch Posts cover the public approach to the High Seat and the main ascent toward the Keep.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","visibility":"player"}],"structured":{"kind":"place","facts":[{"label":"City","value":"Valaria, capital of Haven","visibility":"player"}]},"links":["de1a8b19-340d-4f36-abff-f8c3587b0793","notebook-17","valaria-civic-watch"],"body":"Three faces of the heights\nStonespire Keep is built into the Brakenridge Mountains, anchoring @[Valaria|notebook-17]’s landward defenses. The Ascent climbs toward it through affluent terraces, while the Sentinel Ward contains barracks, construct facilities and the people who keep those defenses functioning. These related areas share the mountain approaches without sharing a single social character.\n\nThe Ascent favors space, views and distance from street noise. A polished frontage can belong to an established household, a newly successful industrialist or a discreet lodging house. In the Sentinel Ward, repair carts and changing shifts matter more than fashionable entrances. Neither the affluent neighborhood nor the fortress should be mistaken for an unrestricted public promenade.\n\nGovernment and its thresholds\nThe Conclave Chamber holds the Council of Voices. @[Jacquelyn Commonbrook|de1a8b19-340d-4f36-abff-f8c3587b0793], the Speaker and First Among Equals, moderates proceedings rather than ruling as an absolute sovereign. Public sessions and appropriate civic business bring ordinary residents to the heights; sensitive sessions, military facilities and private rooms remain restricted.\n\nThe Ruler’s Respite is Jax’s residence and guest accommodation within the established civic complex. Its name does not change the Conclave’s constitutional character. Visitors seeking a hearing should use the public clerks rather than approach the residence as if it were a petition desk.\n\nGuardian Constructs and the Civic Watch are particularly visible along controlled approaches. Officers can explain the permitted route and referral point. A construct standing still at a gate is working, not ornamental.\n\nHospitality along the climb\nThe Switchback Table serves filling breakfasts and dinners to messengers, clerks and off-duty personnel. Its modest prices are a relief to visitors who expected every meal on the Ascent to be expensive. Stone & Laurel offers a more formal dining room used for professional lunches, with good conventional cooking rather than a spectacle of enchanted courses.\n\nAt the High Terrace, the view, service and imported cellar justify a luxury bill for those who can afford it. The house discourages loud bargaining but cannot prevent someone noticing who dines together.\n\nThe Grey Steps Inn provides comfortable, moderately priced rooms for petitioners and visiting professionals. Crownless House is a discreet luxury residence for extended stays, valued for private parlors and dependable staff. Paying for a room there confers no standing with the Conclave.\n\nTrades and civic life\nVellum Steps employs professional copyists who help visitors prepare legible petitions, organize evidence and make copies. They cannot guarantee a favorable hearing. Talven & Daughter supplies formal clothing and repairs uniforms; proprietor Orris Talven remembers measurements better than gossip. Bastion Provisioners sells durable boots, blankets and field equipment near the working ward, with practical stock for people who must use it.\n\nA visitor can spend a day moving between clerks, a public gallery and a table where other petitioners compare advice. The sharpest local contrast is between those who can afford to wait comfortably and those losing wages while their business proceeds. The Keep’s strength and the city’s commitment to equal voices are both visible here, and do not always sit easily together.\n\nThe district’s Sentinels\nDistrict Captain Orren Vale commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands in the Sentinel Ward, within the headquarters compound but with its own district duty desk. Satellite Watch Posts cover the public approach to the High Seat and the main ascent toward the Keep.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","illustration":{"alt":"A Civic Watch officer directs petitioners below Stonespire Keep, with residential terraces and working ward buildings on the mountain approach.","caption":"Stonespire and the Ascent: civic heights, homes and working defenses.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-stonespire-ascent-v1.webp","width":1140,"height":760,"showCaption":true},"editorCategories":["Places"],"cardIllustration":{"alt":"A Civic Watch officer directs petitioners below Stonespire Keep, with residential terraces and working ward buildings on the mountain approach.","caption":"Stonespire and the Ascent: civic heights, homes and working defenses.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-stonespire-ascent-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"valaria-gilded-alley","title":"The Gilded Alley","summary":"A district of exclusive dealers, excellent hospitality and costly appearances, with discreet pleasures tucked behind its polished shopfronts.","category":"Places","type":"District","visibility":"player","sections":[{"heading":"The business of distinction","body":"The Gilded Alley sells more than objects: it sells confidence that the right people will recognize them. Opulence Row displays fine tailoring, arcanum-enhanced jewelry and commissioned craftsmanship. The Golden Trove brings together dealers in rare artifacts and carefully documented luxuries. Discretion, provenance and the maker’s reputation matter as much as a bright enchantment.\n\nThis is @[Valaria|notebook-17]’s concentration of luxury commerce, not a street where every resident is rich. Assistants, cooks, porters and craftspeople arrive to work before the wealthy shoppers. Staff know which establishments pay promptly and which customers demand more respect than they give.","visibility":"player"},{"heading":"Shops worth understanding","body":"At Auric Thread, fitting rooms display conventional fabrics beside costly enchanted pieces. Customers can commission exceptional work without pretending every beautiful garment needs Dieritium. Jeweler Meret Voss of Voss & Facet explains the craft, maintenance and documented properties of an enchanted setting before discussing a sale.\n\nThe Golden Trove’s dealers arrange viewings rather than leaving their most valuable pieces on a public counter. Descriptions distinguish a verified effect from an attributed history; a family association can raise a price without adding magical power. Interested buyers should expect questions about intended use and means of payment.\n\nThe Velvet Index is a discreet, adults-only bookshop carrying romantic literature, erotic poetry, illustrated art and private-press editions. Its descriptions and window display remain restrained. Bookseller Liora Senn treats privacy as ordinary courtesy, refuses gossip about customers and is equally willing to recommend a love poem or locate an out-of-print literary work.","visibility":"player"},{"heading":"Choosing a table","body":"The Saffron Mirror provides elaborate, expensive dinners in intimate rooms, favored for celebrations and carefully managed introductions. The Amber Salon offers excellent pastries, tea and light lunches at prices that still feel luxurious but do not require a full evening’s commitment.\n\nPorters’ Rest stands behind the grander frontages and serves inexpensive roast plates, soup and bread to the people working them. It is busy, direct and welcoming to anyone who does not mistake staff for a source of free gossip. These establishments share a district, not a clientele or a dress expectation.","visibility":"player"},{"heading":"Staying and being seen","body":"The Gilded Stag is a full-service luxury hotel, with private dining, attentive porters and rooms arranged for entertaining. The quieter Nine Windows provides comfortable, upper-middle-priced rooms for merchants and visitors who want the neighborhood without paying for a grand reception suite. Travelers seeking truly inexpensive accommodation generally find better choices in the Hearthstone District or Marketplace.\n\nPublic streets remain public, but appointment-only shops and private salons control their own thresholds. The Civic Watch handles public disturbances; hired door staff handle a guest list. A supposed invitation may get someone a polite enquiry, not immediate entry. Interesting encounters here turn on introductions, a disputed attribution, a commission’s deadline or the gap between someone’s expensive appearance and actual resources.","visibility":"player"},{"heading":"The district’s Sentinels","body":"District Captain Seren Hale commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands near the public approach to Opulence Row. Satellite Watch Posts cover the principal carriage arrival area.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","visibility":"player"}],"structured":{"kind":"place","facts":[{"label":"City","value":"Valaria, capital of Haven","visibility":"player"}]},"links":["notebook-17","valaria-civic-watch"],"body":"The business of distinction\nThe Gilded Alley sells more than objects: it sells confidence that the right people will recognize them. Opulence Row displays fine tailoring, arcanum-enhanced jewelry and commissioned craftsmanship. The Golden Trove brings together dealers in rare artifacts and carefully documented luxuries. Discretion, provenance and the maker’s reputation matter as much as a bright enchantment.\n\nThis is @[Valaria|notebook-17]’s concentration of luxury commerce, not a street where every resident is rich. Assistants, cooks, porters and craftspeople arrive to work before the wealthy shoppers. Staff know which establishments pay promptly and which customers demand more respect than they give.\n\nShops worth understanding\nAt Auric Thread, fitting rooms display conventional fabrics beside costly enchanted pieces. Customers can commission exceptional work without pretending every beautiful garment needs Dieritium. Jeweler Meret Voss of Voss & Facet explains the craft, maintenance and documented properties of an enchanted setting before discussing a sale.\n\nThe Golden Trove’s dealers arrange viewings rather than leaving their most valuable pieces on a public counter. Descriptions distinguish a verified effect from an attributed history; a family association can raise a price without adding magical power. Interested buyers should expect questions about intended use and means of payment.\n\nThe Velvet Index is a discreet, adults-only bookshop carrying romantic literature, erotic poetry, illustrated art and private-press editions. Its descriptions and window display remain restrained. Bookseller Liora Senn treats privacy as ordinary courtesy, refuses gossip about customers and is equally willing to recommend a love poem or locate an out-of-print literary work.\n\nChoosing a table\nThe Saffron Mirror provides elaborate, expensive dinners in intimate rooms, favored for celebrations and carefully managed introductions. The Amber Salon offers excellent pastries, tea and light lunches at prices that still feel luxurious but do not require a full evening’s commitment.\n\nPorters’ Rest stands behind the grander frontages and serves inexpensive roast plates, soup and bread to the people working them. It is busy, direct and welcoming to anyone who does not mistake staff for a source of free gossip. These establishments share a district, not a clientele or a dress expectation.\n\nStaying and being seen\nThe Gilded Stag is a full-service luxury hotel, with private dining, attentive porters and rooms arranged for entertaining. The quieter Nine Windows provides comfortable, upper-middle-priced rooms for merchants and visitors who want the neighborhood without paying for a grand reception suite. Travelers seeking truly inexpensive accommodation generally find better choices in the Hearthstone District or Marketplace.\n\nPublic streets remain public, but appointment-only shops and private salons control their own thresholds. The Civic Watch handles public disturbances; hired door staff handle a guest list. A supposed invitation may get someone a polite enquiry, not immediate entry. Interesting encounters here turn on introductions, a disputed attribution, a commission’s deadline or the gap between someone’s expensive appearance and actual resources.\n\nThe district’s Sentinels\nDistrict Captain Seren Hale commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands near the public approach to Opulence Row. Satellite Watch Posts cover the principal carriage arrival area.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","illustration":{"alt":"Shoppers and staff pass refined jewelers, tailoring displays, books and hospitality on Opulence Row.","caption":"Gilded Alley: fine craftsmanship and the business of distinction.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-gilded-alley-opulence-row-v1.webp","width":1140,"height":760,"showCaption":true},"editorCategories":["Places"],"cardIllustration":{"alt":"Shoppers and staff pass refined jewelers, tailoring displays, books and hospitality on Opulence Row.","caption":"Gilded Alley: fine craftsmanship and the business of distinction.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-gilded-alley-opulence-row-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"valaria-scholars-enclave","title":"The Scholar’s Enclave","summary":"A quieter quarter of archives, private research and book trades, where patient work and professional reputation outweigh a noisy demonstration.","category":"Places","type":"District","visibility":"player","sections":[{"heading":"Beyond the teaching courts","body":"Near the Solarium, the Scholar’s Enclave supports the quieter and longer business of scholarship. The Grand Archives preserve records and research, while the Thinker’s Retreat provides residential streets and gardens for academicians. Private research facilities stand beside the trades that keep scholarship usable: binders, translators, copyists and instrument repairers.\n\nThe Grand Archives here are distinct from the Solarium’s Grand Library. A request for “the library” may send a newcomer to the wrong collection. Neither institution’s public rooms grant automatic entry to protected holdings. Knowing the subject, date range or kind of record sought helps a clerk far more than declaring a question important.","visibility":"player"},{"heading":"The price of quiet","body":"The Enclave has comfortable professional households and carefully managed guest accommodation, but junior researchers and copyists often live in smaller rooms or commute from cheaper districts. A grant can buy equipment without buying leisure; a prestigious address can conceal precarious finances. Public generosity and guarded expertise exist side by side.\n\nThe archives’ reading rooms and consultation desks are useful places to begin research. A specialist may offer an appointment, refer a visitor elsewhere or decline a question outside their field. Courtesy and precise requests open more doors than treating every scholar as a universal oracle.","visibility":"player"},{"heading":"Books, instruments and curiosities","body":"The Threadbound Shelf sells new and used scholarly books, with a reliable shelf of affordable introductory texts. Its proprietor, Sel Damar, values useful marginal notes but marks volumes with missing leaves. Clearline Copies prepares legible duplicates, translations within the staff’s actual languages and clean copies of damaged working notes; difficult work takes time.\n\nSerein Optics repairs lenses and measuring instruments and provides supervised demonstrations of costly specialized equipment. At The Last Footnote, antiquarian dealer Ossa Penn handles obsolete theories, unusual maps and books valued for their history rather than present usefulness. A convincing old binding does not make a claim true, and Ossa will say so.","visibility":"player"},{"heading":"Meals and rooms","body":"The Quiet Cup serves inexpensive tea, soup and rolls at shared tables where silence is customary, not magically enforced. The Green Margin is a moderately priced lunch garden suitable for a conversation that should not disturb a reading room. Serein’s Table offers a small, changing dinner menu and careful service for scholars hosting a guest or patron.\n\nThe Index Rooms provide plain private lodging with a desk and an expectation of quiet. Laurel House costs more for larger rooms, good breakfasts and an enclosed garden; it attracts established visitors staying long enough to learn their neighbors’ routines. Someone who needs only a bed can usually spend less in the Hearthstone District.\n\nLife here turns on appointments, access and the slow correction of mistakes. A mistranscribed name, an unavailable specialist or competing interpretations of a record can sustain an entire day’s investigation without requiring a secret cult behind the shelves.","visibility":"player"},{"heading":"The district’s Sentinels","body":"District Captain Edris Quill commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands near the Grand Archives’ public approaches. Satellite Watch Posts cover the district’s busier lecture courts.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","visibility":"player"}],"structured":{"kind":"place","facts":[{"label":"City","value":"Valaria, capital of Haven","visibility":"player"}]},"links":["valaria-civic-watch"],"body":"Beyond the teaching courts\nNear the Solarium, the Scholar’s Enclave supports the quieter and longer business of scholarship. The Grand Archives preserve records and research, while the Thinker’s Retreat provides residential streets and gardens for academicians. Private research facilities stand beside the trades that keep scholarship usable: binders, translators, copyists and instrument repairers.\n\nThe Grand Archives here are distinct from the Solarium’s Grand Library. A request for “the library” may send a newcomer to the wrong collection. Neither institution’s public rooms grant automatic entry to protected holdings. Knowing the subject, date range or kind of record sought helps a clerk far more than declaring a question important.\n\nThe price of quiet\nThe Enclave has comfortable professional households and carefully managed guest accommodation, but junior researchers and copyists often live in smaller rooms or commute from cheaper districts. A grant can buy equipment without buying leisure; a prestigious address can conceal precarious finances. Public generosity and guarded expertise exist side by side.\n\nThe archives’ reading rooms and consultation desks are useful places to begin research. A specialist may offer an appointment, refer a visitor elsewhere or decline a question outside their field. Courtesy and precise requests open more doors than treating every scholar as a universal oracle.\n\nBooks, instruments and curiosities\nThe Threadbound Shelf sells new and used scholarly books, with a reliable shelf of affordable introductory texts. Its proprietor, Sel Damar, values useful marginal notes but marks volumes with missing leaves. Clearline Copies prepares legible duplicates, translations within the staff’s actual languages and clean copies of damaged working notes; difficult work takes time.\n\nSerein Optics repairs lenses and measuring instruments and provides supervised demonstrations of costly specialized equipment. At The Last Footnote, antiquarian dealer Ossa Penn handles obsolete theories, unusual maps and books valued for their history rather than present usefulness. A convincing old binding does not make a claim true, and Ossa will say so.\n\nMeals and rooms\nThe Quiet Cup serves inexpensive tea, soup and rolls at shared tables where silence is customary, not magically enforced. The Green Margin is a moderately priced lunch garden suitable for a conversation that should not disturb a reading room. Serein’s Table offers a small, changing dinner menu and careful service for scholars hosting a guest or patron.\n\nThe Index Rooms provide plain private lodging with a desk and an expectation of quiet. Laurel House costs more for larger rooms, good breakfasts and an enclosed garden; it attracts established visitors staying long enough to learn their neighbors’ routines. Someone who needs only a bed can usually spend less in the Hearthstone District.\n\nLife here turns on appointments, access and the slow correction of mistakes. A mistranscribed name, an unavailable specialist or competing interpretations of a record can sustain an entire day’s investigation without requiring a secret cult behind the shelves.\n\nThe district’s Sentinels\nDistrict Captain Edris Quill commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands near the Grand Archives’ public approaches. Satellite Watch Posts cover the district’s busier lecture courts.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","illustration":{"alt":"A bookbinder works beside the quiet Grand Archives street while researchers and a porter pass.","caption":"Scholar’s Enclave: patient scholarship and the trades that sustain it.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-scholars-enclave-archives-v1.webp","width":1140,"height":760,"showCaption":true},"editorCategories":["Places"],"cardIllustration":{"alt":"A bookbinder works beside the quiet Grand Archives street while researchers and a porter pass.","caption":"Scholar’s Enclave: patient scholarship and the trades that sustain it.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-scholars-enclave-archives-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"valaria-hearthstone","title":"The Hearthstone District","summary":"A lived-in residential quarter of familiar taverns, household trades and rooms that make a long stay in Valaria possible.","category":"Places","type":"District","visibility":"player","sections":[{"heading":"Where Valarians come home","body":"The Hearthstone District is the capital outside its ceremonial hours. In the Common Hearth’s residential streets, households share courtyards, workshop walls and news. Apprentices return from the Marketplace, campus workers arrive from the Solarium and people in practical clothes compare the price of supper beneath public lights. Some families own comfortable homes; others rent cramped rooms. The district’s identity rests on routine rather than uniform poverty or prosperity.\n\nHearthstone Hub connects these neighborhoods with the wider Etherway system. Around a busy arrival, shops remain open for people coming off shift. Farther into the residential lanes, a visitor dragging trunks late at night will receive directions and a request to be quieter in the same breath.","visibility":"player"},{"heading":"Taverns and everyday meals","body":"Ale & Arcana Tavern is an established gathering place for stories, drinks and neighborhood company. Its animated arguments range from magical fashions to the Ironmancers’ latest performance. The proprietor, Hesta Marr, keeps the room lively but intervenes when a friendly debate becomes a threat. A traveler willing to listen can learn practical city habits here.\n\nThe Hearthpan serves affordable breakfasts and baked suppers, with substantial portions and little ceremony. Red Door Noodles stays useful to late workers through quick bowls and takeaway portions. Rowan’s Sunday is a comfortable neighborhood dining room for family celebrations, offering attentive service without the expense or social theater of the Gilded Alley.","visibility":"player"},{"heading":"A choice of lodgings","body":"The Common Hearth Rooms is a modest boardinghouse with shared meals and clear household rules. It suits travelers willing to exchange a little privacy for a stable place to stay. The Brick Lantern offers small private rooms above a quiet courtyard at a moderate price, popular with families and working visitors.\n\nThe Hearthstone House is more comfortable, with larger rooms and staff accustomed to longer stays. It offers less spectacle than a luxury waterfront address, which is precisely why some guests choose it. Ale & Arcana occasionally has guest rooms, but a visitor should ask rather than assume a busy tavern always has beds.","visibility":"player"},{"heading":"Household trades and local trust","body":"Morrow’s Repairs mends locks, stools, kettles and ordinary household tools. Owner Tavin Morrow will refer unfamiliar arcane devices to a qualified artificer rather than experiment in a customer’s kitchen. The Spool & Button sells practical clothing and offers alterations. Hearthbasket Grocers stocks staples, packed lunches and everyday luxuries small enough to fit a working household’s budget.\n\nNeighborhood trust grows through repeated conduct: paying for damage, honoring a promised job and respecting a courtyard shared by several families. A missing delivery or noisy tenant may bring a constable to mediate before anyone talks about arrest. Travelers can find warmth here without every household becoming an immediate source of favors. The people of Hearthstone have work tomorrow.","visibility":"player"},{"heading":"The neighborhood bathhouse","body":"Hearthstone Bathhouse serves families, lodgers and workers whose homes have limited washing facilities. Affordable shared baths sit alongside private washing rooms, with quiet periods for those who prefer a less crowded visit. Towels and basic washing supplies can be hired or brought from home.\n\nThe bathhouse is a familiar part of neighborhood life rather than an exclusive retreat. Its attendants keep the rooms clean and help visitors understand the practical rules. A paid private room offers privacy, not a higher claim on the common facilities; residents expect the same courtesy from a passing adventurer as from the household next door."},{"heading":"The district’s Sentinels","body":"District Captain Nella Brant commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands near Hearthstone Hub, where transit routes meet the residential streets. Satellite Watch Posts cover the Common Hearth neighborhood.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","visibility":"player"}],"structured":{"kind":"place","facts":[{"label":"City","value":"Valaria, capital of Haven","visibility":"player"}]},"links":["valaria-civic-watch"],"body":"Where Valarians come home\nThe Hearthstone District is the capital outside its ceremonial hours. In the Common Hearth’s residential streets, households share courtyards, workshop walls and news. Apprentices return from the Marketplace, campus workers arrive from the Solarium and people in practical clothes compare the price of supper beneath public lights. Some families own comfortable homes; others rent cramped rooms. The district’s identity rests on routine rather than uniform poverty or prosperity.\n\nHearthstone Hub connects these neighborhoods with the wider Etherway system. Around a busy arrival, shops remain open for people coming off shift. Farther into the residential lanes, a visitor dragging trunks late at night will receive directions and a request to be quieter in the same breath.\n\nTaverns and everyday meals\nAle & Arcana Tavern is an established gathering place for stories, drinks and neighborhood company. Its animated arguments range from magical fashions to the Ironmancers’ latest performance. The proprietor, Hesta Marr, keeps the room lively but intervenes when a friendly debate becomes a threat. A traveler willing to listen can learn practical city habits here.\n\nThe Hearthpan serves affordable breakfasts and baked suppers, with substantial portions and little ceremony. Red Door Noodles stays useful to late workers through quick bowls and takeaway portions. Rowan’s Sunday is a comfortable neighborhood dining room for family celebrations, offering attentive service without the expense or social theater of the Gilded Alley.\n\nA choice of lodgings\nThe Common Hearth Rooms is a modest boardinghouse with shared meals and clear household rules. It suits travelers willing to exchange a little privacy for a stable place to stay. The Brick Lantern offers small private rooms above a quiet courtyard at a moderate price, popular with families and working visitors.\n\nThe Hearthstone House is more comfortable, with larger rooms and staff accustomed to longer stays. It offers less spectacle than a luxury waterfront address, which is precisely why some guests choose it. Ale & Arcana occasionally has guest rooms, but a visitor should ask rather than assume a busy tavern always has beds.\n\nHousehold trades and local trust\nMorrow’s Repairs mends locks, stools, kettles and ordinary household tools. Owner Tavin Morrow will refer unfamiliar arcane devices to a qualified artificer rather than experiment in a customer’s kitchen. The Spool & Button sells practical clothing and offers alterations. Hearthbasket Grocers stocks staples, packed lunches and everyday luxuries small enough to fit a working household’s budget.\n\nNeighborhood trust grows through repeated conduct: paying for damage, honoring a promised job and respecting a courtyard shared by several families. A missing delivery or noisy tenant may bring a constable to mediate before anyone talks about arrest. Travelers can find warmth here without every household becoming an immediate source of favors. The people of Hearthstone have work tomorrow.\n\nThe neighborhood bathhouse\nHearthstone Bathhouse serves families, lodgers and workers whose homes have limited washing facilities. Affordable shared baths sit alongside private washing rooms, with quiet periods for those who prefer a less crowded visit. Towels and basic washing supplies can be hired or brought from home.\n\nThe bathhouse is a familiar part of neighborhood life rather than an exclusive retreat. Its attendants keep the rooms clean and help visitors understand the practical rules. A paid private room offers privacy, not a higher claim on the common facilities; residents expect the same courtesy from a passing adventurer as from the household next door.\n\nThe district’s Sentinels\nDistrict Captain Nella Brant commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands near Hearthstone Hub, where transit routes meet the residential streets. Satellite Watch Posts cover the Common Hearth neighborhood.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","illustration":{"alt":"Workers return through Hearthstone’s warm residential lanes beneath an elevated Etherway connection.","caption":"Hearthstone: coming home after the capital’s working day.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-hearthstone-homecoming-v1.webp","width":1140,"height":760,"showCaption":true},"editorCategories":["Places"],"cardIllustration":{"alt":"Workers return through Hearthstone’s warm residential lanes beneath an elevated Etherway connection.","caption":"Hearthstone: coming home after the capital’s working day.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-hearthstone-homecoming-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"valaria-skyward-steppes","title":"The Skyward Steppes","summary":"Floating stone islands of elite mages, secluded residences and costly hospitality, sustained by Valaria’s arcane infrastructure and less visible labor.","category":"Places","type":"District","visibility":"player","sections":[{"heading":"A district with air beneath it","body":"The Skyward Steppes are genuine floating islands above @[Valaria|notebook-17], not a hill district with an ambitious name. Gardens, towers and residential courts occupy separate masses of suspended rock. Their height grants striking views and real separation: the next visible terrace is not necessarily reachable on foot.\n\nMage’s Aerie is associated with the city’s elite mages. Devorak’s Spire is Solaris Devorak’s solitary, ornate residence, one of the larger homes on the floating islands and distinct from @[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642]’s headquarters near the Solarium. A skyline view of the spire is not an invitation to visit. Much of the district’s life takes place behind the boundaries of private estates.","visibility":"player"},{"heading":"Getting there and getting through","body":"Skyward Junction provides established access by levitation or teleportation. Valaria’s separate @[F.A.S.T.|fast-arcane-spatial-transit] network also serves floating districts through Vaelros Grand Terminal. These facts do not make Skyward Junction and F.A.S.T. the same installation. Access is deliberate: visitors should have the appropriate invitation or permit and confirm their destination and permitted onward route before ascending. The islands primarily serve private estates, elite residences and the people who support them, rather than an unrestricted sightseeing circuit.\n\nLocal F.A.S.T. travel requires a crystalline security card. Operating local platforms do not imply working intercity service. An arrival point gives access to its public approach; it does not bypass a resident’s gates or a private reception list.\n\nAerial defenders and enchanted sensors protect the skyward approaches. Public attendants and the Watch can redirect lost visitors, but are not private guides to every estate. Closed routes, maintenance and weather can require a different connection. Looking across open air is no substitute for an authorized crossing.","visibility":"player"},{"heading":"Hospitality above the city","body":"The Aerie Table serves lavish dinners with a view by prior arrangement, with prices intended for wealthy residents and their invited guests. The Cloud Orchard offers residents and permitted guests an expensive but less formal daytime meal on a sheltered terrace. The Anchor Canteen, near a working arrival area, feeds attendants, porters and maintenance crews with modestly priced hot food; its plain furniture is a useful reminder of who keeps the district comfortable.\n\nThe Still Horizon accommodates affluent visitors in private suites, with transport arrangements discussed before arrival. The small Levant Guesthouse serves invited scholars and professionals at a lower, though still substantial, cost. Inexpensive travelers usually sleep below and make a planned visit rather than trying to find a cheap room among the floating estates.","visibility":"player"},{"heading":"Specialists and the cost of height","body":"Aerie Atelier handles fine commissions, fittings and repairs by appointment rather than maintaining a market’s casual stock. Anchor & Bloom supplies terrace gardens, wind-tolerant planting and carefully fitted protective screens. Its practical work brings ordinary craftspeople into extraordinary homes.\n\nThe Steppes’ privileges depend on deliveries, staffing and expensive infrastructure. A delayed lift can inconvenience a rich host and cost a worker paid hours. Encounters here often revolve around an invitation, a commission or an interrupted connection. The district’s wealth should make access consequential, without making every resident hostile or every well-dressed guest welcome everywhere.\n\nWealthy households may retain private physicians or arrange prompt visits from doctors and healers. Planned transport and established professional contacts can bring care to an estate quickly, though neither wealth nor altitude guarantees instant healing. A patient who needs hospital facilities can be taken down to Morrowlight Hospital as circumstances permit.","visibility":"player"},{"heading":"The district’s Sentinels","body":"District Captain Aven Thorne commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands at the permitted arrival approaches around Skyward Junction. Satellite Watch Posts cover a principal transfer approach serving the private estates.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","visibility":"player"}],"structured":{"kind":"place","facts":[{"label":"City","value":"Valaria, capital of Haven","visibility":"player"}]},"links":["e14f33c0-4e82-42ba-a310-8be70560f642","fast-arcane-spatial-transit","notebook-17","valaria-civic-watch"],"body":"A district with air beneath it\nThe Skyward Steppes are genuine floating islands above @[Valaria|notebook-17], not a hill district with an ambitious name. Gardens, towers and residential courts occupy separate masses of suspended rock. Their height grants striking views and real separation: the next visible terrace is not necessarily reachable on foot.\n\nMage’s Aerie is associated with the city’s elite mages. Devorak’s Spire is Solaris Devorak’s solitary, ornate residence, one of the larger homes on the floating islands and distinct from @[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642]’s headquarters near the Solarium. A skyline view of the spire is not an invitation to visit. Much of the district’s life takes place behind the boundaries of private estates.\n\nGetting there and getting through\nSkyward Junction provides established access by levitation or teleportation. Valaria’s separate @[F.A.S.T.|fast-arcane-spatial-transit] network also serves floating districts through Vaelros Grand Terminal. These facts do not make Skyward Junction and F.A.S.T. the same installation. Access is deliberate: visitors should have the appropriate invitation or permit and confirm their destination and permitted onward route before ascending. The islands primarily serve private estates, elite residences and the people who support them, rather than an unrestricted sightseeing circuit.\n\nLocal F.A.S.T. travel requires a crystalline security card. Operating local platforms do not imply working intercity service. An arrival point gives access to its public approach; it does not bypass a resident’s gates or a private reception list.\n\nAerial defenders and enchanted sensors protect the skyward approaches. Public attendants and the Watch can redirect lost visitors, but are not private guides to every estate. Closed routes, maintenance and weather can require a different connection. Looking across open air is no substitute for an authorized crossing.\n\nHospitality above the city\nThe Aerie Table serves lavish dinners with a view by prior arrangement, with prices intended for wealthy residents and their invited guests. The Cloud Orchard offers residents and permitted guests an expensive but less formal daytime meal on a sheltered terrace. The Anchor Canteen, near a working arrival area, feeds attendants, porters and maintenance crews with modestly priced hot food; its plain furniture is a useful reminder of who keeps the district comfortable.\n\nThe Still Horizon accommodates affluent visitors in private suites, with transport arrangements discussed before arrival. The small Levant Guesthouse serves invited scholars and professionals at a lower, though still substantial, cost. Inexpensive travelers usually sleep below and make a planned visit rather than trying to find a cheap room among the floating estates.\n\nSpecialists and the cost of height\nAerie Atelier handles fine commissions, fittings and repairs by appointment rather than maintaining a market’s casual stock. Anchor & Bloom supplies terrace gardens, wind-tolerant planting and carefully fitted protective screens. Its practical work brings ordinary craftspeople into extraordinary homes.\n\nThe Steppes’ privileges depend on deliveries, staffing and expensive infrastructure. A delayed lift can inconvenience a rich host and cost a worker paid hours. Encounters here often revolve around an invitation, a commission or an interrupted connection. The district’s wealth should make access consequential, without making every resident hostile or every well-dressed guest welcome everywhere.\n\nWealthy households may retain private physicians or arrange prompt visits from doctors and healers. Planned transport and established professional contacts can bring care to an estate quickly, though neither wealth nor altitude guarantees instant healing. A patient who needs hospital facilities can be taken down to Morrowlight Hospital as circumstances permit.\n\nThe district’s Sentinels\nDistrict Captain Aven Thorne commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands at the permitted arrival approaches around Skyward Junction. Satellite Watch Posts cover a principal transfer approach serving the private estates.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","illustration":{"alt":"Large inhabited floating rock islands of the Skyward Steppes, separated by open air above Valaria, with porters on an arrival terrace.","caption":"The Skyward Steppes: a district with real air beneath it.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-skyward-steppes-v2.webp","width":1140,"height":760,"showCaption":true},"editorCategories":["Places"],"cardIllustration":{"alt":"Large inhabited floating rock islands of the Skyward Steppes, separated by open air above Valaria, with porters on an arrival terrace.","caption":"The Skyward Steppes: a district with real air beneath it.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-skyward-steppes-v2.webp","width":1140,"height":760,"showCaption":true}},{"id":"valaria-luminous-quay","title":"The Luminous Quay","summary":"Lake Mirasoul’s public face: promenades, magical fountains, performance and waterfront hospitality ranging from paper-wrapped suppers to luxurious dinners.","category":"Places","type":"District","visibility":"player","sections":[{"heading":"The city takes an evening out","body":"The Luminous Quay gives @[Valaria|notebook-17] room to look outward across Lake Mirasoul. Promenades, magical fountains and public gathering places draw performers, artists, courting couples, families and travelers. As evening approaches, public light reflects on the lake while stalls compete with dining rooms for the passing crowd.\n\nThe Quay’s leisure character distinguishes it from the working @[Prism Docks|valaria-prism-docks]. A decorative landing or excursion desk should not be mistaken for a freight berth. The Lakebound Loop of the Etherway makes the waterfront an accessible destination, though the view from a carriage and a table beside the water come at very different costs.","visibility":"player"},{"heading":"Public pleasures","body":"People can enjoy the promenade without buying an expensive meal. Musicians and other performers gather where an audience can stop without blocking the route. Fountain courts become informal meeting points, while artists set out small works beside dealers handling substantial commissions.\n\nClear passages matter in a crowded waterfront district. The Civic Watch deals with lost visitors, disputes and dangerous crowding; lake-rescue specialists handle incidents beyond the promenade’s edge. A uniformed officer is a sensible person to ask for help, but no patrol can watch every bag and every stretch of water at once.","visibility":"player"},{"heading":"A waterfront menu","body":"Mirasoul Paper Fish sells crisp fish, roots and tart pickles wrapped for eating on a bench. The Lantern Skewers stalls offer inexpensive alternatives, including vegetables, mushrooms and spiced meat when available. Neither requires a reservation or a respectable coat.\n\nThe Refracted Spoon is a lively, moderately priced restaurant serving lake produce and seasonal dishes. Its owner, Dena Orl, insists that a good view should not excuse poor food. The Nine Reflections offers costly, carefully paced dinners beside the water, popular for anniversaries and visiting dignitaries.\n\nThe Wakeglass serves drinks, small plates and music in a less formal evening setting. Patrons come for company and performance rather than an intimate conversation; anyone discussing delicate business should choose another table elsewhere.","visibility":"player"},{"heading":"Beds, art and excursions","body":"The Quay Lantern provides modest rooms a short walk back from the most expensive frontage. Mirasoul House is a comfortable midrange hotel with good breakfasts and family rooms. The Glasswater Pavilion sells luxury through lake views, generous space and attentive service. All three can be full around a popular event, and none should be assumed vacant because its door is open.\n\nReed & Silver sells local crafts and small artworks alongside clearly labeled commissioned pieces. Waterline Studio handles more substantial paintings and portraits, with viewings arranged around the artists’ work. Excursion operators advertise lake outings at public desks; travelers should ask where they return, what conditions alter the trip and whether the quoted arrangement includes everything expected.\n\nLife on the Quay offers accidental meetings, public celebrations and arguments over performance space. It can be beautiful without being tranquil, especially when the entire city seems to have chosen the same evening for a walk.","visibility":"player"},{"heading":"The district’s Sentinels","body":"District Captain Liora Merrow commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands near the Lakebound Loop arrival and the main promenade approaches. Satellite Watch Posts cover the busiest public performance area and the excursion landing approaches.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","visibility":"player"}],"structured":{"kind":"place","facts":[{"label":"City","value":"Valaria, capital of Haven","visibility":"player"}]},"links":["notebook-17","valaria-prism-docks","valaria-civic-watch"],"body":"The city takes an evening out\nThe Luminous Quay gives @[Valaria|notebook-17] room to look outward across Lake Mirasoul. Promenades, magical fountains and public gathering places draw performers, artists, courting couples, families and travelers. As evening approaches, public light reflects on the lake while stalls compete with dining rooms for the passing crowd.\n\nThe Quay’s leisure character distinguishes it from the working @[Prism Docks|valaria-prism-docks]. A decorative landing or excursion desk should not be mistaken for a freight berth. The Lakebound Loop of the Etherway makes the waterfront an accessible destination, though the view from a carriage and a table beside the water come at very different costs.\n\nPublic pleasures\nPeople can enjoy the promenade without buying an expensive meal. Musicians and other performers gather where an audience can stop without blocking the route. Fountain courts become informal meeting points, while artists set out small works beside dealers handling substantial commissions.\n\nClear passages matter in a crowded waterfront district. The Civic Watch deals with lost visitors, disputes and dangerous crowding; lake-rescue specialists handle incidents beyond the promenade’s edge. A uniformed officer is a sensible person to ask for help, but no patrol can watch every bag and every stretch of water at once.\n\nA waterfront menu\nMirasoul Paper Fish sells crisp fish, roots and tart pickles wrapped for eating on a bench. The Lantern Skewers stalls offer inexpensive alternatives, including vegetables, mushrooms and spiced meat when available. Neither requires a reservation or a respectable coat.\n\nThe Refracted Spoon is a lively, moderately priced restaurant serving lake produce and seasonal dishes. Its owner, Dena Orl, insists that a good view should not excuse poor food. The Nine Reflections offers costly, carefully paced dinners beside the water, popular for anniversaries and visiting dignitaries.\n\nThe Wakeglass serves drinks, small plates and music in a less formal evening setting. Patrons come for company and performance rather than an intimate conversation; anyone discussing delicate business should choose another table elsewhere.\n\nBeds, art and excursions\nThe Quay Lantern provides modest rooms a short walk back from the most expensive frontage. Mirasoul House is a comfortable midrange hotel with good breakfasts and family rooms. The Glasswater Pavilion sells luxury through lake views, generous space and attentive service. All three can be full around a popular event, and none should be assumed vacant because its door is open.\n\nReed & Silver sells local crafts and small artworks alongside clearly labeled commissioned pieces. Waterline Studio handles more substantial paintings and portraits, with viewings arranged around the artists’ work. Excursion operators advertise lake outings at public desks; travelers should ask where they return, what conditions alter the trip and whether the quoted arrangement includes everything expected.\n\nLife on the Quay offers accidental meetings, public celebrations and arguments over performance space. It can be beautiful without being tranquil, especially when the entire city seems to have chosen the same evening for a walk.\n\nThe district’s Sentinels\nDistrict Captain Liora Merrow commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands near the Lakebound Loop arrival and the main promenade approaches. Satellite Watch Posts cover the busiest public performance area and the excursion landing approaches.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","illustration":{"alt":"Evening on Valaria’s Luminous Quay.","caption":"Evening on the Luminous Quay.","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/valaria-luminous-quay.avif","visibility":"player","width":1536,"showCaption":true},"editorCategories":["Places"],"cardIllustration":{"alt":"Evening on Valaria’s Luminous Quay.","caption":"Evening on the Luminous Quay.","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/valaria-luminous-quay.avif","visibility":"player","width":1536,"showCaption":true}},{"id":"valaria-prism-docks","title":"The Prism Docks","summary":"The working waterfront that feeds and supplies Valaria: fishing boats, barge cargo, chandlers, cheap meals and skilled labor beneath the arcane skyline.","category":"Places","type":"District","visibility":"player","sections":[{"heading":"A working edge of the lake","body":"The Prism Docks receive the goods that keep @[Valaria|notebook-17] running. Barges and other vessels bring grain, textiles and merchandise along the Lake Mirasoul and river routes connecting the capital with Gelt. Fishers bring their own rhythms, repairs and arguments to neighboring working berths. Enchanted nets and other expensive equipment exist alongside rope, timber, muscle and careful knowledge of the water.\n\nThis is a utilitarian waterfront, distinct from the Luminous Quay’s promenades. Loading areas, wet steps and swinging cargo demand attention. Locals notice a visitor obstructing a working path before they notice the visitor’s fine weapon.","visibility":"player"},{"heading":"Cargo, crews and authority","body":"Porters, tally clerks, chandlers and repair crews make the docks more than a line of warehouses. A shipment passes through several hands, and a missing item does not automatically mean a conspiracy. Manifests, marks and witness accounts matter when sorting a loss or dispute.\n\nThe Civic Watch handles crime and immediate public safety. Harbor personnel direct berthing and cargo movement, while the enchanted lake fleet supports defense and serious waterborne emergencies. Guardian Constructs can keep a hazardous loading area clear or help secure a damaged structure, but identifying who owns a disputed crate remains a matter for records and people.","visibility":"player"},{"heading":"Where workers and travelers eat","body":"The Net & Ladle serves filling fish chowders, bean stews and bread at prices intended for working crews. Hooklight Grill cooks the day’s available catch with straightforward skill and costs more for a seated meal without becoming a luxury venue. Dawn Market’s counters sell hot pastries, smoked fish, tea and packed food to people who cannot stop for a long lunch.\n\nThe Cask Below is a rough-edged but orderly tavern for crews finishing work. Proprietor Renn Toller permits loud celebration and bars anyone who makes staff unsafe. Travelers seeking a quiet dinner can use the upstairs room when it is available rather than assume every dock tavern is an inevitable brawl.","visibility":"player"},{"heading":"Beds and useful shops","body":"The Sounding Line rents inexpensive bunks and a few small private rooms, with practical storage and early meals. The Mariner’s Ledger is a more comfortable inn favored by captains, commercial travelers and families waiting for passage. It offers reliable service rather than a resort atmosphere.\n\nCoil & Canvas supplies rope, sailcloth, waterproofing and repairs. Moorstone Chandlery outfits working boats and sells useful conventional travel goods to landbound customers. Neris Vane’s Tally Office helps clients compare documents, copy shipping records and locate the proper shipping representative; hiring a clerk does not grant access to someone else’s private cargo.\n\nA delayed barge can raise the price of a meal elsewhere in Valaria. A damaged quay can cost many households a day’s earnings. The docks make the capital’s dependence on ordinary labor and distant suppliers visible beneath its extraordinary technology.","visibility":"player"},{"heading":"Care and washing on the working waterfront","body":"Mooring House Clinic serves dockworkers, boat crews, fishers and nearby households. Ordinary physicians and nurses treat cuts, strains, burns and other working injuries, with clerics and healers available to assist where their skills are useful. The clinic also sees everyday illness; it is not restricted to people employed at the docks. Charges are kept within a working household’s reach, and serious cases are sent to @[Morrowlight Hospital|valaria-arcane-district].\n\nTidewell Baths gives crews and travelers an affordable place to wash off a journey or a shift. Its sturdy washing stalls, warm pools and changing rooms favor cleanliness over spectacle. Laundry can be arranged separately. Staff expect weapons and muddy equipment to stay out of the bathing rooms, and private washing spaces serve visitors who need more seclusion."},{"heading":"The district’s Sentinels","body":"District Captain Bren Tallow commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands near the working quay’s harbor and cargo offices. Satellite Watch Posts cover the freight berths and the fishing landings.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","visibility":"player"}],"structured":{"kind":"place","facts":[{"label":"City","value":"Valaria, capital of Haven","visibility":"player"}]},"links":["notebook-17","valaria-civic-watch"],"body":"A working edge of the lake\nThe Prism Docks receive the goods that keep @[Valaria|notebook-17] running. Barges and other vessels bring grain, textiles and merchandise along the Lake Mirasoul and river routes connecting the capital with Gelt. Fishers bring their own rhythms, repairs and arguments to neighboring working berths. Enchanted nets and other expensive equipment exist alongside rope, timber, muscle and careful knowledge of the water.\n\nThis is a utilitarian waterfront, distinct from the Luminous Quay’s promenades. Loading areas, wet steps and swinging cargo demand attention. Locals notice a visitor obstructing a working path before they notice the visitor’s fine weapon.\n\nCargo, crews and authority\nPorters, tally clerks, chandlers and repair crews make the docks more than a line of warehouses. A shipment passes through several hands, and a missing item does not automatically mean a conspiracy. Manifests, marks and witness accounts matter when sorting a loss or dispute.\n\nThe Civic Watch handles crime and immediate public safety. Harbor personnel direct berthing and cargo movement, while the enchanted lake fleet supports defense and serious waterborne emergencies. Guardian Constructs can keep a hazardous loading area clear or help secure a damaged structure, but identifying who owns a disputed crate remains a matter for records and people.\n\nWhere workers and travelers eat\nThe Net & Ladle serves filling fish chowders, bean stews and bread at prices intended for working crews. Hooklight Grill cooks the day’s available catch with straightforward skill and costs more for a seated meal without becoming a luxury venue. Dawn Market’s counters sell hot pastries, smoked fish, tea and packed food to people who cannot stop for a long lunch.\n\nThe Cask Below is a rough-edged but orderly tavern for crews finishing work. Proprietor Renn Toller permits loud celebration and bars anyone who makes staff unsafe. Travelers seeking a quiet dinner can use the upstairs room when it is available rather than assume every dock tavern is an inevitable brawl.\n\nBeds and useful shops\nThe Sounding Line rents inexpensive bunks and a few small private rooms, with practical storage and early meals. The Mariner’s Ledger is a more comfortable inn favored by captains, commercial travelers and families waiting for passage. It offers reliable service rather than a resort atmosphere.\n\nCoil & Canvas supplies rope, sailcloth, waterproofing and repairs. Moorstone Chandlery outfits working boats and sells useful conventional travel goods to landbound customers. Neris Vane’s Tally Office helps clients compare documents, copy shipping records and locate the proper shipping representative; hiring a clerk does not grant access to someone else’s private cargo.\n\nA delayed barge can raise the price of a meal elsewhere in Valaria. A damaged quay can cost many households a day’s earnings. The docks make the capital’s dependence on ordinary labor and distant suppliers visible beneath its extraordinary technology.\n\nCare and washing on the working waterfront\nMooring House Clinic serves dockworkers, boat crews, fishers and nearby households. Ordinary physicians and nurses treat cuts, strains, burns and other working injuries, with clerics and healers available to assist where their skills are useful. The clinic also sees everyday illness; it is not restricted to people employed at the docks. Charges are kept within a working household’s reach, and serious cases are sent to @[Morrowlight Hospital|valaria-arcane-district].\n\nTidewell Baths gives crews and travelers an affordable place to wash off a journey or a shift. Its sturdy washing stalls, warm pools and changing rooms favor cleanliness over spectacle. Laundry can be arranged separately. Staff expect weapons and muddy equipment to stay out of the bathing rooms, and private washing spaces serve visitors who need more seclusion.\n\nThe district’s Sentinels\nDistrict Captain Bren Tallow commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands near the working quay’s harbor and cargo offices. Satellite Watch Posts cover the freight berths and the fishing landings.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","illustration":{"alt":"A tally clerk, porters and fishing crews work beside a barge at the Prism Docks on Lake Mirasoul.","caption":"Prism Docks: the ordinary labor that supplies Valaria.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-prism-docks-working-waterfront-v1.webp","width":1140,"height":760,"showCaption":true},"editorCategories":["Places"],"cardIllustration":{"alt":"A tally clerk, porters and fishing crews work beside a barge at the Prism Docks on Lake Mirasoul.","caption":"Prism Docks: the ordinary labor that supplies Valaria.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-prism-docks-working-waterfront-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"valaria-verdant-ring","title":"The Verdant Ring","summary":"Valaria’s maintained gardens and green commons, where druidic care, public recreation and ordinary horticultural work meet.","category":"Places","type":"District","visibility":"player","sections":[{"heading":"Green space maintained by people","body":"The Verdant Ring is the capital’s broad garden landscape, tended by druids and nature clerics alongside gardeners and practical workers. It offers relief from @[Valaria|notebook-17]’s crowded streets, but is not untouched wilderness. Paths, water, planting and access all require decisions and labor.\n\nResidents use its open spaces for walks, quiet conversation and rest between obligations. Some arrive with a carefully packed meal; others can afford a garden restaurant. Magical horticulture produces wonders, but the Ring’s usefulness also lies in shade, benches, accessible paths and somewhere to sit without being expected to buy anything.","visibility":"player"},{"heading":"Public paths and cultivated places","body":"The main walks remain legible to newcomers, while planted beds, nursery areas and active maintenance plots have different access expectations. Visitors should use paths and ask before collecting anything. A beautiful unfamiliar plant is not automatically harmless, ownerless or a spell ingredient available for the taking.\n\nThe gardeners can explain which public areas are open, direct a visitor toward a knowledgeable practitioner and identify work requiring qualified help. Their care for the Ring does not make every gardener a healer or every nature cleric available for private service. Small posted notices often reveal what is happening here more reliably than a distant bell or an attractive trail.","visibility":"player"},{"heading":"Eating outdoors and under glass","body":"The Seedcake Cart offers inexpensive breads, pastries and warm drinks near a well-used public walk. Picnic sellers provide seasonal fruit, cheese and other simple food, letting a group choose its own patch of public space. The Greenhouse Kitchen serves moderately priced plant-forward meals under shelter, with lake or farm produce appearing when it suits the cook.\n\nOrchard Light is a more expensive garden dining room favored for unhurried lunches and private celebrations. Its quiet comes from careful service and considerate guests, not a guarantee that the surrounding public gardens will remain silent.","visibility":"player"},{"heading":"Supplies, stays and small responsibilities","body":"Root & Rain supplies seeds, pots, ordinary garden tools and advice suited to the buyer’s actual growing conditions. Proprietor Elsin Reed would rather refuse a sale than send a delicate plant to certain death. The Drying Room sells culinary herbs, preserved flowers and clearly described household preparations; it does not present every herb as a cure or offer unknown substances as effortless medicine.\n\nThe Garden Gate Rooms is a small, comfortable guesthouse at the district’s inhabited edge, useful to visitors who value quiet over nightlife. Lodging is less plentiful here than in Hearthstone or on the Quay, and the public gardens are not an informal campsite. Travelers with a tight budget are better served by a district with more beds.\n\nEncounters in the Ring often concern shared space: a damaged bed, a celebration spilling onto a path, a missing tool or disagreement about access. Respectful help can win a gardener’s time. An impressive spell that disrupts months of careful work will achieve the opposite.","visibility":"player"},{"heading":"The district’s Sentinels","body":"District Captain Elian Reed commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands at the inhabited edge of the gardens, close to a main public entrance. The district currently relies on its main Watchhouse rather than a permanent satellite post.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","visibility":"player"}],"structured":{"kind":"place","facts":[{"label":"City","value":"Valaria, capital of Haven","visibility":"player"}]},"links":["notebook-17","valaria-civic-watch"],"body":"Green space maintained by people\nThe Verdant Ring is the capital’s broad garden landscape, tended by druids and nature clerics alongside gardeners and practical workers. It offers relief from @[Valaria|notebook-17]’s crowded streets, but is not untouched wilderness. Paths, water, planting and access all require decisions and labor.\n\nResidents use its open spaces for walks, quiet conversation and rest between obligations. Some arrive with a carefully packed meal; others can afford a garden restaurant. Magical horticulture produces wonders, but the Ring’s usefulness also lies in shade, benches, accessible paths and somewhere to sit without being expected to buy anything.\n\nPublic paths and cultivated places\nThe main walks remain legible to newcomers, while planted beds, nursery areas and active maintenance plots have different access expectations. Visitors should use paths and ask before collecting anything. A beautiful unfamiliar plant is not automatically harmless, ownerless or a spell ingredient available for the taking.\n\nThe gardeners can explain which public areas are open, direct a visitor toward a knowledgeable practitioner and identify work requiring qualified help. Their care for the Ring does not make every gardener a healer or every nature cleric available for private service. Small posted notices often reveal what is happening here more reliably than a distant bell or an attractive trail.\n\nEating outdoors and under glass\nThe Seedcake Cart offers inexpensive breads, pastries and warm drinks near a well-used public walk. Picnic sellers provide seasonal fruit, cheese and other simple food, letting a group choose its own patch of public space. The Greenhouse Kitchen serves moderately priced plant-forward meals under shelter, with lake or farm produce appearing when it suits the cook.\n\nOrchard Light is a more expensive garden dining room favored for unhurried lunches and private celebrations. Its quiet comes from careful service and considerate guests, not a guarantee that the surrounding public gardens will remain silent.\n\nSupplies, stays and small responsibilities\nRoot & Rain supplies seeds, pots, ordinary garden tools and advice suited to the buyer’s actual growing conditions. Proprietor Elsin Reed would rather refuse a sale than send a delicate plant to certain death. The Drying Room sells culinary herbs, preserved flowers and clearly described household preparations; it does not present every herb as a cure or offer unknown substances as effortless medicine.\n\nThe Garden Gate Rooms is a small, comfortable guesthouse at the district’s inhabited edge, useful to visitors who value quiet over nightlife. Lodging is less plentiful here than in Hearthstone or on the Quay, and the public gardens are not an informal campsite. Travelers with a tight budget are better served by a district with more beds.\n\nEncounters in the Ring often concern shared space: a damaged bed, a celebration spilling onto a path, a missing tool or disagreement about access. Respectful help can win a gardener’s time. An impressive spell that disrupts months of careful work will achieve the opposite.\n\nThe district’s Sentinels\nDistrict Captain Elian Reed commands the local @[Valarian Sentinels|valaria-civic-watch]. The main Watchhouse stands at the inhabited edge of the gardens, close to a main public entrance. The district currently relies on its main Watchhouse rather than a permanent satellite post.\n\nA duty Warden works a twelve-hour shift from the Watchhouse and can deploy to emergencies involving residents, visitors or officers. Patrol Sergeants direct the mixed squads, including any assigned Guardian Construct. These local offices provide practical points of contact; their presence does not turn private estates, restricted facilities or working areas into unrestricted public routes.","illustration":{"alt":"A druid and gardener tend a planted bed in the Verdant Ring while visitors rest along public paths.","caption":"The Verdant Ring: cultivated beauty, maintained together.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-verdant-ring-public-gardens-v1.webp","width":1140,"height":760,"showCaption":true},"editorCategories":["Places"],"cardIllustration":{"alt":"A druid and gardener tend a planted bed in the Verdant Ring while visitors rest along public paths.","caption":"The Verdant Ring: cultivated beauty, maintained together.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-verdant-ring-public-gardens-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"valaria-civic-watch","title":"The Valarian Sentinels","summary":"Valaria’s living civic guard, commonly called the City Watch: district commands, mixed patrols and Watchhouse Wardens working alongside assigned Guardian Constructs.","category":"Factions","type":"Organization","visibility":"player","sections":[{"heading":"People and constructs on the same streets","body":"The Valarian Sentinels are @[Valaria|notebook-17]’s living civic guard, commonly called the City Watch or simply the Watch. Its officers are trained in investigation, combat and crisis response. Its officers work alongside Guardian Constructs: autonomous, tactically capable sentries built through @[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642]’s arcane engineering and Dieritium Arcanum. These automatons are active participants in the city’s defense, not ceremonial statues or puppets that become helpless without a spoken command.\n\nTheir cooperation is most visible in mixed patrols. Living officers speak with residents, take accounts, explain a restriction and assess disputes. A construct maintains a safe perimeter, watches an approach or intervenes against an immediate danger while the officer’s attention is elsewhere. In crowded districts, a familiar constable and a conspicuous guardian can be more useful together than either would be alone.\n\nValaria also assigns constructs to gates, ramparts and other defensive positions without a living officer at every side. Their ability to act independently does not give them the judicial office of a magistrate. Immediate protection and the later determination of responsibility are separate tasks.\n\nA small patrol often includes a couple of regular Sentinels, a magic-capable officer and an assigned Guardian Construct, led by a living Patrol Sergeant or other designated patrol leader. This is a useful pattern rather than a universal roster: district conditions, available personnel and the task determine the mix. Assigned constructs take operational orders from the living patrol leader and district command, while retaining tactical initiative and the ability to protect people within their assignments.","visibility":"player"},{"heading":"How the Watch is organized","body":"The High Captain leads the force from its headquarters in the Sentinel Ward. High Captain Maerin Torvel handles force-wide administration, staffing priorities and liaison with the council; routine street patrol is delegated rather than personally led from the top. District Captains command the twelve district forces, and Patrol Sergeants lead mixed squads and organize the immediate field response.\n\nRegular Sentinels, Arcanists and Wardens are specialties, not additional ranks. Regular Sentinels carry out the guard’s ordinary protective and investigative work. Arcanists are magic-using officers. Wardens are clerical field medics. A specialist’s duties do not replace the chain of command or automatically outrank a Patrol Sergeant.\n\nInvestigators handle sustained interviews, records and examination of evidence. Specialist artificers maintain constructs and diagnose damaged enchantments; technical work does not automatically make them the officers investigating a magical offense. The district command remains responsible for deployment and living supervision.\n\nThe force’s civic role is distinct from MagiTech’s private facility security. Company guards protect company premises; a MagiTech emblem does not make every employee a Sentinel. Solaris Devorak oversees MagiTech as a whole, including its construct department, and helped develop the guardians. He is not their sole inventor or the direct police commander of the Sentinels. Kethara Shadowmist’s established discovery and formula remain part of the history that advanced enchanted-construct creation.","visibility":"player"},{"heading":"What a patrol does","body":"Routine work includes giving directions, helping a lost person find assistance, separating an argument, investigating a reported theft and protecting a dangerous work site. In the Marketplace, officers pay attention to crowding, fraud complaints and unstable demonstrations. Around Hearthstone and the Commons, they encounter household disputes, missing deliveries and neighbors who will still have to live together tomorrow.\n\nAt the Prism Docks, patrols coordinate with harbor staff around cargo hazards. The Luminous Quay brings lost visitors and crowded public events. Skyward routes demand coordination with aerial defenders and transport attendants; near the Keep, clear access boundaries and civic business take precedence. Patrols adapt to the place rather than treating every district as the same checkpoint.\n\nA construct’s size and patience make it useful when keeping a route clear, sheltering people from falling debris or holding a defensible position. It does not settle a disputed invoice merely by standing beside it. Officers can ask people to step aside, explain an immediate safety instruction and refer a complaint to the proper desk.","visibility":"player"},{"heading":"From alarm to response","body":"For an ordinary complaint, a living officer establishes what is happening, whether anyone is in danger and whose account still needs to be heard. When possible, the patrol resolves the immediate disruption and records what requires further work. An unattended construct can raise an alarm or act against an immediate threat within its assigned role; a person wanting to give a detailed account may be directed to a living officer.\n\nA dangerous spell, violent attack or failing structure changes the priorities. Patrols protect bystanders, clear routes, contain the hazard where possible and call for suitable help. The MagiTech Defenders bring specialist magical capabilities when ordinary street response is insufficient. The city’s ward lattice, Skyward Steppes Watch, mountain fortifications and lake defenses are complementary layers, not interchangeable departments.\n\nPublic crystalline screens can carry emergency instructions. Residents are expected to heed an actual closure or evacuation, but a screen does not prove that officers know everything happening nearby. An alarm reports a problem or anomaly; witnesses and investigation still establish its cause.","visibility":"player"},{"heading":"Limits, accountability and courts","body":"Protective wards and enchanted sensors guard against threats within their purposes. They are not universal mind-reading, perfect identification or an infallible record of every conversation. A broken sightline, ambiguous report, damaged device or crowded scene can complicate an investigation. Constructs have formidable capabilities, but maintenance and clear assignments still matter.\n\nMinor offenses go before local magistrates; significant cases go to the Council of Justice. Valaria favors rehabilitation and community service, with imprisonment a last resort. That principle does not require officers to leave an immediate danger uncontrolled. Once a threat is contained, evidence and lawful process matter more than a patrol’s first impression.\n\nResidents can bring complaints about conduct to a watch post and pursue the city’s appeals and legislative oversight processes. An officer can record a complaint without promising the result. A wealthy introduction may influence social treatment, but does not formally replace the courts or make a private accusation a conviction.","visibility":"player"},{"heading":"When adventurers meet the Watch","body":"Visitors should state the immediate problem, identify anyone needing help and distinguish what they saw from what they suspect. Reporting a dangerous item does not require testing it in the street. After a fight, remaining nearby, accepting separation and identifying witnesses usually gives investigators a clearer account than a crowd of armed people arguing at once.\n\nA patrol may ask for names, a description of events or documentation relevant to a particular restricted activity. F.A.S.T.’s crystalline access card is a requirement of that transport system; it should not be mistaken for a claim that every person on every city street is constantly being checked through a universal registry.\n\nA guardian can be addressed plainly. Its response may be brief and task-focused, while its accompanying officer handles nuance. Travelers encounter an institution of people, capable machines and imperfect information: powerful enough to matter, accountable enough to question and limited enough that help from reliable witnesses remains valuable.","visibility":"player"},{"heading":"Watchhouses, posts and duty Wardens","visibility":"player","body":"Every district maintains one main Watchhouse and, according to its scale and traffic, zero to two smaller Watch Posts. A district therefore has roughly one to three fixed sites, rather than an identical office on every street. The Watchhouse coordinates patrols, receives complaints and holds the district duty desk; satellite posts keep officers closer to busy approaches. Locations are described by their neighborhood relationships, not surveyed street coordinates.\n\nA Warden serves a twelve-hour duty shift based at the main Watchhouse, deploying for emergencies and helping injured Sentinels and civilians. Relief staff take over as shifts change. The duty Warden is not assumed to accompany every routine patrol, and dispatch depends on other calls and safe access. Field stabilization and clerical assistance support, rather than replace, Commonbrook Clinic, Mooring House Clinic, Morrowlight Hospital and the city’s ordinary medical practitioners."},{"heading":"District command and local offices","visibility":"player","body":"High Captain Maerin Torvel oversees the following District Captains. Each commands their district from its main Watchhouse; headquarters in the Sentinel Ward does not erase the Stonespire district’s own duty chain.\n\n**@[Arcane District|valaria-arcane-district]** — District Captain Ilyra Voss. Main Watchhouse beside the Solarium’s public approaches, within reach of Innovation Plaza. Satellite Watch Posts cover the Etherway Terminus approach and the outer teaching courts.\n\n**@[Commons|valaria-commons]** — District Captain Teren Moss. Main Watchhouse near Commonbrook Hall, with a separate public complaints desk. Satellite Watch Posts cover the busier approaches to the Illuminated Gardens.\n\n**@[Marketplace and Commerce District|valaria-marketplace]** — District Captain Damar Kell. Main Watchhouse off the main market thoroughfare, accessible from the countinghouses and trading courts. Satellite Watch Posts cover a busy market entrance and the principal delivery yards.\n\n**@[Skyport|valaria-skyport]** — District Captain Vessa Rook. Main Watchhouse on the landside of Haven’s Horizon’s main arrival area. Satellite Watch Posts cover the passenger boarding approaches and the cargo yards.\n\n**@[Stonespire Keep and the Ascent|valaria-stonespire-ascent]** — District Captain Orren Vale. Main Watchhouse in the Sentinel Ward, within the headquarters compound but with its own district duty desk. Satellite Watch Posts cover the public approach to the High Seat and the main ascent toward the Keep.\n\n**@[Gilded Alley|valaria-gilded-alley]** — District Captain Seren Hale. Main Watchhouse near the public approach to Opulence Row. Satellite Watch Posts cover the principal carriage arrival area.\n\n**@[Scholar’s Enclave|valaria-scholars-enclave]** — District Captain Edris Quill. Main Watchhouse near the Grand Archives’ public approaches. Satellite Watch Posts cover the district’s busier lecture courts.\n\n**@[Hearthstone District|valaria-hearthstone]** — District Captain Nella Brant. Main Watchhouse near Hearthstone Hub, where transit routes meet the residential streets. Satellite Watch Posts cover the Common Hearth neighborhood.\n\n**@[Skyward Steppes|valaria-skyward-steppes]** — District Captain Aven Thorne. Main Watchhouse at the permitted arrival approaches around Skyward Junction. Satellite Watch Posts cover a principal transfer approach serving the private estates.\n\n**@[Luminous Quay|valaria-luminous-quay]** — District Captain Liora Merrow. Main Watchhouse near the Lakebound Loop arrival and the main promenade approaches. Satellite Watch Posts cover the busiest public performance area and the excursion landing approaches.\n\n**@[Prism Docks|valaria-prism-docks]** — District Captain Bren Tallow. Main Watchhouse near the working quay’s harbor and cargo offices. Satellite Watch Posts cover the freight berths and the fishing landings.\n\n**@[Verdant Ring|valaria-verdant-ring]** — District Captain Elian Reed. Main Watchhouse at the inhabited edge of the gardens, close to a main public entrance. No permanent satellite Watch Post is currently assigned; patrols work outward from the Watchhouse."}],"structured":{"kind":"organization","facts":[{"label":"City","value":"Valaria, capital of Haven","visibility":"player"},{"label":"Official name","value":"Valarian Sentinels","visibility":"player"},{"label":"Headquarters","value":"Sentinel Ward, Valaria","visibility":"player"},{"label":"Force commander","value":"High Captain Maerin Torvel","visibility":"player"},{"label":"Ranks","value":"High Captain; District Captain; Patrol Sergeant","visibility":"player"},{"label":"Specialties","value":"Regular Sentinels; Arcanists; Wardens","visibility":"player"}]},"links":["e14f33c0-4e82-42ba-a310-8be70560f642","notebook-17","valaria-arcane-district","valaria-commons","valaria-marketplace","valaria-skyport","valaria-stonespire-ascent","valaria-gilded-alley","valaria-scholars-enclave","valaria-hearthstone","valaria-skyward-steppes","valaria-luminous-quay","valaria-prism-docks","valaria-verdant-ring","6ac1e903-4b40-4087-afd0-f81273831ff9","notebook-3"],"body":"People and constructs on the same streets\nThe Valarian Sentinels are @[Valaria|notebook-17]’s living civic guard, commonly called the City Watch or simply the Watch. Its officers are trained in investigation, combat and crisis response. Its officers work alongside Guardian Constructs: autonomous, tactically capable sentries built through @[MagiTech|e14f33c0-4e82-42ba-a310-8be70560f642]’s arcane engineering and Dieritium Arcanum. These automatons are active participants in the city’s defense, not ceremonial statues or puppets that become helpless without a spoken command.\n\nTheir cooperation is most visible in mixed patrols. Living officers speak with residents, take accounts, explain a restriction and assess disputes. A construct maintains a safe perimeter, watches an approach or intervenes against an immediate danger while the officer’s attention is elsewhere. In crowded districts, a familiar constable and a conspicuous guardian can be more useful together than either would be alone.\n\nValaria also assigns constructs to gates, ramparts and other defensive positions without a living officer at every side. Their ability to act independently does not give them the judicial office of a magistrate. Immediate protection and the later determination of responsibility are separate tasks.\n\nA small patrol often includes a couple of regular Sentinels, a magic-capable officer and an assigned Guardian Construct, led by a living Patrol Sergeant or other designated patrol leader. This is a useful pattern rather than a universal roster: district conditions, available personnel and the task determine the mix. Assigned constructs take operational orders from the living patrol leader and district command, while retaining tactical initiative and the ability to protect people within their assignments.\n\nHow the Watch is organized\nThe High Captain leads the force from its headquarters in the Sentinel Ward. High Captain Maerin Torvel handles force-wide administration, staffing priorities and liaison with the council; routine street patrol is delegated rather than personally led from the top. District Captains command the twelve district forces, and Patrol Sergeants lead mixed squads and organize the immediate field response.\n\nRegular Sentinels, Arcanists and Wardens are specialties, not additional ranks. Regular Sentinels carry out the guard’s ordinary protective and investigative work. Arcanists are magic-using officers. Wardens are clerical field medics. A specialist’s duties do not replace the chain of command or automatically outrank a Patrol Sergeant.\n\nInvestigators handle sustained interviews, records and examination of evidence. Specialist artificers maintain constructs and diagnose damaged enchantments; technical work does not automatically make them the officers investigating a magical offense. The district command remains responsible for deployment and living supervision.\n\nThe force’s civic role is distinct from MagiTech’s private facility security. Company guards protect company premises; a MagiTech emblem does not make every employee a Sentinel. Solaris Devorak oversees MagiTech as a whole, including its construct department, and helped develop the guardians. He is not their sole inventor or the direct police commander of the Sentinels. Kethara Shadowmist’s established discovery and formula remain part of the history that advanced enchanted-construct creation.\n\nWhat a patrol does\nRoutine work includes giving directions, helping a lost person find assistance, separating an argument, investigating a reported theft and protecting a dangerous work site. In the Marketplace, officers pay attention to crowding, fraud complaints and unstable demonstrations. Around Hearthstone and the Commons, they encounter household disputes, missing deliveries and neighbors who will still have to live together tomorrow.\n\nAt the Prism Docks, patrols coordinate with harbor staff around cargo hazards. The Luminous Quay brings lost visitors and crowded public events. Skyward routes demand coordination with aerial defenders and transport attendants; near the Keep, clear access boundaries and civic business take precedence. Patrols adapt to the place rather than treating every district as the same checkpoint.\n\nA construct’s size and patience make it useful when keeping a route clear, sheltering people from falling debris or holding a defensible position. It does not settle a disputed invoice merely by standing beside it. Officers can ask people to step aside, explain an immediate safety instruction and refer a complaint to the proper desk.\n\nFrom alarm to response\nFor an ordinary complaint, a living officer establishes what is happening, whether anyone is in danger and whose account still needs to be heard. When possible, the patrol resolves the immediate disruption and records what requires further work. An unattended construct can raise an alarm or act against an immediate threat within its assigned role; a person wanting to give a detailed account may be directed to a living officer.\n\nA dangerous spell, violent attack or failing structure changes the priorities. Patrols protect bystanders, clear routes, contain the hazard where possible and call for suitable help. The MagiTech Defenders bring specialist magical capabilities when ordinary street response is insufficient. The city’s ward lattice, Skyward Steppes Watch, mountain fortifications and lake defenses are complementary layers, not interchangeable departments.\n\nPublic crystalline screens can carry emergency instructions. Residents are expected to heed an actual closure or evacuation, but a screen does not prove that officers know everything happening nearby. An alarm reports a problem or anomaly; witnesses and investigation still establish its cause.\n\nLimits, accountability and courts\nProtective wards and enchanted sensors guard against threats within their purposes. They are not universal mind-reading, perfect identification or an infallible record of every conversation. A broken sightline, ambiguous report, damaged device or crowded scene can complicate an investigation. Constructs have formidable capabilities, but maintenance and clear assignments still matter.\n\nMinor offenses go before local magistrates; significant cases go to the Council of Justice. Valaria favors rehabilitation and community service, with imprisonment a last resort. That principle does not require officers to leave an immediate danger uncontrolled. Once a threat is contained, evidence and lawful process matter more than a patrol’s first impression.\n\nResidents can bring complaints about conduct to a watch post and pursue the city’s appeals and legislative oversight processes. An officer can record a complaint without promising the result. A wealthy introduction may influence social treatment, but does not formally replace the courts or make a private accusation a conviction.\n\nWhen adventurers meet the Watch\nVisitors should state the immediate problem, identify anyone needing help and distinguish what they saw from what they suspect. Reporting a dangerous item does not require testing it in the street. After a fight, remaining nearby, accepting separation and identifying witnesses usually gives investigators a clearer account than a crowd of armed people arguing at once.\n\nA patrol may ask for names, a description of events or documentation relevant to a particular restricted activity. F.A.S.T.’s crystalline access card is a requirement of that transport system; it should not be mistaken for a claim that every person on every city street is constantly being checked through a universal registry.\n\nA guardian can be addressed plainly. Its response may be brief and task-focused, while its accompanying officer handles nuance. Travelers encounter an institution of people, capable machines and imperfect information: powerful enough to matter, accountable enough to question and limited enough that help from reliable witnesses remains valuable.\n\nWatchhouses, posts and duty Wardens\nEvery district maintains one main Watchhouse and, according to its scale and traffic, zero to two smaller Watch Posts. A district therefore has roughly one to three fixed sites, rather than an identical office on every street. The Watchhouse coordinates patrols, receives complaints and holds the district duty desk; satellite posts keep officers closer to busy approaches. Locations are described by their neighborhood relationships, not surveyed street coordinates.\n\nA Warden serves a twelve-hour duty shift based at the main Watchhouse, deploying for emergencies and helping injured Sentinels and civilians. Relief staff take over as shifts change. The duty Warden is not assumed to accompany every routine patrol, and dispatch depends on other calls and safe access. Field stabilization and clerical assistance support, rather than replace, Commonbrook Clinic, Mooring House Clinic, Morrowlight Hospital and the city’s ordinary medical practitioners.\n\nDistrict command and local offices\nHigh Captain Maerin Torvel oversees the following District Captains. Each commands their district from its main Watchhouse; headquarters in the Sentinel Ward does not erase the Stonespire district’s own duty chain.\n\n**@[Arcane District|valaria-arcane-district]** — District Captain Ilyra Voss. Main Watchhouse beside the Solarium’s public approaches, within reach of Innovation Plaza. Satellite Watch Posts cover the Etherway Terminus approach and the outer teaching courts.\n\n**@[Commons|valaria-commons]** — District Captain Teren Moss. Main Watchhouse near Commonbrook Hall, with a separate public complaints desk. Satellite Watch Posts cover the busier approaches to the Illuminated Gardens.\n\n**@[Marketplace and Commerce District|valaria-marketplace]** — District Captain Damar Kell. Main Watchhouse off the main market thoroughfare, accessible from the countinghouses and trading courts. Satellite Watch Posts cover a busy market entrance and the principal delivery yards.\n\n**@[Skyport|valaria-skyport]** — District Captain Vessa Rook. Main Watchhouse on the landside of Haven’s Horizon’s main arrival area. Satellite Watch Posts cover the passenger boarding approaches and the cargo yards.\n\n**@[Stonespire Keep and the Ascent|valaria-stonespire-ascent]** — District Captain Orren Vale. Main Watchhouse in the Sentinel Ward, within the headquarters compound but with its own district duty desk. Satellite Watch Posts cover the public approach to the High Seat and the main ascent toward the Keep.\n\n**@[Gilded Alley|valaria-gilded-alley]** — District Captain Seren Hale. Main Watchhouse near the public approach to Opulence Row. Satellite Watch Posts cover the principal carriage arrival area.\n\n**@[Scholar’s Enclave|valaria-scholars-enclave]** — District Captain Edris Quill. Main Watchhouse near the Grand Archives’ public approaches. Satellite Watch Posts cover the district’s busier lecture courts.\n\n**@[Hearthstone District|valaria-hearthstone]** — District Captain Nella Brant. Main Watchhouse near Hearthstone Hub, where transit routes meet the residential streets. Satellite Watch Posts cover the Common Hearth neighborhood.\n\n**@[Skyward Steppes|valaria-skyward-steppes]** — District Captain Aven Thorne. Main Watchhouse at the permitted arrival approaches around Skyward Junction. Satellite Watch Posts cover a principal transfer approach serving the private estates.\n\n**@[Luminous Quay|valaria-luminous-quay]** — District Captain Liora Merrow. Main Watchhouse near the Lakebound Loop arrival and the main promenade approaches. Satellite Watch Posts cover the busiest public performance area and the excursion landing approaches.\n\n**@[Prism Docks|valaria-prism-docks]** — District Captain Bren Tallow. Main Watchhouse near the working quay’s harbor and cargo offices. Satellite Watch Posts cover the freight berths and the fishing landings.\n\n**@[Verdant Ring|valaria-verdant-ring]** — District Captain Elian Reed. Main Watchhouse at the inhabited edge of the gardens, close to a main public entrance. No permanent satellite Watch Post is currently assigned; patrols work outward from the Watchhouse.","factionGroup":"Guards & fighting companies","illustration":{"alt":"A living Civic Watch officer listens to a merchant while an ivory-and-brass Guardian Construct watches the street.","caption":"The Civic Watch: living judgment alongside autonomous protection.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-civic-watch-patrol-v1.webp","width":1140,"height":760,"showCaption":true},"editorGeographyNodeIds":["place-notebook-17"],"editorCategories":["Factions"],"cardIllustration":{"alt":"A living Civic Watch officer listens to a merchant while an ivory-and-brass Guardian Construct watches the street.","caption":"The Civic Watch: living judgment alongside autonomous protection.","visibility":"player","layout":"landscape","displayScale":"wide","src":"assets/worldbook/valaria-civic-watch-patrol-v1.webp","width":1140,"height":760,"showCaption":true}},{"id":"valarian-bell","title":"The Valarian Bell","summary":"Valaria’s periodic news and public-information service, headquartered in the Commerce District and carried on the city’s crystalline displays.","category":"Factions","type":"News and public-information service","visibility":"player","sections":[{"heading":"The city’s recurring briefing","body":"The Valarian Bell is a news and public-information service based in @[Valaria|notebook-17]. Its periodic briefings appear on the city’s crystalline displays, bringing together local reporting, weather, civic notices and useful transport updates. People gather to catch a bulletin on their way to work or hear what has changed since the previous edition. A display need not run a constant stream to become part of a neighborhood’s routine."},{"heading":"The Bellhouse in Commerce","body":"The Bellhouse, the service’s headquarters in the @[Marketplace and Commerce District|valaria-marketplace], houses its newsroom, editing desks and display-briefing work. Reporters come and go among merchants, travelers and the people handling the city’s daily trade. Visitors can bring a tip, submit a notice or ask how to correct a reported detail. Submission does not guarantee that an item will appear.\n\nCivic correspondents work near the High Seat in @[Stonespire and the Ascent|valaria-stonespire-ascent], following public proceedings and seeking comment on decisions that affect the city. That presence does not make the Bell a government office or give its reporters unrestricted entry to private deliberations."},{"heading":"What reaches the displays","body":"A typical briefing combines developments around the city with weather, public events, service interruptions and transport information. Notices may concern an Etherway delay, a changed arrival platform or an interruption to local F.A.S.T. service. Those systems remain distinct, and an announcement about construction is not a promise that an unfinished route is open.\n\nThe Bell relies on reporting, submitted information and updates from the people responsible for a service. Conflicting accounts may require checking, and corrections can appear in a later briefing. It does not see everything happening in Valaria, and a rumor does not become established fact merely because someone brings it to the newsroom."},{"heading":"A public habit","body":"Briefings are intended to be useful to ordinary residents as well as visitors, with clear practical notices alongside stories people debate over meals. Public displays let people follow the news without owning a personal device. Availability follows the city’s display infrastructure and the timing of its bulletins; the service does not imply instant coverage in every district or worldwide distribution.\n\nFor travelers, a Bell briefing is a useful starting point. Urgent instructions from attendants or the Watch, current platform notices and direct confirmation from a clinic or other institution still matter when a person needs to act."}],"links":["notebook-17","valaria-marketplace","valaria-stonespire-ascent"],"raceRelated":[],"factionGroup":"Companies & trade associations","body":"The city’s recurring briefing\nThe Valarian Bell is a news and public-information service based in @[Valaria|notebook-17]. Its periodic briefings appear on the city’s crystalline displays, bringing together local reporting, weather, civic notices and useful transport updates. People gather to catch a bulletin on their way to work or hear what has changed since the previous edition. A display need not run a constant stream to become part of a neighborhood’s routine.\n\nThe Bellhouse in Commerce\nThe Bellhouse, the service’s headquarters in the @[Marketplace and Commerce District|valaria-marketplace], houses its newsroom, editing desks and display-briefing work. Reporters come and go among merchants, travelers and the people handling the city’s daily trade. Visitors can bring a tip, submit a notice or ask how to correct a reported detail. Submission does not guarantee that an item will appear.\n\nCivic correspondents work near the High Seat in @[Stonespire and the Ascent|valaria-stonespire-ascent], following public proceedings and seeking comment on decisions that affect the city. That presence does not make the Bell a government office or give its reporters unrestricted entry to private deliberations.\n\nWhat reaches the displays\nA typical briefing combines developments around the city with weather, public events, service interruptions and transport information. Notices may concern an Etherway delay, a changed arrival platform or an interruption to local F.A.S.T. service. Those systems remain distinct, and an announcement about construction is not a promise that an unfinished route is open.\n\nThe Bell relies on reporting, submitted information and updates from the people responsible for a service. Conflicting accounts may require checking, and corrections can appear in a later briefing. It does not see everything happening in Valaria, and a rumor does not become established fact merely because someone brings it to the newsroom.\n\nA public habit\nBriefings are intended to be useful to ordinary residents as well as visitors, with clear practical notices alongside stories people debate over meals. Public displays let people follow the news without owning a personal device. Availability follows the city’s display infrastructure and the timing of its bulletins; the service does not imply instant coverage in every district or worldwide distribution.\n\nFor travelers, a Bell briefing is a useful starting point. Urgent instructions from attendants or the Watch, current platform notices and direct confirmation from a clinic or other institution still matter when a person needs to act.","editorGeographyNodeIds":["place-valaria-marketplace"],"editorCategories":["Factions"]},{"id":"dnd-2024-class-barbarian","title":"Barbarian","type":"Character Rule","category":"Character Rules","summary":"Barbarian uses a d12 Hit Die. Its saving-throw proficiencies are Strength, Constitution. At level 1, record Rage, Unarmored Defense, Weapon Mastery. Subclass choices begin at level 3.","body":"","sections":[{"heading":"Mechanical reference","body":"Barbarian uses a d12 Hit Die. Its saving-throw proficiencies are Strength, Constitution. At level 1, record Rage, Unarmored Defense, Weapon Mastery. Subclass choices begin at level 3."},{"heading":"Level-one features","body":"Two Rages are available at level one. Starting one uses a Bonus Action and requires no Heavy armor. It adds 2 damage to Strength-based weapon and unarmed attacks, grants advantage on Strength checks/saves and resistance to physical Bludgeoning, Piercing and Slashing damage. Spells and Concentration are unavailable. Extend at the stated next-turn triggers, up to ten minutes; Incapacitation ends it. Short Rest recovers one use, Long Rest all. Unarmored Defense can use 10 + Dexterity + Constitution, with a shield allowed."},{"heading":"Eligible mastery selections","body":"Choose 2 weapon kinds with mastery properties in which you are proficient. Barbarian selections must be melee weapons. Equipment ownership is not required to learn a mastery."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 50. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 50","sourceHash":"15b090c2ede1cc5a522817bf41d83a890aa194f3d7827f98787e1b05d057f319","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-path-of-the-berserker-barbarian","title":"Path of the Berserker","type":"Character Rule","category":"Character Rules","summary":"Path of the Berserker is a Barbarian subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Path of the Berserker is a Barbarian subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 54. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 54","sourceHash":"15b090c2ede1cc5a522817bf41d83a890aa194f3d7827f98787e1b05d057f319","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-path-of-the-wild-heart-barbarian","title":"Path of the Wild Heart","type":"Character Rule","category":"Character Rules","summary":"Path of the Wild Heart is a Barbarian subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Path of the Wild Heart is a Barbarian subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 55. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 55","sourceHash":"15b090c2ede1cc5a522817bf41d83a890aa194f3d7827f98787e1b05d057f319","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-path-of-the-world-tree-barbarian","title":"Path of the World Tree","type":"Character Rule","category":"Character Rules","summary":"Path of the World Tree is a Barbarian subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Path of the World Tree is a Barbarian subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 56. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 56","sourceHash":"15b090c2ede1cc5a522817bf41d83a890aa194f3d7827f98787e1b05d057f319","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-path-of-the-zealot-barbarian","title":"Path of the Zealot","type":"Character Rule","category":"Character Rules","summary":"Path of the Zealot is a Barbarian subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Path of the Zealot is a Barbarian subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 57. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 57","sourceHash":"15b090c2ede1cc5a522817bf41d83a890aa194f3d7827f98787e1b05d057f319","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-class-bard","title":"Bard","type":"Character Rule","category":"Character Rules","summary":"Bard uses a d8 Hit Die. Its saving-throw proficiencies are Dexterity, Charisma. At level 1, record Bardic Inspiration, Spellcasting. Subclass choices begin at level 3.","body":"","sections":[{"heading":"Mechanical reference","body":"Bard uses a d8 Hit Die. Its saving-throw proficiencies are Dexterity, Charisma. At level 1, record Bardic Inspiration, Spellcasting. Subclass choices begin at level 3."},{"heading":"Level-one features","body":"Bardic Inspiration uses a Bonus Action to grant another seeing/hearing creature within 60 feet a d6. Within an hour, it may add that die after a failed D20 Test, then expend it. Uses equal Charisma modifier, with a minimum of one, and return after a Long Rest. Level-one class casting has two cantrips, four prepared spells and two level-one slots."},{"heading":"Level-one spell choices","body":"Choose 2 class cantrips and 4 prepared level-one class spells. Level-one slots: 2; recovery: long-rest. Cleric Thaumaturge and Druid Magician each add one class cantrip. Effects and resource spending outside the Fighter sample remain unimplemented."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 58. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 58","sourceHash":"e5041a799e8c720db3a28539c2a25e9d6d821b6229a65fd1484f749ea3978b1d","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-college-of-dance-bard","title":"College of Dance","type":"Character Rule","category":"Character Rules","summary":"College of Dance is a Bard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"College of Dance is a Bard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 64. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 64","sourceHash":"e5041a799e8c720db3a28539c2a25e9d6d821b6229a65fd1484f749ea3978b1d","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-college-of-glamour-bard","title":"College of Glamour","type":"Character Rule","category":"Character Rules","summary":"College of Glamour is a Bard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"College of Glamour is a Bard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 65. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 65","sourceHash":"e5041a799e8c720db3a28539c2a25e9d6d821b6229a65fd1484f749ea3978b1d","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-college-of-lore-bard","title":"College of Lore","type":"Character Rule","category":"Character Rules","summary":"College of Lore is a Bard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"College of Lore is a Bard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 66. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 66","sourceHash":"e5041a799e8c720db3a28539c2a25e9d6d821b6229a65fd1484f749ea3978b1d","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-college-of-valor-bard","title":"College of Valor","type":"Character Rule","category":"Character Rules","summary":"College of Valor is a Bard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"College of Valor is a Bard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 67. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 67","sourceHash":"e5041a799e8c720db3a28539c2a25e9d6d821b6229a65fd1484f749ea3978b1d","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-class-cleric","title":"Cleric","type":"Character Rule","category":"Character Rules","summary":"Cleric uses a d8 Hit Die. Its saving-throw proficiencies are Wisdom, Charisma. At level 1, record Spellcasting, Divine Order. Subclass choices begin at level 3.","body":"","sections":[{"heading":"Mechanical reference","body":"Cleric uses a d8 Hit Die. Its saving-throw proficiencies are Wisdom, Charisma. At level 1, record Spellcasting, Divine Order. Subclass choices begin at level 3."},{"heading":"Level-one features","body":"Protector grants martial weapon proficiency and Heavy armor training. Thaumaturge grants another Cleric cantrip, plus Wisdom modifier (minimum 1) on Intelligence Arcana and Religion checks. The standard casting choices are three cantrips and four prepared spells, with two level-one slots."},{"heading":"Level-one spell choices","body":"Choose 3 class cantrips and 4 prepared level-one class spells. Level-one slots: 2; recovery: long-rest. Cleric Thaumaturge and Druid Magician each add one class cantrip. Effects and resource spending outside the Fighter sample remain unimplemented."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 68. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 68","sourceHash":"604d81ad5012ca92f56a5aadacdf298a04d4889443e99644d4bf2af46f5a0900","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-life-domain-cleric","title":"Life Domain","type":"Character Rule","category":"Character Rules","summary":"Life Domain is a Cleric subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Life Domain is a Cleric subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 73. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 73","sourceHash":"604d81ad5012ca92f56a5aadacdf298a04d4889443e99644d4bf2af46f5a0900","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-light-domain-cleric","title":"Light Domain","type":"Character Rule","category":"Character Rules","summary":"Light Domain is a Cleric subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Light Domain is a Cleric subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 74. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 74","sourceHash":"604d81ad5012ca92f56a5aadacdf298a04d4889443e99644d4bf2af46f5a0900","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-trickery-domain-cleric","title":"Trickery Domain","type":"Character Rule","category":"Character Rules","summary":"Trickery Domain is a Cleric subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Trickery Domain is a Cleric subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 75. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 75","sourceHash":"604d81ad5012ca92f56a5aadacdf298a04d4889443e99644d4bf2af46f5a0900","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-war-domain-cleric","title":"War Domain","type":"Character Rule","category":"Character Rules","summary":"War Domain is a Cleric subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"War Domain is a Cleric subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 76. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 76","sourceHash":"604d81ad5012ca92f56a5aadacdf298a04d4889443e99644d4bf2af46f5a0900","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-class-druid","title":"Druid","type":"Character Rule","category":"Character Rules","summary":"Druid uses a d8 Hit Die. Its saving-throw proficiencies are Intelligence, Wisdom. At level 1, record Druidic, Primal Order, Spellcasting. Subclass choices begin at level 3.","body":"","sections":[{"heading":"Mechanical reference","body":"Druid uses a d8 Hit Die. Its saving-throw proficiencies are Intelligence, Wisdom. At level 1, record Druidic, Primal Order, Spellcasting. Subclass choices begin at level 3."},{"heading":"Level-one features","body":"Druidic grants its secret language and always-prepared Speak with Animals. Druidic messages are recognized by speakers; others need DC 15 Investigation to notice them and magic to read them. Warden grants martial weapons and Medium armor training. Magician adds a Druid cantrip and Wisdom modifier (minimum 1) to Intelligence Arcana/Nature checks. Standard casting has two cantrips, four prepared spells and two level-one slots."},{"heading":"Level-one spell choices","body":"Choose 2 class cantrips and 4 prepared level-one class spells. Additional always-prepared class spells do not consume that count. Level-one slots: 2; recovery: long-rest. Cleric Thaumaturge and Druid Magician each add one class cantrip. Effects and resource spending outside the Fighter sample remain unimplemented."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 78. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 78","sourceHash":"e320ecf4f19e49acbbc449fcde4f8448bfad4bfc40a56138dced312a52af13a1","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-circle-of-the-land-druid","title":"Circle of the Land","type":"Character Rule","category":"Character Rules","summary":"Circle of the Land is a Druid subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Circle of the Land is a Druid subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 84. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 84","sourceHash":"e320ecf4f19e49acbbc449fcde4f8448bfad4bfc40a56138dced312a52af13a1","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-circle-of-the-moon-druid","title":"Circle of the Moon","type":"Character Rule","category":"Character Rules","summary":"Circle of the Moon is a Druid subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Circle of the Moon is a Druid subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 86. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 86","sourceHash":"e320ecf4f19e49acbbc449fcde4f8448bfad4bfc40a56138dced312a52af13a1","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-circle-of-the-sea-druid","title":"Circle of the Sea","type":"Character Rule","category":"Character Rules","summary":"Circle of the Sea is a Druid subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Circle of the Sea is a Druid subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 87. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 87","sourceHash":"e320ecf4f19e49acbbc449fcde4f8448bfad4bfc40a56138dced312a52af13a1","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-circle-of-the-stars-druid","title":"Circle of the Stars","type":"Character Rule","category":"Character Rules","summary":"Circle of the Stars is a Druid subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Circle of the Stars is a Druid subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 88. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 88","sourceHash":"e320ecf4f19e49acbbc449fcde4f8448bfad4bfc40a56138dced312a52af13a1","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-class-fighter","title":"Fighter","type":"Character Rule","category":"Character Rules","summary":"Fighter uses a d10 Hit Die. Its saving-throw proficiencies are Strength, Constitution. At level 1, record Fighting Style, Second Wind, Weapon Mastery. Subclass choices begin at level 3.","body":"","sections":[{"heading":"Mechanical reference","body":"Fighter uses a d10 Hit Die. Its saving-throw proficiencies are Strength, Constitution. At level 1, record Fighting Style, Second Wind, Weapon Mastery. Subclass choices begin at level 3."},{"heading":"Eligible mastery selections","body":"Choose 3 weapon kinds with mastery properties in which you are proficient. Barbarian selections must be melee weapons. Equipment ownership is not required to learn a mastery."},{"heading":"Fighting Style","body":"Choose one Fighting Style feat. The current playable slice implements Defense: wearing light, medium or heavy armor adds 1 to Armor Class."},{"heading":"Second Wind","body":"Spend a Bonus Action and one use to heal 1d10 + your Fighter level. Level 1 provides two uses. A Short Rest returns one expended use; a Long Rest returns all uses."},{"heading":"Weapon Mastery","body":"At level 1 choose three simple or martial weapon kinds. You can use the mastery property of each chosen kind. After a Long Rest, one chosen kind may be replaced."},{"heading":"Rest tracking in this slice","body":"Begin a rest with at least 1 HP. A Short Rest takes an uninterrupted hour; spending the level-one Fighter Hit Die heals d10 + Constitution modifier, with a minimum of 1 HP. A Long Rest normally takes at least 8 hours, including 6 hours of sleep and no more than 2 hours of light activity. It restores HP and spent Hit Dice; wait at least 16 hours after finishing before starting another. Interruptions and rest eligibility are tracked at the table. Revised XPHB: Long Rest p. 370; Short Rest p. 373."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 90. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 90","sourceHash":"9c8a328bb03f6ee806d3d993942c2603d02bfc2c61f5306c77b15f9ba05b33ae","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-battle-master-fighter","title":"Battle Master","type":"Character Rule","category":"Character Rules","summary":"Battle Master is a Fighter subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Battle Master is a Fighter subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 93. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 93","sourceHash":"9c8a328bb03f6ee806d3d993942c2603d02bfc2c61f5306c77b15f9ba05b33ae","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-champion-fighter","title":"Champion","type":"Character Rule","category":"Character Rules","summary":"Champion is a Fighter subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Champion is a Fighter subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 96. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 96","sourceHash":"9c8a328bb03f6ee806d3d993942c2603d02bfc2c61f5306c77b15f9ba05b33ae","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-eldritch-knight-fighter","title":"Eldritch Knight","type":"Character Rule","category":"Character Rules","summary":"Eldritch Knight is a Fighter subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Eldritch Knight is a Fighter subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 96. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 96","sourceHash":"9c8a328bb03f6ee806d3d993942c2603d02bfc2c61f5306c77b15f9ba05b33ae","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-psi-warrior-fighter","title":"Psi Warrior","type":"Character Rule","category":"Character Rules","summary":"Psi Warrior is a Fighter subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Psi Warrior is a Fighter subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 98. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 98","sourceHash":"9c8a328bb03f6ee806d3d993942c2603d02bfc2c61f5306c77b15f9ba05b33ae","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-class-monk","title":"Monk","type":"Character Rule","category":"Character Rules","summary":"Monk uses a d8 Hit Die. Its saving-throw proficiencies are Strength, Dexterity. At level 1, record Martial Arts, Unarmored Defense. Subclass choices begin at level 3.","body":"","sections":[{"heading":"Mechanical reference","body":"Monk uses a d8 Hit Die. Its saving-throw proficiencies are Strength, Dexterity. At level 1, record Martial Arts, Unarmored Defense. Subclass choices begin at level 3."},{"heading":"Level-one features","body":"Unarmored Defense can use 10 + Dexterity + Wisdom with no shield. Martial Arts requires no armor or shield and only Monk weapons in hand: simple melee weapons or Light martial melee weapons. It permits Dexterity for attacks/damage, a d6 damage die instead of the ordinary die, a Bonus Action Unarmed Strike, and Dexterity for unarmed Grapple/Shove DC. Weapon proficiency is broader: all simple weapons and Light martial weapons."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 100. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 100","sourceHash":"381b5b1a80da79b661b9656d65b266d0bca290cf83d261c5f15ce8d0ecba4ff5","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-warrior-of-mercy-monk","title":"Warrior of Mercy","type":"Character Rule","category":"Character Rules","summary":"Warrior of Mercy is a Monk subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Warrior of Mercy is a Monk subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 104. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 104","sourceHash":"381b5b1a80da79b661b9656d65b266d0bca290cf83d261c5f15ce8d0ecba4ff5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-warrior-of-shadow-monk","title":"Warrior of Shadow","type":"Character Rule","category":"Character Rules","summary":"Warrior of Shadow is a Monk subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Warrior of Shadow is a Monk subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 105. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 105","sourceHash":"381b5b1a80da79b661b9656d65b266d0bca290cf83d261c5f15ce8d0ecba4ff5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-warrior-of-the-elements-monk","title":"Warrior of the Elements","type":"Character Rule","category":"Character Rules","summary":"Warrior of the Elements is a Monk subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Warrior of the Elements is a Monk subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 106. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 106","sourceHash":"381b5b1a80da79b661b9656d65b266d0bca290cf83d261c5f15ce8d0ecba4ff5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-warrior-of-the-open-hand-monk","title":"Warrior of the Open Hand","type":"Character Rule","category":"Character Rules","summary":"Warrior of the Open Hand is a Monk subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Warrior of the Open Hand is a Monk subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 107. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 107","sourceHash":"381b5b1a80da79b661b9656d65b266d0bca290cf83d261c5f15ce8d0ecba4ff5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-class-paladin","title":"Paladin","type":"Character Rule","category":"Character Rules","summary":"Paladin uses a d10 Hit Die. Its saving-throw proficiencies are Wisdom, Charisma. At level 1, record Lay on Hands, Spellcasting, Weapon Mastery. Subclass choices begin at level 3.","body":"","sections":[{"heading":"Mechanical reference","body":"Paladin uses a d10 Hit Die. Its saving-throw proficiencies are Wisdom, Charisma. At level 1, record Lay on Hands, Spellcasting, Weapon Mastery. Subclass choices begin at level 3."},{"heading":"Level-one features","body":"Lay on Hands provides five healing points at level one, replenished by a Long Rest. A Bonus Action and touch can spend points for equal healing. Spending five points instead removes Poisoned without healing. Prepare two class spells and use two level-one slots; spellcasting uses Charisma. Choose two eligible weapon masteries."},{"heading":"Level-one spell choices","body":"Choose 0 class cantrips and 2 prepared level-one class spells. Level-one slots: 2; recovery: long-rest. Cleric Thaumaturge and Druid Magician each add one class cantrip. Effects and resource spending outside the Fighter sample remain unimplemented."},{"heading":"Eligible mastery selections","body":"Choose 2 weapon kinds with mastery properties in which you are proficient. Barbarian selections must be melee weapons. Equipment ownership is not required to learn a mastery."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 108. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 108","sourceHash":"5c11179b9d410fdf10711e5f3acfec50da831ebc72adca14b3e1c50fbe3f0f22","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-oath-of-devotion-paladin","title":"Oath of Devotion","type":"Character Rule","category":"Character Rules","summary":"Oath of Devotion is a Paladin subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Oath of Devotion is a Paladin subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 113. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 113","sourceHash":"5c11179b9d410fdf10711e5f3acfec50da831ebc72adca14b3e1c50fbe3f0f22","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-oath-of-glory-paladin","title":"Oath of Glory","type":"Character Rule","category":"Character Rules","summary":"Oath of Glory is a Paladin subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Oath of Glory is a Paladin subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 114. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 114","sourceHash":"5c11179b9d410fdf10711e5f3acfec50da831ebc72adca14b3e1c50fbe3f0f22","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-oath-of-the-ancients-paladin","title":"Oath of the Ancients","type":"Character Rule","category":"Character Rules","summary":"Oath of the Ancients is a Paladin subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Oath of the Ancients is a Paladin subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 115. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 115","sourceHash":"5c11179b9d410fdf10711e5f3acfec50da831ebc72adca14b3e1c50fbe3f0f22","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-oath-of-vengeance-paladin","title":"Oath of Vengeance","type":"Character Rule","category":"Character Rules","summary":"Oath of Vengeance is a Paladin subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Oath of Vengeance is a Paladin subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 116. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 116","sourceHash":"5c11179b9d410fdf10711e5f3acfec50da831ebc72adca14b3e1c50fbe3f0f22","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-class-ranger","title":"Ranger","type":"Character Rule","category":"Character Rules","summary":"Ranger uses a d10 Hit Die. Its saving-throw proficiencies are Strength, Dexterity. At level 1, record Spellcasting, Favored Enemy, Weapon Mastery. Subclass choices begin at level 3.","body":"","sections":[{"heading":"Mechanical reference","body":"Ranger uses a d10 Hit Die. Its saving-throw proficiencies are Strength, Dexterity. At level 1, record Spellcasting, Favored Enemy, Weapon Mastery. Subclass choices begin at level 3."},{"heading":"Level-one features","body":"Hunter’s Mark is always prepared. Favored Enemy grants two free castings per Long Rest, in addition to ordinary spell-slot casting. Prepare two other Ranger spells and use two level-one slots, with Wisdom as the casting ability. Choose two eligible weapon masteries."},{"heading":"Level-one spell choices","body":"Choose 0 class cantrips and 2 prepared level-one class spells. Additional always-prepared class spells do not consume that count. Level-one slots: 2; recovery: long-rest. Cleric Thaumaturge and Druid Magician each add one class cantrip. Effects and resource spending outside the Fighter sample remain unimplemented."},{"heading":"Eligible mastery selections","body":"Choose 2 weapon kinds with mastery properties in which you are proficient. Barbarian selections must be melee weapons. Equipment ownership is not required to learn a mastery."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 118. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 118","sourceHash":"13ace69bc9241b22d74644caacd2b26307a9b4d32df4f0d87994c3d5ff69e154","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-beast-master-ranger","title":"Beast Master","type":"Character Rule","category":"Character Rules","summary":"Beast Master is a Ranger subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Beast Master is a Ranger subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 123. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 123","sourceHash":"13ace69bc9241b22d74644caacd2b26307a9b4d32df4f0d87994c3d5ff69e154","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-fey-wanderer-ranger","title":"Fey Wanderer","type":"Character Rule","category":"Character Rules","summary":"Fey Wanderer is a Ranger subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Fey Wanderer is a Ranger subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 124. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 124","sourceHash":"13ace69bc9241b22d74644caacd2b26307a9b4d32df4f0d87994c3d5ff69e154","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-gloom-stalker-ranger","title":"Gloom Stalker","type":"Character Rule","category":"Character Rules","summary":"Gloom Stalker is a Ranger subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Gloom Stalker is a Ranger subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 125. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 125","sourceHash":"13ace69bc9241b22d74644caacd2b26307a9b4d32df4f0d87994c3d5ff69e154","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-hunter-ranger","title":"Hunter","type":"Character Rule","category":"Character Rules","summary":"Hunter is a Ranger subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Hunter is a Ranger subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 127. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 127","sourceHash":"13ace69bc9241b22d74644caacd2b26307a9b4d32df4f0d87994c3d5ff69e154","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-class-rogue","title":"Rogue","type":"Character Rule","category":"Character Rules","summary":"Rogue uses a d8 Hit Die. Its saving-throw proficiencies are Dexterity, Intelligence. At level 1, record Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery. Subclass choices begin at level 3.","body":"","sections":[{"heading":"Mechanical reference","body":"Rogue uses a d8 Hit Die. Its saving-throw proficiencies are Dexterity, Intelligence. At level 1, record Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery. Subclass choices begin at level 3."},{"heading":"Level-one features","body":"Choose two trained skills for Expertise. Sneak Attack adds d6 once per turn on a Finesse/Ranged weapon hit with advantage, or with an active ally within 5 feet of the target and no disadvantage. Know Thieves’ Cant and one additional language. Choose two trained weapon kinds for mastery. Cunning Action starts at level two, not one."},{"heading":"Eligible mastery selections","body":"Choose 2 weapon kinds with mastery properties in which you are proficient. Barbarian selections must be melee weapons. Equipment ownership is not required to learn a mastery."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 128. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 128","sourceHash":"1db96ec24a864369de9138a9d51bdf89e09fdd79f3f2d39c25ac73191f2befa0","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-arcane-trickster-rogue","title":"Arcane Trickster","type":"Character Rule","category":"Character Rules","summary":"Arcane Trickster is a Rogue subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Arcane Trickster is a Rogue subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 132. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 132","sourceHash":"1db96ec24a864369de9138a9d51bdf89e09fdd79f3f2d39c25ac73191f2befa0","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-assassin-rogue","title":"Assassin","type":"Character Rule","category":"Character Rules","summary":"Assassin is a Rogue subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Assassin is a Rogue subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 134. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 134","sourceHash":"1db96ec24a864369de9138a9d51bdf89e09fdd79f3f2d39c25ac73191f2befa0","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-soulknife-rogue","title":"Soulknife","type":"Character Rule","category":"Character Rules","summary":"Soulknife is a Rogue subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Soulknife is a Rogue subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 135. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 135","sourceHash":"1db96ec24a864369de9138a9d51bdf89e09fdd79f3f2d39c25ac73191f2befa0","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-thief-rogue","title":"Thief","type":"Character Rule","category":"Character Rules","summary":"Thief is a Rogue subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Thief is a Rogue subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 137. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 137","sourceHash":"1db96ec24a864369de9138a9d51bdf89e09fdd79f3f2d39c25ac73191f2befa0","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-class-sorcerer","title":"Sorcerer","type":"Character Rule","category":"Character Rules","summary":"Sorcerer uses a d6 Hit Die. Its saving-throw proficiencies are Constitution, Charisma. At level 1, record Spellcasting, Innate Sorcery. Subclass choices begin at level 3.","body":"","sections":[{"heading":"Mechanical reference","body":"Sorcerer uses a d6 Hit Die. Its saving-throw proficiencies are Constitution, Charisma. At level 1, record Spellcasting, Innate Sorcery. Subclass choices begin at level 3."},{"heading":"Level-one features","body":"Innate Sorcery has two uses per Long Rest. Activate with a Bonus Action for one minute: Sorcerer spell save DC increases by 1 and Sorcerer spell attacks have advantage. Choose four cantrips and two prepared class spells; two level-one slots return after a Long Rest. Sorcery Points begin after level one."},{"heading":"Level-one spell choices","body":"Choose 4 class cantrips and 2 prepared level-one class spells. Level-one slots: 2; recovery: long-rest. Cleric Thaumaturge and Druid Magician each add one class cantrip. Effects and resource spending outside the Fighter sample remain unimplemented."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 138. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 138","sourceHash":"9f17737aa137ca3979b20cdcc7e8b0120c7be293cf9849c2d27c93f2e0e87c79","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-aberrant-sorcery-sorcerer","title":"Aberrant Sorcery","type":"Character Rule","category":"Character Rules","summary":"Aberrant Sorcery is a Sorcerer subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Aberrant Sorcery is a Sorcerer subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 145. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 145","sourceHash":"9f17737aa137ca3979b20cdcc7e8b0120c7be293cf9849c2d27c93f2e0e87c79","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-clockwork-sorcery-sorcerer","title":"Clockwork Sorcery","type":"Character Rule","category":"Character Rules","summary":"Clockwork Sorcery is a Sorcerer subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Clockwork Sorcery is a Sorcerer subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 146. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 146","sourceHash":"9f17737aa137ca3979b20cdcc7e8b0120c7be293cf9849c2d27c93f2e0e87c79","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-draconic-sorcery-sorcerer","title":"Draconic Sorcery","type":"Character Rule","category":"Character Rules","summary":"Draconic Sorcery is a Sorcerer subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Draconic Sorcery is a Sorcerer subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 148. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 148","sourceHash":"9f17737aa137ca3979b20cdcc7e8b0120c7be293cf9849c2d27c93f2e0e87c79","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-wild-magic-sorcery-sorcerer","title":"Wild Magic Sorcery","type":"Character Rule","category":"Character Rules","summary":"Wild Magic Sorcery is a Sorcerer subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Wild Magic Sorcery is a Sorcerer subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 149. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 149","sourceHash":"9f17737aa137ca3979b20cdcc7e8b0120c7be293cf9849c2d27c93f2e0e87c79","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-class-warlock","title":"Warlock","type":"Character Rule","category":"Character Rules","summary":"Warlock uses a d8 Hit Die. Its saving-throw proficiencies are Wisdom, Charisma. At level 1, record Eldritch Invocations, Pact Magic, Eldritch Invocation Options. Subclass choices begin at level 3.","body":"","sections":[{"heading":"Mechanical reference","body":"Warlock uses a d8 Hit Die. Its saving-throw proficiencies are Wisdom, Charisma. At level 1, record Eldritch Invocations, Pact Magic, Eldritch Invocation Options. Subclass choices begin at level 3."},{"heading":"Level-one features","body":"At level one, choose one eligible Eldritch Invocation, two class cantrips and two prepared class spells. One level-one Pact Magic slot returns after a Short or Long Rest. Charisma governs Warlock spellcasting, including Book of Shadows spells. The builder exposes only the five invocations without higher-level or other prerequisites."},{"heading":"Level-one spell choices","body":"Choose 2 class cantrips and 2 prepared level-one class spells. Level-one slots: 1; recovery: short-or-long-rest. Cleric Thaumaturge and Druid Magician each add one class cantrip. Effects and resource spending outside the Fighter sample remain unimplemented."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 152. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 152","sourceHash":"867a945c460be5925df0e6d87238b226912e7f2eb567fde0a88c05179eadbcac","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-archfey-patron-warlock","title":"Archfey Patron","type":"Character Rule","category":"Character Rules","summary":"Archfey Patron is a Warlock subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Archfey Patron is a Warlock subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 159. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 159","sourceHash":"867a945c460be5925df0e6d87238b226912e7f2eb567fde0a88c05179eadbcac","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-celestial-patron-warlock","title":"Celestial Patron","type":"Character Rule","category":"Character Rules","summary":"Celestial Patron is a Warlock subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Celestial Patron is a Warlock subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 160. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 160","sourceHash":"867a945c460be5925df0e6d87238b226912e7f2eb567fde0a88c05179eadbcac","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-fiend-patron-warlock","title":"Fiend Patron","type":"Character Rule","category":"Character Rules","summary":"Fiend Patron is a Warlock subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Fiend Patron is a Warlock subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 161. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 161","sourceHash":"867a945c460be5925df0e6d87238b226912e7f2eb567fde0a88c05179eadbcac","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-great-old-one-patron-warlock","title":"Great Old One Patron","type":"Character Rule","category":"Character Rules","summary":"Great Old One Patron is a Warlock subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Great Old One Patron is a Warlock subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 162. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 162","sourceHash":"867a945c460be5925df0e6d87238b226912e7f2eb567fde0a88c05179eadbcac","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-class-wizard","title":"Wizard","type":"Character Rule","category":"Character Rules","summary":"Wizard uses a d6 Hit Die. Its saving-throw proficiencies are Intelligence, Wisdom. At level 1, record Spellcasting, Ritual Adept, Arcane Recovery. Subclass choices begin at level 3.","body":"","sections":[{"heading":"Mechanical reference","body":"Wizard uses a d6 Hit Die. Its saving-throw proficiencies are Intelligence, Wisdom. At level 1, record Spellcasting, Ritual Adept, Arcane Recovery. Subclass choices begin at level 3."},{"heading":"Level-one features","body":"Start with six level-one Wizard spells in a spellbook and prepare four from it; choose three class cantrips. Two level-one slots return after a Long Rest. Once per Long Rest, Arcane Recovery after a Short Rest recovers one expended level-one slot. Ritual Adept permits ritual spells in the book without preparing them, while reading the book. Intelligence governs casting."},{"heading":"Level-one spell choices","body":"Choose 3 class cantrips and 4 prepared level-one class spells. Wizard preparation must come from the six chosen starting spellbook spells. Level-one slots: 2; recovery: long-rest. Cleric Thaumaturge and Druid Magician each add one class cantrip. Effects and resource spending outside the Fighter sample remain unimplemented."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 164. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 164","sourceHash":"833066cec97469353092424ae9878bab1b591c0da782f81625bb3e54850393fe","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-abjurer-wizard","title":"Abjurer","type":"Character Rule","category":"Character Rules","summary":"Abjurer is a Wizard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Abjurer is a Wizard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 172. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 172","sourceHash":"833066cec97469353092424ae9878bab1b591c0da782f81625bb3e54850393fe","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-diviner-wizard","title":"Diviner","type":"Character Rule","category":"Character Rules","summary":"Diviner is a Wizard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Diviner is a Wizard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 173. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 173","sourceHash":"833066cec97469353092424ae9878bab1b591c0da782f81625bb3e54850393fe","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-evoker-wizard","title":"Evoker","type":"Character Rule","category":"Character Rules","summary":"Evoker is a Wizard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Evoker is a Wizard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 174. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 174","sourceHash":"833066cec97469353092424ae9878bab1b591c0da782f81625bb3e54850393fe","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-subclass-illusionist-wizard","title":"Illusionist","type":"Character Rule","category":"Character Rules","summary":"Illusionist is a Wizard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone.","body":"","sections":[{"heading":"Mechanical reference","body":"Illusionist is a Wizard subclass. It becomes a choice at class level 3. Its individual feature effects are not yet adapted in this milestone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 175. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 175","sourceHash":"833066cec97469353092424ae9878bab1b591c0da782f81625bb3e54850393fe","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-acolyte","title":"Acolyte","type":"Character Rule","category":"Character Rules","summary":"Acolyte grants the magic initiate; cleric origin feat and training in insight, religion. Its ability choices are Intelligence, Wisdom, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Acolyte grants the magic initiate; cleric origin feat and training in insight, religion. Its ability choices are Intelligence, Wisdom, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 178. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 178","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-artisan","title":"Artisan","type":"Character Rule","category":"Character Rules","summary":"Artisan grants the crafter origin feat and training in investigation, persuasion. Its ability choices are Strength, Dexterity, Intelligence. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Artisan grants the crafter origin feat and training in investigation, persuasion. Its ability choices are Strength, Dexterity, Intelligence. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 179. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 179","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-charlatan","title":"Charlatan","type":"Character Rule","category":"Character Rules","summary":"Charlatan grants the skilled origin feat and training in deception, sleight of hand. Its ability choices are Dexterity, Constitution, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Charlatan grants the skilled origin feat and training in deception, sleight of hand. Its ability choices are Dexterity, Constitution, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 180. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 180","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-criminal","title":"Criminal","type":"Character Rule","category":"Character Rules","summary":"Criminal grants the alert origin feat and training in sleight of hand, stealth. Its ability choices are Dexterity, Constitution, Intelligence. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Criminal grants the alert origin feat and training in sleight of hand, stealth. Its ability choices are Dexterity, Constitution, Intelligence. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 180. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 180","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-entertainer","title":"Entertainer","type":"Character Rule","category":"Character Rules","summary":"Entertainer grants the musician origin feat and training in acrobatics, performance. Its ability choices are Strength, Dexterity, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Entertainer grants the musician origin feat and training in acrobatics, performance. Its ability choices are Strength, Dexterity, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 180. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 180","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-farmer","title":"Farmer","type":"Character Rule","category":"Character Rules","summary":"Farmer grants the tough origin feat and training in animal handling, nature. Its ability choices are Strength, Constitution, Wisdom. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Farmer grants the tough origin feat and training in animal handling, nature. Its ability choices are Strength, Constitution, Wisdom. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 180. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 180","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-guard","title":"Guard","type":"Character Rule","category":"Character Rules","summary":"Guard grants the alert origin feat and training in athletics, perception. Its ability choices are Strength, Intelligence, Wisdom. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Guard grants the alert origin feat and training in athletics, perception. Its ability choices are Strength, Intelligence, Wisdom. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 181. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 181","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-guide","title":"Guide","type":"Character Rule","category":"Character Rules","summary":"Guide grants the magic initiate; druid origin feat and training in stealth, survival. Its ability choices are Dexterity, Constitution, Wisdom. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Guide grants the magic initiate; druid origin feat and training in stealth, survival. Its ability choices are Dexterity, Constitution, Wisdom. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 181. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 181","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-hermit","title":"Hermit","type":"Character Rule","category":"Character Rules","summary":"Hermit grants the healer origin feat and training in medicine, religion. Its ability choices are Constitution, Wisdom, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Hermit grants the healer origin feat and training in medicine, religion. Its ability choices are Constitution, Wisdom, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 182. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 182","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-merchant","title":"Merchant","type":"Character Rule","category":"Character Rules","summary":"Merchant grants the lucky origin feat and training in animal handling, persuasion. Its ability choices are Constitution, Intelligence, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Merchant grants the lucky origin feat and training in animal handling, persuasion. Its ability choices are Constitution, Intelligence, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 182. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 182","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-noble","title":"Noble","type":"Character Rule","category":"Character Rules","summary":"Noble grants the Skilled origin feat and training in history, persuasion. Its ability choices are Strength, Intelligence, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Noble grants the Skilled origin feat and training in history, persuasion. Its ability choices are Strength, Intelligence, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 183. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 183","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-sage","title":"Sage","type":"Character Rule","category":"Character Rules","summary":"Sage grants the magic initiate; wizard origin feat and training in arcana, history. Its ability choices are Constitution, Intelligence, Wisdom. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Sage grants the magic initiate; wizard origin feat and training in arcana, history. Its ability choices are Constitution, Intelligence, Wisdom. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 183. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 183","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-sailor","title":"Sailor","type":"Character Rule","category":"Character Rules","summary":"Sailor grants the tavern brawler origin feat and training in acrobatics, perception. Its ability choices are Strength, Dexterity, Wisdom. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Sailor grants the tavern brawler origin feat and training in acrobatics, perception. Its ability choices are Strength, Dexterity, Wisdom. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 184. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 184","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-scribe","title":"Scribe","type":"Character Rule","category":"Character Rules","summary":"Scribe grants the skilled origin feat and training in investigation, perception. Its ability choices are Dexterity, Intelligence, Wisdom. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Scribe grants the skilled origin feat and training in investigation, perception. Its ability choices are Dexterity, Intelligence, Wisdom. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 184. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 184","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-soldier","title":"Soldier","type":"Character Rule","category":"Character Rules","summary":"Soldier grants the savage attacker origin feat and training in athletics, intimidation. Its ability choices are Strength, Dexterity, Constitution. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Soldier grants the savage attacker origin feat and training in athletics, intimidation. Its ability choices are Strength, Dexterity, Constitution. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 185. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 185","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-background-wayfarer","title":"Wayfarer","type":"Character Rule","category":"Character Rules","summary":"Wayfarer grants the lucky origin feat and training in insight, stealth. Its ability choices are Dexterity, Wisdom, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three.","body":"","sections":[{"heading":"Mechanical reference","body":"Wayfarer grants the lucky origin feat and training in insight, stealth. Its ability choices are Dexterity, Wisdom, Charisma. Allocate +2 and +1 to two different eligible abilities, or +1 to each of the three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 185. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 185","sourceHash":"b12d7a0b273ab264bc8aec59a24b9741cb87532b90e225c2d376ddf4b017901b","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-species-aasimar","title":"Aasimar","type":"Character Rule","category":"Character Rules","summary":"At level one, Necrotic and Radiant damage are resisted and Darkvision reaches 60 feet. Healing Hands uses a Magic action and touch to heal 2d4, once per Long Rest. Light uses Charisma. Choose Small or Medium size. Celestial Revelation is not gained until level three.","body":"","sections":[{"heading":"Mechanical reference","body":"At level one, Necrotic and Radiant damage are resisted and Darkvision reaches 60 feet. Healing Hands uses a Magic action and touch to heal 2d4, once per Long Rest. Light uses Charisma. Choose Small or Medium size. Celestial Revelation is not gained until level three."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 186. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 186","sourceHash":"d2ffe214282b120f61ba0bc96f6ec36f0cee6d7f804cde8e6623869aa36a1b71","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-species-dragonborn","title":"Dragonborn","type":"Character Rule","category":"Character Rules","summary":"Choose one of the ten draconic ancestries; it determines one damage resistance and breath damage type. Darkvision reaches 60 feet. Twice per Long Rest, replace an Attack-action attack with a 15-foot cone or 30-foot by 5-foot line. Dexterity save DC is 8 + Constitution modifier + proficiency bonus; damage is d10, halved on success. Flight is not gained until level five.","body":"","sections":[{"heading":"Mechanical reference","body":"Choose one of the ten draconic ancestries; it determines one damage resistance and breath damage type. Darkvision reaches 60 feet. Twice per Long Rest, replace an Attack-action attack with a 15-foot cone or 30-foot by 5-foot line. Dexterity save DC is 8 + Constitution modifier + proficiency bonus; damage is d10, halved on success. Flight is not gained until level five."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 187. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 187","sourceHash":"d2ffe214282b120f61ba0bc96f6ec36f0cee6d7f804cde8e6623869aa36a1b71","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-species-dwarf","title":"Dwarf","type":"Character Rule","category":"Character Rules","summary":"Dwarf has Medium size and 30 feet of walking speed. Darkvision reaches 120 feet. Damage resistances: poison. ","body":"","sections":[{"heading":"Mechanical reference","body":"Dwarf has Medium size and 30 feet of walking speed. Darkvision reaches 120 feet. Damage resistances: poison. "},{"heading":"Dwarven Toughness","body":"Add 1 to maximum Hit Points at every character level, including level 1."},{"heading":"Dwarven Resilience","body":"Poison damage is resisted. Saves to avoid or remove Poisoned have advantage."},{"heading":"Stonecunning","body":"While touching or standing on stone, a Bonus Action grants 60-foot Tremorsense for 10 minutes. Uses equal proficiency bonus; a Long Rest restores them."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 188. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 188","sourceHash":"d2ffe214282b120f61ba0bc96f6ec36f0cee6d7f804cde8e6623869aa36a1b71","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-species-elf","title":"Elf","type":"Character Rule","category":"Character Rules","summary":"Keen Senses grants Insight, Perception or Survival training. Saves to avoid/end Charmed have advantage. Magic cannot put you to sleep; four hours of conscious Trance can complete a Long Rest. Drow has 120-foot Darkvision and Dancing Lights. High Elf starts with Prestidigitation and can replace it with a Wizard cantrip after a Long Rest. Wood Elf has 35-foot speed and Druidcraft. Choose Intelligence, Wisdom or Charisma for lineage spells.","body":"","sections":[{"heading":"Mechanical reference","body":"Keen Senses grants Insight, Perception or Survival training. Saves to avoid/end Charmed have advantage. Magic cannot put you to sleep; four hours of conscious Trance can complete a Long Rest. Drow has 120-foot Darkvision and Dancing Lights. High Elf starts with Prestidigitation and can replace it with a Wizard cantrip after a Long Rest. Wood Elf has 35-foot speed and Druidcraft. Choose Intelligence, Wisdom or Charisma for lineage spells."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 189. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 189","sourceHash":"d2ffe214282b120f61ba0bc96f6ec36f0cee6d7f804cde8e6623869aa36a1b71","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-species-gnome","title":"Gnome","type":"Character Rule","category":"Character Rules","summary":"Darkvision reaches 60 feet; Intelligence, Wisdom and Charisma saves have advantage. Choose Intelligence, Wisdom or Charisma for lineage spells. Forest knows Minor Illusion and always prepares Speak with Animals, with two free castings per Long Rest at level one. Rock knows Mending and Prestidigitation and can create up to three Tiny devices: ten minutes each, AC 5, HP 1, duration eight hours. Each reproduces one chosen eligible Prestidigitation effect when touched with a Bonus Action.","body":"","sections":[{"heading":"Mechanical reference","body":"Darkvision reaches 60 feet; Intelligence, Wisdom and Charisma saves have advantage. Choose Intelligence, Wisdom or Charisma for lineage spells. Forest knows Minor Illusion and always prepares Speak with Animals, with two free castings per Long Rest at level one. Rock knows Mending and Prestidigitation and can create up to three Tiny devices: ten minutes each, AC 5, HP 1, duration eight hours. Each reproduces one chosen eligible Prestidigitation effect when touched with a Bonus Action."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 191. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 191","sourceHash":"d2ffe214282b120f61ba0bc96f6ec36f0cee6d7f804cde8e6623869aa36a1b71","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-species-goliath","title":"Goliath","type":"Character Rule","category":"Character Rules","summary":"Speed is 35 feet. Checks to end Grappled have advantage, and carrying capacity treats you as one size larger. Choose a giant ancestry, usable twice per Long Rest: Cloud teleports 30 feet with a Bonus Action; Fire adds d10 Fire on a damaging attack hit; Frost adds d6 Cold and temporarily slows; Hill knocks a Large-or-smaller hit target Prone; Stone uses a Reaction to reduce incoming damage by d12 + Constitution; Storm uses a Reaction to deal d8 Thunder to a damaging creature within 60 feet. Large Form starts at level five.","body":"","sections":[{"heading":"Mechanical reference","body":"Speed is 35 feet. Checks to end Grappled have advantage, and carrying capacity treats you as one size larger. Choose a giant ancestry, usable twice per Long Rest: Cloud teleports 30 feet with a Bonus Action; Fire adds d10 Fire on a damaging attack hit; Frost adds d6 Cold and temporarily slows; Hill knocks a Large-or-smaller hit target Prone; Stone uses a Reaction to reduce incoming damage by d12 + Constitution; Storm uses a Reaction to deal d8 Thunder to a damaging creature within 60 feet. Large Form starts at level five."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 192. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 192","sourceHash":"d2ffe214282b120f61ba0bc96f6ec36f0cee6d7f804cde8e6623869aa36a1b71","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-species-halfling","title":"Halfling","type":"Character Rule","category":"Character Rules","summary":"Saves to avoid/end Frightened have advantage. A natural 1 on a D20 Test may be rerolled once, keeping the replacement. You can pass through larger creatures but cannot stop in their spaces. A larger creature can provide enough obscurity for your Hide action. Speed is 30 feet.","body":"","sections":[{"heading":"Mechanical reference","body":"Saves to avoid/end Frightened have advantage. A natural 1 on a D20 Test may be rerolled once, keeping the replacement. You can pass through larger creatures but cannot stop in their spaces. A larger creature can provide enough obscurity for your Hide action. Speed is 30 feet."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 193. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 193","sourceHash":"d2ffe214282b120f61ba0bc96f6ec36f0cee6d7f804cde8e6623869aa36a1b71","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-species-human","title":"Human","type":"Character Rule","category":"Character Rules","summary":"Choose Small or Medium size, one additional skill proficiency and an eligible Origin feat. Nonrepeatable feat duplicates are not allowed; repeated Magic Initiate must use a different list. Resourceful grants Heroic Inspiration after a Long Rest.","body":"","sections":[{"heading":"Mechanical reference","body":"Choose Small or Medium size, one additional skill proficiency and an eligible Origin feat. Nonrepeatable feat duplicates are not allowed; repeated Magic Initiate must use a different list. Resourceful grants Heroic Inspiration after a Long Rest."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 194. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 194","sourceHash":"d2ffe214282b120f61ba0bc96f6ec36f0cee6d7f804cde8e6623869aa36a1b71","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-species-orc","title":"Orc","type":"Character Rule","category":"Character Rules","summary":"Darkvision reaches 120 feet. Twice per Short or Long Rest, Adrenaline Rush uses a Bonus Action to Dash and gain two temporary HP; temporary HP do not add together. Once per Long Rest, Relentless Endurance can leave you at 1 HP when otherwise reduced to zero, provided the damage did not kill you outright.","body":"","sections":[{"heading":"Mechanical reference","body":"Darkvision reaches 120 feet. Twice per Short or Long Rest, Adrenaline Rush uses a Bonus Action to Dash and gain two temporary HP; temporary HP do not add together. Once per Long Rest, Relentless Endurance can leave you at 1 HP when otherwise reduced to zero, provided the damage did not kill you outright."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 195. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 195","sourceHash":"d2ffe214282b120f61ba0bc96f6ec36f0cee6d7f804cde8e6623869aa36a1b71","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-species-tiefling","title":"Tiefling","type":"Character Rule","category":"Character Rules","summary":"Choose Small or Medium size and Intelligence, Wisdom or Charisma for legacy spells. Darkvision is 60 feet. All legacies grant Thaumaturgy. Abyssal adds Poison resistance and Poison Spray; Chthonic adds Necrotic resistance and Chill Touch; Infernal adds Fire resistance and Fire Bolt. Further legacy spells arrive at levels three and five.","body":"","sections":[{"heading":"Mechanical reference","body":"Choose Small or Medium size and Intelligence, Wisdom or Charisma for legacy spells. Darkvision is 60 feet. All legacies grant Thaumaturgy. Abyssal adds Poison resistance and Poison Spray; Chthonic adds Necrotic resistance and Chill Touch; Infernal adds Fire resistance and Fire Bolt. Further legacy spells arrive at levels three and five."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 197. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 197","sourceHash":"d2ffe214282b120f61ba0bc96f6ec36f0cee6d7f804cde8e6623869aa36a1b71","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-ability-score-improvement","title":"Ability Score Improvement","type":"Character Rule","category":"Character Rules","summary":"Ability Score Improvement is a General feat. The minimum level is 4. It can be selected more than once when its rules allow.","body":"","sections":[{"heading":"Mechanical reference","body":"Ability Score Improvement is a General feat. The minimum level is 4. It can be selected more than once when its rules allow."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 202. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 202","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-actor","title":"Actor","type":"Character Rule","category":"Character Rules","summary":"Actor is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Actor is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 202. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 202","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-alert","title":"Alert","type":"Character Rule","category":"Character Rules","summary":"Add proficiency bonus to Initiative. After rolling, you may exchange Initiative with a willing ally in the same combat if neither of you is Incapacitated.","body":"","sections":[{"heading":"Mechanical reference","body":"Add proficiency bonus to Initiative. After rolling, you may exchange Initiative with a willing ally in the same combat if neither of you is Incapacitated."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 200. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 200","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-archery","title":"Archery","type":"Character Rule","category":"Character Rules","summary":"Ranged-weapon attack rolls gain 2. Throwing a melee weapon is a different case and does not gain this bonus.","body":"","sections":[{"heading":"Mechanical reference","body":"Ranged-weapon attack rolls gain 2. Throwing a melee weapon is a different case and does not gain this bonus."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 209. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 209","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-athlete","title":"Athlete","type":"Character Rule","category":"Character Rules","summary":"Athlete is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Athlete is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 202. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 202","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-blessed-warrior","title":"Blessed Warrior","type":"Character Rule","category":"Character Rules","summary":"Blessed Warrior is a Fighting Style feat. ","body":"","sections":[{"heading":"Mechanical reference","body":"Blessed Warrior is a Fighting Style feat. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 110. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 110","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-blind-fighting","title":"Blind Fighting","type":"Character Rule","category":"Character Rules","summary":"Blindsight reaches 10 feet.","body":"","sections":[{"heading":"Mechanical reference","body":"Blindsight reaches 10 feet."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 209. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 209","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-boon-of-combat-prowess","title":"Boon of Combat Prowess","type":"Character Rule","category":"Character Rules","summary":"Boon of Combat Prowess is a Epic Boon feat. The minimum level is 19. ","body":"","sections":[{"heading":"Mechanical reference","body":"Boon of Combat Prowess is a Epic Boon feat. The minimum level is 19. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 210. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 210","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-boon-of-dimensional-travel","title":"Boon of Dimensional Travel","type":"Character Rule","category":"Character Rules","summary":"Boon of Dimensional Travel is a Epic Boon feat. The minimum level is 19. ","body":"","sections":[{"heading":"Mechanical reference","body":"Boon of Dimensional Travel is a Epic Boon feat. The minimum level is 19. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 210. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 210","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-boon-of-energy-resistance","title":"Boon of Energy Resistance","type":"Character Rule","category":"Character Rules","summary":"Boon of Energy Resistance is a Epic Boon feat. The minimum level is 19. ","body":"","sections":[{"heading":"Mechanical reference","body":"Boon of Energy Resistance is a Epic Boon feat. The minimum level is 19. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 210. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 210","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-boon-of-fate","title":"Boon of Fate","type":"Character Rule","category":"Character Rules","summary":"Boon of Fate is a Epic Boon feat. The minimum level is 19. ","body":"","sections":[{"heading":"Mechanical reference","body":"Boon of Fate is a Epic Boon feat. The minimum level is 19. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 210. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 210","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-boon-of-fortitude","title":"Boon of Fortitude","type":"Character Rule","category":"Character Rules","summary":"Boon of Fortitude is a Epic Boon feat. The minimum level is 19. ","body":"","sections":[{"heading":"Mechanical reference","body":"Boon of Fortitude is a Epic Boon feat. The minimum level is 19. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 210. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 210","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-boon-of-irresistible-offense","title":"Boon of Irresistible Offense","type":"Character Rule","category":"Character Rules","summary":"Boon of Irresistible Offense is a Epic Boon feat. The minimum level is 19. ","body":"","sections":[{"heading":"Mechanical reference","body":"Boon of Irresistible Offense is a Epic Boon feat. The minimum level is 19. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 211. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 211","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-boon-of-recovery","title":"Boon of Recovery","type":"Character Rule","category":"Character Rules","summary":"Boon of Recovery is a Epic Boon feat. The minimum level is 19. ","body":"","sections":[{"heading":"Mechanical reference","body":"Boon of Recovery is a Epic Boon feat. The minimum level is 19. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 211. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 211","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-boon-of-skill","title":"Boon of Skill","type":"Character Rule","category":"Character Rules","summary":"Boon of Skill is a Epic Boon feat. The minimum level is 19. ","body":"","sections":[{"heading":"Mechanical reference","body":"Boon of Skill is a Epic Boon feat. The minimum level is 19. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 211. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 211","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-boon-of-speed","title":"Boon of Speed","type":"Character Rule","category":"Character Rules","summary":"Boon of Speed is a Epic Boon feat. The minimum level is 19. ","body":"","sections":[{"heading":"Mechanical reference","body":"Boon of Speed is a Epic Boon feat. The minimum level is 19. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 211. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 211","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-boon-of-spell-recall","title":"Boon of Spell Recall","type":"Character Rule","category":"Character Rules","summary":"Boon of Spell Recall is a Epic Boon feat. The minimum level is 19. ","body":"","sections":[{"heading":"Mechanical reference","body":"Boon of Spell Recall is a Epic Boon feat. The minimum level is 19. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 211. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 211","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-boon-of-the-night-spirit","title":"Boon of the Night Spirit","type":"Character Rule","category":"Character Rules","summary":"Boon of the Night Spirit is a Epic Boon feat. The minimum level is 19. ","body":"","sections":[{"heading":"Mechanical reference","body":"Boon of the Night Spirit is a Epic Boon feat. The minimum level is 19. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 211. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 211","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-boon-of-truesight","title":"Boon of Truesight","type":"Character Rule","category":"Character Rules","summary":"Boon of Truesight is a Epic Boon feat. The minimum level is 19. ","body":"","sections":[{"heading":"Mechanical reference","body":"Boon of Truesight is a Epic Boon feat. The minimum level is 19. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 211. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 211","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-charger","title":"Charger","type":"Character Rule","category":"Character Rules","summary":"Charger is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Charger is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 202. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 202","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-chef","title":"Chef","type":"Character Rule","category":"Character Rules","summary":"Chef is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Chef is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 202. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 202","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-crafter","title":"Crafter","type":"Character Rule","category":"Character Rules","summary":"Train in three of the eight eligible artisan tools. Nonmagical purchases receive a 20 percent discount. After a Long Rest, your proficient tools can make one eligible temporary item from the feat table; it lasts until the next Long Rest.","body":"","sections":[{"heading":"Mechanical reference","body":"Train in three of the eight eligible artisan tools. Nonmagical purchases receive a 20 percent discount. After a Long Rest, your proficient tools can make one eligible temporary item from the feat table; it lasts until the next Long Rest."},{"heading":"Fast-crafting tool and item pairs","body":"Carpenter's Tools: Ladder, Torch; Leatherworker's Tools: Crossbow Bolt Case, Map or Scroll Case, Pouch; Mason's Tools: Block and Tackle; Potter's Tools: Jug, Lamp; Smith's Tools: Ball Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot; Tinker's Tools: Bell, Shovel, Tinderbox; Weaver's Tools: Basket, Rope, Net, Tent; Woodcarver's Tools: Club, Greatclub, Quarterstaff. Choose one item after a Long Rest; it lasts until the next Long Rest."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 200. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 200","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-crossbow-expert","title":"Crossbow Expert","type":"Character Rule","category":"Character Rules","summary":"Crossbow Expert is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Crossbow Expert is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 203. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 203","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-crusher","title":"Crusher","type":"Character Rule","category":"Character Rules","summary":"Crusher is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Crusher is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 203. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 203","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-defense","title":"Defense","type":"Character Rule","category":"Character Rules","summary":"Wearing light, medium or heavy armor increases your Armor Class by 1.","body":"","sections":[{"heading":"Mechanical reference","body":"Wearing light, medium or heavy armor increases your Armor Class by 1."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 209. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 209","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-defensive-duelist","title":"Defensive Duelist","type":"Character Rule","category":"Character Rules","summary":"Defensive Duelist is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Defensive Duelist is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 203. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 203","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-druidic-warrior","title":"Druidic Warrior","type":"Character Rule","category":"Character Rules","summary":"Druidic Warrior is a Fighting Style feat. ","body":"","sections":[{"heading":"Mechanical reference","body":"Druidic Warrior is a Fighting Style feat. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 120. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 120","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-dual-wielder","title":"Dual Wielder","type":"Character Rule","category":"Character Rules","summary":"Dual Wielder is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Dual Wielder is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 203. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 203","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-dueling","title":"Dueling","type":"Character Rule","category":"Character Rules","summary":"A one-handed melee weapon gains 2 damage while no other weapon is held. Carried weapons do not remove this benefit; a shield is allowed.","body":"","sections":[{"heading":"Mechanical reference","body":"A one-handed melee weapon gains 2 damage while no other weapon is held. Carried weapons do not remove this benefit; a shield is allowed."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 209. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 209","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-durable","title":"Durable","type":"Character Rule","category":"Character Rules","summary":"Durable is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Durable is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 203. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 203","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-elemental-adept","title":"Elemental Adept","type":"Character Rule","category":"Character Rules","summary":"Elemental Adept is a General feat. The minimum level is 4. It can be selected more than once when its rules allow.","body":"","sections":[{"heading":"Mechanical reference","body":"Elemental Adept is a General feat. The minimum level is 4. It can be selected more than once when its rules allow."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 203. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 203","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-fey-touched","title":"Fey-Touched","type":"Character Rule","category":"Character Rules","summary":"Fey-Touched is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Fey-Touched is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 204. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 204","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-grappler","title":"Grappler","type":"Character Rule","category":"Character Rules","summary":"Grappler is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Grappler is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 204. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 204","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-great-weapon-fighting","title":"Great Weapon Fighting","type":"Character Rule","category":"Character Rules","summary":"On attacks with a melee weapon held in two hands and having Two-Handed or Versatile, a damage die showing 1 or 2 may count as 3.","body":"","sections":[{"heading":"Mechanical reference","body":"On attacks with a melee weapon held in two hands and having Two-Handed or Versatile, a damage die showing 1 or 2 may count as 3."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 209. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 209","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-great-weapon-master","title":"Great Weapon Master","type":"Character Rule","category":"Character Rules","summary":"Great Weapon Master is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Great Weapon Master is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 204. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 204","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-healer","title":"Healer","type":"Character Rule","category":"Character Rules","summary":"As a Utilize action with a Healer’s Kit, expend one kit use to treat a creature within 5 feet. It spends a Hit Die and heals its roll plus your proficiency bonus. Healing dice showing 1 from your spells or this treatment can be rerolled once; the new result must be used.","body":"","sections":[{"heading":"Mechanical reference","body":"As a Utilize action with a Healer’s Kit, expend one kit use to treat a creature within 5 feet. It spends a Hit Die and heals its roll plus your proficiency bonus. Healing dice showing 1 from your spells or this treatment can be rerolled once; the new result must be used."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 201. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 201","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-heavily-armored","title":"Heavily Armored","type":"Character Rule","category":"Character Rules","summary":"Heavily Armored is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Heavily Armored is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 204. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 204","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-heavy-armor-master","title":"Heavy Armor Master","type":"Character Rule","category":"Character Rules","summary":"Heavy Armor Master is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Heavy Armor Master is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 204. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 204","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-inspiring-leader","title":"Inspiring Leader","type":"Character Rule","category":"Character Rules","summary":"Inspiring Leader is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Inspiring Leader is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 204. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 204","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-interception","title":"Interception","type":"Character Rule","category":"Character Rules","summary":"When a visible creature hits another creature within 5 feet, a Reaction can prevent d10 + proficiency bonus damage. You must hold a shield or simple/martial weapon.","body":"","sections":[{"heading":"Mechanical reference","body":"When a visible creature hits another creature within 5 feet, a Reaction can prevent d10 + proficiency bonus damage. You must hold a shield or simple/martial weapon."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 209. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 209","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-keen-mind","title":"Keen Mind","type":"Character Rule","category":"Character Rules","summary":"Keen Mind is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Keen Mind is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 205. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 205","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-lightly-armored","title":"Lightly Armored","type":"Character Rule","category":"Character Rules","summary":"Lightly Armored is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Lightly Armored is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 205. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 205","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-lucky","title":"Lucky","type":"Character Rule","category":"Character Rules","summary":"Luck Points equal proficiency bonus return after a Long Rest. Spend a point for advantage on your D20 Test, or disadvantage on an attack against you. Timing and remaining points are managed at the table.","body":"","sections":[{"heading":"Mechanical reference","body":"Luck Points equal proficiency bonus return after a Long Rest. Spend a point for advantage on your D20 Test, or disadvantage on an attack against you. Timing and remaining points are managed at the table."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 201. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 201","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-mage-slayer","title":"Mage Slayer","type":"Character Rule","category":"Character Rules","summary":"Mage Slayer is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Mage Slayer is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 205. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 205","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-magic-initiate","title":"Magic Initiate","type":"Character Rule","category":"Character Rules","summary":"Choose Cleric, Druid or Wizard, and Intelligence, Wisdom or Charisma as the casting ability. Learn two cantrips and one level-one spell from that list. The level-one spell is always prepared, has one free casting per Long Rest, and can also use appropriate spell slots. Repeating the feat requires a different list.","body":"","sections":[{"heading":"Mechanical reference","body":"Choose Cleric, Druid or Wizard, and Intelligence, Wisdom or Charisma as the casting ability. Learn two cantrips and one level-one spell from that list. The level-one spell is always prepared, has one free casting per Long Rest, and can also use appropriate spell slots. Repeating the feat requires a different list."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 201. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 201","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-martial-weapon-training","title":"Martial Weapon Training","type":"Character Rule","category":"Character Rules","summary":"Martial Weapon Training is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Martial Weapon Training is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 205. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 205","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-medium-armor-master","title":"Medium Armor Master","type":"Character Rule","category":"Character Rules","summary":"Medium Armor Master is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Medium Armor Master is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 205. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 205","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-moderately-armored","title":"Moderately Armored","type":"Character Rule","category":"Character Rules","summary":"Moderately Armored is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Moderately Armored is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 205. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 205","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-mounted-combatant","title":"Mounted Combatant","type":"Character Rule","category":"Character Rules","summary":"Mounted Combatant is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Mounted Combatant is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 205. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 205","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-musician","title":"Musician","type":"Character Rule","category":"Character Rules","summary":"Train in three instruments. When finishing a Short or Long Rest, play an instrument you are proficient with to grant Heroic Inspiration to hearing allies, up to your proficiency bonus in number.","body":"","sections":[{"heading":"Mechanical reference","body":"Train in three instruments. When finishing a Short or Long Rest, play an instrument you are proficient with to grant Heroic Inspiration to hearing allies, up to your proficiency bonus in number."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 201. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 201","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-observant","title":"Observant","type":"Character Rule","category":"Character Rules","summary":"Observant is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Observant is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 205. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 205","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-piercer","title":"Piercer","type":"Character Rule","category":"Character Rules","summary":"Piercer is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Piercer is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 206. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 206","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-poisoner","title":"Poisoner","type":"Character Rule","category":"Character Rules","summary":"Poisoner is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Poisoner is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 206. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 206","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-polearm-master","title":"Polearm Master","type":"Character Rule","category":"Character Rules","summary":"Polearm Master is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Polearm Master is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 206. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 206","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-protection","title":"Protection","type":"Character Rule","category":"Character Rules","summary":"With a shield held, react when a visible creature attacks another target within 5 feet. That attack and further attacks against the target have disadvantage until your next turn begins, while you remain within 5 feet.","body":"","sections":[{"heading":"Mechanical reference","body":"With a shield held, react when a visible creature attacks another target within 5 feet. That attack and further attacks against the target have disadvantage until your next turn begins, while you remain within 5 feet."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 209. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 209","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-resilient","title":"Resilient","type":"Character Rule","category":"Character Rules","summary":"Resilient is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Resilient is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 206. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 206","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-ritual-caster","title":"Ritual Caster","type":"Character Rule","category":"Character Rules","summary":"Ritual Caster is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Ritual Caster is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 206. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 206","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-savage-attacker","title":"Savage Attacker","type":"Character Rule","category":"Character Rules","summary":"Once during a turn when a weapon attack hits, roll its weapon damage dice twice and choose either set. This does not double the ability modifier or add another attack.","body":"","sections":[{"heading":"Mechanical reference","body":"Once during a turn when a weapon attack hits, roll its weapon damage dice twice and choose either set. This does not double the ability modifier or add another attack."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 201. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 201","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-sentinel","title":"Sentinel","type":"Character Rule","category":"Character Rules","summary":"Sentinel is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Sentinel is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 207. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 207","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-shadow-touched","title":"Shadow-Touched","type":"Character Rule","category":"Character Rules","summary":"Shadow-Touched is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Shadow-Touched is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 207. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 207","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-sharpshooter","title":"Sharpshooter","type":"Character Rule","category":"Character Rules","summary":"Sharpshooter is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Sharpshooter is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 207. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 207","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-shield-master","title":"Shield Master","type":"Character Rule","category":"Character Rules","summary":"Shield Master is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Shield Master is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 207. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 207","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-skill-expert","title":"Skill Expert","type":"Character Rule","category":"Character Rules","summary":"Skill Expert is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Skill Expert is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 207. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 207","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-skilled","title":"Skilled","type":"Character Rule","category":"Character Rules","summary":"Gain three skill or tool proficiencies in any combination. This feat is repeatable; choose proficiencies you do not already have.","body":"","sections":[{"heading":"Mechanical reference","body":"Gain three skill or tool proficiencies in any combination. This feat is repeatable; choose proficiencies you do not already have."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 201. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 201","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-skulker","title":"Skulker","type":"Character Rule","category":"Character Rules","summary":"Skulker is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Skulker is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 208. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 208","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-slasher","title":"Slasher","type":"Character Rule","category":"Character Rules","summary":"Slasher is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Slasher is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 208. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 208","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-speedy","title":"Speedy","type":"Character Rule","category":"Character Rules","summary":"Speedy is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Speedy is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 208. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 208","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-spell-sniper","title":"Spell Sniper","type":"Character Rule","category":"Character Rules","summary":"Spell Sniper is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Spell Sniper is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 208. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 208","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-tavern-brawler","title":"Tavern Brawler","type":"Character Rule","category":"Character Rules","summary":"Your unarmed damage can use 1d4 plus Strength. Reroll a 1 on that damage die once, keeping the new roll. Gain improvised-weapon proficiency. Once per turn, an unarmed hit during your Attack action can also push the target 5 feet.","body":"","sections":[{"heading":"Mechanical reference","body":"Your unarmed damage can use 1d4 plus Strength. Reroll a 1 on that damage die once, keeping the new roll. Gain improvised-weapon proficiency. Once per turn, an unarmed hit during your Attack action can also push the target 5 feet."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 202. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 202","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-telekinetic","title":"Telekinetic","type":"Character Rule","category":"Character Rules","summary":"Telekinetic is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Telekinetic is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 208. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 208","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-telepathic","title":"Telepathic","type":"Character Rule","category":"Character Rules","summary":"Telepathic is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Telepathic is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 208. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 208","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-thrown-weapon-fighting","title":"Thrown Weapon Fighting","type":"Character Rule","category":"Character Rules","summary":"Ranged attacks using the Thrown property gain 2 damage.","body":"","sections":[{"heading":"Mechanical reference","body":"Ranged attacks using the Thrown property gain 2 damage."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 210. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 210","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-tough","title":"Tough","type":"Character Rule","category":"Character Rules","summary":"Increase maximum HP by 2 for every character level, including the current level. The level-one builder adds 2 HP.","body":"","sections":[{"heading":"Mechanical reference","body":"Increase maximum HP by 2 for every character level, including the current level. The level-one builder adds 2 HP."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 202. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 202","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-two-weapon-fighting","title":"Two-Weapon Fighting","type":"Character Rule","category":"Character Rules","summary":"Add the ability modifier to the Light-property extra attack if it is not already included.","body":"","sections":[{"heading":"Mechanical reference","body":"Add the ability modifier to the Light-property extra attack if it is not already included."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 210. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 210","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-unarmed-fighting","title":"Unarmed Fighting","type":"Character Rule","category":"Character Rules","summary":"Unarmed damage can use d6 + Strength, or d8 + Strength with no weapon or shield held. At the beginning of your turn, one creature you grapple can take d4 Bludgeoning damage.","body":"","sections":[{"heading":"Mechanical reference","body":"Unarmed damage can use d6 + Strength, or d8 + Strength with no weapon or shield held. At the beginning of your turn, one creature you grapple can take d4 Bludgeoning damage."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 210. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 210","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-war-caster","title":"War Caster","type":"Character Rule","category":"Character Rules","summary":"War Caster is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"War Caster is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 209. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 209","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-feat-weapon-master","title":"Weapon Master","type":"Character Rule","category":"Character Rules","summary":"Weapon Master is a General feat. The minimum level is 4. ","body":"","sections":[{"heading":"Mechanical reference","body":"Weapon Master is a General feat. The minimum level is 4. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 209. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 209","sourceHash":"381d51a5444cc5dac1e5f9af673a3fabb476662ee6229bda1a372ca49033a3b5","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-acid-splash","title":"Acid Splash","type":"Character Rule","category":"Character Rules","summary":"Acid Splash is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Acid Splash is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 239. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 239","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-aid","title":"Aid","type":"Character Rule","category":"Character Rules","summary":"Aid is a level-2 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Aid is a level-2 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 239. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 239","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-alarm","title":"Alarm","type":"Character Rule","category":"Character Rules","summary":"Alarm is a level-1 spell in Abjuration. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Alarm is a level-1 spell in Abjuration. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 239. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 239","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-alter-self","title":"Alter Self","type":"Character Rule","category":"Character Rules","summary":"Alter Self is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Alter Self is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 239. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 239","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-animal-friendship","title":"Animal Friendship","type":"Character Rule","category":"Character Rules","summary":"Animal Friendship is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Animal Friendship is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 239. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 239","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-animal-messenger","title":"Animal Messenger","type":"Character Rule","category":"Character Rules","summary":"Animal Messenger is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Animal Messenger is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 240. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 240","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-animal-shapes","title":"Animal Shapes","type":"Character Rule","category":"Character Rules","summary":"Animal Shapes is a level-8 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Animal Shapes is a level-8 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 240. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 240","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-animate-dead","title":"Animate Dead","type":"Character Rule","category":"Character Rules","summary":"Animate Dead is a level-3 spell in Necromancy. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Animate Dead is a level-3 spell in Necromancy. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 240. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 240","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-animate-objects","title":"Animate Objects","type":"Character Rule","category":"Character Rules","summary":"Animate Objects is a level-5 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Animate Objects is a level-5 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 240. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 240","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-antilife-shell","title":"Antilife Shell","type":"Character Rule","category":"Character Rules","summary":"Antilife Shell is a level-5 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Antilife Shell is a level-5 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 241. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 241","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-antimagic-field","title":"Antimagic Field","type":"Character Rule","category":"Character Rules","summary":"Antimagic Field is a level-8 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Antimagic Field is a level-8 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 241. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 241","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-antipathy-sympathy","title":"Antipathy/Sympathy","type":"Character Rule","category":"Character Rules","summary":"Antipathy/Sympathy is a level-8 spell in Enchantment. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Antipathy/Sympathy is a level-8 spell in Enchantment. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 242. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 242","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-arcane-eye","title":"Arcane Eye","type":"Character Rule","category":"Character Rules","summary":"Arcane Eye is a level-4 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Arcane Eye is a level-4 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 242. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 242","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-arcane-gate","title":"Arcane Gate","type":"Character Rule","category":"Character Rules","summary":"Arcane Gate is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Arcane Gate is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 242. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 242","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-arcane-lock","title":"Arcane Lock","type":"Character Rule","category":"Character Rules","summary":"Arcane Lock is a level-2 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Arcane Lock is a level-2 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 242. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 242","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-arcane-vigor","title":"Arcane Vigor","type":"Character Rule","category":"Character Rules","summary":"Arcane Vigor is a level-2 spell in Abjuration. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Arcane Vigor is a level-2 spell in Abjuration. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 242. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 242","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-armor-of-agathys","title":"Armor of Agathys","type":"Character Rule","category":"Character Rules","summary":"Armor of Agathys is a level-1 spell in Abjuration. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Armor of Agathys is a level-1 spell in Abjuration. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 243. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 243","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-arms-of-hadar","title":"Arms of Hadar","type":"Character Rule","category":"Character Rules","summary":"Arms of Hadar is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Arms of Hadar is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 243. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 243","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-astral-projection","title":"Astral Projection","type":"Character Rule","category":"Character Rules","summary":"Astral Projection is a level-9 spell in Necromancy. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Astral Projection is a level-9 spell in Necromancy. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 243. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 243","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-augury","title":"Augury","type":"Character Rule","category":"Character Rules","summary":"Augury is a level-2 spell in Divination. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Augury is a level-2 spell in Divination. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 244. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 244","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-aura-of-life","title":"Aura of Life","type":"Character Rule","category":"Character Rules","summary":"Aura of Life is a level-4 spell in Abjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Aura of Life is a level-4 spell in Abjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 244. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 244","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-aura-of-purity","title":"Aura of Purity","type":"Character Rule","category":"Character Rules","summary":"Aura of Purity is a level-4 spell in Abjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Aura of Purity is a level-4 spell in Abjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 244. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 244","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-aura-of-vitality","title":"Aura of Vitality","type":"Character Rule","category":"Character Rules","summary":"Aura of Vitality is a level-3 spell in Abjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Aura of Vitality is a level-3 spell in Abjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 244. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 244","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-awaken","title":"Awaken","type":"Character Rule","category":"Character Rules","summary":"Awaken is a level-5 spell in Transmutation. Casting time: 8 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Awaken is a level-5 spell in Transmutation. Casting time: 8 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 244. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 244","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-bane","title":"Bane","type":"Character Rule","category":"Character Rules","summary":"Bane is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Bane is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 245. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 245","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-banishing-smite","title":"Banishing Smite","type":"Character Rule","category":"Character Rules","summary":"Banishing Smite is a level-5 spell in Conjuration. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Banishing Smite is a level-5 spell in Conjuration. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 245. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 245","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-banishment","title":"Banishment","type":"Character Rule","category":"Character Rules","summary":"Banishment is a level-4 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Banishment is a level-4 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 245. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 245","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-barkskin","title":"Barkskin","type":"Character Rule","category":"Character Rules","summary":"Barkskin is a level-2 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Barkskin is a level-2 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 245. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 245","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-beacon-of-hope","title":"Beacon of Hope","type":"Character Rule","category":"Character Rules","summary":"Beacon of Hope is a level-3 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Beacon of Hope is a level-3 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 245. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 245","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-beast-sense","title":"Beast Sense","type":"Character Rule","category":"Character Rules","summary":"Beast Sense is a level-2 spell in Divination. Casting time: 1 action. Components: somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Beast Sense is a level-2 spell in Divination. Casting time: 1 action. Components: somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 245. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 245","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-befuddlement","title":"Befuddlement","type":"Character Rule","category":"Character Rules","summary":"Befuddlement is a level-8 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Befuddlement is a level-8 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 245. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 245","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-bestow-curse","title":"Bestow Curse","type":"Character Rule","category":"Character Rules","summary":"Bestow Curse is a level-3 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Bestow Curse is a level-3 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 246. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 246","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-bigby-s-hand","title":"Bigby's Hand","type":"Character Rule","category":"Character Rules","summary":"Bigby's Hand is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Bigby's Hand is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 246. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 246","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-blade-barrier","title":"Blade Barrier","type":"Character Rule","category":"Character Rules","summary":"Blade Barrier is a level-6 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Blade Barrier is a level-6 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 247. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 247","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-blade-ward","title":"Blade Ward","type":"Character Rule","category":"Character Rules","summary":"Blade Ward is a cantrip in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Blade Ward is a cantrip in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 247. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 247","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-bless","title":"Bless","type":"Character Rule","category":"Character Rules","summary":"Bless is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Bless is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 247. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 247","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-blight","title":"Blight","type":"Character Rule","category":"Character Rules","summary":"Blight is a level-4 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Blight is a level-4 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 247. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 247","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-blinding-smite","title":"Blinding Smite","type":"Character Rule","category":"Character Rules","summary":"Blinding Smite is a level-3 spell in Evocation. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Blinding Smite is a level-3 spell in Evocation. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 247. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 247","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-blindness-deafness","title":"Blindness/Deafness","type":"Character Rule","category":"Character Rules","summary":"Blindness/Deafness is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Blindness/Deafness is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 248. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 248","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-blink","title":"Blink","type":"Character Rule","category":"Character Rules","summary":"Blink is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Blink is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 248. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 248","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-blur","title":"Blur","type":"Character Rule","category":"Character Rules","summary":"Blur is a level-2 spell in Illusion. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Blur is a level-2 spell in Illusion. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 248. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 248","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-burning-hands","title":"Burning Hands","type":"Character Rule","category":"Character Rules","summary":"Burning Hands is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Burning Hands is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 248. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 248","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-call-lightning","title":"Call Lightning","type":"Character Rule","category":"Character Rules","summary":"Call Lightning is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Call Lightning is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 248. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 248","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-calm-emotions","title":"Calm Emotions","type":"Character Rule","category":"Character Rules","summary":"Calm Emotions is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Calm Emotions is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 249. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 249","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-chain-lightning","title":"Chain Lightning","type":"Character Rule","category":"Character Rules","summary":"Chain Lightning is a level-6 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Chain Lightning is a level-6 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 249. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 249","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-charm-monster","title":"Charm Monster","type":"Character Rule","category":"Character Rules","summary":"Charm Monster is a level-4 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Charm Monster is a level-4 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 249. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 249","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-charm-person","title":"Charm Person","type":"Character Rule","category":"Character Rules","summary":"Charm Person is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Charm Person is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 249. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 249","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-chill-touch","title":"Chill Touch","type":"Character Rule","category":"Character Rules","summary":"Chill Touch is a cantrip in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Chill Touch is a cantrip in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 249. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 249","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-chromatic-orb","title":"Chromatic Orb","type":"Character Rule","category":"Character Rules","summary":"Chromatic Orb is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Chromatic Orb is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 249. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 249","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-circle-of-death","title":"Circle of Death","type":"Character Rule","category":"Character Rules","summary":"Circle of Death is a level-6 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Circle of Death is a level-6 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 250. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 250","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-circle-of-power","title":"Circle of Power","type":"Character Rule","category":"Character Rules","summary":"Circle of Power is a level-5 spell in Abjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Circle of Power is a level-5 spell in Abjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 250. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 250","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-clairvoyance","title":"Clairvoyance","type":"Character Rule","category":"Character Rules","summary":"Clairvoyance is a level-3 spell in Divination. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Clairvoyance is a level-3 spell in Divination. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 250. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 250","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-clone","title":"Clone","type":"Character Rule","category":"Character Rules","summary":"Clone is a level-8 spell in Necromancy. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Clone is a level-8 spell in Necromancy. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 251. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 251","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-cloud-of-daggers","title":"Cloud of Daggers","type":"Character Rule","category":"Character Rules","summary":"Cloud of Daggers is a level-2 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Cloud of Daggers is a level-2 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 251. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 251","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-cloudkill","title":"Cloudkill","type":"Character Rule","category":"Character Rules","summary":"Cloudkill is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Cloudkill is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 251. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 251","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-color-spray","title":"Color Spray","type":"Character Rule","category":"Character Rules","summary":"Color Spray is a level-1 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Color Spray is a level-1 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 251. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 251","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-command","title":"Command","type":"Character Rule","category":"Character Rules","summary":"Command is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Command is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 251. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 251","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-commune","title":"Commune","type":"Character Rule","category":"Character Rules","summary":"Commune is a level-5 spell in Divination. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Commune is a level-5 spell in Divination. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 251. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 251","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-commune-with-nature","title":"Commune with Nature","type":"Character Rule","category":"Character Rules","summary":"Commune with Nature is a level-5 spell in Divination. Casting time: 1 minute. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Commune with Nature is a level-5 spell in Divination. Casting time: 1 minute. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 252. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 252","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-compelled-duel","title":"Compelled Duel","type":"Character Rule","category":"Character Rules","summary":"Compelled Duel is a level-1 spell in Enchantment. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Compelled Duel is a level-1 spell in Enchantment. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 252. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 252","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-comprehend-languages","title":"Comprehend Languages","type":"Character Rule","category":"Character Rules","summary":"Comprehend Languages is a level-1 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Comprehend Languages is a level-1 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 252. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 252","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-compulsion","title":"Compulsion","type":"Character Rule","category":"Character Rules","summary":"Compulsion is a level-4 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Compulsion is a level-4 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 252. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 252","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-cone-of-cold","title":"Cone of Cold","type":"Character Rule","category":"Character Rules","summary":"Cone of Cold is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Cone of Cold is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 253. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 253","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-confusion","title":"Confusion","type":"Character Rule","category":"Character Rules","summary":"Confusion is a level-4 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Confusion is a level-4 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 253. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 253","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-conjure-animals","title":"Conjure Animals","type":"Character Rule","category":"Character Rules","summary":"Conjure Animals is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Conjure Animals is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 254. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 254","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-conjure-barrage","title":"Conjure Barrage","type":"Character Rule","category":"Character Rules","summary":"Conjure Barrage is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Conjure Barrage is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 254. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 254","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-conjure-celestial","title":"Conjure Celestial","type":"Character Rule","category":"Character Rules","summary":"Conjure Celestial is a level-7 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Conjure Celestial is a level-7 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 254. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 254","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-conjure-elemental","title":"Conjure Elemental","type":"Character Rule","category":"Character Rules","summary":"Conjure Elemental is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Conjure Elemental is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 254. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 254","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-conjure-fey","title":"Conjure Fey","type":"Character Rule","category":"Character Rules","summary":"Conjure Fey is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Conjure Fey is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 255. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 255","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-conjure-minor-elementals","title":"Conjure Minor Elementals","type":"Character Rule","category":"Character Rules","summary":"Conjure Minor Elementals is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Conjure Minor Elementals is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 255. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 255","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-conjure-volley","title":"Conjure Volley","type":"Character Rule","category":"Character Rules","summary":"Conjure Volley is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Conjure Volley is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 255. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 255","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-conjure-woodland-beings","title":"Conjure Woodland Beings","type":"Character Rule","category":"Character Rules","summary":"Conjure Woodland Beings is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Conjure Woodland Beings is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 255. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 255","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-contact-other-plane","title":"Contact Other Plane","type":"Character Rule","category":"Character Rules","summary":"Contact Other Plane is a level-5 spell in Divination. Casting time: 1 minute. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Contact Other Plane is a level-5 spell in Divination. Casting time: 1 minute. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 255. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 255","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-contagion","title":"Contagion","type":"Character Rule","category":"Character Rules","summary":"Contagion is a level-5 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Contagion is a level-5 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 256. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 256","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-contingency","title":"Contingency","type":"Character Rule","category":"Character Rules","summary":"Contingency is a level-6 spell in Abjuration. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Contingency is a level-6 spell in Abjuration. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 256. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 256","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-continual-flame","title":"Continual Flame","type":"Character Rule","category":"Character Rules","summary":"Continual Flame is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Continual Flame is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 256. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 256","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-control-water","title":"Control Water","type":"Character Rule","category":"Character Rules","summary":"Control Water is a level-4 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Control Water is a level-4 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 256. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 256","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-control-weather","title":"Control Weather","type":"Character Rule","category":"Character Rules","summary":"Control Weather is a level-8 spell in Transmutation. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Control Weather is a level-8 spell in Transmutation. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 257. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 257","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-cordon-of-arrows","title":"Cordon of Arrows","type":"Character Rule","category":"Character Rules","summary":"Cordon of Arrows is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Cordon of Arrows is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 258. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 258","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-counterspell","title":"Counterspell","type":"Character Rule","category":"Character Rules","summary":"Counterspell is a level-3 spell in Abjuration. Casting time: 1 reaction. Components: somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Counterspell is a level-3 spell in Abjuration. Casting time: 1 reaction. Components: somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 258. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 258","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-create-food-and-water","title":"Create Food and Water","type":"Character Rule","category":"Character Rules","summary":"Create Food and Water is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Create Food and Water is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 258. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 258","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-create-or-destroy-water","title":"Create or Destroy Water","type":"Character Rule","category":"Character Rules","summary":"Create or Destroy Water is a level-1 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Create or Destroy Water is a level-1 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 258. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 258","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-create-undead","title":"Create Undead","type":"Character Rule","category":"Character Rules","summary":"Create Undead is a level-6 spell in Necromancy. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Create Undead is a level-6 spell in Necromancy. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 258. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 258","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-creation","title":"Creation","type":"Character Rule","category":"Character Rules","summary":"Creation is a level-5 spell in Illusion. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Creation is a level-5 spell in Illusion. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 259. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 259","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-crown-of-madness","title":"Crown of Madness","type":"Character Rule","category":"Character Rules","summary":"Crown of Madness is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Crown of Madness is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 259. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 259","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-crusader-s-mantle","title":"Crusader's Mantle","type":"Character Rule","category":"Character Rules","summary":"Crusader's Mantle is a level-3 spell in Evocation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Crusader's Mantle is a level-3 spell in Evocation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 259. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 259","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-cure-wounds","title":"Cure Wounds","type":"Character Rule","category":"Character Rules","summary":"Cure Wounds is a level-1 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Cure Wounds is a level-1 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 259. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 259","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-dancing-lights","title":"Dancing Lights","type":"Character Rule","category":"Character Rules","summary":"Dancing Lights is a cantrip in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Dancing Lights is a cantrip in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 259. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 259","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-darkness","title":"Darkness","type":"Character Rule","category":"Character Rules","summary":"Darkness is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Darkness is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 260. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 260","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-darkvision","title":"Darkvision","type":"Character Rule","category":"Character Rules","summary":"Darkvision is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Darkvision is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 260. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 260","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-daylight","title":"Daylight","type":"Character Rule","category":"Character Rules","summary":"Daylight is a level-3 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Daylight is a level-3 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 260. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 260","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-death-ward","title":"Death Ward","type":"Character Rule","category":"Character Rules","summary":"Death Ward is a level-4 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Death Ward is a level-4 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 261. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 261","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-delayed-blast-fireball","title":"Delayed Blast Fireball","type":"Character Rule","category":"Character Rules","summary":"Delayed Blast Fireball is a level-7 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Delayed Blast Fireball is a level-7 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 261. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 261","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-demiplane","title":"Demiplane","type":"Character Rule","category":"Character Rules","summary":"Demiplane is a level-8 spell in Conjuration. Casting time: 1 action. Components: somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Demiplane is a level-8 spell in Conjuration. Casting time: 1 action. Components: somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 261. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 261","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-destructive-wave","title":"Destructive Wave","type":"Character Rule","category":"Character Rules","summary":"Destructive Wave is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Destructive Wave is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 261. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 261","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-detect-evil-and-good","title":"Detect Evil and Good","type":"Character Rule","category":"Character Rules","summary":"Detect Evil and Good is a level-1 spell in Divination. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Detect Evil and Good is a level-1 spell in Divination. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 261. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 261","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-detect-magic","title":"Detect Magic","type":"Character Rule","category":"Character Rules","summary":"Detect Magic is a level-1 spell in Divination. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Detect Magic is a level-1 spell in Divination. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 262. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 262","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-detect-poison-and-disease","title":"Detect Poison and Disease","type":"Character Rule","category":"Character Rules","summary":"Detect Poison and Disease is a level-1 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Detect Poison and Disease is a level-1 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 262. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 262","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-detect-thoughts","title":"Detect Thoughts","type":"Character Rule","category":"Character Rules","summary":"Detect Thoughts is a level-2 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Detect Thoughts is a level-2 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 262. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 262","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-dimension-door","title":"Dimension Door","type":"Character Rule","category":"Character Rules","summary":"Dimension Door is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Dimension Door is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 262. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 262","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-disguise-self","title":"Disguise Self","type":"Character Rule","category":"Character Rules","summary":"Disguise Self is a level-1 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Disguise Self is a level-1 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 262. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 262","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-disintegrate","title":"Disintegrate","type":"Character Rule","category":"Character Rules","summary":"Disintegrate is a level-6 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Disintegrate is a level-6 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 263. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 263","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-dispel-evil-and-good","title":"Dispel Evil and Good","type":"Character Rule","category":"Character Rules","summary":"Dispel Evil and Good is a level-5 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Dispel Evil and Good is a level-5 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 263. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 263","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-dispel-magic","title":"Dispel Magic","type":"Character Rule","category":"Character Rules","summary":"Dispel Magic is a level-3 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Dispel Magic is a level-3 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 264. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 264","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-dissonant-whispers","title":"Dissonant Whispers","type":"Character Rule","category":"Character Rules","summary":"Dissonant Whispers is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Dissonant Whispers is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 264. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 264","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-divination","title":"Divination","type":"Character Rule","category":"Character Rules","summary":"Divination is a level-4 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Divination is a level-4 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 264. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 264","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-divine-favor","title":"Divine Favor","type":"Character Rule","category":"Character Rules","summary":"Divine Favor is a level-1 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Divine Favor is a level-1 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 265. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 265","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-divine-smite","title":"Divine Smite","type":"Character Rule","category":"Character Rules","summary":"Divine Smite is a level-1 spell in Evocation. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Divine Smite is a level-1 spell in Evocation. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 265. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 265","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-divine-word","title":"Divine Word","type":"Character Rule","category":"Character Rules","summary":"Divine Word is a level-7 spell in Evocation. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Divine Word is a level-7 spell in Evocation. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 265. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 265","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-dominate-beast","title":"Dominate Beast","type":"Character Rule","category":"Character Rules","summary":"Dominate Beast is a level-4 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Dominate Beast is a level-4 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 265. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 265","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-dominate-monster","title":"Dominate Monster","type":"Character Rule","category":"Character Rules","summary":"Dominate Monster is a level-8 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Dominate Monster is a level-8 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 265. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 265","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-dominate-person","title":"Dominate Person","type":"Character Rule","category":"Character Rules","summary":"Dominate Person is a level-5 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Dominate Person is a level-5 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 266. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 266","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-dragon-s-breath","title":"Dragon's Breath","type":"Character Rule","category":"Character Rules","summary":"Dragon's Breath is a level-2 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Dragon's Breath is a level-2 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 266. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 266","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-drawmij-s-instant-summons","title":"Drawmij's Instant Summons","type":"Character Rule","category":"Character Rules","summary":"Drawmij's Instant Summons is a level-6 spell in Conjuration. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Drawmij's Instant Summons is a level-6 spell in Conjuration. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 266. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 266","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-dream","title":"Dream","type":"Character Rule","category":"Character Rules","summary":"Dream is a level-5 spell in Illusion. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Dream is a level-5 spell in Illusion. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 266. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 266","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-druidcraft","title":"Druidcraft","type":"Character Rule","category":"Character Rules","summary":"Druidcraft is a cantrip in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Druidcraft is a cantrip in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 266. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 266","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-earthquake","title":"Earthquake","type":"Character Rule","category":"Character Rules","summary":"Earthquake is a level-8 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Earthquake is a level-8 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 267. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 267","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-eldritch-blast","title":"Eldritch Blast","type":"Character Rule","category":"Character Rules","summary":"Eldritch Blast is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Eldritch Blast is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 267. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 267","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-elemental-weapon","title":"Elemental Weapon","type":"Character Rule","category":"Character Rules","summary":"Elemental Weapon is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Elemental Weapon is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 267. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 267","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-elementalism","title":"Elementalism","type":"Character Rule","category":"Character Rules","summary":"Elementalism is a cantrip in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Elementalism is a cantrip in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 267. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 267","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-enhance-ability","title":"Enhance Ability","type":"Character Rule","category":"Character Rules","summary":"Enhance Ability is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Enhance Ability is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 268. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 268","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-enlarge-reduce","title":"Enlarge/Reduce","type":"Character Rule","category":"Character Rules","summary":"Enlarge/Reduce is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Enlarge/Reduce is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 268. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 268","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-ensnaring-strike","title":"Ensnaring Strike","type":"Character Rule","category":"Character Rules","summary":"Ensnaring Strike is a level-1 spell in Conjuration. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Ensnaring Strike is a level-1 spell in Conjuration. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 268. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 268","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-entangle","title":"Entangle","type":"Character Rule","category":"Character Rules","summary":"Entangle is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Entangle is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 268. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 268","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-enthrall","title":"Enthrall","type":"Character Rule","category":"Character Rules","summary":"Enthrall is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Enthrall is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 269. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 269","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-etherealness","title":"Etherealness","type":"Character Rule","category":"Character Rules","summary":"Etherealness is a level-7 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Etherealness is a level-7 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 269. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 269","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-evard-s-black-tentacles","title":"Evard's Black Tentacles","type":"Character Rule","category":"Character Rules","summary":"Evard's Black Tentacles is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Evard's Black Tentacles is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 270. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 270","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-expeditious-retreat","title":"Expeditious Retreat","type":"Character Rule","category":"Character Rules","summary":"Expeditious Retreat is a level-1 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Expeditious Retreat is a level-1 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 270. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 270","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-eyebite","title":"Eyebite","type":"Character Rule","category":"Character Rules","summary":"Eyebite is a level-6 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Eyebite is a level-6 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 270. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 270","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-fabricate","title":"Fabricate","type":"Character Rule","category":"Character Rules","summary":"Fabricate is a level-4 spell in Transmutation. Casting time: 10 minute. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Fabricate is a level-4 spell in Transmutation. Casting time: 10 minute. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 271. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 271","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-faerie-fire","title":"Faerie Fire","type":"Character Rule","category":"Character Rules","summary":"Faerie Fire is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Faerie Fire is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 271. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 271","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-false-life","title":"False Life","type":"Character Rule","category":"Character Rules","summary":"False Life is a level-1 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"False Life is a level-1 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 271. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 271","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-fear","title":"Fear","type":"Character Rule","category":"Character Rules","summary":"Fear is a level-3 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Fear is a level-3 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 271. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 271","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-feather-fall","title":"Feather Fall","type":"Character Rule","category":"Character Rules","summary":"Feather Fall is a level-1 spell in Transmutation. Casting time: 1 reaction. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Feather Fall is a level-1 spell in Transmutation. Casting time: 1 reaction. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 271. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 271","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-feign-death","title":"Feign Death","type":"Character Rule","category":"Character Rules","summary":"Feign Death is a level-3 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Feign Death is a level-3 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 271. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 271","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-find-familiar","title":"Find Familiar","type":"Character Rule","category":"Character Rules","summary":"Find Familiar is a level-1 spell in Conjuration. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Find Familiar is a level-1 spell in Conjuration. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 272. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 272","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-find-steed","title":"Find Steed","type":"Character Rule","category":"Character Rules","summary":"Find Steed is a level-2 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Find Steed is a level-2 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 272. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 272","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-find-the-path","title":"Find the Path","type":"Character Rule","category":"Character Rules","summary":"Find the Path is a level-6 spell in Divination. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Find the Path is a level-6 spell in Divination. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 273. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 273","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-find-traps","title":"Find Traps","type":"Character Rule","category":"Character Rules","summary":"Find Traps is a level-2 spell in Divination. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Find Traps is a level-2 spell in Divination. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 273. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 273","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-finger-of-death","title":"Finger of Death","type":"Character Rule","category":"Character Rules","summary":"Finger of Death is a level-7 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Finger of Death is a level-7 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 273. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 273","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-fire-bolt","title":"Fire Bolt","type":"Character Rule","category":"Character Rules","summary":"Fire Bolt is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Fire Bolt is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 274. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 274","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-fire-shield","title":"Fire Shield","type":"Character Rule","category":"Character Rules","summary":"Fire Shield is a level-4 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Fire Shield is a level-4 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 274. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 274","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-fire-storm","title":"Fire Storm","type":"Character Rule","category":"Character Rules","summary":"Fire Storm is a level-7 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Fire Storm is a level-7 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 275. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 275","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-fireball","title":"Fireball","type":"Character Rule","category":"Character Rules","summary":"Fireball is a level-3 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Fireball is a level-3 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 274. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 274","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-flame-blade","title":"Flame Blade","type":"Character Rule","category":"Character Rules","summary":"Flame Blade is a level-2 spell in Evocation. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Flame Blade is a level-2 spell in Evocation. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 275. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 275","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-flame-strike","title":"Flame Strike","type":"Character Rule","category":"Character Rules","summary":"Flame Strike is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Flame Strike is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 275. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 275","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-flaming-sphere","title":"Flaming Sphere","type":"Character Rule","category":"Character Rules","summary":"Flaming Sphere is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Flaming Sphere is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 275. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 275","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-flesh-to-stone","title":"Flesh to Stone","type":"Character Rule","category":"Character Rules","summary":"Flesh to Stone is a level-6 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Flesh to Stone is a level-6 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 275. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 275","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-fly","title":"Fly","type":"Character Rule","category":"Character Rules","summary":"Fly is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Fly is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 276. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 276","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-fog-cloud","title":"Fog Cloud","type":"Character Rule","category":"Character Rules","summary":"Fog Cloud is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Fog Cloud is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 276. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 276","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-forbiddance","title":"Forbiddance","type":"Character Rule","category":"Character Rules","summary":"Forbiddance is a level-6 spell in Abjuration. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Forbiddance is a level-6 spell in Abjuration. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 276. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 276","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-forcecage","title":"Forcecage","type":"Character Rule","category":"Character Rules","summary":"Forcecage is a level-7 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Forcecage is a level-7 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 276. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 276","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-foresight","title":"Foresight","type":"Character Rule","category":"Character Rules","summary":"Foresight is a level-9 spell in Divination. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Foresight is a level-9 spell in Divination. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 276. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 276","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-fount-of-moonlight","title":"Fount of Moonlight","type":"Character Rule","category":"Character Rules","summary":"Fount of Moonlight is a level-4 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Fount of Moonlight is a level-4 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 277. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 277","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-freedom-of-movement","title":"Freedom of Movement","type":"Character Rule","category":"Character Rules","summary":"Freedom of Movement is a level-4 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Freedom of Movement is a level-4 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 277. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 277","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-friends","title":"Friends","type":"Character Rule","category":"Character Rules","summary":"Friends is a cantrip in Enchantment. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Friends is a cantrip in Enchantment. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 277. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 277","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-gaseous-form","title":"Gaseous Form","type":"Character Rule","category":"Character Rules","summary":"Gaseous Form is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Gaseous Form is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 277. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 277","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-gate","title":"Gate","type":"Character Rule","category":"Character Rules","summary":"Gate is a level-9 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Gate is a level-9 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 277. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 277","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-geas","title":"Geas","type":"Character Rule","category":"Character Rules","summary":"Geas is a level-5 spell in Enchantment. Casting time: 1 minute. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Geas is a level-5 spell in Enchantment. Casting time: 1 minute. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 278. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 278","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-gentle-repose","title":"Gentle Repose","type":"Character Rule","category":"Character Rules","summary":"Gentle Repose is a level-2 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Gentle Repose is a level-2 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 278. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 278","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-giant-insect","title":"Giant Insect","type":"Character Rule","category":"Character Rules","summary":"Giant Insect is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Giant Insect is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 279. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 279","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-glibness","title":"Glibness","type":"Character Rule","category":"Character Rules","summary":"Glibness is a level-8 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Glibness is a level-8 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 279. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 279","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-globe-of-invulnerability","title":"Globe of Invulnerability","type":"Character Rule","category":"Character Rules","summary":"Globe of Invulnerability is a level-6 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Globe of Invulnerability is a level-6 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 279. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 279","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-glyph-of-warding","title":"Glyph of Warding","type":"Character Rule","category":"Character Rules","summary":"Glyph of Warding is a level-3 spell in Abjuration. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Glyph of Warding is a level-3 spell in Abjuration. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 279. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 279","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-goodberry","title":"Goodberry","type":"Character Rule","category":"Character Rules","summary":"Goodberry is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Goodberry is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 280. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 280","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-grasping-vine","title":"Grasping Vine","type":"Character Rule","category":"Character Rules","summary":"Grasping Vine is a level-4 spell in Conjuration. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Grasping Vine is a level-4 spell in Conjuration. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 280. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 280","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-grease","title":"Grease","type":"Character Rule","category":"Character Rules","summary":"Grease is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Grease is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 280. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 280","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-greater-invisibility","title":"Greater Invisibility","type":"Character Rule","category":"Character Rules","summary":"Greater Invisibility is a level-4 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Greater Invisibility is a level-4 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 281. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 281","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-greater-restoration","title":"Greater Restoration","type":"Character Rule","category":"Character Rules","summary":"Greater Restoration is a level-5 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Greater Restoration is a level-5 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 281. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 281","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-guardian-of-faith","title":"Guardian of Faith","type":"Character Rule","category":"Character Rules","summary":"Guardian of Faith is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Guardian of Faith is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 281. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 281","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-guards-and-wards","title":"Guards and Wards","type":"Character Rule","category":"Character Rules","summary":"Guards and Wards is a level-6 spell in Abjuration. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Guards and Wards is a level-6 spell in Abjuration. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 282. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 282","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-guidance","title":"Guidance","type":"Character Rule","category":"Character Rules","summary":"Guidance is a cantrip in Divination. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Guidance is a cantrip in Divination. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 282. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 282","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-guiding-bolt","title":"Guiding Bolt","type":"Character Rule","category":"Character Rules","summary":"Guiding Bolt is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Guiding Bolt is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 282. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 282","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-gust-of-wind","title":"Gust of Wind","type":"Character Rule","category":"Character Rules","summary":"Gust of Wind is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Gust of Wind is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 282. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 282","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-hail-of-thorns","title":"Hail of Thorns","type":"Character Rule","category":"Character Rules","summary":"Hail of Thorns is a level-1 spell in Conjuration. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Hail of Thorns is a level-1 spell in Conjuration. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 283. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 283","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-hallow","title":"Hallow","type":"Character Rule","category":"Character Rules","summary":"Hallow is a level-5 spell in Abjuration. Casting time: 24 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Hallow is a level-5 spell in Abjuration. Casting time: 24 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 283. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 283","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-hallucinatory-terrain","title":"Hallucinatory Terrain","type":"Character Rule","category":"Character Rules","summary":"Hallucinatory Terrain is a level-4 spell in Illusion. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Hallucinatory Terrain is a level-4 spell in Illusion. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 283. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 283","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-harm","title":"Harm","type":"Character Rule","category":"Character Rules","summary":"Harm is a level-6 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Harm is a level-6 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 283. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 283","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-haste","title":"Haste","type":"Character Rule","category":"Character Rules","summary":"Haste is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Haste is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 284. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 284","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-heal","title":"Heal","type":"Character Rule","category":"Character Rules","summary":"Heal is a level-6 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Heal is a level-6 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 284. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 284","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-healing-word","title":"Healing Word","type":"Character Rule","category":"Character Rules","summary":"Healing Word is a level-1 spell in Abjuration. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Healing Word is a level-1 spell in Abjuration. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 284. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 284","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-heat-metal","title":"Heat Metal","type":"Character Rule","category":"Character Rules","summary":"Heat Metal is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Heat Metal is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 284. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 284","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-hellish-rebuke","title":"Hellish Rebuke","type":"Character Rule","category":"Character Rules","summary":"Hellish Rebuke is a level-1 spell in Evocation. Casting time: 1 reaction. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Hellish Rebuke is a level-1 spell in Evocation. Casting time: 1 reaction. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 284. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 284","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-heroes-feast","title":"Heroes' Feast","type":"Character Rule","category":"Character Rules","summary":"Heroes' Feast is a level-6 spell in Conjuration. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Heroes' Feast is a level-6 spell in Conjuration. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 284. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 284","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-heroism","title":"Heroism","type":"Character Rule","category":"Character Rules","summary":"Heroism is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Heroism is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 285. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 285","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-hex","title":"Hex","type":"Character Rule","category":"Character Rules","summary":"Hex is a level-1 spell in Enchantment. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Hex is a level-1 spell in Enchantment. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 285. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 285","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-hold-monster","title":"Hold Monster","type":"Character Rule","category":"Character Rules","summary":"Hold Monster is a level-5 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Hold Monster is a level-5 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 285. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 285","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-hold-person","title":"Hold Person","type":"Character Rule","category":"Character Rules","summary":"Hold Person is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Hold Person is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 286. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 286","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-holy-aura","title":"Holy Aura","type":"Character Rule","category":"Character Rules","summary":"Holy Aura is a level-8 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Holy Aura is a level-8 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 286. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 286","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-hunger-of-hadar","title":"Hunger of Hadar","type":"Character Rule","category":"Character Rules","summary":"Hunger of Hadar is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Hunger of Hadar is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 286. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 286","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-hunter-s-mark","title":"Hunter's Mark","type":"Character Rule","category":"Character Rules","summary":"Use a Bonus Action and verbal component to mark a visible creature within 90 feet. Concentration lasts up to one hour at level one. A hit with an attack roll against the marked creature adds d6 Force damage. Perception and Survival checks to find it have advantage. After it drops to zero HP, a Bonus Action can move the mark to another visible creature within range. Higher-level casting is not adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Use a Bonus Action and verbal component to mark a visible creature within 90 feet. Concentration lasts up to one hour at level one. A hit with an attack roll against the marked creature adds d6 Force damage. Perception and Survival checks to find it have advantage. After it drops to zero HP, a Bonus Action can move the mark to another visible creature within range. Higher-level casting is not adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 287. Original explanation of selected mechanical facts. The level-one feature summary has been checked; higher levels and effects not described here remain incomplete."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 287","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"checked-level-one-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-hypnotic-pattern","title":"Hypnotic Pattern","type":"Character Rule","category":"Character Rules","summary":"Hypnotic Pattern is a level-3 spell in Illusion. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Hypnotic Pattern is a level-3 spell in Illusion. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 287. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 287","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-ice-knife","title":"Ice Knife","type":"Character Rule","category":"Character Rules","summary":"Ice Knife is a level-1 spell in Conjuration. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Ice Knife is a level-1 spell in Conjuration. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 287. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 287","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-ice-storm","title":"Ice Storm","type":"Character Rule","category":"Character Rules","summary":"Ice Storm is a level-4 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Ice Storm is a level-4 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 287. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 287","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-identify","title":"Identify","type":"Character Rule","category":"Character Rules","summary":"Identify is a level-1 spell in Divination. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Identify is a level-1 spell in Divination. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 287. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 287","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-illusory-script","title":"Illusory Script","type":"Character Rule","category":"Character Rules","summary":"Illusory Script is a level-1 spell in Illusion. Casting time: 1 minute. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Illusory Script is a level-1 spell in Illusion. Casting time: 1 minute. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 288. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 288","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-imprisonment","title":"Imprisonment","type":"Character Rule","category":"Character Rules","summary":"Imprisonment is a level-9 spell in Abjuration. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Imprisonment is a level-9 spell in Abjuration. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 288. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 288","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-incendiary-cloud","title":"Incendiary Cloud","type":"Character Rule","category":"Character Rules","summary":"Incendiary Cloud is a level-8 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Incendiary Cloud is a level-8 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 288. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 288","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-inflict-wounds","title":"Inflict Wounds","type":"Character Rule","category":"Character Rules","summary":"Inflict Wounds is a level-1 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Inflict Wounds is a level-1 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 288. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 288","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-insect-plague","title":"Insect Plague","type":"Character Rule","category":"Character Rules","summary":"Insect Plague is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Insect Plague is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 289. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 289","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-invisibility","title":"Invisibility","type":"Character Rule","category":"Character Rules","summary":"Invisibility is a level-2 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Invisibility is a level-2 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 289. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 289","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-jallarzi-s-storm-of-radiance","title":"Jallarzi's Storm of Radiance","type":"Character Rule","category":"Character Rules","summary":"Jallarzi's Storm of Radiance is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Jallarzi's Storm of Radiance is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 289. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 289","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-jump","title":"Jump","type":"Character Rule","category":"Character Rules","summary":"Jump is a level-1 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Jump is a level-1 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 290. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 290","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-knock","title":"Knock","type":"Character Rule","category":"Character Rules","summary":"Knock is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Knock is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 290. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 290","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-legend-lore","title":"Legend Lore","type":"Character Rule","category":"Character Rules","summary":"Legend Lore is a level-5 spell in Divination. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Legend Lore is a level-5 spell in Divination. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 290. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 290","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-leomund-s-secret-chest","title":"Leomund's Secret Chest","type":"Character Rule","category":"Character Rules","summary":"Leomund's Secret Chest is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Leomund's Secret Chest is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 290. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 290","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-leomund-s-tiny-hut","title":"Leomund's Tiny Hut","type":"Character Rule","category":"Character Rules","summary":"Leomund's Tiny Hut is a level-3 spell in Evocation. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Leomund's Tiny Hut is a level-3 spell in Evocation. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 291. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 291","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-lesser-restoration","title":"Lesser Restoration","type":"Character Rule","category":"Character Rules","summary":"Lesser Restoration is a level-2 spell in Abjuration. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Lesser Restoration is a level-2 spell in Abjuration. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 291. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 291","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-levitate","title":"Levitate","type":"Character Rule","category":"Character Rules","summary":"Levitate is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Levitate is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 291. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 291","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-light","title":"Light","type":"Character Rule","category":"Character Rules","summary":"Light is a cantrip in Evocation. Casting time: 1 action. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Light is a cantrip in Evocation. Casting time: 1 action. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 292. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 292","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-lightning-arrow","title":"Lightning Arrow","type":"Character Rule","category":"Character Rules","summary":"Lightning Arrow is a level-3 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Lightning Arrow is a level-3 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 292. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 292","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-lightning-bolt","title":"Lightning Bolt","type":"Character Rule","category":"Character Rules","summary":"Lightning Bolt is a level-3 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Lightning Bolt is a level-3 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 292. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 292","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-locate-animals-or-plants","title":"Locate Animals or Plants","type":"Character Rule","category":"Character Rules","summary":"Locate Animals or Plants is a level-2 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Locate Animals or Plants is a level-2 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 292. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 292","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-locate-creature","title":"Locate Creature","type":"Character Rule","category":"Character Rules","summary":"Locate Creature is a level-4 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Locate Creature is a level-4 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 292. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 292","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-locate-object","title":"Locate Object","type":"Character Rule","category":"Character Rules","summary":"Locate Object is a level-2 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Locate Object is a level-2 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 293. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 293","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-longstrider","title":"Longstrider","type":"Character Rule","category":"Character Rules","summary":"Longstrider is a level-1 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Longstrider is a level-1 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 293. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 293","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mage-armor","title":"Mage Armor","type":"Character Rule","category":"Character Rules","summary":"Touch a willing, unarmored creature. For eight hours its base AC can be 13 + Dexterity modifier. Donning armor ends the spell early. Casting uses an action, verbal and somatic components, and a piece of cured leather. It does not require Concentration.","body":"","sections":[{"heading":"Mechanical reference","body":"Touch a willing, unarmored creature. For eight hours its base AC can be 13 + Dexterity modifier. Donning armor ends the spell early. Casting uses an action, verbal and somatic components, and a piece of cured leather. It does not require Concentration."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 293. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 293","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mage-hand","title":"Mage Hand","type":"Character Rule","category":"Character Rules","summary":"Mage Hand is a cantrip in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mage Hand is a cantrip in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 293. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 293","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-magic-circle","title":"Magic Circle","type":"Character Rule","category":"Character Rules","summary":"Magic Circle is a level-3 spell in Abjuration. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Magic Circle is a level-3 spell in Abjuration. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 293. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 293","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-magic-jar","title":"Magic Jar","type":"Character Rule","category":"Character Rules","summary":"Magic Jar is a level-6 spell in Necromancy. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Magic Jar is a level-6 spell in Necromancy. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 294. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 294","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-magic-missile","title":"Magic Missile","type":"Character Rule","category":"Character Rules","summary":"Magic Missile is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Magic Missile is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 295. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 295","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-magic-mouth","title":"Magic Mouth","type":"Character Rule","category":"Character Rules","summary":"Magic Mouth is a level-2 spell in Illusion. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Magic Mouth is a level-2 spell in Illusion. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 295. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 295","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-magic-weapon","title":"Magic Weapon","type":"Character Rule","category":"Character Rules","summary":"Magic Weapon is a level-2 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Magic Weapon is a level-2 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 295. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 295","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-major-image","title":"Major Image","type":"Character Rule","category":"Character Rules","summary":"Major Image is a level-3 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Major Image is a level-3 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 295. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 295","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mass-cure-wounds","title":"Mass Cure Wounds","type":"Character Rule","category":"Character Rules","summary":"Mass Cure Wounds is a level-5 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mass Cure Wounds is a level-5 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 296. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 296","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mass-heal","title":"Mass Heal","type":"Character Rule","category":"Character Rules","summary":"Mass Heal is a level-9 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mass Heal is a level-9 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 296. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 296","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mass-healing-word","title":"Mass Healing Word","type":"Character Rule","category":"Character Rules","summary":"Mass Healing Word is a level-3 spell in Abjuration. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mass Healing Word is a level-3 spell in Abjuration. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 296. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 296","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mass-suggestion","title":"Mass Suggestion","type":"Character Rule","category":"Character Rules","summary":"Mass Suggestion is a level-6 spell in Enchantment. Casting time: 1 action. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mass Suggestion is a level-6 spell in Enchantment. Casting time: 1 action. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 296. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 296","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-maze","title":"Maze","type":"Character Rule","category":"Character Rules","summary":"Maze is a level-8 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Maze is a level-8 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 296. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 296","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-meld-into-stone","title":"Meld into Stone","type":"Character Rule","category":"Character Rules","summary":"Meld into Stone is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Meld into Stone is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 296. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 296","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-melf-s-acid-arrow","title":"Melf's Acid Arrow","type":"Character Rule","category":"Character Rules","summary":"Melf's Acid Arrow is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Melf's Acid Arrow is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 297. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 297","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mending","title":"Mending","type":"Character Rule","category":"Character Rules","summary":"Mending is a cantrip in Transmutation. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mending is a cantrip in Transmutation. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 297. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 297","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-message","title":"Message","type":"Character Rule","category":"Character Rules","summary":"Message is a cantrip in Transmutation. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Message is a cantrip in Transmutation. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 298. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 298","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-meteor-swarm","title":"Meteor Swarm","type":"Character Rule","category":"Character Rules","summary":"Meteor Swarm is a level-9 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Meteor Swarm is a level-9 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 298. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 298","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mind-blank","title":"Mind Blank","type":"Character Rule","category":"Character Rules","summary":"Mind Blank is a level-8 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mind Blank is a level-8 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 298. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 298","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mind-sliver","title":"Mind Sliver","type":"Character Rule","category":"Character Rules","summary":"Mind Sliver is a cantrip in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mind Sliver is a cantrip in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 298. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 298","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mind-spike","title":"Mind Spike","type":"Character Rule","category":"Character Rules","summary":"Mind Spike is a level-2 spell in Divination. Casting time: 1 action. Components: somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mind Spike is a level-2 spell in Divination. Casting time: 1 action. Components: somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 298. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 298","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-minor-illusion","title":"Minor Illusion","type":"Character Rule","category":"Character Rules","summary":"Minor Illusion is a cantrip in Illusion. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Minor Illusion is a cantrip in Illusion. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 298. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 298","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mirage-arcane","title":"Mirage Arcane","type":"Character Rule","category":"Character Rules","summary":"Mirage Arcane is a level-7 spell in Illusion. Casting time: 10 minute. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mirage Arcane is a level-7 spell in Illusion. Casting time: 10 minute. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 299. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 299","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mirror-image","title":"Mirror Image","type":"Character Rule","category":"Character Rules","summary":"Mirror Image is a level-2 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mirror Image is a level-2 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 299. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 299","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mislead","title":"Mislead","type":"Character Rule","category":"Character Rules","summary":"Mislead is a level-5 spell in Illusion. Casting time: 1 action. Components: somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mislead is a level-5 spell in Illusion. Casting time: 1 action. Components: somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 299. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 299","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-misty-step","title":"Misty Step","type":"Character Rule","category":"Character Rules","summary":"Misty Step is a level-2 spell in Conjuration. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Misty Step is a level-2 spell in Conjuration. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 299. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 299","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-modify-memory","title":"Modify Memory","type":"Character Rule","category":"Character Rules","summary":"Modify Memory is a level-5 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Modify Memory is a level-5 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 299. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 299","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-moonbeam","title":"Moonbeam","type":"Character Rule","category":"Character Rules","summary":"Moonbeam is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Moonbeam is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 300. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 300","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mordenkainen-s-faithful-hound","title":"Mordenkainen's Faithful Hound","type":"Character Rule","category":"Character Rules","summary":"Mordenkainen's Faithful Hound is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mordenkainen's Faithful Hound is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 300. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 300","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mordenkainen-s-magnificent-mansion","title":"Mordenkainen's Magnificent Mansion","type":"Character Rule","category":"Character Rules","summary":"Mordenkainen's Magnificent Mansion is a level-7 spell in Conjuration. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mordenkainen's Magnificent Mansion is a level-7 spell in Conjuration. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 300. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 300","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mordenkainen-s-private-sanctum","title":"Mordenkainen's Private Sanctum","type":"Character Rule","category":"Character Rules","summary":"Mordenkainen's Private Sanctum is a level-4 spell in Abjuration. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mordenkainen's Private Sanctum is a level-4 spell in Abjuration. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 301. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 301","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-mordenkainen-s-sword","title":"Mordenkainen's Sword","type":"Character Rule","category":"Character Rules","summary":"Mordenkainen's Sword is a level-7 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Mordenkainen's Sword is a level-7 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 302. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 302","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-move-earth","title":"Move Earth","type":"Character Rule","category":"Character Rules","summary":"Move Earth is a level-6 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Move Earth is a level-6 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 302. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 302","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-nondetection","title":"Nondetection","type":"Character Rule","category":"Character Rules","summary":"Nondetection is a level-3 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Nondetection is a level-3 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 302. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 302","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-nystul-s-magic-aura","title":"Nystul's Magic Aura","type":"Character Rule","category":"Character Rules","summary":"Nystul's Magic Aura is a level-2 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Nystul's Magic Aura is a level-2 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 302. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 302","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-otiluke-s-freezing-sphere","title":"Otiluke's Freezing Sphere","type":"Character Rule","category":"Character Rules","summary":"Otiluke's Freezing Sphere is a level-6 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Otiluke's Freezing Sphere is a level-6 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 302. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 302","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-otiluke-s-resilient-sphere","title":"Otiluke's Resilient Sphere","type":"Character Rule","category":"Character Rules","summary":"Otiluke's Resilient Sphere is a level-4 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Otiluke's Resilient Sphere is a level-4 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 303. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 303","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-otto-s-irresistible-dance","title":"Otto's Irresistible Dance","type":"Character Rule","category":"Character Rules","summary":"Otto's Irresistible Dance is a level-6 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Otto's Irresistible Dance is a level-6 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 303. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 303","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-pass-without-trace","title":"Pass without Trace","type":"Character Rule","category":"Character Rules","summary":"Pass without Trace is a level-2 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Pass without Trace is a level-2 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 303. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 303","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-passwall","title":"Passwall","type":"Character Rule","category":"Character Rules","summary":"Passwall is a level-5 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Passwall is a level-5 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 304. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 304","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-phantasmal-force","title":"Phantasmal Force","type":"Character Rule","category":"Character Rules","summary":"Phantasmal Force is a level-2 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Phantasmal Force is a level-2 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 304. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 304","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-phantasmal-killer","title":"Phantasmal Killer","type":"Character Rule","category":"Character Rules","summary":"Phantasmal Killer is a level-4 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Phantasmal Killer is a level-4 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 304. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 304","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-phantom-steed","title":"Phantom Steed","type":"Character Rule","category":"Character Rules","summary":"Phantom Steed is a level-3 spell in Illusion. Casting time: 1 minute. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Phantom Steed is a level-3 spell in Illusion. Casting time: 1 minute. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 304. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 304","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-planar-ally","title":"Planar Ally","type":"Character Rule","category":"Character Rules","summary":"Planar Ally is a level-6 spell in Conjuration. Casting time: 10 minute. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Planar Ally is a level-6 spell in Conjuration. Casting time: 10 minute. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 304. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 304","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-planar-binding","title":"Planar Binding","type":"Character Rule","category":"Character Rules","summary":"Planar Binding is a level-5 spell in Abjuration. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Planar Binding is a level-5 spell in Abjuration. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 305. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 305","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-plane-shift","title":"Plane Shift","type":"Character Rule","category":"Character Rules","summary":"Plane Shift is a level-7 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Plane Shift is a level-7 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 305. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 305","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-plant-growth","title":"Plant Growth","type":"Character Rule","category":"Character Rules","summary":"Plant Growth is a level-3 spell in Transmutation. Casting time: 1 action or 8 hour. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Plant Growth is a level-3 spell in Transmutation. Casting time: 1 action or 8 hour. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 305. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 305","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-poison-spray","title":"Poison Spray","type":"Character Rule","category":"Character Rules","summary":"Poison Spray is a cantrip in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Poison Spray is a cantrip in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 306. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 306","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-polymorph","title":"Polymorph","type":"Character Rule","category":"Character Rules","summary":"Polymorph is a level-4 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Polymorph is a level-4 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 306. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 306","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-power-word-fortify","title":"Power Word Fortify","type":"Character Rule","category":"Character Rules","summary":"Power Word Fortify is a level-7 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Power Word Fortify is a level-7 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 306. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 306","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-power-word-heal","title":"Power Word Heal","type":"Character Rule","category":"Character Rules","summary":"Power Word Heal is a level-9 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Power Word Heal is a level-9 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 306. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 306","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-power-word-kill","title":"Power Word Kill","type":"Character Rule","category":"Character Rules","summary":"Power Word Kill is a level-9 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Power Word Kill is a level-9 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 306. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 306","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-power-word-stun","title":"Power Word Stun","type":"Character Rule","category":"Character Rules","summary":"Power Word Stun is a level-8 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Power Word Stun is a level-8 spell in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 306. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 306","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-prayer-of-healing","title":"Prayer of Healing","type":"Character Rule","category":"Character Rules","summary":"Prayer of Healing is a level-2 spell in Abjuration. Casting time: 10 minute. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Prayer of Healing is a level-2 spell in Abjuration. Casting time: 10 minute. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 307. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 307","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-prestidigitation","title":"Prestidigitation","type":"Character Rule","category":"Character Rules","summary":"Prestidigitation is a cantrip in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Prestidigitation is a cantrip in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 307. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 307","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-prismatic-spray","title":"Prismatic Spray","type":"Character Rule","category":"Character Rules","summary":"Prismatic Spray is a level-7 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Prismatic Spray is a level-7 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 307. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 307","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-prismatic-wall","title":"Prismatic Wall","type":"Character Rule","category":"Character Rules","summary":"Prismatic Wall is a level-9 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Prismatic Wall is a level-9 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 308. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 308","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-produce-flame","title":"Produce Flame","type":"Character Rule","category":"Character Rules","summary":"Produce Flame is a cantrip in Conjuration. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Produce Flame is a cantrip in Conjuration. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 308. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 308","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-programmed-illusion","title":"Programmed Illusion","type":"Character Rule","category":"Character Rules","summary":"Programmed Illusion is a level-6 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Programmed Illusion is a level-6 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 309. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 309","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-project-image","title":"Project Image","type":"Character Rule","category":"Character Rules","summary":"Project Image is a level-7 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Project Image is a level-7 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 309. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 309","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-protection-from-energy","title":"Protection from Energy","type":"Character Rule","category":"Character Rules","summary":"Protection from Energy is a level-3 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Protection from Energy is a level-3 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 309. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 309","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-protection-from-evil-and-good","title":"Protection from Evil and Good","type":"Character Rule","category":"Character Rules","summary":"Protection from Evil and Good is a level-1 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Protection from Evil and Good is a level-1 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 309. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 309","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-protection-from-poison","title":"Protection from Poison","type":"Character Rule","category":"Character Rules","summary":"Protection from Poison is a level-2 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Protection from Poison is a level-2 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 310. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 310","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-purify-food-and-drink","title":"Purify Food and Drink","type":"Character Rule","category":"Character Rules","summary":"Purify Food and Drink is a level-1 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Purify Food and Drink is a level-1 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 310. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 310","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-raise-dead","title":"Raise Dead","type":"Character Rule","category":"Character Rules","summary":"Raise Dead is a level-5 spell in Necromancy. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Raise Dead is a level-5 spell in Necromancy. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 310. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 310","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-rary-s-telepathic-bond","title":"Rary's Telepathic Bond","type":"Character Rule","category":"Character Rules","summary":"Rary's Telepathic Bond is a level-5 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Rary's Telepathic Bond is a level-5 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 311. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 311","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-ray-of-enfeeblement","title":"Ray of Enfeeblement","type":"Character Rule","category":"Character Rules","summary":"Ray of Enfeeblement is a level-2 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Ray of Enfeeblement is a level-2 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 311. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 311","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-ray-of-frost","title":"Ray of Frost","type":"Character Rule","category":"Character Rules","summary":"Ray of Frost is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Ray of Frost is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 311. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 311","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-ray-of-sickness","title":"Ray of Sickness","type":"Character Rule","category":"Character Rules","summary":"Ray of Sickness is a level-1 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Ray of Sickness is a level-1 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 311. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 311","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-regenerate","title":"Regenerate","type":"Character Rule","category":"Character Rules","summary":"Regenerate is a level-7 spell in Transmutation. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Regenerate is a level-7 spell in Transmutation. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 311. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 311","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-reincarnate","title":"Reincarnate","type":"Character Rule","category":"Character Rules","summary":"Reincarnate is a level-5 spell in Necromancy. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Reincarnate is a level-5 spell in Necromancy. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 311. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 311","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-remove-curse","title":"Remove Curse","type":"Character Rule","category":"Character Rules","summary":"Remove Curse is a level-3 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Remove Curse is a level-3 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 312. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 312","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-resistance","title":"Resistance","type":"Character Rule","category":"Character Rules","summary":"Resistance is a cantrip in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Resistance is a cantrip in Abjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 312. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 312","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-resurrection","title":"Resurrection","type":"Character Rule","category":"Character Rules","summary":"Resurrection is a level-7 spell in Necromancy. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Resurrection is a level-7 spell in Necromancy. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 312. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 312","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-reverse-gravity","title":"Reverse Gravity","type":"Character Rule","category":"Character Rules","summary":"Reverse Gravity is a level-7 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Reverse Gravity is a level-7 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 312. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 312","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-revivify","title":"Revivify","type":"Character Rule","category":"Character Rules","summary":"Revivify is a level-3 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Revivify is a level-3 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 312. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 312","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-rope-trick","title":"Rope Trick","type":"Character Rule","category":"Character Rules","summary":"Rope Trick is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Rope Trick is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 312. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 312","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-sacred-flame","title":"Sacred Flame","type":"Character Rule","category":"Character Rules","summary":"Sacred Flame is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Sacred Flame is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 313. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 313","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-sanctuary","title":"Sanctuary","type":"Character Rule","category":"Character Rules","summary":"Sanctuary is a level-1 spell in Abjuration. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Sanctuary is a level-1 spell in Abjuration. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 313. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 313","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-scorching-ray","title":"Scorching Ray","type":"Character Rule","category":"Character Rules","summary":"Scorching Ray is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Scorching Ray is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 313. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 313","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-scrying","title":"Scrying","type":"Character Rule","category":"Character Rules","summary":"Scrying is a level-5 spell in Divination. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Scrying is a level-5 spell in Divination. Casting time: 10 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 313. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 313","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-searing-smite","title":"Searing Smite","type":"Character Rule","category":"Character Rules","summary":"Searing Smite is a level-1 spell in Evocation. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Searing Smite is a level-1 spell in Evocation. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 314. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 314","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-see-invisibility","title":"See Invisibility","type":"Character Rule","category":"Character Rules","summary":"See Invisibility is a level-2 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"See Invisibility is a level-2 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 314. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 314","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-seeming","title":"Seeming","type":"Character Rule","category":"Character Rules","summary":"Seeming is a level-5 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Seeming is a level-5 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 314. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 314","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-sending","title":"Sending","type":"Character Rule","category":"Character Rules","summary":"Sending is a level-3 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Sending is a level-3 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 314. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 314","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-sequester","title":"Sequester","type":"Character Rule","category":"Character Rules","summary":"Sequester is a level-7 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Sequester is a level-7 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 315. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 315","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-shapechange","title":"Shapechange","type":"Character Rule","category":"Character Rules","summary":"Shapechange is a level-9 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Shapechange is a level-9 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 315. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 315","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-shatter","title":"Shatter","type":"Character Rule","category":"Character Rules","summary":"Shatter is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Shatter is a level-2 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 316. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 316","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-shield","title":"Shield","type":"Character Rule","category":"Character Rules","summary":"Shield is a level-1 spell in Abjuration. Casting time: 1 reaction. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Shield is a level-1 spell in Abjuration. Casting time: 1 reaction. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 316. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 316","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-shield-of-faith","title":"Shield of Faith","type":"Character Rule","category":"Character Rules","summary":"Shield of Faith is a level-1 spell in Abjuration. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Shield of Faith is a level-1 spell in Abjuration. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 316. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 316","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-shillelagh","title":"Shillelagh","type":"Character Rule","category":"Character Rules","summary":"Shillelagh is a cantrip in Transmutation. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Shillelagh is a cantrip in Transmutation. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 316. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 316","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-shining-smite","title":"Shining Smite","type":"Character Rule","category":"Character Rules","summary":"Shining Smite is a level-2 spell in Transmutation. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Shining Smite is a level-2 spell in Transmutation. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 316. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 316","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-shocking-grasp","title":"Shocking Grasp","type":"Character Rule","category":"Character Rules","summary":"Shocking Grasp is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Shocking Grasp is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 316. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 316","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-silence","title":"Silence","type":"Character Rule","category":"Character Rules","summary":"Silence is a level-2 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Silence is a level-2 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 316. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 316","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-silent-image","title":"Silent Image","type":"Character Rule","category":"Character Rules","summary":"Silent Image is a level-1 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Silent Image is a level-1 spell in Illusion. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 317. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 317","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-simulacrum","title":"Simulacrum","type":"Character Rule","category":"Character Rules","summary":"Simulacrum is a level-7 spell in Illusion. Casting time: 12 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Simulacrum is a level-7 spell in Illusion. Casting time: 12 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 317. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 317","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-sleep","title":"Sleep","type":"Character Rule","category":"Character Rules","summary":"Sleep is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Sleep is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 317. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 317","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-sleet-storm","title":"Sleet Storm","type":"Character Rule","category":"Character Rules","summary":"Sleet Storm is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Sleet Storm is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 317. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 317","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-slow","title":"Slow","type":"Character Rule","category":"Character Rules","summary":"Slow is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Slow is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 318. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 318","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-sorcerous-burst","title":"Sorcerous Burst","type":"Character Rule","category":"Character Rules","summary":"Sorcerous Burst is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Sorcerous Burst is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 318. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 318","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-spare-the-dying","title":"Spare the Dying","type":"Character Rule","category":"Character Rules","summary":"Spare the Dying is a cantrip in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Spare the Dying is a cantrip in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 318. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 318","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-speak-with-animals","title":"Speak with Animals","type":"Character Rule","category":"Character Rules","summary":"Speak with Animals is a level-1 spell in Divination. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Speak with Animals is a level-1 spell in Divination. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 318. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 318","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-speak-with-dead","title":"Speak with Dead","type":"Character Rule","category":"Character Rules","summary":"Speak with Dead is a level-3 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Speak with Dead is a level-3 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 318. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 318","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-speak-with-plants","title":"Speak with Plants","type":"Character Rule","category":"Character Rules","summary":"Speak with Plants is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Speak with Plants is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 319. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 319","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-spider-climb","title":"Spider Climb","type":"Character Rule","category":"Character Rules","summary":"Spider Climb is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Spider Climb is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 319. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 319","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-spike-growth","title":"Spike Growth","type":"Character Rule","category":"Character Rules","summary":"Spike Growth is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Spike Growth is a level-2 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 319. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 319","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-spirit-guardians","title":"Spirit Guardians","type":"Character Rule","category":"Character Rules","summary":"Spirit Guardians is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Spirit Guardians is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 319. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 319","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-spiritual-weapon","title":"Spiritual Weapon","type":"Character Rule","category":"Character Rules","summary":"Spiritual Weapon is a level-2 spell in Evocation. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Spiritual Weapon is a level-2 spell in Evocation. Casting time: 1 bonus. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 319. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 319","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-staggering-smite","title":"Staggering Smite","type":"Character Rule","category":"Character Rules","summary":"Staggering Smite is a level-4 spell in Enchantment. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Staggering Smite is a level-4 spell in Enchantment. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 320. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 320","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-starry-wisp","title":"Starry Wisp","type":"Character Rule","category":"Character Rules","summary":"Starry Wisp is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Starry Wisp is a cantrip in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 320. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 320","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-steel-wind-strike","title":"Steel Wind Strike","type":"Character Rule","category":"Character Rules","summary":"Steel Wind Strike is a level-5 spell in Conjuration. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Steel Wind Strike is a level-5 spell in Conjuration. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 320. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 320","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-stinking-cloud","title":"Stinking Cloud","type":"Character Rule","category":"Character Rules","summary":"Stinking Cloud is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Stinking Cloud is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 321. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 321","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-stone-shape","title":"Stone Shape","type":"Character Rule","category":"Character Rules","summary":"Stone Shape is a level-4 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Stone Shape is a level-4 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 321. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 321","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-stoneskin","title":"Stoneskin","type":"Character Rule","category":"Character Rules","summary":"Stoneskin is a level-4 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Stoneskin is a level-4 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 321. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 321","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-storm-of-vengeance","title":"Storm of Vengeance","type":"Character Rule","category":"Character Rules","summary":"Storm of Vengeance is a level-9 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Storm of Vengeance is a level-9 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 321. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 321","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-suggestion","title":"Suggestion","type":"Character Rule","category":"Character Rules","summary":"Suggestion is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Suggestion is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 321. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 321","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-summon-aberration","title":"Summon Aberration","type":"Character Rule","category":"Character Rules","summary":"Summon Aberration is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Summon Aberration is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 322. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 322","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-summon-beast","title":"Summon Beast","type":"Character Rule","category":"Character Rules","summary":"Summon Beast is a level-2 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Summon Beast is a level-2 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 322. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 322","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-summon-celestial","title":"Summon Celestial","type":"Character Rule","category":"Character Rules","summary":"Summon Celestial is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Summon Celestial is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 323. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 323","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-summon-construct","title":"Summon Construct","type":"Character Rule","category":"Character Rules","summary":"Summon Construct is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Summon Construct is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 324. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 324","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-summon-dragon","title":"Summon Dragon","type":"Character Rule","category":"Character Rules","summary":"Summon Dragon is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Summon Dragon is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 324. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 324","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-summon-elemental","title":"Summon Elemental","type":"Character Rule","category":"Character Rules","summary":"Summon Elemental is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Summon Elemental is a level-4 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 325. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 325","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-summon-fey","title":"Summon Fey","type":"Character Rule","category":"Character Rules","summary":"Summon Fey is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Summon Fey is a level-3 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 326. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 326","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-summon-fiend","title":"Summon Fiend","type":"Character Rule","category":"Character Rules","summary":"Summon Fiend is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Summon Fiend is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 326. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 326","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-summon-undead","title":"Summon Undead","type":"Character Rule","category":"Character Rules","summary":"Summon Undead is a level-3 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Summon Undead is a level-3 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 328. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 328","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-sunbeam","title":"Sunbeam","type":"Character Rule","category":"Character Rules","summary":"Sunbeam is a level-6 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Sunbeam is a level-6 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 329. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 329","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-sunburst","title":"Sunburst","type":"Character Rule","category":"Character Rules","summary":"Sunburst is a level-8 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Sunburst is a level-8 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 329. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 329","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-swift-quiver","title":"Swift Quiver","type":"Character Rule","category":"Character Rules","summary":"Swift Quiver is a level-5 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Swift Quiver is a level-5 spell in Transmutation. Casting time: 1 bonus. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 329. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 329","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-symbol","title":"Symbol","type":"Character Rule","category":"Character Rules","summary":"Symbol is a level-7 spell in Abjuration. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Symbol is a level-7 spell in Abjuration. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 329. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 329","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-synaptic-static","title":"Synaptic Static","type":"Character Rule","category":"Character Rules","summary":"Synaptic Static is a level-5 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Synaptic Static is a level-5 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 330. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 330","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-tasha-s-bubbling-cauldron","title":"Tasha's Bubbling Cauldron","type":"Character Rule","category":"Character Rules","summary":"Tasha's Bubbling Cauldron is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Tasha's Bubbling Cauldron is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 330. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 330","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-tasha-s-hideous-laughter","title":"Tasha's Hideous Laughter","type":"Character Rule","category":"Character Rules","summary":"Tasha's Hideous Laughter is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Tasha's Hideous Laughter is a level-1 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 331. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 331","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-telekinesis","title":"Telekinesis","type":"Character Rule","category":"Character Rules","summary":"Telekinesis is a level-5 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Telekinesis is a level-5 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 331. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 331","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-telepathy","title":"Telepathy","type":"Character Rule","category":"Character Rules","summary":"Telepathy is a level-8 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Telepathy is a level-8 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 331. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 331","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-teleport","title":"Teleport","type":"Character Rule","category":"Character Rules","summary":"Teleport is a level-7 spell in Conjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Teleport is a level-7 spell in Conjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 331. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 331","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-teleportation-circle","title":"Teleportation Circle","type":"Character Rule","category":"Character Rules","summary":"Teleportation Circle is a level-5 spell in Conjuration. Casting time: 1 minute. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Teleportation Circle is a level-5 spell in Conjuration. Casting time: 1 minute. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 332. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 332","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-tenser-s-floating-disk","title":"Tenser's Floating Disk","type":"Character Rule","category":"Character Rules","summary":"Tenser's Floating Disk is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Tenser's Floating Disk is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 332. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 332","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-thaumaturgy","title":"Thaumaturgy","type":"Character Rule","category":"Character Rules","summary":"Thaumaturgy is a cantrip in Transmutation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Thaumaturgy is a cantrip in Transmutation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 333. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 333","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-thorn-whip","title":"Thorn Whip","type":"Character Rule","category":"Character Rules","summary":"Thorn Whip is a cantrip in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Thorn Whip is a cantrip in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 333. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 333","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-thunderclap","title":"Thunderclap","type":"Character Rule","category":"Character Rules","summary":"Thunderclap is a cantrip in Evocation. Casting time: 1 action. Components: somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Thunderclap is a cantrip in Evocation. Casting time: 1 action. Components: somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 333. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 333","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-thunderous-smite","title":"Thunderous Smite","type":"Character Rule","category":"Character Rules","summary":"Thunderous Smite is a level-1 spell in Evocation. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Thunderous Smite is a level-1 spell in Evocation. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 334. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 334","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-thunderwave","title":"Thunderwave","type":"Character Rule","category":"Character Rules","summary":"Thunderwave is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Thunderwave is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 334. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 334","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-time-stop","title":"Time Stop","type":"Character Rule","category":"Character Rules","summary":"Time Stop is a level-9 spell in Transmutation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Time Stop is a level-9 spell in Transmutation. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 334. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 334","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-toll-the-dead","title":"Toll the Dead","type":"Character Rule","category":"Character Rules","summary":"Toll the Dead is a cantrip in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Toll the Dead is a cantrip in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 334. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 334","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-tongues","title":"Tongues","type":"Character Rule","category":"Character Rules","summary":"Tongues is a level-3 spell in Divination. Casting time: 1 action. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Tongues is a level-3 spell in Divination. Casting time: 1 action. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 334. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 334","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-transport-via-plants","title":"Transport via Plants","type":"Character Rule","category":"Character Rules","summary":"Transport via Plants is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Transport via Plants is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 334. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 334","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-tree-stride","title":"Tree Stride","type":"Character Rule","category":"Character Rules","summary":"Tree Stride is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Tree Stride is a level-5 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 335. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 335","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-true-polymorph","title":"True Polymorph","type":"Character Rule","category":"Character Rules","summary":"True Polymorph is a level-9 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"True Polymorph is a level-9 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 335. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 335","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-true-resurrection","title":"True Resurrection","type":"Character Rule","category":"Character Rules","summary":"True Resurrection is a level-9 spell in Necromancy. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"True Resurrection is a level-9 spell in Necromancy. Casting time: 1 hour. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 336. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 336","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-true-seeing","title":"True Seeing","type":"Character Rule","category":"Character Rules","summary":"True Seeing is a level-6 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"True Seeing is a level-6 spell in Divination. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 336. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 336","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-true-strike","title":"True Strike","type":"Character Rule","category":"Character Rules","summary":"True Strike is a cantrip in Divination. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"True Strike is a cantrip in Divination. Casting time: 1 action. Components: somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 336. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 336","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-tsunami","title":"Tsunami","type":"Character Rule","category":"Character Rules","summary":"Tsunami is a level-8 spell in Conjuration. Casting time: 1 minute. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Tsunami is a level-8 spell in Conjuration. Casting time: 1 minute. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 336. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 336","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-unseen-servant","title":"Unseen Servant","type":"Character Rule","category":"Character Rules","summary":"Unseen Servant is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Unseen Servant is a level-1 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 336. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 336","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-vampiric-touch","title":"Vampiric Touch","type":"Character Rule","category":"Character Rules","summary":"Vampiric Touch is a level-3 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Vampiric Touch is a level-3 spell in Necromancy. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 337. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 337","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-vicious-mockery","title":"Vicious Mockery","type":"Character Rule","category":"Character Rules","summary":"Vicious Mockery is a cantrip in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Vicious Mockery is a cantrip in Enchantment. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 337. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 337","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-vitriolic-sphere","title":"Vitriolic Sphere","type":"Character Rule","category":"Character Rules","summary":"Vitriolic Sphere is a level-4 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Vitriolic Sphere is a level-4 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 337. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 337","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-wall-of-fire","title":"Wall of Fire","type":"Character Rule","category":"Character Rules","summary":"Wall of Fire is a level-4 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Wall of Fire is a level-4 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 338. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 338","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-wall-of-force","title":"Wall of Force","type":"Character Rule","category":"Character Rules","summary":"Wall of Force is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Wall of Force is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 338. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 338","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-wall-of-ice","title":"Wall of Ice","type":"Character Rule","category":"Character Rules","summary":"Wall of Ice is a level-6 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Wall of Ice is a level-6 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 339. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 339","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-wall-of-stone","title":"Wall of Stone","type":"Character Rule","category":"Character Rules","summary":"Wall of Stone is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Wall of Stone is a level-5 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 339. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 339","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-wall-of-thorns","title":"Wall of Thorns","type":"Character Rule","category":"Character Rules","summary":"Wall of Thorns is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Wall of Thorns is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 339. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 339","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-warding-bond","title":"Warding Bond","type":"Character Rule","category":"Character Rules","summary":"Warding Bond is a level-2 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Warding Bond is a level-2 spell in Abjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 340. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 340","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-water-breathing","title":"Water Breathing","type":"Character Rule","category":"Character Rules","summary":"Water Breathing is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Water Breathing is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 340. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 340","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-water-walk","title":"Water Walk","type":"Character Rule","category":"Character Rules","summary":"Water Walk is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Water Walk is a level-3 spell in Transmutation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 340. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 340","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-web","title":"Web","type":"Character Rule","category":"Character Rules","summary":"Web is a level-2 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Web is a level-2 spell in Conjuration. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 340. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 340","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-weird","title":"Weird","type":"Character Rule","category":"Character Rules","summary":"Weird is a level-9 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Weird is a level-9 spell in Illusion. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 341. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 341","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-wind-walk","title":"Wind Walk","type":"Character Rule","category":"Character Rules","summary":"Wind Walk is a level-6 spell in Transmutation. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Wind Walk is a level-6 spell in Transmutation. Casting time: 1 minute. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 341. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 341","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-wind-wall","title":"Wind Wall","type":"Character Rule","category":"Character Rules","summary":"Wind Wall is a level-3 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Wind Wall is a level-3 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 341. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 341","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-wish","title":"Wish","type":"Character Rule","category":"Character Rules","summary":"Wish is a level-9 spell in Conjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Wish is a level-9 spell in Conjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 341. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 341","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-witch-bolt","title":"Witch Bolt","type":"Character Rule","category":"Character Rules","summary":"Witch Bolt is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Witch Bolt is a level-1 spell in Evocation. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 343. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 343","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-word-of-radiance","title":"Word of Radiance","type":"Character Rule","category":"Character Rules","summary":"Word of Radiance is a cantrip in Evocation. Casting time: 1 action. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Word of Radiance is a cantrip in Evocation. Casting time: 1 action. Components: verbal, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 343. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 343","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-word-of-recall","title":"Word of Recall","type":"Character Rule","category":"Character Rules","summary":"Word of Recall is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Word of Recall is a level-6 spell in Conjuration. Casting time: 1 action. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 343. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 343","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-wrathful-smite","title":"Wrathful Smite","type":"Character Rule","category":"Character Rules","summary":"Wrathful Smite is a level-1 spell in Necromancy. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Wrathful Smite is a level-1 spell in Necromancy. Casting time: 1 bonus. Components: verbal. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 343. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 343","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-yolande-s-regal-presence","title":"Yolande's Regal Presence","type":"Character Rule","category":"Character Rules","summary":"Yolande's Regal Presence is a level-5 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Yolande's Regal Presence is a level-5 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic, material. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 343. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 343","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-spell-zone-of-truth","title":"Zone of Truth","type":"Character Rule","category":"Character Rules","summary":"Zone of Truth is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here.","body":"","sections":[{"heading":"Mechanical reference","body":"Zone of Truth is a level-2 spell in Enchantment. Casting time: 1 action. Components: verbal, somatic. Spell effects, material particulars and targeting details are not yet adapted here."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 343. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 343","sourceHash":"442544a91aad1181cbad78d49cfa48f9ced7d8b048dbc781e32fa6fefc6278b9","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-blinded","title":"Blinded","type":"Condition","category":"Character Rules","summary":"Sight cannot be used, and checks that depend on seeing fail. Your attacks have disadvantage; attacks made against you have advantage.","body":"","sections":[{"heading":"Mechanical reference","body":"Sight cannot be used, and checks that depend on seeing fail. Your attacks have disadvantage; attacks made against you have advantage."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 361. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 361","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-charmed","title":"Charmed","type":"Condition","category":"Character Rules","summary":"You cannot attack the creature charming you or direct harmful abilities or magic at it. That creature has advantage on social ability checks involving you.","body":"","sections":[{"heading":"Mechanical reference","body":"You cannot attack the creature charming you or direct harmful abilities or magic at it. That creature has advantage on social ability checks involving you."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 361. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 361","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-deafened","title":"Deafened","type":"Condition","category":"Character Rules","summary":"Hearing is unavailable. An ability check that requires hearing fails.","body":"","sections":[{"heading":"Mechanical reference","body":"Hearing is unavailable. An ability check that requires hearing fails."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 365. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 365","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-exhaustion","title":"Exhaustion","type":"Condition","category":"Character Rules","summary":"Track exhaustion from 1 to 6. Each level subtracts 2 from your D20 Tests and 5 feet from your speed. Reaching level 6 is fatal. A Long Rest removes one level; the condition ends at zero.","body":"","sections":[{"heading":"Mechanical reference","body":"Track exhaustion from 1 to 6. Each level subtracts 2 from your D20 Tests and 5 feet from your speed. Reaching level 6 is fatal. A Long Rest removes one level; the condition ends at zero."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 365. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 365","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-frightened","title":"Frightened","type":"Condition","category":"Character Rules","summary":"While the source of fear is visible to you, your ability checks and attacks have disadvantage. You cannot choose to move nearer to that source.","body":"","sections":[{"heading":"Mechanical reference","body":"While the source of fear is visible to you, your ability checks and attacks have disadvantage. You cannot choose to move nearer to that source."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 367. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 367","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-grappled","title":"Grappled","type":"Condition","category":"Character Rules","summary":"Your speed is fixed at zero. Attacks against creatures other than your grappler have disadvantage. The grappler can move you: movement normally costs it one additional foot per foot moved, except when you are Tiny or at least two sizes smaller.","body":"","sections":[{"heading":"Mechanical reference","body":"Your speed is fixed at zero. Attacks against creatures other than your grappler have disadvantage. The grappler can move you: movement normally costs it one additional foot per foot moved, except when you are Tiny or at least two sizes smaller."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 367. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 367","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-incapacitated","title":"Incapacitated","type":"Condition","category":"Character Rules","summary":"Actions, Bonus Actions and Reactions are unavailable. Concentration ends, speech is impossible, and Initiative is rolled with disadvantage if you still have this condition when rolling.","body":"","sections":[{"heading":"Mechanical reference","body":"Actions, Bonus Actions and Reactions are unavailable. Concentration ends, speech is impossible, and Initiative is rolled with disadvantage if you still have this condition when rolling."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 369. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 369","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-invisible","title":"Invisible","type":"Condition","category":"Character Rules","summary":"Roll Initiative with advantage if invisible at that moment. You and your carried or worn equipment are concealed from sight-dependent effects unless their creator can see you. Against a creature unable to see you, your attacks have advantage and its attacks against you have disadvantage.","body":"","sections":[{"heading":"Mechanical reference","body":"Roll Initiative with advantage if invisible at that moment. You and your carried or worn equipment are concealed from sight-dependent effects unless their creator can see you. Against a creature unable to see you, your attacks have advantage and its attacks against you have disadvantage."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 370. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 370","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-paralyzed","title":"Paralyzed","type":"Condition","category":"Character Rules","summary":"You are also Incapacitated and your speed is fixed at zero. Strength and Dexterity saves fail automatically. Attacks against you have advantage; a hit from an attacker within 5 feet is a critical hit.","body":"","sections":[{"heading":"Mechanical reference","body":"You are also Incapacitated and your speed is fixed at zero. Strength and Dexterity saves fail automatically. Attacks against you have advantage; a hit from an attacker within 5 feet is a critical hit."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 371. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 371","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-petrified","title":"Petrified","type":"Condition","category":"Character Rules","summary":"You and nonmagical carried or worn objects become solid, inanimate material. Weight becomes ten times normal and aging stops. You are Incapacitated with speed fixed at zero; Strength and Dexterity saves fail automatically, and attacks against you have advantage. You resist all damage and are immune to the Poisoned condition.","body":"","sections":[{"heading":"Mechanical reference","body":"You and nonmagical carried or worn objects become solid, inanimate material. Weight becomes ten times normal and aging stops. You are Incapacitated with speed fixed at zero; Strength and Dexterity saves fail automatically, and attacks against you have advantage. You resist all damage and are immune to the Poisoned condition."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 372. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 372","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-poisoned","title":"Poisoned","type":"Condition","category":"Character Rules","summary":"Your ability checks and attack rolls have disadvantage.","body":"","sections":[{"heading":"Mechanical reference","body":"Your ability checks and attack rolls have disadvantage."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 372. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 372","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-prone","title":"Prone","type":"Condition","category":"Character Rules","summary":"You can crawl or use half your speed, rounded down, to stand and end Prone. Standing this way is unavailable at speed zero. Your attacks have disadvantage. Attacks against you have advantage from within 5 feet and disadvantage from farther away.","body":"","sections":[{"heading":"Mechanical reference","body":"You can crawl or use half your speed, rounded down, to stand and end Prone. Standing this way is unavailable at speed zero. Your attacks have disadvantage. Attacks against you have advantage from within 5 feet and disadvantage from farther away."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 372. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 372","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-restrained","title":"Restrained","type":"Condition","category":"Character Rules","summary":"Your speed is fixed at zero. Attacks against you have advantage, your attacks have disadvantage, and your Dexterity saves have disadvantage.","body":"","sections":[{"heading":"Mechanical reference","body":"Your speed is fixed at zero. Attacks against you have advantage, your attacks have disadvantage, and your Dexterity saves have disadvantage."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 373. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 373","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-stunned","title":"Stunned","type":"Condition","category":"Character Rules","summary":"You are also Incapacitated. Strength and Dexterity saves fail automatically, and attacks against you have advantage. Stunned alone does not set your speed to zero in the revised rules.","body":"","sections":[{"heading":"Mechanical reference","body":"You are also Incapacitated. Strength and Dexterity saves fail automatically, and attacks against you have advantage. Stunned alone does not set your speed to zero in the revised rules."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 376. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 376","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-condition-unconscious","title":"Unconscious","type":"Condition","category":"Character Rules","summary":"You are Incapacitated and Prone, drop held items and cannot perceive your surroundings. Your speed is fixed at zero; Strength and Dexterity saves fail automatically. Attacks against you have advantage, and hits from within 5 feet are critical hits. Recovering consciousness does not itself end Prone.","body":"","sections":[{"heading":"Mechanical reference","body":"You are Incapacitated and Prone, drop held items and cannot perceive your surroundings. Your speed is fixed at zero; Strength and Dexterity saves fail automatically. Attacks against you have advantage, and hits from within 5 feet are critical hits. Recovering consciousness does not itself end Prone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 376. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 376","sourceHash":"22fbcdf297e10e55abc33bd02e3b9686aba05408c23c6053268b657654667a98","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-alchemist-s-supplies","title":"Alchemist's Supplies","type":"Character Rule","category":"Character Rules","summary":"Alchemist's Supplies. Weight: 8 lb. Listed cost: 50 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Alchemist's Supplies. Weight: 8 lb. Listed cost: 50 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 220. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 220","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-arrow","title":"Arrow","type":"Character Rule","category":"Character Rules","summary":"Arrow. Weight: 0.05 lb. Listed cost: 0.05 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Arrow. Weight: 0.05 lb. Listed cost: 0.05 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 222. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 222","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-arrows-20","title":"Arrows (20)","type":"Character Rule","category":"Character Rules","summary":"Arrows (20). Weight: 1 lb. Listed cost: 1 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Arrows (20). Weight: 1 lb. Listed cost: 1 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 222. Original explanation of selected mechanical facts. This is a partial quick reference. 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The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 215","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-blowgun","title":"Blowgun","type":"Character Rule","category":"Character Rules","summary":"Blowgun. Weapon damage dice: 1. Weight: 1 lb. Listed cost: 10 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Blowgun. Weapon damage dice: 1. Weight: 1 lb. Listed cost: 10 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 215. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 215","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-bolt","title":"Bolt","type":"Character Rule","category":"Character Rules","summary":"Bolt. Weight: 0.075 lb. Listed cost: 0.05 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Bolt. Weight: 0.075 lb. Listed cost: 0.05 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 222. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 222","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-bolts-20","title":"Bolts (20)","type":"Character Rule","category":"Character Rules","summary":"Bolts (20). Weight: 1.5 lb. Listed cost: 1 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Bolts (20). Weight: 1.5 lb. Listed cost: 1 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 222. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 222","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-breastplate","title":"Breastplate","type":"Character Rule","category":"Character Rules","summary":"Breastplate. Armor value: 14. Weight: 20 lb. Listed cost: 400 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Breastplate. Armor value: 14. Weight: 20 lb. Listed cost: 400 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 219. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 219","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-brewer-s-supplies","title":"Brewer's Supplies","type":"Character Rule","category":"Character Rules","summary":"Brewer's Supplies. Weight: 9 lb. Listed cost: 20 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Brewer's Supplies. Weight: 9 lb. Listed cost: 20 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 220. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 220","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-calligrapher-s-supplies","title":"Calligrapher's Supplies","type":"Character Rule","category":"Character Rules","summary":"Calligrapher's Supplies. Weight: 5 lb. Listed cost: 10 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Calligrapher's Supplies. Weight: 5 lb. Listed cost: 10 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 220. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 220","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-carpenter-s-tools","title":"Carpenter's Tools","type":"Character Rule","category":"Character Rules","summary":"Carpenter's Tools. Weight: 6 lb. Listed cost: 8 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Carpenter's Tools. Weight: 6 lb. Listed cost: 8 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 220. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 220","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-cartographer-s-tools","title":"Cartographer's Tools","type":"Character Rule","category":"Character Rules","summary":"Cartographer's Tools. Weight: 6 lb. Listed cost: 15 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Cartographer's Tools. Weight: 6 lb. Listed cost: 15 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 220. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 220","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-chain-mail","title":"Chain Mail","type":"Character Rule","category":"Character Rules","summary":"Chain Mail. Armor value: 16. Strength 13 avoids the armor’s 10-foot speed reduction. Stealth checks have disadvantage while wearing this armor. Weight: 55 lb. Listed cost: 75 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Chain Mail. Armor value: 16. Strength 13 avoids the armor’s 10-foot speed reduction. Stealth checks have disadvantage while wearing this armor. Weight: 55 lb. Listed cost: 75 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 219. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 219","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-chain-shirt","title":"Chain Shirt","type":"Character Rule","category":"Character Rules","summary":"Chain Shirt. Armor value: 13. Weight: 20 lb. Listed cost: 50 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Chain Shirt. Armor value: 13. Weight: 20 lb. Listed cost: 50 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 219. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 219","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-club","title":"Club","type":"Character Rule","category":"Character Rules","summary":"Club. Weapon damage dice: 1d4. Weight: 2 lb. Listed cost: 0.1 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Club. Weapon damage dice: 1d4. Weight: 2 lb. Listed cost: 0.1 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 215. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 215","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-cobbler-s-tools","title":"Cobbler's Tools","type":"Character Rule","category":"Character Rules","summary":"Cobbler's Tools. Weight: 5 lb. Listed cost: 5 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Cobbler's Tools. Weight: 5 lb. Listed cost: 5 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 220. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 220","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-cook-s-utensils","title":"Cook's Utensils","type":"Character Rule","category":"Character Rules","summary":"Cook's Utensils. Weight: 8 lb. Listed cost: 1 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Cook's Utensils. Weight: 8 lb. Listed cost: 1 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 220. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 220","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-crystal","title":"Crystal","type":"Character Rule","category":"Character Rules","summary":"Crystal. Weight: 1 lb. Listed cost: 10 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Crystal. Weight: 1 lb. Listed cost: 10 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 224. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 224","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-dagger","title":"Dagger","type":"Character Rule","category":"Character Rules","summary":"Dagger. Weapon damage dice: 1d4. Weight: 1 lb. Listed cost: 2 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Dagger. Weapon damage dice: 1d4. Weight: 1 lb. Listed cost: 2 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 215. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 215","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-dart","title":"Dart","type":"Character Rule","category":"Character Rules","summary":"Dart. Weapon damage dice: 1d4. Weight: 0.25 lb. Listed cost: 0.05 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Dart. Weapon damage dice: 1d4. Weight: 0.25 lb. Listed cost: 0.05 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 215. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 215","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-drum","title":"Drum","type":"Character Rule","category":"Character Rules","summary":"Drum. Weight: 3 lb. Listed cost: 6 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Drum. Weight: 3 lb. Listed cost: 6 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 221. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 221","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-dulcimer","title":"Dulcimer","type":"Character Rule","category":"Character Rules","summary":"Dulcimer. Weight: 10 lb. Listed cost: 25 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Dulcimer. Weight: 10 lb. Listed cost: 25 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 221. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 221","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-firearm-bullet","title":"Firearm Bullet","type":"Character Rule","category":"Character Rules","summary":"Firearm Bullet. Weight: 0.2 lb. Listed cost: 0.3 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Firearm Bullet. Weight: 0.2 lb. Listed cost: 0.3 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 222. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 222","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-firearm-bullets-10","title":"Firearm Bullets (10)","type":"Character Rule","category":"Character Rules","summary":"Firearm Bullets (10). Weight: 2 lb. Listed cost: 3 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Firearm Bullets (10). Weight: 2 lb. Listed cost: 3 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 222. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 222","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-flail","title":"Flail","type":"Character Rule","category":"Character Rules","summary":"Flail. Weapon damage dice: 1d8. Weight: 2 lb. Listed cost: 10 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Flail. Weapon damage dice: 1d8. Weight: 2 lb. Listed cost: 10 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 215. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 215","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-flute","title":"Flute","type":"Character Rule","category":"Character Rules","summary":"Flute. Weight: 1 lb. Listed cost: 2 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Flute. Weight: 1 lb. Listed cost: 2 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 221. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 221","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-glaive","title":"Glaive","type":"Character Rule","category":"Character Rules","summary":"Glaive. Weapon damage dice: 1d10. Weight: 6 lb. Listed cost: 20 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Glaive. Weapon damage dice: 1d10. Weight: 6 lb. Listed cost: 20 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 215. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 215","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-glassblower-s-tools","title":"Glassblower's Tools","type":"Character Rule","category":"Character Rules","summary":"Glassblower's Tools. Weight: 5 lb. Listed cost: 30 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Glassblower's Tools. Weight: 5 lb. Listed cost: 30 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 220. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 220","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-greataxe","title":"Greataxe","type":"Character Rule","category":"Character Rules","summary":"Greataxe. Weapon damage dice: 1d12. Weight: 7 lb. Listed cost: 30 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Greataxe. Weapon damage dice: 1d12. Weight: 7 lb. Listed cost: 30 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 215. Original explanation of selected mechanical facts. This is a partial quick reference. 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The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 230","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-sprig-of-mistletoe","title":"Sprig of Mistletoe","type":"Character Rule","category":"Character Rules","summary":"Sprig of Mistletoe. Listed cost: 1 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Sprig of Mistletoe. Listed cost: 1 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 225. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 225","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-spyglass","title":"Spyglass","type":"Character Rule","category":"Character Rules","summary":"Spyglass. Weight: 1 lb. Listed cost: 1000 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Spyglass. Weight: 1 lb. Listed cost: 1000 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 229. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 229","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-stabling-per-day","title":"Stabling (per day)","type":"Character Rule","category":"Character Rules","summary":"Stabling (per day). Listed cost: 0.05 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Stabling (per day). Listed cost: 0.05 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 230. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 230","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-string","title":"String","type":"Character Rule","category":"Character Rules","summary":"String. Listed cost: 0.1 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"String. Listed cost: 0.1 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 229. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 229","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-tent","title":"Tent","type":"Character Rule","category":"Character Rules","summary":"Tent. Weight: 20 lb. Listed cost: 2 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Tent. Weight: 20 lb. Listed cost: 2 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 229. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 229","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-thieves-tools","title":"Thieves' Tools","type":"Character Rule","category":"Character Rules","summary":"Thieves' Tools. Weight: 1 lb. Listed cost: 25 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Thieves' Tools. Weight: 1 lb. Listed cost: 25 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 221. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 221","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-three-dragon-ante-set","title":"Three-Dragon Ante Set","type":"Character Rule","category":"Character Rules","summary":"Three-Dragon Ante Set. Listed cost: 1 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Three-Dragon Ante Set. Listed cost: 1 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 221. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 221","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-tinderbox","title":"Tinderbox","type":"Character Rule","category":"Character Rules","summary":"Tinderbox. Weight: 1 lb. Listed cost: 0.5 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Tinderbox. Weight: 1 lb. Listed cost: 0.5 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 229. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 229","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-torch","title":"Torch","type":"Character Rule","category":"Character Rules","summary":"Torch. Weight: 1 lb. Listed cost: 0.01 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Torch. Weight: 1 lb. Listed cost: 0.01 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 229. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 229","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-traveler-s-clothes","title":"Traveler's Clothes","type":"Character Rule","category":"Character Rules","summary":"Traveler's Clothes. Weight: 4 lb. Listed cost: 2 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Traveler's Clothes. Weight: 4 lb. Listed cost: 2 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 225. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 225","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-trinket","title":"Trinket","type":"Character Rule","category":"Character Rules","summary":"Trinket. ","body":"","sections":[{"heading":"Mechanical reference","body":"Trinket. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 47. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 47","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-vial","title":"Vial","type":"Character Rule","category":"Character Rules","summary":"Vial. Listed cost: 1 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Vial. Listed cost: 1 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 229. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 229","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-wagon","title":"Wagon","type":"Character Rule","category":"Character Rules","summary":"Wagon. Weight: 400 lb. Listed cost: 35 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Wagon. Weight: 400 lb. Listed cost: 35 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 230. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 230","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-warhorse","title":"Warhorse","type":"Character Rule","category":"Character Rules","summary":"Warhorse. Listed cost: 400 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Warhorse. Listed cost: 400 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 229. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 229","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-warship","title":"Warship","type":"Character Rule","category":"Character Rules","summary":"Warship. Listed cost: 25000 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Warship. Listed cost: 25000 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 230. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 230","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-waterskin","title":"Waterskin","type":"Character Rule","category":"Character Rules","summary":"Waterskin. Weight: 5 lb. Listed cost: 0.2 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Waterskin. Weight: 5 lb. Listed cost: 0.2 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 229. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 229","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-equipment-yew-wand","title":"Yew Wand","type":"Character Rule","category":"Character Rules","summary":"Yew Wand. Weight: 1 lb. Listed cost: 10 GP. ","body":"","sections":[{"heading":"Mechanical reference","body":"Yew Wand. Weight: 1 lb. Listed cost: 10 GP. "},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 225. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 225","sourceHash":"3af773b48cb874682aae36c14f2e89b89ae1380dd4ae877f7b1e545ec4d27968","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-mastery-cleave","title":"Cleave","type":"Character Rule","category":"Character Rules","summary":"After a melee hit, you may attack a second creature within 5 feet of the first and within your reach. On that hit, omit a positive ability modifier from damage; a negative modifier still applies. This extra attack is limited to once on a turn.","body":"","sections":[{"heading":"Mechanical reference","body":"After a melee hit, you may attack a second creature within 5 feet of the first and within your reach. On that hit, omit a positive ability modifier from damage; a negative modifier still applies. This extra attack is limited to once on a turn."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 214. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 214","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-mastery-graze","title":"Graze","type":"Character Rule","category":"Character Rules","summary":"A miss can still deal damage equal to the ability modifier used for that attack. It uses the weapon’s damage type. Only an increase to that modifier can increase this damage.","body":"","sections":[{"heading":"Mechanical reference","body":"A miss can still deal damage equal to the ability modifier used for that attack. It uses the weapon’s damage type. Only an increase to that modifier can increase this damage."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 214. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 214","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-mastery-nick","title":"Nick","type":"Character Rule","category":"Character Rules","summary":"The extra attack provided by Light can be made during your Attack action instead of spending a Bonus Action. This extra attack remains limited to once on a turn.","body":"","sections":[{"heading":"Mechanical reference","body":"The extra attack provided by Light can be made during your Attack action instead of spending a Bonus Action. This extra attack remains limited to once on a turn."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 214. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 214","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-mastery-push","title":"Push","type":"Character Rule","category":"Character Rules","summary":"A hit lets you push a Large or smaller creature directly away from you by up to 10 feet.","body":"","sections":[{"heading":"Mechanical reference","body":"A hit lets you push a Large or smaller creature directly away from you by up to 10 feet."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 214. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 214","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-mastery-sap","title":"Sap","type":"Character Rule","category":"Character Rules","summary":"After you hit, the target has disadvantage on its next attack made before your next turn begins.","body":"","sections":[{"heading":"Mechanical reference","body":"After you hit, the target has disadvantage on its next attack made before your next turn begins."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 214. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 214","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-mastery-slow","title":"Slow","type":"Character Rule","category":"Character Rules","summary":"A damaging hit can reduce the target’s speed by 10 feet until your next turn begins. Repeated applications of Slow do not increase that reduction beyond 10 feet.","body":"","sections":[{"heading":"Mechanical reference","body":"A damaging hit can reduce the target’s speed by 10 feet until your next turn begins. Repeated applications of Slow do not increase that reduction beyond 10 feet."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 214. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 214","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-mastery-topple","title":"Topple","type":"Character Rule","category":"Character Rules","summary":"A hit can force a Constitution save against 8 + your proficiency bonus + the ability modifier used for the attack. Failure makes the target Prone.","body":"","sections":[{"heading":"Mechanical reference","body":"A hit can force a Constitution save against 8 + your proficiency bonus + the ability modifier used for the attack. Failure makes the target Prone."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 214. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 214","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-mastery-vex","title":"Vex","type":"Character Rule","category":"Character Rules","summary":"After a damaging hit, your next attack against that target has advantage if made before your next turn ends.","body":"","sections":[{"heading":"Mechanical reference","body":"After a damaging hit, your next attack against that target has advantage if made before your next turn ends."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 214. Original explanation of selected mechanical facts. The effects described above have been checked for this milestone."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 214","sourceHash":"77f843ad3738684eb3d0ef567021f865120fc827a271b5f2d8ca19aa1aa5b067","wording":"original","coverage":"checked-summary"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-invocation-armor-of-shadows","title":"Armor of Shadows","type":"Character Rule","category":"Character Rules","summary":"Cast Mage Armor on yourself at will without spending a spell slot. Spell effects are not automated.","body":"","sections":[{"heading":"Mechanical reference","body":"Cast Mage Armor on yourself at will without spending a spell slot. Spell effects are not automated."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 155. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 155","sourceHash":"a91cf9db1baf0e634ba2dd0d72ba6f2cfb05661a0c815678f29b61811ecb54a4","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-invocation-eldritch-mind","title":"Eldritch Mind","type":"Character Rule","category":"Character Rules","summary":"Constitution saves to maintain Concentration have advantage.","body":"","sections":[{"heading":"Mechanical reference","body":"Constitution saves to maintain Concentration have advantage."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 155. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 155","sourceHash":"a91cf9db1baf0e634ba2dd0d72ba6f2cfb05661a0c815678f29b61811ecb54a4","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-invocation-pact-of-the-blade","title":"Pact of the Blade","type":"Character Rule","category":"Character Rules","summary":"Use a Bonus Action to conjure a simple or martial melee weapon, or bond with an eligible magic weapon. Its attacks can use Charisma. Damage can use the weapon’s normal type, Necrotic, Psychic or Radiant. A bond ends on another bond, death, or remaining over 5 feet apart for a minute. Attunement and bond eligibility need table review.","body":"","sections":[{"heading":"Mechanical reference","body":"Use a Bonus Action to conjure a simple or martial melee weapon, or bond with an eligible magic weapon. Its attacks can use Charisma. Damage can use the weapon’s normal type, Necrotic, Psychic or Radiant. A bond ends on another bond, death, or remaining over 5 feet apart for a minute. Attunement and bond eligibility need table review."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 156. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 156","sourceHash":"a91cf9db1baf0e634ba2dd0d72ba6f2cfb05661a0c815678f29b61811ecb54a4","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-invocation-pact-of-the-chain","title":"Pact of the Chain","type":"Character Rule","category":"Character Rules","summary":"Learn Find Familiar and cast it as a Magic action without a slot. The invocation permits additional familiar forms. During your Attack action, forgo an attack to let the familiar use its Reaction to attack. The special-form roster and familiar sheets are not adapted.","body":"","sections":[{"heading":"Mechanical reference","body":"Learn Find Familiar and cast it as a Magic action without a slot. The invocation permits additional familiar forms. During your Attack action, forgo an attack to let the familiar use its Reaction to attack. The special-form roster and familiar sheets are not adapted."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 157. Original explanation of selected mechanical facts. This is a partial quick reference. The inventory is broader than implemented effects; consult the source for details not recorded here."}],"visibility":"player","sourceMetadata":{"sourceId":"XPHB","locator":"p. 157","sourceHash":"a91cf9db1baf0e634ba2dd0d72ba6f2cfb05661a0c815678f29b61811ecb54a4","wording":"original","coverage":"partial"},"editorCategories":["Character Rules"]},{"id":"dnd-2024-invocation-pact-of-the-tome","title":"Pact of the Tome","type":"Character Rule","category":"Character Rules","summary":"Conjure the Book of Shadows after a Short or Long Rest. Choose three cantrips and two level-one ritual spells from any class lists that you do not already have prepared. They are prepared while you carry the book, use Charisma as Warlock spells, and the book can be your spellcasting focus.","body":"","sections":[{"heading":"Mechanical reference","body":"Conjure the Book of Shadows after a Short or Long Rest. Choose three cantrips and two level-one ritual spells from any class lists that you do not already have prepared. They are prepared while you carry the book, use Charisma as Warlock spells, and the book can be your spellcasting focus."},{"heading":"Source and coverage","body":"Revised 2024 rules; XPHB, p. 157. Original explanation of selected mechanical facts. This is a partial quick reference. 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goddess","caption":"Helia","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/helia-five-headed-painted-v2.avif","visibility":"player","width":900},"illustration":{"alt":"Helia, divine presence","caption":"Helia, divine presence","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/divine-helia-wide-scene.avif","visibility":"player","width":1536}},"nysvelik":{"identityIllustration":{"alt":"Nys’velik","caption":"Nys’velik","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-nysvelik-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Nys’velik, deep-ocean communion","caption":"Nys’velik, deep-ocean communion","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/divine-nysvelik-wide-scene.avif","visibility":"player","width":1536}},"tolana":{"identityIllustration":{"alt":"Tolana","caption":"Tolana","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/divine-tolana-likeness.avif","visibility":"player","width":900},"illustration":{"alt":"Tolana, divine presence","caption":"Tolana, divine presence","displayScale":"wide","height":1024,"layout":"landscape","src":"assets/worldbook/divine-tolana-wide-scene.avif","visibility":"player","width":1536}},"wee-ta":{"identityIllustration":{"alt":"Wee’ta, known across worlds as Vecna","caption":"Wee’ta","displayScale":"paired","height":1200,"layout":"portrait","src":"assets/worldbook/weeta-vecna-painted-v2.avif","visibility":"player","width":900}}},"deityDirectoryFacts":{"aliases":{"Bragastir":["The Thunderous Matron"],"Helia":["Many-Headed Goddess"],"Lilith":["Mother of Unmaking","Queen of Darkness"],"Maximus":["King Maximus Releous","Maximus the Mighty","Hero of Haven"],"Releous":["God of Heroes"],"Thardrum":["Forge’s Guardian"],"Typhee":["Lady Luck","The Trickster"],"Vulkrandur":["The Flame Artisan"]},"compactEntries":[{"description":"Helia is Bahsoren’s evil sister, known as the Many-Headed Goddess. Chromatic dragons turned toward her.","key":"helia","name":"Helia","relatedArticleId":"d4139270-eaac-4c55-9161-076cf254d979","sectionHeading":"Beliefs and worship","visibility":"player"},{"description":"Tolana is Typhee’s evil twin sister, a goddess of trickery and misfortune. Some worshipers believe that offending Typhee or refusing her luck invites Tolana’s influence.","key":"tolana","name":"Tolana","relatedArticleId":"25629217-3c41-4572-a2f0-ec35e06da025","sectionHeading":"Tolana","visibility":"player"},{"description":"Nys'velik is the leviathan-like sea deity worshipped by the Nerithenar, whose religious practices include communion with the deep ocean.","key":"nysvelik","name":"Nys'velik","relatedArticleId":"notebook-source-4","sectionHeading":"Nerithenar: the Sea Elves","visibility":"player"},{"description":"Syanthis is the goddess of shadows, death and blood. Kira Moonmantle interprets whispers and omens as signs from her, and sometimes offers quiet prayers or rituals before important assignments.","name":"Syanthis","relatedArticleId":"kira-moonmantle-nightshade","sectionHeading":"Faith and guarded connections","visibility":"player"}],"narratives":{"aphena":{"sections":[{"body":"Aphena is especially honored by elves. The Arcane Eye is the deity’s emblem, joining magic and the arts in one divine identity. Devotion to Aphena, like worship throughout Dorn’s pantheon, can cross cultural and ancestral boundaries.","heading":"Worship and emblem","visibility":"player"}],"summary":"Aphena is a deity of elves, magic and the arts within the Divine Host."},"asmodeus":{"sections":[{"body":"Before the mortal understanding of time and space, the One Above All brought forth Asmodeus, Lilith and Releous. These Prime siblings were entrusted with shaping the newborn cosmos: Asmodeus received structure and ambition, Lilith creation and potential, and Releous light and life.\n\nThe Primes recognized that creation required a wider balance. Together they formed a pantheon whose gods embodied particular aspects of existence. Those gods were specialized rather than inherently lesser, and the mortal world took shape through their shared work.","heading":"A Prime of structure and ambition","visibility":"player"},{"body":"Asmodeus once shared Aetheria, the unified divine realm, with Lilith, Releous and the wider pantheon. During the Era of Communion the gods walked openly among mortals, offering guidance, wisdom and power. Temples flourished, miracles were common, and divine presence helped shape cities, magical traditions and philosophies.","heading":"Aetheria and the Era of Communion","visibility":"player"},{"body":"Lilith’s discovery of the Shard of Nihility turned the divine family’s harmony into catastrophe. Corrupted by the shard, she sought to unravel gods, mortals and Aetheria itself. The other gods united against her regardless of their differences.\n\nDestroying Lilith would have threatened reality, so the gods forged celestial locks and built a prison deep within the tenth level of Asmodeus’s domain. There they bound their sister rather than destroying her. That prison later became one of the realms within the Umbra Nexus.","heading":"The War of Unmaking","visibility":"player"},{"body":"Victory over Lilith left the gods scarred. Asmodeus wanted them to turn inward, protect their divine family and heal their own. Releous maintained that their duty was to safeguard the mortal world they had created. Their disagreement drew other gods into rival camps and eventually into the Godfall War.\n\nTo preserve creation, the One Above All shattered their own essence and sundered Aetheria. Releous and the gods who remained guardians of mortals received Eympira; Asmodeus and the inward-turning gods received the Umbra Nexus and became known as the Exiled. The creator vanished in preserving that balance.","heading":"The Godfall War and the Exiled","visibility":"player"},{"body":"Asmodeus receives broad worship, with the domains of evil, tyranny and domination. His emblem is a burning iron crown. His Prime origin and his place among the Exiled are both parts of the same divine history.","heading":"Worship and emblem","visibility":"player"},{"body":"Asmodeus created Uzlo in an attempt to recreate Releous as a like-minded counterpart under his control. This purpose explains why Uzlo’s death, murder and war form an evil counterpart to Releous’s good, honor and justice.","heading":"The creation of Uzlo","visibility":"player"},{"body":"Asmodeus entered the party’s affairs through @[Raven|raven], who signed a contract with him and changed patrons during the investigation of an abandoned @[Lilith|2ea2df52-9430-4207-97b5-ab848f6994cc]-cult temple. He offered to help keep Lilith imprisoned, but the companions rejected that offer. He also told @[Mazikeen|mazikeen] that Lilith was her true mother.\n\nLater, beneath @[Boâl|92710cbd-bdbe-478d-bcac-7ed22499690e]’s Grand Library, Raven called on him to interpret tablets written in the language of the Primes. Asmodeus possessed @[Inaro|inaro] and supplied a partial translation pointing toward @[Balmoral|place-balmoral] and the second ritual for Lilith’s release. He told the party that the favor left a debt.","heading":"Bargains with the adventurers","visibility":"player"}],"summary":"Asmodeus is a Prime God, brought forth with Lilith and Releous by the One Above All and entrusted with structure and ambition. Widely worshipped as a deity of evil, tyranny and domination, he stands at the heart of the divine family’s creation, wars and eventual division."},"braxus":{"sections":[{"body":"A clenched fist set before a community banner is Braxus’s emblem. Honor, community and strength are the deity’s domains.","heading":"Community and worship","visibility":"player"},{"body":"Gralthor has a significant spiritual center dedicated to Braxus near the city center and the Riverside District. This temple honors the good-aligned orc deity within the life of the city.","heading":"The temple in Gralthor","visibility":"player"}],"summary":"Braxus is the Divine Host deity of honor, community and strength, especially honored by orcs and goblins."},"celestra":{"sections":[{"body":"Celestra receives broad worship across Dorn. A moon accompanied by three stars is the deity’s emblem, reflecting the celestial powers associated with navigation.","heading":"Worship and emblem","visibility":"player"}],"summary":"Celestra is the Divine Host deity of the moon, stars and navigation."},"drakaris":{"sections":[{"body":"Drakaris is broadly worshipped across Dorn. A dragon’s claw holding a shield is the deity’s emblem, bringing strength and protection together in the same image.","heading":"Worship and emblem","visibility":"player"}],"summary":"Drakaris belongs to the Divine Host, with the domains of strength, justice and protection."},"durhan":{"sections":[{"body":"Dwarves believe Durhan carved Dorn’s first mountains and valleys and granted their people their first home. The deity is portrayed as an ancient dwarf with a beard of intertwining roots and metals. Creation, Kin and Law are central to this dwarven tradition: Kin protects the unity and strength of clans, while Law upholds justice and order.","heading":"The All Father of dwarven tradition","visibility":"player"},{"body":"Temples dedicated to Durhan are monumental gathering places, often at the heart of dwarven cities. The tradition is especially prominent in Strombard, where worship and community life meet in the same sacred spaces.","heading":"Temples and community","visibility":"player"},{"body":"Durhan is also honored for mining, gems and underground exploration. A hammer and pickaxe crossed over a gemstone serve as the emblem. These subterranean concerns stand alongside the All Father’s place in dwarven creation, kinship and law.","heading":"Mining, gems and the deep earth","visibility":"player"}],"summary":"Durhan, the All Father, is revered as the primary god of the dwarven pantheon. Dwarven tradition connects Durhan to the creation of mountains and valleys, the unity of clans, and justice and order."},"eloria":{"sections":[{"body":"Eloria is broadly worshipped across Dorn. A sheaf of wheat crossed with a sickle is the deity’s emblem, bringing the crop and the tool of harvest together in one sacred image.","heading":"Worship and emblem","visibility":"player"}],"summary":"Eloria is the Divine Host deity of agriculture, fertility and the harvest."},"elyndra":{"sections":[{"body":"Elyndra is especially honored by drow. Two crossed swords entwined with a dancer’s ribbon form the emblem, joining swordsmanship and dance in one sacred image.","heading":"Worship and emblem","visibility":"player"},{"body":"The majority of the subterranean Aenar known as the Nystharin follow Elyndra. These followers maintain positive relations with other Aenar and with surface dwellers. A smaller group of Nystharin instead follows the exiled Loryth.","heading":"The Nystharin tradition","visibility":"player"}],"summary":"Elyndra belongs to the Divine Host and is associated with good drow, swordsmanship and dance."},"eryndor":{"sections":[{"body":"Eryndor receives broad worship across Dorn. A shield with an eye at its center is the deity’s emblem, joining watchfulness with the protection represented by the shield.","heading":"Worship and emblem","visibility":"player"}],"summary":"Eryndor belongs to the Divine Host and oversees protection, vigilance and duty."},"faella":{"sections":[{"body":"Faella receives broad worship across Dorn. A leaf with a dewdrop at its tip is the goddess’s emblem.","heading":"Worship and emblem","visibility":"player"},{"body":"Faella blessed the druidic settlement of Emberheart Hallow. Established within the Embershade Forest, the community centered on the fiery Emberheart gem held within the great Emberheart Tree. Her blessing is part of the settlement’s remembered flourishing before its destruction.","heading":"Emberheart Hallow","visibility":"player"}],"summary":"Faella is the Divine Host goddess of nature, wild places and animals, whose blessing is part of Emberheart Hallow’s history."},"glimris":{"sections":[{"body":"Glimris is especially honored by gnomes. A gemstone with a laughing face carved into it is the deity’s emblem, combining humor and gemcutting in one image. This distinctive gnomish association exists within Dorn’s wider tradition of worship across cultural boundaries.","heading":"Worship and emblem","visibility":"player"}],"summary":"Glimris is the Divine Host deity associated with gnomes, humor and gemcutting."},"gorshak":{"sections":[{"body":"Gorshak is especially worshipped by orcs. A jagged axe crossed with a bone is the deity’s emblem. War and conquest define Gorshak’s place among the Exiled.","heading":"Worship and emblem","visibility":"player"}],"summary":"Gorshak is one of the Exiled, with the domains of orcs, war and conquest."},"helia":{"sections":[{"body":"Helia is the Many-Headed Goddess and the evil sister of Bahsoren, the Platinum King. Chromatic dragons broke away from the metallic dragons’ worship of Bahsoren and turned to Helia. The ensuing conflict drew both dragons and their mortal followers into a devastating war.","heading":"Bahsoren’s sister and the chromatic dragons","visibility":"player"},{"body":"Helia is also known as Tiamara. Her domains are evil dragons, greed and power, and dragons are her distinctive worshippers. A dragon’s eye reflecting a treasure hoard is her emblem among the Exiled.","heading":"Tiamara and the Exiled","visibility":"player"}],"summary":"Helia, also known as Tiamara and the Many-Headed Goddess, is Bahsoren’s evil sister and belongs to the Exiled. Chromatic dragons turned toward her worship."},"jharmadir":{"sections":[{"body":"Jharmadir is especially honored by goliaths. Strength, storms and battle define this deity’s divine concerns. Worship can also cross ancestral boundaries, as it does throughout Dorn’s shared pantheon.","heading":"Worship and domains","visibility":"player"}],"summary":"Jharmadir belongs to the Divine Host, with the domains of strength, storms and battle."},"loryth":{"sections":[{"body":"Loryth is especially worshipped by drow. A spider with a dagger in its abdomen is the deity’s emblem.","heading":"Worship and emblem","visibility":"player"},{"body":"A smaller faction of the subterranean Nystharin Aenar follows the exiled Loryth. These followers are more isolationist and sometimes antagonistic toward outsiders. The majority of Nystharin instead follows Elyndra and maintains positive relations beyond their own communities.","heading":"The Nystharin minority","visibility":"player"}],"summary":"Loryth belongs to the Exiled, with the domains of drow, spiders and deceit."},"lumina":{"sections":[{"body":"Lumina is broadly worshipped across Dorn. A heart entwined with a delicate rose is the deity’s emblem, bringing love and beauty together in one image.","heading":"Worship and emblem","visibility":"player"}],"summary":"Lumina is the Divine Host deity of love, beauty and passion."},"malgath":{"sections":[{"body":"Malgath is especially worshipped by goblins. A goblin head crowned with thorns is the deity’s emblem, identifying the powers of war and leadership among the Exiled.","heading":"Worship and emblem","visibility":"player"}],"summary":"Malgath belongs to the Exiled, with the domains of goblins, war and leadership."},"morthus":{"sections":[{"body":"Morthus has a very limited following. A skull with a decayed tree growing through it is the deity’s emblem, bringing death and corruption together in the same image.","heading":"Worship and emblem","visibility":"player"}],"summary":"Morthus is an Exiled deity of undeath and corruption."},"nera":{"sections":[{"body":"Nera receives broad worship across Dorn. A wave cresting over a crescent moon is the deity’s emblem, identifying the sea among the powers associated with wilderness and freedom.","heading":"Worship and emblem","visibility":"player"}],"summary":"Nera belongs to the Divine Host and oversees wilderness, the sea and freedom."},"nysvelik":{"sections":[{"body":"Nerithenar religious practice often involves communion with the deep ocean in the worship of Nys'velik. These sea-dwelling Aenar are wary of surface dwellers who might threaten their underwater realm, while maintaining cordial relations with other Aenar subraces. Their devotion is part of that ocean-centered life.","heading":"Communion with the deep ocean","visibility":"player"}],"summary":"Nys'velik is the leviathan-like demigod worshipped by the Nerithenar sea elves."},"shadryn":{"sections":[{"body":"Shadryn receives broad worship across Dorn. A fading star enclosed within a teardrop is the deity’s emblem, identifying the divine powers of darkness, loss and forgetfulness.","heading":"Worship and emblem","visibility":"player"}],"summary":"Shadryn belongs to the Exiled and oversees darkness, loss and forgetfulness."},"syanthis":{"sections":[{"body":"Kira Moonmantle, known as Nightshade, interprets some whispers and omens as signs from Syanthis. Although she is not openly devout, she acknowledges the goddess’s influence in her life and work and sometimes offers quiet prayers or rituals before significant assignments.","heading":"Whispers and quiet prayers","visibility":"player"}],"summary":"Syanthis is an Exiled goddess of shadows, death and blood."},"thardrum":{"sections":[{"body":"Thardrum protects those who venture into the earth and those who shape its raw materials. In Fastenbard, the god’s worship is particularly prominent. Dwarves believe the blessings of Thardrum strengthen their forged metals and their militia. The god is often depicted as a robust, armored dwarf wielding a hammer alight with divine fire; crafting and forging themselves become acts of worship.","heading":"The Forge’s Guardian","visibility":"player"},{"body":"Fastenbard’s religious life joins fiery ceremonies, rhythmic chants and the strike of the anvil. The Grand Forge is named as a place under Thardrum’s watchful gaze. Clerics invoke the god’s blessings to create barriers, heal the wounded and empower the city’s defenders.","heading":"Fastenbard’s Divine Forge","visibility":"player"},{"body":"In Georgetown, the Sanctum of the Anvil is both a spiritual haven for dwarves and a monument to Blackanvil artistry. Its gemstone-inlaid Thardrum’s Arc recounts the forging of the first anvil. A monumental anvil stands at the center of the temple, believed to echo Thardrum’s original, with the faithful gathered in prayer.\n\nThe annual Anvil’s Blessing cleanses and blesses the temple’s main anvil. The Day of Thardrum commemorates the legendary forging of the first anvil. These observances are open to visitors who respect the sanctum’s customs.","heading":"The Sanctum of the Anvil","visibility":"player"},{"body":"Thardrum is honored for dwarves, creation and smithing, with an anvil and rising flame as the emblem. Militia, mining and the forge are also central to the dwarven tradition, preserving the protective and subterranean concerns of his worship.","heading":"Domains and emblem","visibility":"player"}],"summary":"Thardrum, the Forge’s Guardian, is especially revered by dwarven craftspeople and defenders. Worship is expressed through forging, sacred chants and the work of the anvil."},"tolana":{"sections":[{"body":"Some worshippers believe that offending Typhee or refusing her luck invites Tolana’s bad luck. Typhee’s own divine goal is to stop her sister’s machinations. These beliefs preserve the rivalry between the goddess of good fortune and her evil twin.","heading":"The twin of Lady Luck","visibility":"player"}],"summary":"Tolana is Typhee’s evil twin sister, a goddess of trickery and misfortune among the Exiled."},"uzlo":{"sections":[{"body":"Asmodeus created Uzlo in an attempt to recreate Releous as a counterpart who would share his outlook and remain under his control. This origin explains why Uzlo’s death, murder and war feel like an evil counterpart to Releous’s good, honor and justice.","heading":"Asmodeus’s attempt to recreate Releous","visibility":"player"},{"body":"Uzlo receives broad worship, with a bloodied dagger surrounded by shadow as his emblem. Releous’s followers are charged with protecting others from evil and confronting the followers of Uzlo and Asmodeus.","heading":"Worship and opposition","visibility":"player"}],"summary":"Uzlo is an Exiled deity of death, murder and war, created by Asmodeus as an intended like-minded counterpart to Releous."},"vorgal":{"sections":[{"body":"Vorgal has a very limited following. An ancient, partly unfurled scroll is the deity’s emblem, giving records a visible place beside death and fate.","heading":"Worship and emblem","visibility":"player"}],"summary":"Vorgal is a Divine Host deity of death, records and fate."},"wee-ta":{"sections":[{"body":"Wee’ta has a very limited following. A closed eye with a keyhole at its center is the deity’s emblem, identifying the power of secrets.","heading":"Worship and emblem","visibility":"player"},{"body":"After the escape from Tsaris Bay, Lily told the party that Bishop Thaylen was hunting forbidden books of Wee’ta, the Whispered One, for his own personal ends. She connected those books to a ritual seeking this ancient power.","heading":"The forbidden books","visibility":"player"}],"summary":"Wee’ta is the name by which the multiversal deity Vecna is known in Dorn. Called the Whispered One, this Exiled deity oversees secrets, undeath and forbidden knowledge."},"yara":{"sections":[{"body":"Yara is especially honored by halflings. A cornucopia spilling food and flowers is the deity’s emblem, reflecting fertility and abundance. Devotion can also cross ancestral boundaries within Dorn’s shared pantheon.","heading":"Worship and emblem","visibility":"player"}],"summary":"Yara is the Divine Host deity associated with halflings, protection and fertility."},"zelkor":{"sections":[{"body":"Zelkor is broadly worshipped across Dorn. Bound, crossed hands wrapped with a thorned vine are the deity’s emblem, identifying the divine powers of endurance, suffering and martyrdom through an image of pain borne.","heading":"Worship and emblem","visibility":"player"}],"summary":"Zelkor belongs to the Divine Host, with the domains of endurance, suffering and martyrdom."}}},"eras":[{"date":"Before mortal reckoning; divine events in narrative order","id":"PREHISTORY","order":-1,"title":"Divine prehistory"},{"date":"Beginning unknown–1532 CE","id":"CE","order":0,"title":"Creation Era"},{"date":"0–481 TE","id":"TE","order":1,"title":"Titan Era"},{"date":"0–2063 AH","id":"AH","order":2,"title":"Era of Harmony"},{"date":"0–4253 AD","id":"AD","order":3,"title":"Era of Dominion"},{"date":"0–1686 DE","id":"DE","order":4,"title":"Draconic Era"},{"date":"Approximately 400–500 years after the fall of dragon rule; now ended","id":"PDE","order":5,"title":"Era of Silence"},{"date":"PDE; exact Silence–Alliance placement unspecified","id":"PDE_RECKONING","order":5.8,"title":"Post-Draconic history"},{"date":"Current era; began with the dragon revelations","id":"ALLIANCE","order":6,"title":"Era of Alliance"}],"events":[{"articleIds":["44cac6e7-6974-44fd-b1e7-1ea199fbe2bd","6e0f985c-587a-4faf-bb6d-12507ae271fe","91c1c653-a03e-451e-bdca-5d71074daba0","9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72","notebook-5"],"body":"The Orc Wars lasted one hundred years. Haven’s free peoples fought northern orc and goblin forces and built the Wall during the conflict with help from Fastenbard. Dwarven reinforcements helped turn the tide. Grunuk Broken Tusk helped secure the ensuing peace and Treaty of Blood. Deserters, defectors and former conscripts from several peoples helped establish the mixed community that became Hope. 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From Halar, the island stretches northeast through the Goyb Range toward Layris.","published":true,"title":"Lebren","visibility":"player","width":1448,"height":1086},{"description":"Valaria’s streets gather around the western water and spread through dense districts toward fields on the city’s edge.","id":"Valaria","image":"assets/atlas/valaria-painted.webp","links":["notebook-17","valaria-arcane-district","valaria-commons","valaria-marketplace","valaria-skyport","valaria-stonespire-ascent","valaria-gilded-alley","valaria-scholars-enclave","valaria-hearthstone","valaria-skyward-steppes","valaria-luminous-quay","valaria-prism-docks","valaria-verdant-ring"],"note":"Valaria’s streets gather around the western water and spread through dense districts toward fields on the city’s edge.","published":true,"title":"Valaria","visibility":"player","width":1536,"height":1024},{"description":"The confederacy’s forested valleys, Shiltar Range and roads to the Ash, with Boâl, Gralthor and Ragzul Urzok.","height":887,"id":"IronTusk","image":"assets/maps/irontusk-painted.webp","links":["813910c4-07e0-4f31-a9a5-0ee4f7c781bd","92710cbd-bdbe-478d-bcac-7ed22499690e","b47f0a84-c380-499c-baf4-4efef0fc7c9e","b7175ef2-dfef-4c9f-981a-9129cad4a087","boal-hydroelectric-dam","drazgul-grisha","fbc3ea9b-8391-4db1-9146-725f2cfe7ba7","hist-naz"],"note":"The confederacy’s forested valleys, Shiltar Range and roads to the Ash, with Boâl, Gralthor and Ragzul Urzok.","placeNames":["The Iron Tusk Confederacy","The Great Ezin Desert","Draz’Gul Gri’sha","Shimmering Deep","Brak’jadar","Boâl","Shiltar Range","Nâz","Gralthor","Driz’na","Kal’rak Basin","Magol","Nishkan","Ragzul Urzok","The Ash","Oltira","Tinak","Girth","Lake Vanuth"],"published":true,"searchAliases":["Kâz","Kaz"],"title":"The Iron Tusk Confederacy","visibility":"player","width":1774},{"description":"Kirth’s mountain divides, river systems, coastal settlements and the Great Ezin Desert.","height":941,"id":"Kirth","image":"assets/maps/kirth-painted.webp","links":["07e926c2-85a1-4fbe-b681-78495b32f5ec","1727c233-267b-4794-ad8d-92ebda106302","1bb5b1e0-0bf8-4f7f-9d9d-f3658ad52a97","2a875534-132f-4e11-b63d-ca1d86202aea","46b369a0-dd37-4325-b48a-523193d9b3d8","71302836-f777-469c-b91e-e106a87f7e1f","92710cbd-bdbe-478d-bcac-7ed22499690e","9d7a7ad3-bf5a-44fe-ae9c-28a0571bbd72","b47f0a84-c380-499c-baf4-4efef0fc7c9e","bd8d33dd-f336-4f27-906e-ec835d298653","c62fb82c-f9fd-4ddd-8b40-2c7bdbfb0a1f","d55b4ecd-c049-438e-a3f8-06a8742ac080","ezin","hist-naz","hist-shallows","notebook-16","notebook-17","place-balmoral","yiltir"],"note":"Kirth’s mountain divides, river systems, coastal settlements and the Great Ezin Desert.","placeNames":["Kirth","Balmoral","Far'Thak","Far'Thak Range","Kirthian Divide","Northern Sweeps","Redwick","Far Water","Rptherglen","Fastenbard","Caelwyn","Hythira River","Aerilon","Ezarian Mountains","The Great Ezin Desert","Onryx","Rahm’mafal","Quan’Ma","Dunmara","Boâl","Nâz","Shiltar Range","The Ash","Blackwater","Tsanis Bay","Nariel","Shallows","Yiltir","Haven","Georgetown","Valaria","Ezin","Yel’Rix"],"published":true,"searchAliases":["Far Thak","Far Thak Range"],"title":"Kirth","visibility":"player","width":1672},{"id":"Abbrond","title":"Abbrond","image":"assets/atlas/abbrond-approved-parchment.webp","width":1154,"height":1363,"description":"The continent of Abbrond, with its mountains, forests, waterways and settlements.","note":"The continent of Abbrond, with its mountains, forests, waterways and settlements.","links":["abbrond"],"published":true,"visibility":"player"},{"id":"ThalvyrKingdom","title":"Thalvyr Kingdom","image":"assets/maps/thalvyr-kingdom-approved.webp","width":1081,"height":1455,"description":"Thalvyr Kingdom and the surrounding mountains, forests, river routes, lake and wetlands.","note":"Thalvyr Kingdom and the surrounding mountains, forests, river routes, lake and wetlands.","links":["abbrond","place-thalvyr-kingdom","place-thuvalk-forest","place-blackstone-mountains","place-blackstone-forest","place-zulvash-mountain-presence","place-krogash","place-thalvyr-shallow","place-raven-town","place-raven-lake","place-raven-docks","place-dusk-fallow","place-dusk-fallow-swamp","place-glenmore-ruins","org-zulvash-horde"],"published":true,"visibility":"player"}],"races":{"entries":[{"aliases":["Elves","Elf"],"articleId":"notebook-source-4","key":"aenar","name":"The Aenar","summary":"The Aenar are elves whose ancestry begins in the Feywild. Their peoples have adapted to forests, caverns, seas, and the night sky, while preserving long lives, innate magic, and a shared memory of their otherworldly origin."},{"aliases":["Eladrin","Feywild elves","Timeless Ones"],"articleId":"race-aeonar","key":"aeonar","name":"Aeonar","parentKey":"aenar","summary":"Aeonar are the Aenar who remained in the Feywild: virtually immortal people whose magic and shifting appearance retain their ancestral realm’s influence."},{"aliases":["High elves","Worldwalkers","High elf"],"articleId":"race-eldenar","key":"eldenar","name":"Eldenar","parentKey":"aenar","summary":"The Eldenar are the Worldwalkers, Aenar who made Dorn their home after leaving the Feywild. Their long lives and inherited magic coexist with the practical demands of the mortal world."},{"aliases":["Wood elves","Forest Dwellers","Wood elf"],"articleId":"race-sylvanar","key":"sylvanar","name":"Sylvanar","parentKey":"aenar","summary":"Sylvanar are forest-dwelling Aenar whose bodies, settlements and magic express a deep bond with Dorn’s woodlands."},{"aliases":["Moon elves","Star elves","Children of the Night Sky","Moon elf","Star elf"],"articleId":"race-caelanar","key":"caelanar","name":"Caelanar","parentKey":"aenar","summary":"Caelanar are Aenar whose lives and magic follow the stars and the phases of the moons."},{"aliases":["Drow","Underearth Dwellers"],"articleId":"race-nystharin","key":"nystharin","name":"Nystharin","parentKey":"aenar","summary":"Nystharin are subterranean Aenar whose sensitive eyes, stonecraft and gem magic suit life in Dorn’s caves and underground passages."},{"aliases":["Sea elves","Sea elf"],"articleId":"race-nerithenar","key":"nerithenar","name":"Nerithenar","parentKey":"aenar","summary":"Nerithenar are Aenar adapted to the ocean depths, with underwater communities and magic carried through water and currents."},{"aliases":["Canine people"],"articleId":"race-kovard","key":"kovard","name":"Kovard","summary":"The Kovard are canine people. Kovard communities are found in Georgetown, and House Varkas is a Kovard house involved in Eman’s maritime trade."},{"aliases":["Anurian","Frogfolk"],"articleId":"race-anurian","key":"anurian","name":"Anurians","summary":"Anurians are Dorn’s frog-like people, with communities in the Embershade Marshes. They are distinct from the bullywugs who also inhabit the region."},{"aliases":["Castorian","Beaverfolk"],"articleId":"race-castorian","key":"castorian","name":"Castorians","summary":"Castorians are very rare beaverfolk. A small Castorian community is recorded in Quan’Ma."},{"aliases":["Minnotaunk","Minnatonk"],"articleId":"race-minnatonk","key":"minnatonk","name":"Teranok","summary":"The Teranok are a bovine people of eastern Lyasa’s plains and plateaus. Most live in roaming tribal communities sustained by Hovar, their great reptilian-bovine beasts of burden. Ta’Cha is their main town and gathering place."},{"articleId":"race-simiah","key":"simiah","name":"Tarsians","summary":"Tarsians are nimble, curious primate people with large, expressive eyes and prehensile tails. Their close-knit communities favor forest canopies and cliffside homes, while explorers seek knowledge of the wider world."},{"aliases":["Rabbitfolk"],"articleId":"race-thaylin","key":"thaylin","name":"Thaylin","summary":"The Thaylin are Dorn’s rabbitfolk."},{"aliases":["Human"],"articleId":"race-humans","key":"humans","name":"Humans","summary":"Humans live throughout Dorn’s towns and cities, including Georgetown, Blackwater and the mixed settlement around the Ashen Guard Outpost."},{"aliases":["Dwarf"],"articleId":"f8a68bf2-3210-4bf6-85ac-db9f68c7bbbd","key":"dwarves","name":"The Dwarves of Dorn","summary":"Dorn’s dwarven communities are renowned for mining, metalwork and monumental construction. On Kirth, Strombard, Meerbard and Fastenbard are principal dwarven cities."},{"aliases":["Halfling"],"articleId":"race-halflings","key":"halflings","name":"Halflings","summary":"Halflings live in Georgetown, Blackwater and other settlements. Merrin Longfoot keeps a tavern in Ravenwood."},{"aliases":["Gnome"],"articleId":"race-gnomes","key":"gnomes","name":"Gnomes","summary":"Gnomes form communities in Georgetown, Blackwater and Quan’Ma. Tivilan Heffney, a gnome wizard, helped recover the history of Emberheart Hallow."},{"aliases":["Half Elf","Half-elf"],"articleId":"race-half-elves","key":"half-elves","name":"Half-elves","summary":"Half-elves are a substantial part of Georgetown’s population and live in settlements across Haven. Alice the Ranger and Aldo Barren are among them."},{"aliases":["Half-orc"],"articleId":"race-half-orcs","key":"half-orcs","name":"Half-orcs","summary":"Half-orcs live in communities including Blackwater, Caelwyn and Eman. Their roles range from the city guard to construction, quarrying and commerce."},{"aliases":["Orc"],"articleId":"race-orcs","key":"orcs","name":"Orcs","summary":"Orcs are one of the peoples of Kirth. Their communities include the Iron Tusk Confederacy, Georgetown and Hope, where Azok the Silent keeps the Broken Tusk."},{"aliases":["Goblin"],"articleId":"race-goblins","key":"goblins","name":"Goblins","summary":"Goblins are among the peoples of the Iron Tusk Confederacy. Goblin and orcish traditions both contribute to life in Boâl, and goblin communities are also found in Georgetown."},{"aliases":["Hobgoblin"],"articleId":"race-hobgoblins","key":"hobgoblins","name":"Hobgoblins","summary":"Hobgoblins are among the peoples united in the Iron Tusk Confederacy, alongside orcs and goblins."},{"aliases":["Bugbear"],"articleId":"race-bugbears","key":"bugbears","name":"Bugbears","summary":"Bugbears are among the smaller communities living in Georgetown."},{"aliases":["Minotaur"],"articleId":"race-minotaurs","key":"minotaurs","name":"Minotaurs","summary":"Minotaurs include Riqshaw Thunderstep, chief of security aboard the Lustrous Gale, and Dravak Stormhide, captain of Ship Stormhide in Georgetown. They are distinct from the Teranok."},{"aliases":["Tortle"],"articleId":"race-tortles","key":"tortles","name":"Tortles","summary":"Tortles are among the smaller communities living in Georgetown."},{"aliases":["Gar'Tortle","Gar'Tortles","Gar’Tortle"],"articleId":"race-gar-tortle","key":"gar-tortle","name":"Gar’Tortles","parentKey":"tortles","summary":"Gar’Tortles are a rare, nomadic Tortle kindred with massive spiked shells and powerful snapping jaws. Fiercely self-reliant, they travel alone or in small pods and sometimes find lasting companionship through adventure."},{"articleId":"race-lizardfolk","key":"lizardfolk","name":"Lizardfolk","summary":"Lizardfolk tribes inhabit the Embershade Marshes alongside other peoples adapted to swamp life."},{"aliases":["Bullywug"],"articleId":"race-bullywugs","key":"bullywugs","name":"Bullywugs","summary":"Bullywugs inhabit the Embershade Marshes. They are distinct from the Anurians who also live in the region."},{"aliases":["Kobold","Darkscale Kobolds"],"articleId":"race-kobolds","key":"kobolds","name":"Kobolds","summary":"Kobolds live in Dorn, including the Darkscale Kobolds of the Embershade Marshes, who inhabit the skeletal remains of the dragon Zalathax’valanrith."},{"aliases":["Goliath"],"articleId":"race-goliaths","key":"goliaths","name":"Goliaths","summary":"Goliaths are a clan-based people whose Rahm’mafal communities sustain ancestral memory through sacred trials, craftsmanship, oaths and shared obligations."},{"aliases":["Earth genasi","Air genasi","Fire genasi"],"articleId":"race-genasi","key":"genasi","name":"Genasi","summary":"Earth, air and fire genasi are found among Dorn’s people. Kharizan the Clever is an earth genasi; Lyra Windrider of Eman is an air genasi; Ezin’s emperor is a fire genasi."},{"articleId":"race-aasimar","key":"aasimar","name":"Aasimar","summary":"Aasimar are among Dorn’s peoples. Aurelia Silverdawn, Georgetown’s Sovereign Protector, is an aasimar known for healing and protective gifts."},{"aliases":["Firbolg"],"articleId":"race-firbolgs","key":"firbolgs","name":"Firbolgs","summary":"Firbolgs include Burgan Trovask, the adventurer, historian and treasure hunter who investigated Emberheart Hallow."},{"articleId":"race-tabaxi","key":"tabaxi","name":"Tabaxi","summary":"Tabaxi live and travel in Dorn. Dar’Ren Dar, a tabaxi rogue based in Halar, offers paid guidance through the Lebren Desert."},{"aliases":["Dragonborn"],"articleId":"race-drakari","key":"drakari","name":"Drakari","summary":"The Drakari, also called dragonborn, are people with draconic features. Thalor Ironspine of Eman’s Ascendancy is a Drakari specialist in defensive magic and wards."},{"aliases":["Tiefling","Infernis"],"articleId":"race-tieflings","key":"tieflings","name":"Tieflings","summary":"Tieflings live in communities across Dorn. Nyx of House Virellin serves as a diplomat, tutor and cultural liaison to Rahm’mafal’s goliath court, while Consul Paxis represents merchant interests in Georgetown."},{"articleId":"race-gursa","key":"gursa","name":"Gursa","summary":"Gursa are small bear-like people whose hidden forest warrens preserve a love of magic, invention, and discovery. Once builders of great cities, their surviving communities balance joyful curiosity with caution toward the wider world."},{"aliases":["Greenfoot"],"articleId":"race-greenfoot-halflings","key":"greenfoot-halflings","name":"Greenfoot Halflings","parentKey":"halflings","summary":"Greenfoot Halflings descend from Aenar and halfling ancestors. Their close-knit woodland communities make homes in living trees, guarded by the Leafshroud Wardens."},{"key":"sagebrush-kobolds","parentKey":"kobolds","name":"Sagebrush Kobolds","articleId":"race-sagebrush-kobolds","aliases":["Sagebrush Kobold"],"summary":"Sagebrush Kobolds are a secretive, greenish-brown regional offshoot of kobolds, living in small tribes among the remote plateau formations of eastern 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Shadowfell","label":"Homebrew · 2024 rules · CR 23 (estimated)","classification":"Medium Celestial, Neutral Good","visibility":"player","core":[{"name":"AC","description":"22 (shadow plate and divine ward)"},{"name":"Initiative","description":"+12 (22)"},{"name":"HP","description":"400 (32d8 + 256)"},{"name":"Speed","description":"40 ft., Fly 60 ft. (hover)"},{"name":"Skills","description":"Insight +14, Intimidation +15, Perception +14, Religion +12"},{"name":"Resistances","description":"Cold, Necrotic, Radiant"},{"name":"Immunities","description":"Poison; Charmed, Frightened, Poisoned"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 24"},{"name":"Languages","description":"Celestial, Common, Elvish, Sylvan; telepathy 120 ft."},{"name":"CR","description":"23 (XP 50,000; PB +7)"}],"abilities":[{"name":"Strength","score":"26","modifier":"+8","save":"+15"},{"name":"Dexterity","score":"20","modifier":"+5","save":"+5"},{"name":"Constitution","score":"26","modifier":"+8","save":"+15"},{"name":"Intelligence","score":"20","modifier":"+5","save":"+5"},{"name":"Wisdom","score":"24","modifier":"+7","save":"+14"},{"name":"Charisma","score":"26","modifier":"+8","save":"+15"}],"sections":[{"heading":"Traits","body":"**Living Shadow Arsenal.** Once on each of her turns, Elara can summon or dismiss her shadow plate, her Shadowrend greatsword, or both; no action is required. She cannot be disarmed of Shadowrend while conscious. The sword vanishes if she releases it and cannot be used by another creature. Her divine ward maintains her listed AC even when the plate is dismissed. This feature creates no transferable equipment.\n\n**Dual-Existence.** While on the Material Plane, Elara also occupies the corresponding space in the Border Ethereal. She can perceive and affect creatures and objects on either plane, and creatures and effects on either plane can affect her. Use corresponding positions to measure distance. An effect overlapping both planes affects her only once. This trait does not let her move through objects, ignore cover, or see through solid barriers. Elsewhere, she occupies only her current plane. Surprise does not impose Disadvantage on her Initiative roll.\n\n**Legendary Resistance (4/Day).** After failing a saving throw, Elara can expend one use to change that result to a success.\n\n**Magic Resistance.** Elara rolls saving throws against spells and other magical effects with Advantage.\n\n**Fatebreaker Slash (3/Day).** Once per turn, after hitting with Shadowrend, Elara can empower that hit without using an action. The hit ignores Resistance to its damage types, but not Immunity. If rolling damage, she may reroll one of its damage dice and must use the new result. If using the printed average, use the printed average without a reroll. Other damage reductions still apply.\n\n**Final Pronouncement (1/Day).** Immediately after damage reduces Elara to 0 Hit Points, if that damage did not kill her outright, she can use this trait before falling Unconscious or dying from having 0 Hit Points. She immediately takes one action from the Actions section, including Multiattack if she chooses, spending any required uses normally. This grants no movement, Bonus Action, Reaction, or new legendary-action uses. She then chooses one creature she can see within 60 feet and pronounces one of the following:\n\n- **Hope.** A willing creature gains Heroic Inspiration. A creature that already has Heroic Inspiration gains no additional benefit.\n- **Dread.** The creature must make a DC 23 Wisdom saving throw. On a failure, it has the Frightened or Paralyzed condition, Elara’s choice when she pronounces judgment, until the end of its next turn. On a success, nothing happens.\n\nThis trait requires no Reaction and functions despite the impending consequences of 0 Hit Points; other preexisting conditions still apply. When it finishes, she falls Unconscious or dies as normal if she still has 0 Hit Points. It does not otherwise restore Hit Points, reset resources, create a second phase, or protect her from later damage."},{"heading":"Actions","body":"**Multiattack.** Elara makes three Shadowrend attacks. She can replace one attack with Shatter the Hourglass if she has its use available.\n\n**Shadowrend.** Melee Attack Roll: +15, reach 10 ft., one target. Hit: 15 (2d6 + 8) Slashing damage plus 18 (4d8) Necrotic or Radiant damage, Elara’s choice. Total average damage: 33.\n\n**Shatter the Hourglass (1/Day).** Elara chooses up to three creatures she can see within 90 feet, each of which must have fewer Hit Points than its Hit Point maximum. Each target makes a DC 23 Charisma saving throw. A target on the Ethereal Plane has Disadvantage on this save. On a failure, a fractured golden hourglass appears around the target until the end of Elara’s next turn. The next time the target takes damage before then, it also takes 36 (8d8) Force damage and the hourglass disappears. A target can bear only one of these hourglasses at a time. A successful save has no effect. The additional damage cannot trigger another hourglass on the same target.\n\n**Soul Siphon (1/Day).** Elara targets one creature she can see within 30 feet that has 50 Hit Points or fewer. The target makes a DC 23 Constitution saving throw, with Disadvantage if it is an Undead or is on the Ethereal Plane. On a failure, it dies as its soul or animating essence passes from its body. On a success, it takes 28 (8d6) Necrotic damage instead. The failed-save effect is not damage; a feature that only prevents reduction to 0 Hit Points does not prevent this death. Features that explicitly prevent instant death can do so. A creature with more than 50 Hit Points is ineligible. If this action kills the target, Elara regains 35 Hit Points. This action does not imprison or destroy a soul and adds no restriction on returning the target to life."},{"heading":"Bonus Actions","body":"**Reclaim the Chosen (3/Day).** Elara chooses herself or another creature she can see within 30 feet. She chooses one benefit: the target regains 35 (6d8 + 8) Hit Points; or one of the following conditions ends on it: Blinded, Deafened, Paralyzed, Poisoned, or Stunned. Alternatively, she can end one curse on it unless that curse specifies a more restrictive way to remove it. An Unconscious creature at 0 Hit Points can receive the healing. A dead creature cannot. This is a magical ability, not a spell, and does not require spell slots or components."},{"heading":"Reactions","body":"**Aegis of the Unfinished Thread.** Trigger: another creature Elara can see within 60 feet would take damage. Response: if Elara has more than 20 Hit Points and can see an unoccupied space within 5 feet of that creature, she loses 20 Hit Points and teleports through a golden-threaded shadow portal to that space. Reduce the triggering damage by 40, to a minimum of 0, after applying the target’s Resistances and Immunities. Elara’s Hit Point loss is a cost, not damage: it cannot be reduced, prevented, or paid with Temporary Hit Points. If she cannot teleport, she cannot use this Reaction. While Dual-Existence is active, this teleport moves Elara to the corresponding position on both the Material Plane and the Border Ethereal, preserving her Material anchor and her presence on both planes even when protecting an Ethereal creature. Otherwise, both creatures must be on the same plane."},{"heading":"Legendary Actions","body":"**Relentless Passage — Legendary Action Uses: 3.** Immediately after another creature ends its turn, Elara can spend one use on one option below. She refreshes all three uses at the start of her turn. She can take only one legendary action at a time and cannot take one while Incapacitated. These are not Reactions.\n\n**Spectral Reaping.** Elara draws a scything echo from Shadowrend. Ranged Attack Roll: +15, range 60 ft., one target. Hit: 22 (4d6 + 8) Necrotic or Radiant damage, Elara’s choice. This magical attack uses Charisma. It is not a Shadowrend attack and cannot use Fatebreaker Slash.\n\n**Passage Step.** Elara teleports up to 40 feet to an unoccupied space she can see, subject to the same planar limits as Aegis of the Unfinished Thread.\n\n**Keeper’s Command.** One creature Elara can see within 60 feet makes a DC 23 Wisdom saving throw. On a failure, it has the Frightened condition until the end of its next turn. On a success, nothing happens. Elara cannot choose this option again until the start of her next turn."}],"notice":"Original homebrew; not playtested.","sourceSha256":"1dea1ed220c64546d82a0583e08a51c407ad4dab18d59488eeab4675df1e4907"},"import-xmm-aarakocra-aeromancer":{"articleId":"import-xmm-aarakocra-aeromancer","title":"Aarakocra Aeromancer","label":"2024 revised rules · Monster Manual (2025), p. 10","classification":"Medium elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"66 (12d8 + 12)"},{"name":"Speed","description":"20 ft., fly 50 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Arcana +3, Nature +5, Perception +7"},{"name":"Languages","description":"Aarakocra, Primordial (Auran)"},{"name":"Habitat","description":"mountain, planar, air"},{"name":"Treasure","description":"implements, individual"},{"name":"Senses","description":"; Passive Perception 17"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+5"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":17,"modifier":"+3","save":"+5"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The aarakocra makes two Wind Staff attacks, and it can use Spellcasting to cast Gust of Wind.\n\n***Wind Staff.*** *Melee  or Ranged Attack Roll:* +5, reach 5 ft. or range 120 ft. *Hit:* 7 (1d8 + 3) Bludgeoning damage plus 11 (2d10) Lightning damage.\n\n***Spellcasting.*** The aarakocra casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):\n\n**At will:** Elementalism, Gust of Wind, Mage Hand, Message\n\n**1/day:** Lightning Bolt"},{"heading":"Reactions","body":"***Feather Fall (1/Day).*** The aarakocra casts Feather Fall in response to that spell's trigger, using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1cb07c6aba666ac388ce8e01811b8e3a699049bf40cca58c6b56fe03a9dd2582","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":10,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-aarakocra-skirmisher":{"articleId":"import-xmm-aarakocra-skirmisher","title":"Aarakocra Skirmisher","label":"2024 revised rules · Monster Manual (2025), p. 10","classification":"Medium elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"11 (2d8 + 2)"},{"name":"Speed","description":"20 ft., fly 50 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +5"},{"name":"Languages","description":"Aarakocra, Primordial (Auran)"},{"name":"Habitat","description":"mountain, planar, air"},{"name":"Treasure","description":"implements, individual"},{"name":"Senses","description":"; Passive Perception 15"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Talons.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Slashing damage, or 9 (3d4 + 2) Slashing damage if the aarakocra moved 30+ feet straight toward the target immediately before the hit.\n\n***Wind Javelin.*** *Melee  or Ranged Attack Roll:* +4, reach 5 ft. or range 30/120 ft. *Hit:* 5 (1d6 + 2) Piercing damage plus 2 (1d4) Thunder damage. *Hit or Miss:* The javelin magically returns to the aarakocra's hand immediately after a ranged attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e4921beb77ff768afe3159ecf3e2d93ca8185d15192b1ed797415ab60f392e88","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":10,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-aboleth":{"articleId":"import-xmm-aboleth","title":"Aboleth","label":"2024 revised rules · Monster Manual (2025), p. 12","classification":"Large aberration, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+7 (17)"},{"name":"HP","description":"150 (20d10 + 40)"},{"name":"Speed","description":"10 ft., swim 40 ft."},{"name":"CR","description":"10; PB +4"},{"name":"XP (derived from CR)","description":"5900"},{"name":"XP in lair (source)","description":"7200"},{"name":"Skills","description":"History +12, Perception +10"},{"name":"Languages","description":"Deep Speech; telepathy 120 ft."},{"name":"Habitat","description":"underdark, underwater"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 20"}],"abilities":[{"name":"Strength","score":21,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":9,"modifier":"-1","save":"+3"},{"name":"Constitution","score":15,"modifier":"+2","save":"+6"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+8"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+6"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The aboleth can breathe air and water.\n\n***Eldritch Restoration.*** If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.\n\n***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the aboleth fails a saving throw, it can choose to succeed instead.\n\n***Mucus Cloud.*** While underwater, the aboleth is surrounded by mucus. *Constitution Saving Throw:* DC 14, each creature in a 5-foot Emanation originating from the aboleth at the end of the aboleth's turn. *Failure:* The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't regain Hit Points unless it is underwater.\n\nWhile the cursed creature is outside a body of water, the creature takes 6 (1d12) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed.\n\n***Probing Telepathy.*** If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires."},{"heading":"Actions","body":"***Multiattack.*** The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available.\n\n***Tentacle.*** *Melee Attack Roll:* +9, reach 15 ft. *Hit:* 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles.\n\n***Consume Memories.*** *Intelligence Saving Throw:* DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. *Failure:* 10 (3d6) Psychic damage. *Success:* Half damage. *Failure or Success:* The aboleth gains the target's memories if the target is a Humanoid and is reduced to 0 Hit Points by this action.\n\n***Dominate Mind (2/Day).*** *Wisdom Saving Throw:* DC 16, one creature the aboleth can see within 30 feet. *Failure:* The target has the Charmed condition until the aboleth dies or is on a different plane of existence from the target. While Charmed, the target acts as an ally to the aboleth and is under its control while within 60 feet of it. In addition, the aboleth and the target can communicate telepathically with each other over any distance.\n\nThe target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the aboleth can expend a use to take one of the following actions. The aboleth regains all expended uses at the start of each of its turns.\n\n***Lash.*** The aboleth makes one Tentacle attack.\n\n***Psychic Drain.*** If the aboleth has at least one creature Charmed or Grappled, it uses Consume Memories and regains 5 (1d10) Hit Points."},{"heading":"Regional Effects","body":"The region containing an aboleth's lair is warped by it, creating the following effects:\n\n**Foul Water.** Water sources within 1 mile of the lair are supernaturally fouled. Creatures other than the aboleth and its allies that drink such water must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.\n\n**Psionic Projection.** While in its lair, the aboleth can cast Project Image, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16). When casting the spell this way, the spell's range is 1 mile, and the aboleth can use its telepathy as if it were in the illusion's space.\n\nIf the aboleth dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2f77a3c09d7484a5047fc895853ac0cf953fb05fddbacca440f4db95ac19e303","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":12,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-abominable-yeti":{"articleId":"import-xmm-abominable-yeti","title":"Abominable Yeti","label":"2024 revised rules · Monster Manual (2025), p. 340","classification":"Huge monstrosity, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"137 (11d12 + 66)"},{"name":"Speed","description":"40 ft., climb 40 ft."},{"name":"CR","description":"9; PB +4"},{"name":"XP (derived from CR)","description":"5000"},{"name":"Skills","description":"Perception +9, Stealth +8"},{"name":"Damage Immunities","description":"cold"},{"name":"Languages","description":"Yeti"},{"name":"Habitat","description":"arctic"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 19"}],"abilities":[{"name":"Strength","score":24,"modifier":"+7","save":"+7"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":22,"modifier":"+6","save":"+6"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Fear of Fire.*** If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn."},{"heading":"Actions","body":"***Multiattack.*** The yeti can use its Chilling Gaze and makes two attacks, using Claw or Ice Throw in any combination.\n\n***Claw.*** *Melee Attack Roll:* +11, reach 5 ft. *Hit:* 14 (2d6 + 7) Slashing damage plus 7 (2d6) Cold damage.\n\n***Ice Throw.*** *Ranged Attack Roll:* +11, range 60/240 ft. *Hit:* 12 (2d4 + 7) Bludgeoning damage plus 7 (2d6) Cold damage.\n\n***Chilling Gaze.*** *Constitution Saving Throw:* DC 18, one creature the yeti can see within 30 feet. *Failure:* 21 (6d6) Cold damage, and the target has the Paralyzed condition until the start of the yeti's next turn unless the target has Immunity to Cold damage. *Success:* The target is immune to this yeti's Chilling Gaze for 1 hour.\n\n***Cold Breath (Recharge 6).*** *Constitution Saving Throw:* DC 18, each creature in a 30-foot Cone. *Failure:* 45 (10d8) Cold damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"5c120f3b23a52e076e8c991d81c63b3ecdbbcbe6d3bad8aa2e94c90fb8f11750","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":340,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-adult-black-dragon":{"articleId":"import-xmm-adult-black-dragon","title":"Adult Black Dragon","label":"2024 revised rules · Monster Manual (2025), p. 39","classification":"Huge dragon (chromatic), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative","description":"+12 (22)"},{"name":"HP","description":"195 (17d12 + 85)"},{"name":"Speed","description":"40 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"14; PB +5"},{"name":"XP (derived from CR)","description":"11500"},{"name":"XP in lair (source)","description":"13000"},{"name":"Skills","description":"Perception +11, Stealth +7"},{"name":"Damage Immunities","description":"acid"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"swamp"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+7"},{"name":"Constitution","score":21,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+6"},{"name":"Charisma","score":19,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water.\n\n***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Melf's Acid Arrow (level 3 version).\n\n***Rend.*** *Melee Attack Roll:* +11, reach 10 ft. *Hit:* 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage.\n\n***Acid Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 18, each creature in a 60-foot-long, 5-foot-wide Line. *Failure:* 54 (12d8) Acid damage. *Success:* Half damage.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):\n\n**At will:** Detect Magic, Fear, Melf's Acid Arrow (level 3 version)\n\n**1/day each:** Speak with Dead, Vitriolic Sphere"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Cloud of Insects.*** *Dexterity Saving Throw:* DC 17, one creature the dragon can see within 120 feet. *Failure:* 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. *Failure or Success:* The dragon can't take this action again until the start of its next turn.\n\n***Frightful Presence.*** The dragon uses Spellcasting to cast Fear. The dragon can't take this action again until the start of its next turn.\n\n***Pounce.*** The dragon can move up to half its Speed, and it makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient black dragon's lair is warped by its presence, creating the following effects:\n\n**Acrid Haze.** Odorous and stifling fog covers the area within 1 mile of the lair, rendering that area Lightly Obscured. Travel for creatures other than the dragon and its allies takes twice the usual time in that area.\n\n**Foul Water.** Water sources within 1 mile of the lair are supernaturally fouled. A creature that drinks such water must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6b87978193d0b8bc6c33759f066d2be5dfd32be09cb37c607e00e3e720a0f620","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":39,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-adult-blue-dragon":{"articleId":"import-xmm-adult-blue-dragon","title":"Adult Blue Dragon","label":"2024 revised rules · Monster Manual (2025), p. 49","classification":"Huge dragon (chromatic), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative","description":"+10 (20)"},{"name":"HP","description":"212 (17d12 + 102)"},{"name":"Speed","description":"40 ft., burrow 30 ft., fly 80 ft."},{"name":"CR","description":"16; PB +5"},{"name":"XP (derived from CR)","description":"15000"},{"name":"XP in lair (source)","description":"18000"},{"name":"Skills","description":"Perception +12, Stealth +5"},{"name":"Damage Immunities","description":"lightning"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"coastal, desert"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"}],"abilities":[{"name":"Strength","score":25,"modifier":"+7","save":"+7"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+5"},{"name":"Constitution","score":23,"modifier":"+6","save":"+6"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+7"},{"name":"Charisma","score":20,"modifier":"+5","save":"+5"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter.\n\n***Rend.*** *Melee Attack Roll:* +12, reach 10 ft. *Hit:* 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.\n\n***Lightning Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 19, each creature in a 90-foot-long, 5-foot-wide Line. *Failure:* 60 (11d10) Lightning damage. *Success:* Half damage.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):\n\n**At will:** Detect Magic, Invisibility, Mage Hand, Shatter\n\n**1/day each:** Scrying, Sending"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Cloaked Flight.*** The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn.\n\n***Sonic Boom.*** The dragon uses Spellcasting to cast Shatter. The dragon can't take this action again until the start of its next turn.\n\n***Tail Swipe.*** The dragon makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient blue dragon's lair is changed by its presence, creating the following effects:\n\n**Sinkholes.** Sinkholes form more frequently in the area within 1 mile of the lair. Whenever a creature in that area other than the dragon and its allies finishes a Long Rest, roll 1d20. On a 1, a sinkhole opens beneath the creature, and the creature must succeed on a DC 15 Dexterity saving throw or fall 2d4 × 10 feet into the sinkhole.\n\n**Spiteful Storms.** Dust devils and thunderstorms rage within 1 mile of the lair. The area is Lightly Obscured.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b3ad5d8ee7eee2e943a116fef08e6ff9d9440894fa48d4b767fc89ddc0eb8a99","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":49,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-adult-brass-dragon":{"articleId":"import-xmm-adult-brass-dragon","title":"Adult Brass Dragon","label":"2024 revised rules · Monster Manual (2025), p. 55","classification":"Huge dragon (metallic), Chaotic Good","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+10 (20)"},{"name":"HP","description":"172 (15d12 + 75)"},{"name":"Speed","description":"40 ft., burrow 30 ft., fly 80 ft."},{"name":"CR","description":"13; PB +5"},{"name":"XP (derived from CR)","description":"10000"},{"name":"XP in lair (source)","description":"11500"},{"name":"Skills","description":"History +7, Perception +11, Persuasion +8, Stealth +5"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"desert"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+5"},{"name":"Constitution","score":21,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+6"},{"name":"Charisma","score":17,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.\n\n***Rend.*** *Melee Attack Roll:* +11, reach 10 ft. *Hit:* 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 18, each creature in a 60-foot-long, 5-foot-wide Line. *Failure:* 45 (10d8) Fire damage. *Success:* Half damage.\n\n***Sleep Breath.*** *Constitution Saving Throw:* DC 18, each creature in a 60-foot Cone. *Failure:* The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. *2Nd Failure:* The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):\n\n**At will:** Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals\n\n**1/day each:** Detect Thoughts, Control Weather"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Blazing Light.*** The dragon uses Spellcasting to cast Scorching Ray.\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack.\n\n***Scorching Sands.*** *Dexterity Saving Throw:* DC 16, one creature the dragon can see within 120 feet. *Failure:* 27 (6d8) Fire damage, and the target's Speed is halved until the end of its next turn. *Failure or Success:* The dragon can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The area containing an adult or ancient brass dragon's lair is altered by its presence, creating the following effects:\n\n**Mirages.** While in its lair, the dragon can cast Major Image, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the spell's range is 1 mile, and the dragon doesn't need to see the spot where the illusion appears.\n\n**Refreshing Water.** Water within 1 mile of the lair is magically refreshing. A creature that drinks such water gains 2d4 Temporary Hit Points, and the dragon is immediately aware of the creature's presence.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"78ee95fb69ef268bd392e3c64744e72bfc8a4255736ce800b4993c43b98381ab","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":55,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-adult-bronze-dragon":{"articleId":"import-xmm-adult-bronze-dragon","title":"Adult Bronze Dragon","label":"2024 revised rules · Monster Manual (2025), p. 59","classification":"Huge dragon (metallic), Lawful Good","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+10 (20)"},{"name":"HP","description":"212 (17d12 + 102)"},{"name":"Speed","description":"40 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"15; PB +5"},{"name":"XP (derived from CR)","description":"13000"},{"name":"XP in lair (source)","description":"15000"},{"name":"Skills","description":"Insight +7, Perception +12, Stealth +5"},{"name":"Damage Immunities","description":"lightning"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"coastal"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"}],"abilities":[{"name":"Strength","score":25,"modifier":"+7","save":"+7"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+5"},{"name":"Constitution","score":23,"modifier":"+6","save":"+6"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+7"},{"name":"Charisma","score":20,"modifier":"+5","save":"+5"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water.\n\n***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).\n\n***Rend.*** *Melee Attack Roll:* +12, reach 10 ft. *Hit:* 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.\n\n***Lightning Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 19, each creature in a 90-foot-long, 5-foot-wide Line. *Failure:* 55 (10d10) Lightning damage. *Success:* Half damage.\n\n***Repulsion Breath.*** *Strength Saving Throw:* DC 19, each creature in a 30-foot Cone. *Failure:* The target is pushed up to 60 feet straight away from the dragon and has the Prone condition.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with spell attacks):\n\n**At will:** Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy\n\n**1/day each:** Detect Thoughts, Water Breathing"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Guiding Light.*** The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack.\n\n***Thunderclap.*** *Constitution Saving Throw:* DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. *Failure:* 10 (3d6) Thunder damage, and the target has the Deafened condition until the end of its next turn."},{"heading":"Regional Effects","body":"The region containing an adult or ancient bronze dragon's lair is changed by its presence, creating the following effects:\n\n**Buoying Currents.** Creatures within 1 mile of the lair that lack a Swim Speed ignore the extra cost of movement while swimming.\n\n**Sun and Storms.** While in its lair, the dragon can cast Control Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the dragon can control the weather within 1 mile of its lair, regardless if the dragon is inside or outside.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"cdeb49c6e86460a64b758c113e3b0352787fcd3be2d705aea05f5482535e07c5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":59,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-adult-copper-dragon":{"articleId":"import-xmm-adult-copper-dragon","title":"Adult Copper Dragon","label":"2024 revised rules · Monster Manual (2025), p. 79","classification":"Huge dragon (metallic), Chaotic Good","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+11 (21)"},{"name":"HP","description":"184 (16d12 + 80)"},{"name":"Speed","description":"40 ft., climb 40 ft., fly 80 ft."},{"name":"CR","description":"14; PB +5"},{"name":"XP (derived from CR)","description":"11500"},{"name":"XP in lair (source)","description":"13000"},{"name":"Skills","description":"Deception +9, Perception +12, Stealth +6"},{"name":"Damage Immunities","description":"acid"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"hill"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+6"},{"name":"Constitution","score":21,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+7"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).\n\n***Rend.*** *Melee Attack Roll:* +11, reach 10 ft. *Hit:* 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage.\n\n***Acid Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 18, each creature in an 60-foot-long, 5-foot-wide Line. *Failure:* 54 (12d8) Acid damage. *Success:* Half damage.\n\n***Slowing Breath.*** *Constitution Saving Throw:* DC 18, each creature in a 60-foot Cone. *Failure:* The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):\n\n**At will:** Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)\n\n**1/day each:** Greater Restoration, Major Image"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Giggling Magic.*** *Charisma Saving Throw:* DC 17, one creature the dragon can see within 90 feet. *Failure:* 24 (7d6) Psychic damage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. *Failure or Success:* The dragon can't take this action again until the start of its next turn.\n\n***Mind Jolt.*** The dragon uses Spellcasting to cast Mind Spike (level 4 version). The dragon can't take this action again until the start of its next turn.\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient copper dragon's lair is changed by its presence, creating the following effects:\n\n**Chatty Critters.** Tiny Beasts magically gain the ability to speak and understand Draconic while within 6 miles of the lair.\n\n**Giggle Fits.** Whenever a creature other than the dragon and its allies is within 1 mile of the lair and rolls a 1 on a D20 Test, it must succeed on a DC 15 Wisdom saving throw or have the Incapacitated condition until the end of its next turn, as it is wracked with laughter.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6b266b986039856aaa059f7201856bb92278706c12ff97313256d00d22cc6189","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":79,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-adult-gold-dragon":{"articleId":"import-xmm-adult-gold-dragon","title":"Adult Gold Dragon","label":"2024 revised rules · Monster Manual (2025), p. 145","classification":"Huge dragon (metallic), Lawful Good","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative","description":"+14 (24)"},{"name":"HP","description":"243 (18d12 + 126)"},{"name":"Speed","description":"40 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"17; PB +6"},{"name":"XP (derived from CR)","description":"18000"},{"name":"XP in lair (source)","description":"20000"},{"name":"Skills","description":"Insight +8, Perception +14, Persuasion +13, Stealth +8"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"forest, grassland"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24"}],"abilities":[{"name":"Strength","score":27,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+8"},{"name":"Constitution","score":25,"modifier":"+7","save":"+7"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+8"},{"name":"Charisma","score":24,"modifier":"+7","save":"+7"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water.\n\n***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath.\n\n***Rend.*** *Melee Attack Roll:* +14, reach 10 ft. *Hit:* 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 21, each creature in a 60-foot Cone. *Failure:* 66 (12d10) Fire damage. *Success:* Half damage.\n\n***Weakening Breath.*** *Strength Saving Throw:* DC 21, each creature that isn't currently affected by this breath in a 60-foot Cone. *Failure:* The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):\n\n**At will:** Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)\n\n**1/day each:** Flame Strike, Zone of Truth"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Banish.*** *Charisma Saving Throw:* DC 21, one creature the dragon can see within 120 feet. *Failure:* 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. *Failure or Success:* The dragon can't take this action again until the start of its next turn.\n\n***Guiding Light.*** The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient gold dragon's lair is altered by its presence, creating the following effects:\n\n**Dream Messenger.** While in its lair, the dragon can cast Dream, requiring no Material components and using Charisma as the spellcasting ability. When casting the spell this way, the dragon can target any creature within 6 miles.\n\n**Foretelling Fog.** The area within 1 mile of the lair is Lightly Obscured by opalescent fog. While in that area, creatures can't be surprised, as the fog swirls into shapes that warn of danger.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2d73f300dc03cb99caa6e0f4c22e2a4f9e060d48e6d55be9896d22c46bac72fa","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":145,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-adult-green-dragon":{"articleId":"import-xmm-adult-green-dragon","title":"Adult Green Dragon","label":"2024 revised rules · Monster Manual (2025), p. 153","classification":"Huge dragon (chromatic), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative","description":"+11 (21)"},{"name":"HP","description":"207 (18d12 + 90)"},{"name":"Speed","description":"40 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"15; PB +5"},{"name":"XP (derived from CR)","description":"13000"},{"name":"XP in lair (source)","description":"15000"},{"name":"Skills","description":"Deception +9, Perception +12, Persuasion +9, Stealth +6"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"forest"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+6"},{"name":"Constitution","score":21,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+7"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water.\n\n***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version).\n\n***Rend.*** *Melee Attack Roll:* +11, reach 10 ft. *Hit:* 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage.\n\n***Poison Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 18, each creature in a 60-foot Cone. *Failure:* 56 (16d6) Poison damage. *Success:* Half damage.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):\n\n**At will:** Detect Magic, Mind Spike (level 3 version)\n\n**1/day:** Geas"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Mind Invasion.*** The dragon uses Spellcasting to cast Mind Spike (level 3 version).\n\n***Noxious Miasma.*** *Constitution Saving Throw:* DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. *Failure:* 7 (2d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. *Failure or Success:* The dragon can't take this action again until the start of its next turn.\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient green dragon's lair is warped by its presence, creating the following effects:\n\n**Beast Spies.** Tiny Beasts magically gain the ability to understand Draconic and can communicate telepathically with the dragon while within 1 mile of the lair.\n\n**Poisonous Thicket.** Ordinary plants growing within 1 mile of the lair poison the air around them. Whenever a creature other than the dragon or its allies finishes a Long Rest in that area, it must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a9a9504e73345c879f61511ca0816492456ff14afb984fcc541489685a74ba66","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":153,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-adult-red-dragon":{"articleId":"import-xmm-adult-red-dragon","title":"Adult Red Dragon","label":"2024 revised rules · Monster Manual (2025), p. 255","classification":"Huge dragon (chromatic), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative","description":"+12 (22)"},{"name":"HP","description":"256 (19d12 + 133)"},{"name":"Speed","description":"40 ft., climb 40 ft., fly 80 ft."},{"name":"CR","description":"17; PB +6"},{"name":"XP (derived from CR)","description":"18000"},{"name":"XP in lair (source)","description":"20000"},{"name":"Skills","description":"Perception +13, Stealth +6"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"hill, mountain"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23"}],"abilities":[{"name":"Strength","score":27,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+6"},{"name":"Constitution","score":25,"modifier":"+7","save":"+7"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+7"},{"name":"Charisma","score":23,"modifier":"+6","save":"+6"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray.\n\n***Rend.*** *Melee Attack Roll:* +14, reach 10 ft. *Hit:* 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 21, each creature in a 60-foot Cone. *Failure:* 59 (17d6) Fire damage. *Success:* Half damage.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks):\n\n**At will:** Command (level 2 version), Detect Magic, Scorching Ray\n\n**1/day:** Fireball"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Commanding Presence.*** The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn.\n\n***Fiery Rays.*** The dragon uses Spellcasting to cast Scorching Ray. The dragon can't take this action again until the start of its next turn.\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient red dragon's lair is warped by its presence, creating the following effects:\n\n**Burning Heat.** The area within 1 mile of the lair is an area of extreme heat. A burning creature or object takes an additional 1d4 Fire damage at the start of each of its turns.\n\n**Smoldering Haze.** The area within 1 mile of the lair is Lightly Obscured with clouds of ash. Whenever a creature other than the dragon or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"5c15ce1d539e3898f34217ce9e563e498efc4ea8186c4730892c720e64344989","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":255,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-adult-silver-dragon":{"articleId":"import-xmm-adult-silver-dragon","title":"Adult Silver Dragon","label":"2024 revised rules · Monster Manual (2025), p. 279","classification":"Huge dragon (metallic), Lawful Good","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative","description":"+10 (20)"},{"name":"HP","description":"216 (16d12 + 112)"},{"name":"Speed","description":"40 ft., fly 80 ft."},{"name":"CR","description":"16; PB +5"},{"name":"XP (derived from CR)","description":"15000"},{"name":"XP in lair (source)","description":"18000"},{"name":"Skills","description":"History +8, Perception +11, Stealth +5"},{"name":"Damage Immunities","description":"cold"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"mountain, urban"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"}],"abilities":[{"name":"Strength","score":27,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+5"},{"name":"Constitution","score":25,"modifier":"+7","save":"+7"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+6"},{"name":"Charisma","score":22,"modifier":"+6","save":"+6"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife.\n\n***Rend.*** *Melee Attack Roll:* +13, reach 10 ft. *Hit:* 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage.\n\n***Cold Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 20, each creature in a 60-foot Cone. *Failure:* 54 (12d8) Cold damage. *Success:* Half damage.\n\n***Paralyzing Breath.*** *Constitution Saving Throw:* DC 20, each creature in a 60-foot Cone. *1St Failure:* The target has the Incapacitated condition until the end of its next turn, when it repeats the save. *2Nd Failure:* The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):\n\n**At will:** Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)\n\n**1/day each:** Ice Storm (level 5 version), Zone of Truth"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Chill.*** The dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn.\n\n***Cold Gale.*** *Dexterity Saving Throw:* DC 19, each creature in a 60-foot-long, 10-foot-wide Line. *Failure:* 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. *Success:* Half damage only. *Failure or Success:* The dragon can't take this action again until the start of its next turn.\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient silver dragon's lair is changed by its magic, creating the following effects:\n\n**Gentle Gusts.** Winds buoy creatures that fall within 1 mile of the lair. Such creatures descend at a rate of 60 feet per round and take no damage from falling.\n\n**Sun and Storms.** While in its lair, the dragon can cast Control Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c63eb468e61cfaf2fb530b11110d78273b0978d4701f32bfcfbf5052c3abb9b8","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":279,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-adult-white-dragon":{"articleId":"import-xmm-adult-white-dragon","title":"Adult White Dragon","label":"2024 revised rules · Monster Manual (2025), p. 329","classification":"Huge dragon (chromatic), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+10 (20)"},{"name":"HP","description":"200 (16d12 + 96)"},{"name":"Speed","description":"40 ft., burrow 30 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"13; PB +5"},{"name":"XP (derived from CR)","description":"10000"},{"name":"XP in lair (source)","description":"11500"},{"name":"Skills","description":"Perception +11, Stealth +5"},{"name":"Damage Immunities","description":"cold"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"arctic"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"}],"abilities":[{"name":"Strength","score":22,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+5"},{"name":"Constitution","score":22,"modifier":"+6","save":"+6"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+6"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement.\n\n***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +11, reach 10 ft. *Hit:* 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage.\n\n***Cold Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 19, each creature in a 60-foot Cone. *Failure:* 54 (12d8) Cold damage. *Success:* Half damage."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Freezing Burst.*** *Constitution Saving Throw:* DC 14, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. *Failure:* 7 (2d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. *Failure or Success:* The dragon can't take this action again until the start of its next turn.\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack.\n\n***Frightful Presence.*** The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The region containing an adult or ancient white dragon's lair is affected by its presence, creating the following effects:\n\n**Frigid Cold.** The area within 1 mile of the lair is an area of extreme cold. Any water in that area is frigid water. See the Dungeon Master's Guide for rules on extreme cold and frigid water.\n\n**Glacial Gloom.** The area within 1 mile of the lair is Lightly Obscured by chilly fog. Whenever a creature other than the dragon or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 15 Constitution saving throw or have its Speed reduced by 10 feet for 1 hour.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"645d47eeafa4d33cd99b5e4a8af133bc4fed7beffa5ad8821d94bb31c227b8ac","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":329,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-air-elemental":{"articleId":"import-xmm-air-elemental","title":"Air Elemental","label":"2024 revised rules · Monster Manual (2025), p. 13","classification":"Large elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+5 (15)"},{"name":"HP","description":"90 (12d10 + 24)"},{"name":"Speed","description":"10 ft., fly 90 ft. (hover)"},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Resistances","description":"bludgeoning, lightning, piercing, slashing"},{"name":"Damage Immunities","description":"poison, thunder"},{"name":"Condition Immunities","description":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious"},{"name":"Languages","description":"Primordial (Auran)"},{"name":"Habitat","description":"desert, mountain, planar, air"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":20,"modifier":"+5","save":"+5"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Air Form.*** The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."},{"heading":"Actions","body":"***Multiattack.*** The elemental makes two Thunderous Slam attacks.\n\n***Thunderous Slam.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 14 (2d8 + 5) Thunder damage.\n\n***Whirlwind (Recharge 4-6).*** *Strength Saving Throw:* DC 13, one Medium or smaller creature in the elemental's space. *Failure:* 24 (4d10 + 2) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. *Success:* Half damage only."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"300e02e6329d87c066878cab24347345cc609a2a82fc14feb2f5dd0579b87186","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":13,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-allosaurus":{"articleId":"import-xmm-allosaurus","title":"Allosaurus","label":"2024 revised rules · Monster Manual (2025), p. 348","classification":"Large beast (dinosaur), Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"51 (6d10 + 18)"},{"name":"Speed","description":"60 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +5"},{"name":"Habitat","description":"grassland"},{"name":"Senses","description":"; Passive Perception 15"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 15 (2d10 + 4) Piercing damage.\n\n***Claws.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite attack against it."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2bd8fda4b664483937737128e4ed58e477fbef36cd0ac79043d2569accd8fc5b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":348,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ancient-black-dragon":{"articleId":"import-xmm-ancient-black-dragon","title":"Ancient Black Dragon","label":"2024 revised rules · Monster Manual (2025), p. 40","classification":"Gargantuan dragon (chromatic), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"22"},{"name":"Initiative","description":"+16 (26)"},{"name":"HP","description":"367 (21d20 + 147)"},{"name":"Speed","description":"40 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"21; PB +7"},{"name":"XP (derived from CR)","description":"33000"},{"name":"XP in lair (source)","description":"41000"},{"name":"Skills","description":"Perception +16, Stealth +9"},{"name":"Damage Immunities","description":"acid"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"swamp"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"}],"abilities":[{"name":"Strength","score":27,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+9"},{"name":"Constitution","score":25,"modifier":"+7","save":"+7"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+9"},{"name":"Charisma","score":22,"modifier":"+6","save":"+6"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water.\n\n***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Melf's Acid Arrow (level 4 version).\n\n***Rend.*** *Melee Attack Roll:* +15, reach 15 ft. *Hit:* 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage.\n\n***Acid Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 22, each creature in a 90-foot-long, 10-foot-wide Line. *Failure:* 67 (15d8) Acid damage. *Success:* Half damage.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):\n\n**At will:** Detect Magic, Fear, Melf's Acid Arrow (level 4 version)\n\n**1/day each:** Create Undead, Speak with Dead, Vitriolic Sphere (level 5 version)"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Cloud of Insects.*** *Dexterity Saving Throw:* DC 21, one creature the dragon can see within 120 feet. *Failure:* 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. *Failure or Success:* The dragon can't take this action again until the start of its next turn.\n\n***Frightful Presence.*** The dragon uses Spellcasting to cast Fear. The dragon can't take this action again until the start of its next turn.\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient black dragon's lair is warped by its presence, creating the following effects:\n\n**Acrid Haze.** Odorous and stifling fog covers the area within 1 mile of the lair, rendering that area Lightly Obscured. Travel for creatures other than the dragon and its allies takes twice the usual time in that area.\n\n**Foul Water.** Water sources within 1 mile of the lair are supernaturally fouled. A creature that drinks such water must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e6885af94aef49d3110b892ce0c565d943655ecae75baaa790bcf14d2b90f2d1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":40,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ancient-blue-dragon":{"articleId":"import-xmm-ancient-blue-dragon","title":"Ancient Blue Dragon","label":"2024 revised rules · Monster Manual (2025), p. 50","classification":"Gargantuan dragon (chromatic), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"22"},{"name":"Initiative","description":"+14 (24)"},{"name":"HP","description":"481 (26d20 + 208)"},{"name":"Speed","description":"40 ft., burrow 40 ft., fly 80 ft."},{"name":"CR","description":"23; PB +7"},{"name":"XP (derived from CR)","description":"50000"},{"name":"XP in lair (source)","description":"62000"},{"name":"Skills","description":"Perception +17, Stealth +7"},{"name":"Damage Immunities","description":"lightning"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"coastal, desert"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"}],"abilities":[{"name":"Strength","score":29,"modifier":"+9","save":"+9"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+7"},{"name":"Constitution","score":27,"modifier":"+8","save":"+8"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":17,"modifier":"+3","save":"+10"},{"name":"Charisma","score":25,"modifier":"+7","save":"+7"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 version).\n\n***Rend.*** *Melee Attack Roll:* +16, reach 15 ft. *Hit:* 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage.\n\n***Lightning Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 23, each creature in a 120-foot-long, 10-foot-wide Line. *Failure:* 88 (16d10) Lightning damage. *Success:* Half damage.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):\n\n**At will:** Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version)\n\n**1/day each:** Scrying, Sending"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Cloaked Flight.*** The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn.\n\n***Sonic Boom.*** The dragon uses Spellcasting to cast Shatter (level 3 version). The dragon can't take this action again until the start of its next turn.\n\n***Tail Swipe.*** The dragon makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient blue dragon's lair is changed by its presence, creating the following effects:\n\n**Sinkholes.** Sinkholes form more frequently in the area within 1 mile of the lair. Whenever a creature in that area other than the dragon and its allies finishes a Long Rest, roll 1d20. On a 1, a sinkhole opens beneath the creature, and the creature must succeed on a DC 15 Dexterity saving throw or fall 2d4 × 10 feet into the sinkhole.\n\n**Spiteful Storms.** Dust devils and thunderstorms rage within 1 mile of the lair. The area is Lightly Obscured.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"cb083fa8fd9a8ca4ddf1a1443c308f4ab507c4d665898f62f1ac4296f38d3a7b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":50,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ancient-brass-dragon":{"articleId":"import-xmm-ancient-brass-dragon","title":"Ancient Brass Dragon","label":"2024 revised rules · Monster Manual (2025), p. 56","classification":"Gargantuan dragon (metallic), Chaotic Good","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+12 (22)"},{"name":"HP","description":"332 (19d20 + 133)"},{"name":"Speed","description":"40 ft., burrow 40 ft., fly 80 ft."},{"name":"CR","description":"20; PB +6"},{"name":"XP (derived from CR)","description":"25000"},{"name":"XP in lair (source)","description":"33000"},{"name":"Skills","description":"History +9, Perception +14, Persuasion +12, Stealth +6"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"desert"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24"}],"abilities":[{"name":"Strength","score":27,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+6"},{"name":"Constitution","score":25,"modifier":"+7","save":"+7"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+8"},{"name":"Charisma","score":22,"modifier":"+6","save":"+6"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).\n\n***Rend.*** *Melee Attack Roll:* +14, reach 15 ft. *Hit:* 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 21, each creature in a 90-foot-long, 5-foot-wide Line. *Failure:* 58 (13d8) Fire damage. *Success:* Half damage.\n\n***Sleep Breath.*** *Constitution Saving Throw:* DC 21, each creature in a 90-foot Cone. *Failure:* The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. *2Nd Failure:* The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):\n\n**At will:** Detect Magic, Minor Illusion, Scorching Ray (level 3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals\n\n**1/day each:** Control Weather, Detect Thoughts"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Blazing Light.*** The dragon uses Spellcasting to cast Scorching Ray (level 3 version).\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack.\n\n***Scorching Sands.*** *Dexterity Saving Throw:* DC 20, one creature the dragon can see within 120 feet. *Failure:* 36 (8d8) Fire damage, and the target's Speed is halved until the end of its next turn. *Failure or Success:* The dragon can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The area containing an adult or ancient brass dragon's lair is altered by its presence, creating the following effects:\n\n**Mirages.** While in its lair, the dragon can cast Major Image, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the spell's range is 1 mile, and the dragon doesn't need to see the spot where the illusion appears.\n\n**Refreshing Water.** Water within 1 mile of the lair is magically refreshing. A creature that drinks such water gains 2d4 Temporary Hit Points, and the dragon is immediately aware of the creature's presence.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0579c8921027b403b439ab061eb43f88d717ab0939050c3a62f13aa131cdc6a7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":56,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ancient-bronze-dragon":{"articleId":"import-xmm-ancient-bronze-dragon","title":"Ancient Bronze Dragon","label":"2024 revised rules · Monster Manual (2025), p. 60","classification":"Gargantuan dragon (metallic), Lawful Good","visibility":"player","core":[{"name":"AC","description":"22"},{"name":"Initiative","description":"+14 (24)"},{"name":"HP","description":"444 (24d20 + 192)"},{"name":"Speed","description":"40 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"22; PB +7"},{"name":"XP (derived from CR)","description":"41000"},{"name":"XP in lair (source)","description":"50000"},{"name":"Skills","description":"Insight +10, Perception +17, Stealth +7"},{"name":"Damage Immunities","description":"lightning"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"coastal"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"}],"abilities":[{"name":"Strength","score":29,"modifier":"+9","save":"+9"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+7"},{"name":"Constitution","score":27,"modifier":"+8","save":"+8"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":17,"modifier":"+3","save":"+10"},{"name":"Charisma","score":25,"modifier":"+7","save":"+7"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water.\n\n***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).\n\n***Rend.*** *Melee Attack Roll:* +16, reach 15 ft. *Hit:* 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage.\n\n***Lightning Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 23, each creature in a 120-foot-long, 10-foot-wide Line. *Failure:* 82 (15d10) Lightning damage. *Success:* Half damage.\n\n***Repulsion Breath.*** *Strength Saving Throw:* DC 23, each creature in a 30-foot Cone. *Failure:* The target is pushed up to 60 feet straight away from the dragon and has the Prone condition.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks):\n\n**At will:** Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy\n\n**1/day each:** Detect Thoughts, Control Water, Scrying, Water Breathing"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Guiding Light.*** The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack.\n\n***Thunderclap.*** *Constitution Saving Throw:* DC 22, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 120 feet. *Failure:* 13 (3d8) Thunder damage, and the target has the Deafened condition until the end of its next turn."},{"heading":"Regional Effects","body":"The region containing an adult or ancient bronze dragon's lair is changed by its presence, creating the following effects:\n\n**Buoying Currents.** Creatures within 1 mile of the lair that lack a Swim Speed ignore the extra cost of movement while swimming.\n\n**Sun and Storms.** While in its lair, the dragon can cast Control Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the dragon can control the weather within 1 mile of its lair, regardless if the dragon is inside or outside.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3f5c3012f47c42efd5e0e6241fb88f21751c6818a33bbef269f47c2029c1c640","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":60,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ancient-copper-dragon":{"articleId":"import-xmm-ancient-copper-dragon","title":"Ancient Copper Dragon","label":"2024 revised rules · Monster Manual (2025), p. 80","classification":"Gargantuan dragon (metallic), Chaotic Good","visibility":"player","core":[{"name":"AC","description":"21"},{"name":"Initiative","description":"+15 (25)"},{"name":"HP","description":"367 (21d20 + 147)"},{"name":"Speed","description":"40 ft., climb 40 ft., fly 80 ft."},{"name":"CR","description":"21; PB +7"},{"name":"XP (derived from CR)","description":"33000"},{"name":"XP in lair (source)","description":"41000"},{"name":"Skills","description":"Deception +13, Perception +17, Stealth +8"},{"name":"Damage Immunities","description":"acid"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"hill"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"}],"abilities":[{"name":"Strength","score":27,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+8"},{"name":"Constitution","score":25,"modifier":"+7","save":"+7"},{"name":"Intelligence","score":20,"modifier":"+5","save":"+5"},{"name":"Wisdom","score":17,"modifier":"+3","save":"+10"},{"name":"Charisma","score":22,"modifier":"+6","save":"+6"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).\n\n***Rend.*** *Melee Attack Roll:* +15, reach 15 ft. *Hit:* 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage.\n\n***Acid Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 22, each creature in an 90-foot-long, 10-foot-wide Line. *Failure:* 63 (14d8) Acid damage. *Success:* Half damage.\n\n***Slowing Breath.*** *Constitution Saving Throw:* DC 22, each creature in a 90-foot Cone. *Failure:* The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):\n\n**At will:** Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)\n\n**1/day each:** Greater Restoration, Major Image, Project Image"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Giggling Magic.*** *Charisma Saving Throw:* DC 21, one creature the dragon can see within 120 feet. *Failure:* 31 (9d6) Psychic damage. Until the end of its next turn, the target rolls 1d8 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. *Failure or Success:* The dragon can't take this action again until the start of its next turn.\n\n***Mind Jolt.*** The dragon uses Spellcasting to cast Mind Spike (level 5 version). The dragon can't take this action again until the start of its next turn.\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient copper dragon's lair is changed by its presence, creating the following effects:\n\n**Chatty Critters.** Tiny Beasts magically gain the ability to speak and understand Draconic while within 6 miles of the lair.\n\n**Giggle Fits.** Whenever a creature other than the dragon and its allies is within 1 mile of the lair and rolls a 1 on a D20 Test, it must succeed on a DC 15 Wisdom saving throw or have the Incapacitated condition until the end of its next turn, as it is wracked with laughter.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"14bcda6a67816e4d60f26fa44eca0f692e2705d59c9ae91e25a4541e72fc1434","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":80,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ancient-gold-dragon":{"articleId":"import-xmm-ancient-gold-dragon","title":"Ancient Gold Dragon","label":"2024 revised rules · Monster Manual (2025), p. 146","classification":"Gargantuan dragon (metallic), Lawful Good","visibility":"player","core":[{"name":"AC","description":"22"},{"name":"Initiative","description":"+16 (26)"},{"name":"HP","description":"546 (28d20 + 252)"},{"name":"Speed","description":"40 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"24; PB +7"},{"name":"XP (derived from CR)","description":"62000"},{"name":"XP in lair (source)","description":"75000"},{"name":"Skills","description":"Insight +10, Perception +17, Persuasion +16, Stealth +9"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"forest, grassland"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"}],"abilities":[{"name":"Strength","score":30,"modifier":"+10","save":"+10"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+9"},{"name":"Constitution","score":29,"modifier":"+9","save":"+9"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":17,"modifier":"+3","save":"+10"},{"name":"Charisma","score":28,"modifier":"+9","save":"+9"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water.\n\n***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath.\n\n***Rend.*** *Melee Attack Roll:* +17 to hit, reach 15 ft. *Hit:* 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 24, each creature in a 90-foot Cone. *Failure:* 71 (13d10) Fire damage. *Success:* Half damage.\n\n***Weakening Breath.*** *Strength Saving Throw:* DC 24, each creature that isn't currently affected by this breath in a 90-foot Cone. *Failure:* The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks):\n\n**At will:** Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)\n\n**1/day each:** Flame Strike (level 6 version), Word of Recall, Zone of Truth"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Banish.*** *Charisma Saving Throw:* DC 24, one creature the dragon can see within 120 feet. *Failure:* 24 (7d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. *Failure or Success:* The dragon can't take this action again until the start of its next turn.\n\n***Guiding Light.*** The dragon uses Spellcasting to cast Guiding Bolt (level 4 version).\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient gold dragon's lair is altered by its presence, creating the following effects:\n\n**Dream Messenger.** While in its lair, the dragon can cast Dream, requiring no Material components and using Charisma as the spellcasting ability. When casting the spell this way, the dragon can target any creature within 6 miles.\n\n**Foretelling Fog.** The area within 1 mile of the lair is Lightly Obscured by opalescent fog. While in that area, creatures can't be surprised, as the fog swirls into shapes that warn of danger.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"cdf0db9545ecc1b9d4fbd060f9b699d998148af5c3b0c2ee12a7f92e37926ae0","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":146,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ancient-green-dragon":{"articleId":"import-xmm-ancient-green-dragon","title":"Ancient Green Dragon","label":"2024 revised rules · Monster Manual (2025), p. 154","classification":"Gargantuan dragon (chromatic), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"21"},{"name":"Initiative","description":"+15 (25)"},{"name":"HP","description":"402 (23d20 + 161)"},{"name":"Speed","description":"40 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"22; PB +7"},{"name":"XP (derived from CR)","description":"41000"},{"name":"XP in lair (source)","description":"50000"},{"name":"Skills","description":"Deception +13, Perception +17, Persuasion +13, Stealth +8"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"forest"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"}],"abilities":[{"name":"Strength","score":27,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+8"},{"name":"Constitution","score":25,"modifier":"+7","save":"+7"},{"name":"Intelligence","score":20,"modifier":"+5","save":"+5"},{"name":"Wisdom","score":17,"modifier":"+3","save":"+10"},{"name":"Charisma","score":22,"modifier":"+6","save":"+6"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water.\n\n***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version).\n\n***Rend.*** *Melee Attack Roll:* +15, reach 15 ft. *Hit:* 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage.\n\n***Poison Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 22, each creature in a 90-foot Cone. *Failure:* 77 (22d6) Poison damage. *Success:* Half damage.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):\n\n**At will:** Detect Magic, Mind Spike (level 5 version)\n\n**1/day each:** Geas, Modify Memory"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Mind Invasion.*** The dragon uses Spellcasting to cast Mind Spike (level 5 version).\n\n***Noxious Miasma.*** *Constitution Saving Throw:* DC 21, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. *Failure:* 17 (5d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. *Failure or Success:* The dragon can't take this action again until the start of its next turn.\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient green dragon's lair is warped by its presence, creating the following effects:\n\n**Beast Spies.** Tiny Beasts magically gain the ability to understand Draconic and can communicate telepathically with the dragon while within 1 mile of the lair.\n\n**Poisonous Thicket.** Ordinary plants growing within 1 mile of the lair poison the air around them. Whenever a creature other than the dragon or its allies finishes a Long Rest in that area, it must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9c4c604d2a6dd7a0ef59cd34dcf5418e4e9b09ea53f3f88a54f847adc26fb976","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":154,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ancient-red-dragon":{"articleId":"import-xmm-ancient-red-dragon","title":"Ancient Red Dragon","label":"2024 revised rules · Monster Manual (2025), p. 256","classification":"Gargantuan dragon (chromatic), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"22"},{"name":"Initiative","description":"+14 (24)"},{"name":"HP","description":"507 (26d20 + 234)"},{"name":"Speed","description":"40 ft., climb 40 ft., fly 80 ft."},{"name":"CR","description":"24; PB +7"},{"name":"XP (derived from CR)","description":"62000"},{"name":"XP in lair (source)","description":"75000"},{"name":"Skills","description":"Perception +16, Stealth +7"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"hill, mountain"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"}],"abilities":[{"name":"Strength","score":30,"modifier":"+10","save":"+10"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+7"},{"name":"Constitution","score":29,"modifier":"+9","save":"+9"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+9"},{"name":"Charisma","score":27,"modifier":"+8","save":"+8"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version).\n\n***Rend.*** *Melee Attack Roll:* +17, reach 15 ft. *Hit:* 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 24, each creature in a 90-foot Cone. *Failure:* 91 (26d6) Fire damage. *Success:* Half damage.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):\n\n**At will:** Command (level 2 version), Detect Magic, Scorching Ray (level 3 version)\n\n**1/day each:** Fireball (level 6 version), Scrying"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Commanding Presence.*** The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn.\n\n***Fiery Rays.*** The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can't take this action again until the start of its next turn.\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient red dragon's lair is warped by its presence, creating the following effects:\n\n**Burning Heat.** The area within 1 mile of the lair is an area of extreme heat. A burning creature or object takes an additional 1d4 Fire damage at the start of each of its turns.\n\n**Smoldering Haze.** The area within 1 mile of the lair is Lightly Obscured with clouds of ash. Whenever a creature other than the dragon or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1a9a553a891c49bd98a400afe76f19f6854e6d55713e37a2079f95a4c3ddb64c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":256,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ancient-silver-dragon":{"articleId":"import-xmm-ancient-silver-dragon","title":"Ancient Silver Dragon","label":"2024 revised rules · Monster Manual (2025), p. 280","classification":"Gargantuan dragon (metallic), Lawful Good","visibility":"player","core":[{"name":"AC","description":"22"},{"name":"Initiative","description":"+14 (24)"},{"name":"HP","description":"468 (24d20 + 216)"},{"name":"Speed","description":"40 ft., fly 80 ft."},{"name":"CR","description":"23; PB +7"},{"name":"XP (derived from CR)","description":"50000"},{"name":"XP in lair (source)","description":"62000"},{"name":"Skills","description":"History +11, Perception +16, Stealth +7"},{"name":"Damage Immunities","description":"cold"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"mountain, urban"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"}],"abilities":[{"name":"Strength","score":30,"modifier":"+10","save":"+10"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+7"},{"name":"Constitution","score":29,"modifier":"+9","save":"+9"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+9"},{"name":"Charisma","score":26,"modifier":"+8","save":"+8"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version).\n\n***Rend.*** *Melee Attack Roll:* +17, reach 15 ft. *Hit:* 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage.\n\n***Cold Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 24, each creature in a 90-foot Cone. *Failure:* 67 (15d8) Cold damage. *Success:* Half damage.\n\n***Paralyzing Breath.*** *Constitution Saving Throw:* DC 24, each creature in a 90-foot Cone. *1St Failure:* The target has the Incapacitated condition until the end of its next turn, when it repeats the save. *2Nd Failure:* The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):\n\n**At will:** Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)\n\n**1/day each:** Control Weather, Ice Storm (level 7 version), Teleport, Zone of Truth"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Chill.*** The dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn.\n\n***Cold Gale.*** *Dexterity Saving Throw:* DC 23, each creature in a 60-foot-long, 10-foot-wide Line. *Failure:* 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. *Success:* Half damage only. *Failure or Success:* The dragon can't take this action again until the start of its next turn.\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack."},{"heading":"Regional Effects","body":"The region containing an adult or ancient silver dragon's lair is changed by its magic, creating the following effects:\n\n**Gentle Gusts.** Winds buoy creatures that fall within 1 mile of the lair. Such creatures descend at a rate of 60 feet per round and take no damage from falling.\n\n**Sun and Storms.** While in its lair, the dragon can cast Control Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ba8bb985bb3c0797d15d1c712fe37c69f34c68e8ee9c107a989f1677dc3997ab","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":280,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ancient-white-dragon":{"articleId":"import-xmm-ancient-white-dragon","title":"Ancient White Dragon","label":"2024 revised rules · Monster Manual (2025), p. 330","classification":"Gargantuan dragon (chromatic), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+12 (22)"},{"name":"HP","description":"333 (18d20 + 144)"},{"name":"Speed","description":"40 ft., burrow 40 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"20; PB +6"},{"name":"XP (derived from CR)","description":"25000"},{"name":"XP in lair (source)","description":"33000"},{"name":"Skills","description":"Perception +13, Stealth +6"},{"name":"Damage Immunities","description":"cold"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"arctic"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23"}],"abilities":[{"name":"Strength","score":26,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+6"},{"name":"Constitution","score":26,"modifier":"+8","save":"+8"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+7"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement.\n\n***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +14, reach 15 ft. *Hit:* 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage.\n\n***Cold Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 22, each creature in a 90-foot Cone. *Failure:* 63 (14d8) Cold damage. *Success:* Half damage."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.\n\n***Freezing Burst.*** *Constitution Saving Throw:* DC 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. *Failure:* 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. *Failure or Success:* The dragon can't take this action again until the start of its next turn.\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack.\n\n***Frightful Presence.*** The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The region containing an adult or ancient white dragon's lair is affected by its presence, creating the following effects:\n\n**Frigid Cold.** The area within 1 mile of the lair is an area of extreme cold. Any water in that area is frigid water. See the Dungeon Master's Guide for rules on extreme cold and frigid water.\n\n**Glacial Gloom.** The area within 1 mile of the lair is Lightly Obscured by chilly fog. Whenever a creature other than the dragon or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 15 Constitution saving throw or have its Speed reduced by 10 feet for 1 hour.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7a2f0c05a1837812020d55a13f522d379b333ca660f5fdc16a664c6f1e46c319","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":330,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-animal-lord":{"articleId":"import-xmm-animal-lord","title":"Animal Lord","label":"2024 revised rules · Monster Manual (2025), p. 15","classification":"Medium celestial, Neutral","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative","description":"+19 (29)"},{"name":"HP","description":"323 (34d8 + 170)"},{"name":"Speed","description":"60 ft., fly 60 ft. (hover), swim 60 ft."},{"name":"CR","description":"20; PB +6"},{"name":"XP (derived from CR)","description":"25000"},{"name":"Skills","description":"Acrobatics +13, Athletics +13, Perception +18, Stealth +13"},{"name":"Resistances","description":"cold, fire, necrotic, psychic, radiant"},{"name":"Condition Immunities","description":"charmed, frightened, stunned"},{"name":"Languages","description":"all"},{"name":"Habitat","description":"planar, beastlands"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 28"}],"abilities":[{"name":"Strength","score":24,"modifier":"+7","save":"+7"},{"name":"Dexterity","score":25,"modifier":"+7","save":"+7"},{"name":"Constitution","score":20,"modifier":"+5","save":"+11"},{"name":"Intelligence","score":19,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":23,"modifier":"+6","save":"+12"},{"name":"Charisma","score":22,"modifier":"+6","save":"+6"}],"sections":[{"heading":"Traits","body":"***Animal Lordship.*** An animal lord represents a Forager, Hunter, or Sage (DM's choice), which determines certain traits in this stat block.\n\n***Legendary Resistance (4/Day).*** If the animal lord fails a saving throw, it can choose to succeed instead.\n\n***Lordly Presence.*** *Wisdom Saving Throw:* DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. *Failure:* The target suffers one of the following effects:\n\n- **Captivated (Forager Only).** The target has the Charmed condition until the end of its next turn. While Charmed, the target has the Incapacitated condition.  \n- **Fearful (Hunter Only).** The target has the Frightened condition until the end of its next turn.  \n- **Mired (Sage Only).** The target takes 10 (3d6) Psychic damage, and the target is magically bewildered until the end of its next turn. While bewildered, the target subtracts 1d4 from its saving throws.  \n\n***Magic Resistance.*** The animal lord has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.\n\n***Rend.*** *Melee Attack Roll:* +13, reach 5 ft. *Hit:* 14 (2d6 + 7) Slashing damage plus 7 (2d6) Force damage.\n\n***Radiant Ray.*** *Ranged Attack Roll:* +12, range 120 ft. *Hit:* 20 (4d6 + 6) Radiant damage.\n\n***Animal Spirit.*** The animal lord conjures an animal spirit that strikes at a creature and then disappears. *Dexterity Saving Throw:* DC 20, one creature the animal lord can see within 120 feet. *Failure:* 28 (4d10 + 6) Radiant damage. *Success:* Half damage. *Failure or Success:* One of the following effects occurs:\n\n- **Fortify (Forager Only).** The animal lord gains 20 Temporary Hit Points.  \n- **Marked as Prey (Hunter Only).** The animal lord has Advantage on attack rolls against the target until the start of the animal lord's next turn.  \n- **Pesky Swarm (Sage Only).** The target has Disadvantage on attack rolls and ability checks until the end of its next turn.  \n\n***Spellcasting.*** The animal lord casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):\n\n**At will:** Animal Friendship, Animal Messenger, Speak with Animals\n\n**2/day each:** Awaken, Greater Restoration\n\n**1/day each:** Animal Shapes, Sunburst"},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The animal lord shape-shifts into a Huge or smaller version of the animal it represents or a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3. Immediately after another creature's turn, the animal lord can expend a use to take one of the following actions. The animal lord regains all expended uses at the start of each of its turns.\n\n***Feral Strike.*** The animal lord moves up to its Speed without provoking Opportunity Attacks, and it makes one Rend attack.\n\n***Radiant Strike.*** The animal lord makes one Radiant Ray attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"88d3df1f92cd313bcfc1d43aae2b367986c128e442fa87f22ad3e7c1cb9202d7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":15,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-animated-armor":{"articleId":"import-xmm-animated-armor","title":"Animated Armor","label":"2024 revised rules · Monster Manual (2025), p. 16","classification":"Medium construct, Unaligned","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+2 (12)"},{"name":"HP","description":"33 (6d8 + 6)"},{"name":"Speed","description":"25 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Damage Immunities","description":"poison, psychic"},{"name":"Condition Immunities","description":"charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned"},{"name":"Habitat","description":"urban"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 6"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":3,"modifier":"-4","save":"-4"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The armor makes two Slam attacks.\n\n***Slam.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"d22a9a12d076495ca44b1b231b775a5b296002125be2bc8c934347164cc7457e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":16,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-animated-broom":{"articleId":"import-xmm-animated-broom","title":"Animated Broom","label":"2024 revised rules · Monster Manual (2025), p. 16","classification":"Small construct, Unaligned","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"14 (4d6)"},{"name":"Speed","description":"5 ft., fly 50 ft. (hover)"},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Damage Immunities","description":"poison, psychic"},{"name":"Condition Immunities","description":"charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned"},{"name":"Habitat","description":"urban"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 7"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":5,"modifier":"-3","save":"-3"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Traits","body":"***Flyby.*** The broom doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."},{"heading":"Actions","body":"***Slam.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 5 (1d4 + 3) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3f4ff2da4e760bbd44a55a093363116f55771db0eb85c298eb735a346ec755ed","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":16,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-animated-flying-sword":{"articleId":"import-xmm-animated-flying-sword","title":"Animated Flying Sword","label":"2024 revised rules · Monster Manual (2025), p. 17","classification":"Small construct, Unaligned","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"14 (4d6)"},{"name":"Speed","description":"5 ft., fly 50 ft. (hover)"},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Damage Immunities","description":"poison, psychic"},{"name":"Condition Immunities","description":"charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned"},{"name":"Habitat","description":"urban"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 7"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+4"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":5,"modifier":"-3","save":"-3"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Actions","body":"***Slash.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 6 (1d8 + 2) Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e1760b6c3b5f78b49d6bf1b3607e458672918f7b0d51b99220c3647f7938fbf8","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":17,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-animated-rug-of-smothering":{"articleId":"import-xmm-animated-rug-of-smothering","title":"Animated Rug of Smothering","label":"2024 revised rules · Monster Manual (2025), p. 17","classification":"Large construct, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"27 (5d10)"},{"name":"Speed","description":"10 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Damage Immunities","description":"poison, psychic"},{"name":"Condition Immunities","description":"charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned"},{"name":"Habitat","description":"urban"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 6"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":3,"modifier":"-4","save":"-4"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Actions","body":"***Smother.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + 3) Bludgeoning damage at the start of each of its turns. The rug can smother only one creature at a time.\n\nWhile grappling the target, the rug can't take this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f45299ffa1ea6c53fab42ae4b67c9e5593970d577b2aaa9de86e4ce56802f31c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":17,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ankheg":{"articleId":"import-xmm-ankheg","title":"Ankheg","label":"2024 revised rules · Monster Manual (2025), p. 18","classification":"Large monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"45 (6d10 + 12)"},{"name":"Speed","description":"30 ft., burrow 10 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Habitat","description":"forest, grassland"},{"name":"Senses","description":"Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Tunneler.*** The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5 (with Advantage if the target is Grappled by the ankheg), reach 5 ft. *Hit:* 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13).\n\n***Acid Spray (Recharge 6).*** *Dexterity Saving Throw:* DC 12, each creature in a 30-foot-long, 5-foot-wide Line. *Failure:* 14 (4d6) Acid damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"599807a254780b34bcdac5125698a18eeee6c889b4c76566d8b28cc6db863773","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":18,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ankylosaurus":{"articleId":"import-xmm-ankylosaurus","title":"Ankylosaurus","label":"2024 revised rules · Monster Manual (2025), p. 348","classification":"Huge beast (dinosaur), Unaligned","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"68 (8d12 + 16)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Habitat","description":"grassland"},{"name":"Senses","description":"; Passive Perception 11"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+6"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The ankylosaurus makes two Tail attacks.\n\n***Tail.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6facc467b43cabe9619e7055088b4e9bd1ca6f04bf4fa252c9fa5f5d30a5f912","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":348,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ape":{"articleId":"import-xmm-ape","title":"Ape","label":"2024 revised rules · Monster Manual (2025), p. 348","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"19 (3d8 + 6)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Athletics +5, Perception +3"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"; Passive Perception 13"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The ape makes two Fist attacks.\n\n***Fist.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 5 (1d4 + 3) Bludgeoning damage.\n\n***Rock (Recharge 6).*** *Ranged Attack Roll:* +5, range 25/50 ft. *Hit:* 10 (2d6 + 3) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"bdfc010acdc7cef38ce1573cbc9598dda54c228a204b77f20ee0b9c9eaeb5345","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":348,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-arcanaloth":{"articleId":"import-xmm-arcanaloth","title":"Arcanaloth","label":"2024 revised rules · Monster Manual (2025), p. 19","classification":"Medium fiend (yugoloth), Neutral Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"175 (27d8 + 54)"},{"name":"Speed","description":"30 ft., fly 30 ft. (hover)"},{"name":"CR","description":"12; PB +4"},{"name":"XP (derived from CR)","description":"8400"},{"name":"Skills","description":"Arcana +9, Deception +7, Insight +7, Perception +7"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"acid, poison"},{"name":"Condition Immunities","description":"charmed, poisoned"},{"name":"Languages","description":"all; telepathy 120 ft."},{"name":"Habitat","description":"planar, lower"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+5"},{"name":"Constitution","score":14,"modifier":"+2","save":"+6"},{"name":"Intelligence","score":20,"modifier":"+5","save":"+9"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+7"},{"name":"Charisma","score":17,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Fiendish Restoration.*** If the arcanaloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly and revives with all its Hit Points in Gehenna.\n\n***Magic Resistance.*** The arcanaloth has Advantage on saving throws against spells and other magical effects.\n\n***Soul Tome.*** The arcanaloth has a magic tome. While holding or carrying the tome, the arcanaloth can use its Banishing Claw action.\n\nThe tome has AC 17; HP 35; and Immunity to Necrotic, Poison, and Psychic damage. The tome regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit Points or when the arcanaloth dies. If the tome is destroyed, the arcanaloth can create a new one when it finishes a Short or Long Rest."},{"heading":"Actions","body":"***Multiattack.*** The arcanaloth makes three Fiendish Burst attacks. It can replace one attack with a Banishing Claw attack.\n\n***Fiendish Burst.*** *Melee  or Ranged Attack Roll:* +9, reach 5 ft. or range 120 ft. *Hit:* 31 (4d12 + 5) Necrotic damage.\n\n***Banishing Claw (Requires Soul Tome).*** *Melee Attack Roll:* +9, reach 5 ft. *Hit:* 10 (2d4 + 5) Slashing damage plus 19 (3d12) Psychic damage. If the target is a creature, it is subjected to the following effect. *Charisma Saving Throw:* DC 17. *Failure:* The target is trapped in a demiplane inside the Soul Tome. While trapped there, the target has the Incapacitated condition. At the end of each of its turns, the target repeats the save, escaping the tome on a success. When the target escapes, it appears in the space it left or, if that space is occupied, the nearest unoccupied space.\n\nIf the target fails three of these saves while in the demiplane, it becomes bound to the tome and can escape only if the tome is reduced to 0 Hit Points.\n\n***Spellcasting.*** The arcanaloth casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 17):\n\n**At will:** Alter Self, Detect Magic, Identify, Mage Hand, Prestidigitation\n\n**1/day each:** Contact Other Plane, Detect Thoughts, Dimension Door, Mind Blank"},{"heading":"Bonus Actions","body":"***Teleport.*** The arcanaloth teleports up to 30 feet to an unoccupied space it can see."},{"heading":"Reactions","body":"***Counterspell.*** The arcanaloth casts Counterspell in response to that spell's trigger, using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c2575975e8d723f50924144193e9ca46a2a6175324b4de15c46306cfeaa891af","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":19,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-arch-hag":{"articleId":"import-xmm-arch-hag","title":"Arch-hag","label":"2024 revised rules · Monster Manual (2025), p. 21","classification":"Large fey, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+16 (26)"},{"name":"HP","description":"333 (29d10 + 174)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"21; PB +7"},{"name":"XP (derived from CR)","description":"33000"},{"name":"XP in lair (source)","description":"41000"},{"name":"Skills","description":"Deception +14, Perception +11, Persuasion +21"},{"name":"Resistances","description":"cold, fire, psychic"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened"},{"name":"Languages","description":"all"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Truesight 60 ft.; Passive Perception 21"}],"abilities":[{"name":"Strength","score":24,"modifier":"+7","save":"+7"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+9"},{"name":"Constitution","score":23,"modifier":"+6","save":"+6"},{"name":"Intelligence","score":19,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":19,"modifier":"+4","save":"+11"},{"name":"Charisma","score":25,"modifier":"+7","save":"+7"}],"sections":[{"heading":"Traits","body":"***Coven Magic.*** While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.\n\n\n***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the hag fails a saving throw, it can choose to succeed instead.\n\n***Magic Resistance.*** The hag has Advantage on saving throws against spells and other magical effects.\n\n***Spiteful Escape.*** When the hag drops to 0 Hit Points, it dies only if it is within 30 feet of its anathema (a thing the DM chooses as the hag's most hated thing). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it can't return to the plane it left for 2d6 days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage on ability checks and saving throws, and the hag knows its location anywhere in the multiverse."},{"heading":"Actions","body":"***Multiattack.*** The hag makes two Spectral Claw attacks and uses Crackling Wave.\n\n***Spectral Claw.*** *Melee  or Ranged Attack Roll:* +14, reach 10 ft. or range 60 ft. *Hit:* 17 (3d6 + 7) Force damage. If the target is a Large or smaller creature, it has the Prone condition.\n\n***Crackling Wave.*** *Dexterity Saving Throw:* DC 22, each creature in a 60-foot Cone. *Failure:* 32 (5d12) Lightning damage. *Success:* Half damage. *Failure or Success:* The target is cursed until the end of the hag's next turn. The target can't take Reactions until the curse ends.\n\n***Spellcasting.*** The hag casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):\n\n**At will:** Detect Thoughts, Dimension Door, Dispel Magic, Hypnotic Pattern\n\n**2/day each:** Mass Suggestion, Modify Memory, Plane Shift"},{"heading":"Bonus Actions","body":"***Witch Strike.*** Each creature cursed by the hag and within 60 feet of it takes 14 (4d6) Lightning damage."},{"heading":"Reactions","body":"***Tongue Twister.*** The hag casts Counterspell in response to that spell's trigger, using the same spellcasting ability as Spellcasting. If the target fails its saving throw, it is cursed until the end of its next turn. Until the curse ends, the target can't cast spells with a Verbal component, and when it speaks, it says the opposite of what it means."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the arch-hag can expend a use to take one of the following actions. The arch-hag regains all expended uses at the start of each of its turns.\n\n***Hag's Swipe.*** The hag makes one Spectral Claw attack.\n\n***Malicious Magic.*** The hag uses Spellcasting to cast Dimension Door or Hypnotic Pattern. The hag can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The region containing an arch-hag's lair is altered by its presence, creating the following effects:\n\n**Lapsus Linguae.** Creatures (excluding the hag and its allies) within 1 mile of the lair subtract 1d10 from any ability check they make when they take the Influence action.\n\n**Meddlesome Magic.** Whenever a creature other than the hag or its allies finishes a Long Rest while within 1 mile of the lair, the next time that creature casts a spell using a spell slot, it also casts Confusion centered on itself. The spell uses the creature's spellcasting ability and doesn't require Concentration.\n\nIf the arch-hag is destroyed or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"8a75722d7b7d27130900e4160fa84f6a6005b3a830a8bcf9d7b52d605ebde6ef","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":21,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-archelon":{"articleId":"import-xmm-archelon","title":"Archelon","label":"2024 revised rules · Monster Manual (2025), p. 349","classification":"Huge beast (dinosaur), Unaligned","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"90 (12d12 + 12)"},{"name":"Speed","description":"20 ft., swim 80 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Stealth +5"},{"name":"Habitat","description":"underwater"},{"name":"Senses","description":"; Passive Perception 12"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":4,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The archelon can breathe air and water."},{"heading":"Actions","body":"***Multiattack.*** The archelon makes two Bite attacks.\n\n***Bite.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 14 (3d6 + 4) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"da0d0e2e38c39c0788d5887683ebbd80cfd03316ed6e95ade85125ac49fa8729","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":349,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-awakened-shrub":{"articleId":"import-xmm-awakened-shrub","title":"Awakened Shrub","label":"2024 revised rules · Monster Manual (2025), p. 23","classification":"Small plant, Neutral","visibility":"player","core":[{"name":"AC","description":"9"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"10 (3d6)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Resistances","description":"piercing"},{"name":"Languages","description":"Common plus one other language"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":3,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Rake.*** *Melee Attack Roll:* +1, reach 5 ft. *Hit:* 1 Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e49c0f50fd2ce7a434df42e812de3cc2738a22b9dd3f27709e6ab7e9f11e1f24","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":23,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-awakened-tree":{"articleId":"import-xmm-awakened-tree","title":"Awakened Tree","label":"2024 revised rules · Monster Manual (2025), p. 23","classification":"Huge plant, Neutral","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"-2 (8)"},{"name":"HP","description":"59 (7d12 + 14)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Resistances","description":"bludgeoning, piercing"},{"name":"Languages","description":"Common plus one other language"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":6,"modifier":"-2","save":"-2"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Slam.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 13 (2d8 + 4) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"beda21039e3bcc2146c1c07127e3cf8b56886a4bff9fa50c475aa418cfb5f8d5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":23,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-axe-beak":{"articleId":"import-xmm-axe-beak","title":"Axe Beak","label":"2024 revised rules · Monster Manual (2025), p. 24","classification":"Large monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"19 (3d10 + 3)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Habitat","description":"arctic, grassland, hill"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Beak.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7ee250c2dbe4de721ca979c4b4f6e1fd103a45d9ff43ecaa77cdd87c01ca5385","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":24,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-azer-pyromancer":{"articleId":"import-xmm-azer-pyromancer","title":"Azer Pyromancer","label":"2024 revised rules · Monster Manual (2025), p. 25","classification":"Medium elemental, Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"97 (13d8 + 39)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Arcana +4, Perception +7"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Primordial (Ignan)"},{"name":"Habitat","description":"mountain, planar, fire"},{"name":"Treasure","description":"armaments, individual"},{"name":"Senses","description":"; Passive Perception 17"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+6"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":18,"modifier":"+4","save":"+7"},{"name":"Charisma","score":13,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Fire Aura.*** At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot Emanation originating from the azer takes 11 (2d10) Fire damage unless the azer has the Incapacitated condition.\n\n***Illumination.*** The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."},{"heading":"Actions","body":"***Multiattack.*** The azer makes two Flame Burst attacks.\n\n***Flame Burst.*** *Melee  or Ranged Attack Roll:* +7, reach 5 ft. or range 120 ft. *Hit:* 15 (2d10 + 4) Fire damage.\n\n***Spellcasting.*** The azer casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 15):\n\n**At will:** Elementalism, Mage Hand\n\n**1/day:** Fireball"},{"heading":"Reactions","body":"***Hellish Rebuke (2/Day).*** The azer casts Hellish Rebuke in response to that spell's trigger, using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"33949c2ea6788af0db22f926549b8d3ee4c4d38625b2bdb14d6f944f691af550","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":25,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-azer-sentinel":{"articleId":"import-xmm-azer-sentinel","title":"Azer Sentinel","label":"2024 revised rules · Monster Manual (2025), p. 25","classification":"Medium elemental, Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"39 (6d8 + 12)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Primordial (Ignan)"},{"name":"Habitat","description":"mountain, planar, fire"},{"name":"Treasure","description":"armaments, individual"},{"name":"Senses","description":"; Passive Perception 11"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":15,"modifier":"+2","save":"+4"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Fire Aura.*** At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition.\n\n***Illumination.*** The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."},{"heading":"Actions","body":"***Burning Hammer.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"33235383ecb77781b2d5279a30156a6a0a3d24f94e4baf55f9df0f5ddc611fac","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":25,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-baboon":{"articleId":"import-xmm-baboon","title":"Baboon","label":"2024 revised rules · Monster Manual (2025), p. 349","classification":"Small beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"3 (1d6)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Habitat","description":"forest, hill"},{"name":"Senses","description":"; Passive Perception 11"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":4,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The baboon has Advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +1, reach 5 ft. *Hit:* 1 (1d4 - 1) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f7d748e60cfbbede41d46d14d3aa7bb0907065bbdb27698653679ca0b41275b5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":349,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-badger":{"articleId":"import-xmm-badger","title":"Badger","label":"2024 revised rules · Monster Manual (2025), p. 349","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"5 (1d4 + 3)"},{"name":"Speed","description":"20 ft., burrow 5 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +3"},{"name":"Resistances","description":"poison"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"Darkvision 30 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 1 Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ac11a84872980c397d1716d66705821d44510aff7466624e68e02d7b2b5d8906","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":349,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-balor":{"articleId":"import-xmm-balor","title":"Balor","label":"2024 revised rules · Monster Manual (2025), p. 26","classification":"Huge fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative","description":"+14 (24)"},{"name":"HP","description":"287 (23d12 + 138)"},{"name":"Speed","description":"40 ft., fly 80 ft."},{"name":"CR","description":"19; PB +6"},{"name":"XP (derived from CR)","description":"22000"},{"name":"Skills","description":"Perception +9"},{"name":"Resistances","description":"cold, lightning"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"charmed, frightened, poisoned"},{"name":"Languages","description":"Abyssal; telepathy 120 ft."},{"name":"Habitat","description":"planar, abyss"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 19"}],"abilities":[{"name":"Strength","score":26,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":22,"modifier":"+6","save":"+12"},{"name":"Intelligence","score":20,"modifier":"+5","save":"+5"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+9"},{"name":"Charisma","score":22,"modifier":"+6","save":"+6"}],"sections":[{"heading":"Traits","body":"***Death Throes.*** The balor explodes when it dies. *Dexterity Saving Throw:* DC 20, each creature in a 30-foot Emanation originating from the balor. *Failure:* 31 (9d6) Fire damage plus 31 (9d6) Force damage. *Success:* Half damage. *Failure or Success:* If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.\n\n***Fire Aura.*** At the end of each of the balor's turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8) Fire damage.\n\n***Legendary Resistance (3/Day).*** If the balor fails a saving throw, it can choose to succeed instead.\n\n***Magic Resistance.*** The balor has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The balor makes one Flame Whip attack and one Lightning Blade attack.\n\n***Flame Whip.*** *Melee Attack Roll:* +14, reach 30 ft. *Hit:* 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition.\n\n***Lightning Blade.*** *Melee Attack Roll:* +14, reach 10 ft. *Hit:* 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can't take Reactions until the start of the balor's next turn."},{"heading":"Bonus Actions","body":"***Teleport.*** The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f8ea7be23b84fed521de28f23891b0bed7f31ff2f8679bd4d39cef5d5b226c3f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":26,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-banshee":{"articleId":"import-xmm-banshee","title":"Banshee","label":"2024 revised rules · Monster Manual (2025), p. 29","classification":"Medium undead, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"54 (12d8)"},{"name":"Speed","description":"5 ft., fly 40 ft. (hover)"},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Resistances","description":"acid, bludgeoning, fire, lightning, piercing, slashing, thunder"},{"name":"Damage Immunities","description":"cold, necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained"},{"name":"Languages","description":"Common, Elvish"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":1,"modifier":"-5","save":"-5"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+2"},{"name":"Charisma","score":17,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Detect Life.*** The banshee magically senses the direction of creatures up to 1 mile away that aren't Constructs or Undead.\n\n***Incorporeal Movement.*** The banshee can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."},{"heading":"Actions","body":"***Multiattack.*** The banshee makes two Corrupting Touch attacks and uses Horrify.\n\n***Corrupting Touch.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Necrotic damage.\n\n***Horrify.*** *Wisdom Saving Throw:* DC 13, one creature the banshee can see within 60 feet that can see the banshee. *Failure:* The target has the Frightened condition until the start of the banshee's next turn. *Success:* The target is immune to this banshee's Horrify for 24 hours.\n\n***Deathly Wail (1/Day).*** The banshee releases a mournful wail if it isn't in sunlight. *Constitution Saving Throw:* DC 13, each creature within 30 feet that can hear the wail and isn't a Construct or an Undead. *Failure:* If the target has 25 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 10 (3d6) Psychic damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"55da484fd7840d2b18976c6114d2e69215f5ca30639ac0c7f44a07b73fcbddff","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":29,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-barbed-devil":{"articleId":"import-xmm-barbed-devil","title":"Barbed Devil","label":"2024 revised rules · Monster Manual (2025), p. 30","classification":"Medium fiend (devil), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"110 (13d8 + 52)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Deception +5, Insight +5, Perception +8"},{"name":"Resistances","description":"cold"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Infernal; telepathy 120 ft."},{"name":"Habitat","description":"planar, nine hells"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 18"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+6"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":18,"modifier":"+4","save":"+7"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+5"},{"name":"Charisma","score":14,"modifier":"+2","save":"+5"}],"sections":[{"heading":"Traits","body":"***Barbed Hide.*** At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it.\n\n***Diabolical Restoration.*** If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.\n\n***Magic Resistance.*** The devil has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.\n\n***Claws.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws.\n\n***Tail.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 14 (2d10 + 3) Slashing damage.\n\n***Hurl Flame.*** *Ranged Attack Roll:* +5, range 150 ft. *Hit:* 17 (5d6) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"99cc3e76ff0d531fe7a3dfab4544df67ddd7c1b99e275803fbc1ae0b8ddc4ee3","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":30,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-barlgura":{"articleId":"import-xmm-barlgura","title":"Barlgura","label":"2024 revised rules · Monster Manual (2025), p. 31","classification":"Large fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"85 (10d10 + 30)"},{"name":"Speed","description":"40 ft., climb 40 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +5, Stealth +5"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal; telepathy 120 ft."},{"name":"Habitat","description":"planar, abyss"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+5"},{"name":"Constitution","score":16,"modifier":"+3","save":"+6"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Demonic Restoration.*** If the barlgura dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss."},{"heading":"Actions","body":"***Multiattack.*** The barlgura makes one Tormenting Bite attack and two Thrash attacks.\n\n***Tormenting Bite.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 11 (2d6 + 4) Piercing damage plus 13 (2d12) Psychic damage.\n\n***Thrash.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.\n\n***Spellcasting.*** The barlgura casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):\n\n**2/day each:** Disguise Self, Invisibility (self only)\n\n**1/day each:** Entangle, Phantasmal Killer (level 6 version)"},{"heading":"Bonus Actions","body":"***Leap.*** The barlgura jumps up to 40 feet by spending 10 feet of movement."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2eab1477343564b5953716da709c575973062e81955912166e29c0f3658d5f95","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":31,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-basilisk":{"articleId":"import-xmm-basilisk","title":"Basilisk","label":"2024 revised rules · Monster Manual (2025), p. 32","classification":"Medium monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"52 (8d8 + 16)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Habitat","description":"mountain, underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage."},{"heading":"Bonus Actions","body":"***Petrifying Gaze (Recharge 4-6).*** *Constitution Saving Throw:* DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection within the Cone, the basilisk must make this save. *1St Failure:* The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. *2Nd Failure:* The target has the Petrified condition instead of the Restrained condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"48a0b37528a110964c65b1eca2fd731f03d4900f472ee52859022d0bfad7ee77","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":32,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-bat":{"articleId":"import-xmm-bat","title":"Bat","label":"2024 revised rules · Monster Manual (2025), p. 349","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"1 (1d4 - 1)"},{"name":"Speed","description":"5 ft., fly 30 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Habitat","description":"forest, mountain, underdark, urban"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":2,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":8,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4 to hit, reach 5 ft. *Hit:* 1 Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7a554ea15278a52df7fa6ae6f60bdd6c1af9e9dea28e19dade909cc85010f60e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":349,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-bearded-devil":{"articleId":"import-xmm-bearded-devil","title":"Bearded Devil","label":"2024 revised rules · Monster Manual (2025), p. 33","classification":"Medium fiend (devil), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"58 (9d8 + 18)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Resistances","description":"cold"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"frightened, poisoned"},{"name":"Languages","description":"Infernal; telepathy 120 ft."},{"name":"Habitat","description":"planar, nine hells"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+5"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":15,"modifier":"+2","save":"+4"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":14,"modifier":"+2","save":"+4"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The devil has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The devil makes one Beard attack and one Infernal Glaive attack.\n\n***Beard.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition until the start of the devil's next turn. Until this poison ends, the target can't regain Hit Points.\n\n***Infernal Glaive.*** *Melee Attack Roll:* +5, reach 10 ft. *Hit:* 8 (1d10 + 3) Slashing damage. If the target is a creature and doesn't already have an infernal wound, it is subjected to the following effect. *Constitution Saving Throw:* DC 12. *Failure:* The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c2b3a54e6c0bfeb5bf21a9fa8e3d118ff6ff9d41383fa1b78188bcbeb19e952b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":33,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-behir":{"articleId":"import-xmm-behir","title":"Behir","label":"2024 revised rules · Monster Manual (2025), p. 34","classification":"Huge monstrosity, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"168 (16d12 + 64)"},{"name":"Speed","description":"50 ft., climb 50 ft."},{"name":"CR","description":"11; PB +4"},{"name":"XP (derived from CR)","description":"7200"},{"name":"Skills","description":"Perception +6, Stealth +7"},{"name":"Damage Immunities","description":"lightning"},{"name":"Languages","description":"Draconic"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 90 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The behir makes one Bite attack and uses Constrict.\n\n***Bite.*** *Melee Attack Roll:* +10, reach 10 ft. *Hit:* 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage.\n\n***Constrict.*** *Strength Saving Throw:* DC 18, one Large or smaller creature the behir can see within 5 feet. *Failure:* 28 (5d8 + 6) Bludgeoning damage. The target has the Grappled condition (escape DC 16), and it has the Restrained condition until the grapple ends.\n\n***Lightning Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 16, each creature in a 90-foot-long, 5-foot-wide Line. *Failure:* 66 (12d10) Lightning damage. *Success:* Half damage."},{"heading":"Bonus Actions","body":"***Swallow.*** *Dexterity Saving Throw:* DC 18, one Large or smaller creature Grappled by the behir (the behir can have only one creature swallowed at a time). *Failure:* The behir swallows the target, which is no longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each of the behir's turns.\n\nIf the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 10 feet of the behir and has the Prone condition. If the behir dies, a swallowed creature is no longer Restrained and can escape from the corpse by using 15 feet of movement, exiting Prone."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"25b870eb03e5453d01432862845a01bc38495343f6bd67c146fe3444aa122e12","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":34,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-beholder":{"articleId":"import-xmm-beholder","title":"Beholder","label":"2024 revised rules · Monster Manual (2025), p. 36","classification":"Large aberration, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+12 (22)"},{"name":"HP","description":"190 (20d10 + 80)"},{"name":"Speed","description":"5 ft., fly 40 ft. (hover)"},{"name":"CR","description":"13; PB +5"},{"name":"XP (derived from CR)","description":"10000"},{"name":"XP in lair (source)","description":"11500"},{"name":"Skills","description":"Perception +12"},{"name":"Condition Immunities","description":"prone"},{"name":"Languages","description":"Deep Speech, Undercommon"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 22"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":18,"modifier":"+4","save":"+9"},{"name":"Intelligence","score":17,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+7"},{"name":"Charisma","score":17,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the beholder fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The beholder uses Eye Rays three times.\n\n***Bite.*** *Melee Attack Roll:* +8, reach 5 ft. *Hit:* 13 (3d6 + 3) Piercing damage.\n\n***Eye Rays.*** The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10; reroll if the beholder has already used that ray during this turn):\n\n- **1 Charm Ray.** *Wisdom Saving Throw:* DC 16. *Failure:* 13 (3d8) Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. *Success:* Half damage only.  \n- **2 Paralyzing Ray.** *Constitution Saving Throw:* DC 16. *Failure:* The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.  \n- **3 Fear Ray.** *Wisdom Saving Throw:* DC 16. *Failure:* 14 (4d6) Psychic damage, and the target has the Frightened condition until the end of its next turn. *Success:* Half damage only.  \n- **4 Slowing Ray.** *Constitution Saving Throw:* DC 16. *Failure:* 18 (4d8) Necrotic damage. Until the end of the target's next turn, the target's Speed is halved; the target can't take Reactions; and it can take either an action or a Bonus Action on its turn, not both. *Success:* Half damage only.  \n- **5 Enervation Ray.** *Constitution Saving Throw:* DC 16. *Failure:* 13 (3d8) Poison damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can't regain Hit Points. *Success:* Half damage only.  \n- **6 Telekinetic Ray.** *Strength Saving Throw:* DC 16 (the target succeeds automatically if it is Gargantuan). *Failure:* The beholder moves the target up to 30 feet in any direction. The target has the Restrained condition until the start of the beholder's next turn or until the beholder has the Incapacitated condition. The beholder can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container.  \n- **7 Sleep Ray.** *Wisdom Saving Throw:* DC 16 (the target succeeds automatically if it is a Construct or an Undead). *Failure:* The target has the Unconscious condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it.  \n- **8 Petrification Ray.** *Constitution Saving Throw:* DC 16. *1St Failure:* The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. *2Nd Failure:* The target has the Petrified condition instead of the Restrained condition.  \n- **9 Disintegration Ray.** *Dexterity Saving Throw:* DC 16. *Failure:* 36 (8d8) Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. *Success:* Half damage. *Failure or Success:* If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.  \n- **10 Death Ray.** *Dexterity Saving Throw:* DC 16. *Failure:* 55 (10d10) Necrotic damage. *Success:* Half damage. *Failure or Success:* The target dies if the ray reduces it to 0 Hit Points."},{"heading":"Bonus Actions","body":"***Antimagic Cone.*** The beholder's central eye emits an antimagic wave in a 150-foot Cone. Until the start of the beholder's next turn, that area acts as an Antimagic Field spell, and that area works against the beholder's own Eye Rays."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the beholder can expend a use to take one of the following actions. The beholder regains all expended uses at the start of each of its turns.\n\n***Chomp.*** The beholder makes two Bite attacks.\n\n***Glare.*** The beholder uses Eye Rays."},{"heading":"Regional Effects","body":"The region containing a beholder's lair is twisted by its presence, creating the following effects:\n\n**Scopophobia.** Creatures within 1 mile of the lair feel as if they're being watched. Any creature (excluding the beholder and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13 Wisdom saving throw or gain no benefit from that rest.\n\n**Warping Terrain.** Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test and rolls a 1 has the Prone condition.\n\nIf the beholder dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"8c0b22503f03bac913a3ff889b978f525b510eeff4d77f3b965760940b9d468d","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":36,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-beholder-zombie":{"articleId":"import-xmm-beholder-zombie","title":"Beholder Zombie","label":"2024 revised rules · Monster Manual (2025), p. 347","classification":"Large undead, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"93 (11d10 + 33)"},{"name":"Speed","description":"5 ft., fly 20 ft. (hover)"},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned, prone"},{"name":"Languages","description":"understands Deep Speech and Undercommon but can't speak"},{"name":"Habitat","description":"planar, shadowfell, underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":8,"modifier":"-1","save":"+2"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Undead Fortitude.*** If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."},{"heading":"Actions","body":"***Multiattack.*** The zombie uses Eye Rays twice.\n\n***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 16 (4d6 + 2) Piercing damage.\n\n***Eye Rays.*** The zombie randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d4; reroll if the zombie has already used that ray during this turn):\n\n- **1 Paralyzing Ray.** *Constitution Saving Throw:* DC 14. *Failure:* The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.  \n- **2 Fear Ray.** *Wisdom Saving Throw:* DC 14. *Failure:* 13 (3d8) Psychic damage, and the target has the Frightened condition until the end of its next turn.  \n- **3 Enervation Ray.** *Constitution Saving Throw:* DC 14. *Failure:* 10 (3d6) Necrotic damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can't regain Hit Points. *Success:* Half damage only.  \n- **4 Disintegration Ray.** *Dexterity Saving Throw:* DC 14. *Failure:* 27 (5d10) Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. *Success:* Half damage. *Failure or Success:* If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"8f86545c70ae614267e47916621331981c9e079ebf76ea91e2e7246e997c30e7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":347,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-black-bear":{"articleId":"import-xmm-black-bear","title":"Black Bear","label":"2024 revised rules · Monster Manual (2025), p. 349","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"19 (3d8 + 6)"},{"name":"Speed","description":"30 ft., climb 30 ft., swim 30 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Perception +5"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The bear makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"066a5e0f75df605c1a0b0bd273e010326003c9017ffb7d9cf02e7e8541463e19","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":349,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-black-dragon-wyrmling":{"articleId":"import-xmm-black-dragon-wyrmling","title":"Black Dragon Wyrmling","label":"2024 revised rules · Monster Manual (2025), p. 38","classification":"Medium dragon (chromatic), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"33 (6d8 + 6)"},{"name":"Speed","description":"30 ft., fly 60 ft., swim 30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +4, Stealth +4"},{"name":"Damage Immunities","description":"acid"},{"name":"Languages","description":"Draconic"},{"name":"Habitat","description":"swamp"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+4"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+2"},{"name":"Charisma","score":13,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage.\n\n***Acid Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 11, each creature in a 15-foot-long, 5-foot-wide Line. *Failure:* 22 (5d8) Acid damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"05f0b2b1b52913a63ca1384bb49866c56e8993b2d40ee479fd1db8bcdcbd20ce","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":38,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-black-pudding":{"articleId":"import-xmm-black-pudding","title":"Black Pudding","label":"2024 revised rules · Monster Manual (2025), p. 42","classification":"Large ooze, Unaligned","visibility":"player","core":[{"name":"AC","description":"7"},{"name":"Initiative (derived: Dexterity)","description":"-3 (7)"},{"name":"HP","description":"68 (8d10 + 24)"},{"name":"Speed","description":"20 ft., climb 20 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Damage Immunities","description":"acid, cold, lightning, slashing"},{"name":"Condition Immunities","description":"charmed, deafened, exhaustion, frightened, grappled, prone, restrained"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":5,"modifier":"-3","save":"-3"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":6,"modifier":"-2","save":"-2"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Traits","body":"***Amorphous.*** The pudding can move through a space as narrow as 1 inch without expending extra movement to do so.\n\n***Corrosive Form.*** A creature that hits the pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by casting the Mending spell on the weapon.\n\nIn 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal.\n\n***Spider Climb.*** The pudding can climb difficult surfaces, including along ceilings, without needing to make an ability check."},{"heading":"Actions","body":"***Dissolving Pseudopod.*** *Melee Attack Roll:* +5, reach 10 ft. *Hit:* 17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor."},{"heading":"Reactions","body":"***Split.*** Trigger: While the pudding is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. _Response:_ The pudding splits into two new Black Puddings. Each new pudding is one size smaller than the original pudding and acts on its Initiative. The original pudding's Hit Points are divided evenly between the new puddings (round down)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"55f36d4cb263c00d22d1685e3688f1af4bb047567aa53e49caa8266a3052cd05","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":42,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-blink-dog":{"articleId":"import-xmm-blink-dog","title":"Blink Dog","label":"2024 revised rules · Monster Manual (2025), p. 46","classification":"Medium fey, Lawful Good","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"22 (4d8 + 4)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +5, Stealth +5"},{"name":"Languages","description":"Blink Dog, understands Elvish and Sylvan but can't speak them"},{"name":"Habitat","description":"forest, planar, feywild"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 5 (1d4 + 3) Piercing damage."},{"heading":"Bonus Actions","body":"***Teleport (Recharge 4-6).*** The dog teleports up to 40 feet to an unoccupied space it can see."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a6958491cd65bae03463cd8fbb44aeb48d7853a66c5c92252875cad2590b691a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":46,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-blob-of-annihilation":{"articleId":"import-xmm-blob-of-annihilation","title":"Blob of Annihilation","label":"2024 revised rules · Monster Manual (2025), p. 47","classification":"Gargantuan ooze (titan), Neutral Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+16 (26)"},{"name":"HP","description":"448 (23d20 + 207)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"23; PB +7"},{"name":"XP (derived from CR)","description":"50000"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Damage Immunities","description":"acid, necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 120 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":27,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+9"},{"name":"Constitution","score":28,"modifier":"+9","save":"+16"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+3"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Astral Implosion.*** If the blob is reduced to 0 Hit Points, it implodes and ejects any creatures and objects engulfed by it into the Astral Sea. The blob itself vanishes, leaving behind a layer of slime on everything that was within 600 feet of it. In 1d20 years, the blob reconstitutes on a random world in the Material Plane.\n\n***Legendary Resistance (4/Day).*** If the blob fails a saving throw, it can choose to succeed instead.\n\n***Magic Resistance.*** The blob has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The blob makes two Pseudopod attacks and uses Engulf. It can replace one attack with a use of Restraining Glob.\n\n***Pseudopod.*** *Melee Attack Roll:* +15, reach 30 ft. *Hit:* 24 (3d10 + 8) Force damage.\n\n***Engulf.*** The blob moves up to its Speed and can move through the spaces of Huge or smaller creatures and objects. *Strength Saving Throw:* DC 23, each creature or object whose space the blob enters for the first time during this move. *Failure:* The target is engulfed. While engulfed, a target has Total Cover against attacks and other effects outside the blob, and when the blob moves, the engulfed target moves with it. A nonmagical object is destroyed after spending 1 minute engulfed.\n\nWhile engulfed, a creature takes 21 (6d6) Force damage at the start of each of its turns, is suffocating, has the Restrained condition, and repeats the save at the end of each of its turns. An engulfed creature that is reduced to 0 Hit Points dissolves into ash, which is ejected into the Astral Sea. *Success:* The target escapes and enters the nearest unoccupied space.\n\n***Restraining Glob.*** The blob lobs a slimy glob at one Large or smaller creature it can see within 600 feet of itself. *Dexterity Saving Throw:* DC 23, the targeted creature. *Failure:* 18 (3d6 + 8) Acid damage. The glob rolls the target 60 feet straight toward the blob, and the target has the Restrained condition until the end of its next turn, when the glob harmlessly dissolves. *Success:* Half damage only."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3. Immediately after another creature's turn, the blob of annihilation can expend a use to take one of the following actions. The blob of annihilation regains all expended uses at the start of each of its turns.\n\n***Decay.*** The blob deals 14 (4d6) Necrotic damage to each creature engulfed by it. The blob can't take this action again until the start of its next turn.\n\n***Grasping Glob.*** The blob uses Restraining Glob. The blob can't take this action again until the start of its next turn.\n\n***Lashing Goop.*** The blob makes one Pseudopod attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7065df22a33152550b627b4896a7730a7ef7b6925062e6e3507f41f91a531d72","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":47,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-blood-hawk":{"articleId":"import-xmm-blood-hawk","title":"Blood Hawk","label":"2024 revised rules · Monster Manual (2025), p. 350","classification":"Small beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"7 (2d6)"},{"name":"Speed","description":"10 ft., fly 60 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Skills","description":"Perception +6"},{"name":"Habitat","description":"arctic, coastal, forest, grassland, hill, mountain"},{"name":"Senses","description":"; Passive Perception 16"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The hawk has Advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Beak.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f619d1359fd06e80ddb877dfc8917f31471970d19d55084291511df6a724bc40","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":350,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-blue-dragon-wyrmling":{"articleId":"import-xmm-blue-dragon-wyrmling","title":"Blue Dragon Wyrmling","label":"2024 revised rules · Monster Manual (2025), p. 48","classification":"Medium dragon (chromatic), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+2 (12)"},{"name":"HP","description":"65 (10d8 + 20)"},{"name":"Speed","description":"30 ft., burrow 15 ft., fly 60 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +4, Stealth +2"},{"name":"Damage Immunities","description":"lightning"},{"name":"Languages","description":"Draconic"},{"name":"Habitat","description":"coastal, desert"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+2"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+2"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The dragon makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage.\n\n***Lightning Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 12, each creature in a 30-foot-long, 5-foot-wide Line. *Failure:* 21 (6d6) Lightning damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9a4a19b4b906eb312ba4ba2286b4b51a00a3245d28adfa73b36b0ada2df9b7e8","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":48,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-blue-slaad":{"articleId":"import-xmm-blue-slaad","title":"Blue Slaad","label":"2024 revised rules · Monster Manual (2025), p. 285","classification":"Large aberration, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"133 (14d10 + 56)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Skills","description":"Perception +1"},{"name":"Resistances","description":"acid, cold, fire, lightning, thunder"},{"name":"Languages","description":"Slaad; telepathy 60 ft."},{"name":"Habitat","description":"planar, limbo"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":7,"modifier":"-2","save":"-2"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The slaad has Advantage on saving throws against spells and other magical effects.\n\n***Regeneration.*** The slaad regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point."},{"heading":"Actions","body":"***Multiattack.*** The slaad makes three Mutating Claw attacks.\n\n***Mutating Claw.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 12 (2d6 + 5) Slashing damage plus 3 (1d6) Poison damage. If the target is a Humanoid not cursed by a slaad, it is subjected to the following effect. *Constitution Saving Throw:* DC 15. *Failure:* The target is cursed. The cursed target can't regain Hit Points, and its Hit Point maximum decreases by 10 (3d6) after every 24 hours and doesn't return to normal after finishing a Long Rest. If the curse reduces the target's Hit Point maximum to 0, the curse ends, and instead of dying, the target instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c1de62349ce4db0d2a4830b0abee06de94edaeca95a3121ef5be4d1fe9973f7a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":285,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-boar":{"articleId":"import-xmm-boar","title":"Boar","label":"2024 revised rules · Monster Manual (2025), p. 350","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"13 (2d8 + 4)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Habitat","description":"forest, grassland, hill"},{"name":"Senses","description":"; Passive Perception 9"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":9,"modifier":"-1","save":"-1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Bloodied Fury.*** While Bloodied, the boar has Advantage on attack rolls."},{"heading":"Actions","body":"***Gore.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c2715431f14b97f782205c7395f4246137a59e680c71893b3de3562dc2dcfc67","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":350,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-bone-devil":{"articleId":"import-xmm-bone-devil","title":"Bone Devil","label":"2024 revised rules · Monster Manual (2025), p. 52","classification":"Large fiend (devil), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+7 (17)"},{"name":"HP","description":"161 (17d10 + 68)"},{"name":"Speed","description":"40 ft., fly 40 ft."},{"name":"CR","description":"9; PB +4"},{"name":"XP (derived from CR)","description":"5000"},{"name":"Skills","description":"Deception +7, Insight +6"},{"name":"Resistances","description":"cold"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Infernal; telepathy 120 ft."},{"name":"Habitat","description":"planar, nine hells"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 12"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+8"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+5"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+6"},{"name":"Charisma","score":16,"modifier":"+3","save":"+7"}],"sections":[{"heading":"Traits","body":"***Diabolical Restoration.*** If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.\n\n***Magic Resistance.*** The devil has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The devil makes two Claw attacks and one Infernal Sting attack.\n\n***Claw.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 13 (2d8 + 4) Slashing damage.\n\n***Infernal Sting.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 15 (2d10 + 4) Piercing damage plus 18 (4d8) Poison damage, and the target has the Poisoned condition until the start of the devil's next turn. While Poisoned, the target can't regain Hit Points."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1ebe85612f3d4c9e0c841e8ddde0dee541e1af4e3b364c5f88a5bd826f38d156","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":52,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-bone-naga":{"articleId":"import-xmm-bone-naga","title":"Bone Naga","label":"2024 revised rules · Monster Manual (2025), p. 53","classification":"Large undead, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"65 (10d10 + 10)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, paralyzed, poisoned"},{"name":"Languages","description":"Common plus one other language"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+2"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The naga makes two Bite attacks. It can replace any attack with a use of Serpentine Gaze.\n\n***Bite.*** *Melee Attack Roll:* +5, reach 10 ft. *Hit:* 10 (2d6 + 3) Piercing damage plus 7 (2d6) Necrotic damage.\n\n***Serpentine Gaze.*** *Wisdom Saving Throw:* DC 13, one creature the naga can see within 60 feet. *Failure:* 13 (3d6 + 3) Psychic damage, and the target has the Charmed condition until the start of the naga's next turn.\n\n***Spellcasting.*** The naga casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 13):\n\n**At will:** Mage Hand, Thaumaturgy\n\n**1/day each:** Command, Detect Thoughts, Lightning Bolt"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"5e33320967193f9ddb529f832a4c8ca6c3eae5a1b2a348b416f0095bd024484d","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":53,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-brass-dragon-wyrmling":{"articleId":"import-xmm-brass-dragon-wyrmling","title":"Brass Dragon Wyrmling","label":"2024 revised rules · Monster Manual (2025), p. 54","classification":"Medium dragon (metallic), Chaotic Good","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+2 (12)"},{"name":"HP","description":"22 (4d8 + 4)"},{"name":"Speed","description":"30 ft., burrow 15 ft., fly 60 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +4, Stealth +2"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Draconic"},{"name":"Habitat","description":"desert"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+2"},{"name":"Charisma","score":13,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Actions","body":"***Rend.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 7 (1d10 + 2) Slashing damage.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 11, each creature in a 20-foot-long, 5-foot-wide Line. *Failure:* 14 (4d6) Fire damage. *Success:* Half damage.\n\n***Sleep Breath.*** *Constitution Saving Throw:* DC 11, each creature in a 15-foot Cone. *Failure:* The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. *2Nd Failure:* The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a69513b5a55c4790593503fec8c40767704d04a8b84d60d9bbe6a26e853da842","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":54,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-brazen-gorgon":{"articleId":"import-xmm-brazen-gorgon","title":"Brazen Gorgon","label":"2024 revised rules · Monster Manual (2025), p. 149","classification":"Large construct, Unaligned","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"161 (17d10 + 68)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"9; PB +4"},{"name":"XP (derived from CR)","description":"5000"},{"name":"Skills","description":"Perception +10"},{"name":"Damage Immunities","description":"fire"},{"name":"Condition Immunities","description":"exhaustion, petrified"},{"name":"Habitat","description":"forest, grassland, hill"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 20"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":19,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Flame Aura.*** At the end of each of the gorgon's turns, each creature in a 5-foot Emanation originating from the gorgon takes 13 (3d8) Fire damage.\n\n***Illumination.*** The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."},{"heading":"Actions","body":"***Multiattack.*** The gorgon makes two Gore attacks.\n\n***Gore.*** *Melee Attack Roll:* +8, reach 5 ft. *Hit:* 11 (2d6 + 4) Piercing damage plus 10 (3d6) Fire damage.\n\n***Smelting Charge (Recharge 5-6).*** The gorgon moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each time the gorgon enters a creature's space for the first time during this move, that target is subjected to the following effect. *Dexterity Saving Throw:* DC 16. *Failure:* 13 (2d8 + 4) Piercing damage plus 13 (3d8) Fire damage, and the target is pulled into the gorgon's space and has the Grappled condition (escape DC 14); if the gorgon already has a creature Grappled, the target has the Prone condition instead. Until the grapple ends, the target has the Restrained condition. When the gorgon moves, the Grappled target moves with it, costing no extra movement."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"dd248e4a150f4723e470a27095372a8622e98b007f633ac7a6cd0159723f4cd6","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":149,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-bronze-dragon-wyrmling":{"articleId":"import-xmm-bronze-dragon-wyrmling","title":"Bronze Dragon Wyrmling","label":"2024 revised rules · Monster Manual (2025), p. 58","classification":"Medium dragon (metallic), Lawful Good","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+2 (12)"},{"name":"HP","description":"39 (6d8 + 12)"},{"name":"Speed","description":"30 ft., fly 60 ft., swim 30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +4, Stealth +2"},{"name":"Damage Immunities","description":"lightning"},{"name":"Languages","description":"Draconic"},{"name":"Habitat","description":"coastal"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+2"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+2"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 8 (1d10 + 3) Slashing damage.\n\n***Lightning Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 12, each creature in a 40-foot-long, 5-foot-wide Line. *Failure:* 16 (3d10) Lightning damage. *Success:* Half damage.\n\n***Repulsion Breath.*** *Strength Saving Throw:* DC 12, each creature in a 30-foot Cone. *Failure:* The target is pushed up to 30 feet straight away from the dragon and has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"8d17859e0223c2f8a48725be91e527fa493abbb0df0b5ba8084b1793820f3e6d","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":58,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-brown-bear":{"articleId":"import-xmm-brown-bear","title":"Brown Bear","label":"2024 revised rules · Monster Manual (2025), p. 350","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"22 (3d10 + 6)"},{"name":"Speed","description":"40 ft., climb 30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +3"},{"name":"Habitat","description":"arctic, forest, hill"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The bear makes one Bite attack and one Claw attack.\n\n***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Piercing damage.\n\n***Claw.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 5 (1d4 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ab85689051a52d39799cb0e347af4f9ed64df121a7ae7321c878caa862934195","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":350,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-bugbear-stalker":{"articleId":"import-xmm-bugbear-stalker","title":"Bugbear Stalker","label":"2024 revised rules · Monster Manual (2025), p. 62","classification":"Medium fey (goblinoid), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"65 (10d8 + 20)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Stealth +6, Survival +3"},{"name":"Languages","description":"Common, Goblin"},{"name":"Gear","description":"chain shirt, six javelins, morningstar"},{"name":"Habitat","description":"forest, grassland, planar, feywild, underdark"},{"name":"Treasure","description":"armaments, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+4"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+3"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Abduct.*** The bugbear needn't spend extra movement to move a creature it is grappling."},{"heading":"Actions","body":"***Multiattack.*** The bugbear makes two Javelin or Morningstar attacks.\n\n***Javelin.*** *Melee  or Ranged Attack Roll:* +5, reach 10 ft. or range 30/120 ft. *Hit:* 13 (3d6 + 3) Piercing damage.\n\n***Morningstar.*** *Melee Attack Roll:* +5 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. *Hit:* 12 (2d8 + 3) Piercing damage."},{"heading":"Bonus Actions","body":"***Quick Grapple.*** *Dexterity Saving Throw:* DC 13, one Medium or smaller creature the bugbear can see within 10 feet. *Failure:* The target has the Grappled condition (escape DC 13)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"bd1b35467cb424ce0d61ad6d0a10f442992d005ae7bc9e343fa4217e1a6bf256","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":62,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-bugbear-warrior":{"articleId":"import-xmm-bugbear-warrior","title":"Bugbear Warrior","label":"2024 revised rules · Monster Manual (2025), p. 62","classification":"Medium fey (goblinoid), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"33 (6d8 + 6)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Stealth +6, Survival +2"},{"name":"Languages","description":"Common, Goblin"},{"name":"Gear","description":"hide armor, three light hammers"},{"name":"Habitat","description":"forest, grassland, planar, feywild, underdark"},{"name":"Treasure","description":"armaments, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Abduct.*** The bugbear needn't spend extra movement to move a creature it is grappling."},{"heading":"Actions","body":"***Grab.*** *Melee Attack Roll:* +4, reach 10 ft. *Hit:* 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12).\n\n***Light Hammer.*** *Melee  or Ranged Attack Roll:* +4 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. or range 20/60 ft. *Hit:* 9 (3d4 + 2) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2107483776312d71985ed1136204945f157cd916190bb92273f8fe692d4ad4cb","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":62,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-bulette":{"articleId":"import-xmm-bulette","title":"Bulette","label":"2024 revised rules · Monster Manual (2025), p. 63","classification":"Large monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"94 (9d10 + 45)"},{"name":"Speed","description":"40 ft., burrow 40 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +6"},{"name":"Habitat","description":"grassland, hill, mountain"},{"name":"Senses","description":"Darkvision 60 ft., Tremorsense 120 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":21,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The bulette makes two Bite attacks.\n\n***Bite.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 17 (2d12 + 4) Piercing damage.\n\n***Deadly Leap.*** The bulette spends 5 feet of movement to jump to a space within 15 feet that contains one or more Large or smaller creatures. *Dexterity Saving Throw:* DC 15, each creature in the bulette's destination space. *Failure:* 19 (3d12) Bludgeoning damage, and the target has the Prone condition. *Success:* Half damage, and the target is pushed 5 feet straight away from the bulette."},{"heading":"Bonus Actions","body":"***Leap.*** The bulette jumps up to 30 feet by spending 10 feet of movement."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f0751082f9670e5c07769ce0771c80cb04d694c684ec7d809534c388ff237a09","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":63,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-bulette-pup":{"articleId":"import-xmm-bulette-pup","title":"Bulette Pup","label":"2024 revised rules · Monster Manual (2025), p. 63","classification":"Medium monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"45 (6d8 + 18)"},{"name":"Speed","description":"30 ft., burrow 20 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +4"},{"name":"Habitat","description":"grassland, hill, mountain"},{"name":"Senses","description":"Darkvision 30 ft., Tremorsense 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 14 (2d10 + 3) Piercing damage."},{"heading":"Bonus Actions","body":"***Leap.*** The bulette jumps up to 30 feet by spending 10 feet of movement."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"85dec6fea091b0d91ee907236d5304d10e8f9a1e46d243a58423c5578674bf3e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":63,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-bullywug-bog-sage":{"articleId":"import-xmm-bullywug-bog-sage","title":"Bullywug Bog Sage","label":"2024 revised rules · Monster Manual (2025), p. 64","classification":"Medium fey, Neutral","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"52 (8d8 + 16)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Nature +4, Stealth +5"},{"name":"Languages","description":"Bullywug, Common"},{"name":"Gear","description":"component pouch"},{"name":"Habitat","description":"swamp"},{"name":"Treasure","description":"implements, individual"},{"name":"Senses","description":"; Passive Perception 13"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":14,"modifier":"+2","save":"+4"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+5"},{"name":"Charisma","score":12,"modifier":"+1","save":"+3"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The bullywug can breathe air and water.\n\n***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug."},{"heading":"Actions","body":"***Multiattack.*** The bullywug makes two Bog Staff attacks. It can replace any attack with a use of Spellcasting to cast Ray of Sickness.\n\n***Bog Staff.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Bludgeoning damage plus 10 (3d6) Poison damage.\n\n***Spellcasting.*** The bullywug casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):\n\n**At will:** Dancing Lights, Druidcraft, Ray of Sickness\n\n**1/day each:** Speak with Plants, Vitriolic Sphere"},{"heading":"Bonus Actions","body":"***Leap.*** The bullywug can jump up to 30 feet by spending 10 feet of movement."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"bbd66fdf0bb744677620b64eb714690c82a0c7ea85093e9f3641f98cee44fbd7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":64,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-bullywug-warrior":{"articleId":"import-xmm-bullywug-warrior","title":"Bullywug Warrior","label":"2024 revised rules · Monster Manual (2025), p. 64","classification":"Medium fey, Neutral","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"11 (2d8 + 2)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Stealth +4"},{"name":"Languages","description":"Bullywug, Common"},{"name":"Habitat","description":"swamp"},{"name":"Treasure","description":"implements, individual"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The bullywug can breathe air and water.\n\n***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug."},{"heading":"Actions","body":"***Insectile Rapier.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 6 (1d8 + 2) Piercing damage plus 2 (1d4) Poison damage."},{"heading":"Bonus Actions","body":"***Leap.*** The bullywug can jump up to 30 feet by spending 10 feet of movement."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2f6a09a5dd750254ae15e67e470a4edb3d60cfd350206ec8b7998f154085e193","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":64,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-cambion":{"articleId":"import-xmm-cambion","title":"Cambion","label":"2024 revised rules · Monster Manual (2025), p. 65","classification":"Medium fiend, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative (derived: Dexterity)","description":"+4 (14)"},{"name":"HP","description":"105 (14d8 + 42)"},{"name":"Speed","description":"30 ft., fly 60 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Deception +6, Perception +4, Stealth +7"},{"name":"Resistances","description":"cold, fire, lightning, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal, Common, Infernal"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+7"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+4"},{"name":"Constitution","score":16,"modifier":"+3","save":"+6"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+5"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":16,"modifier":"+3","save":"+6"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The cambion makes two attacks, using Claw or Fire Ray in any combination.\n\n***Claw.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 8 (1d8 + 4) Slashing damage plus 7 (2d6) Fire damage.\n\n***Fire Ray.*** *Ranged Attack Roll:* +7, range 120 ft. *Hit:* 13 (3d6 + 3) Fire damage.\n\n***Spellcasting.*** The cambion casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14):\n\n**2/day each:** Alter Self, Command (level 3 version), Detect Magic\n\n**1/day each:** Dominate Person (level 8 version), Plane Shift (self only)"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"022b0d6b339426e9e8ad825f00c7c3b46e1c982e7d58af2e9dc2c72924777a33","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":65,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-camel":{"articleId":"import-xmm-camel","title":"Camel","label":"2024 revised rules · Monster Manual (2025), p. 351","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"10"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"17 (2d10 + 6)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Habitat","description":"desert"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":17,"modifier":"+3","save":"+5"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"22f1d158c2afe5386b03a7439f433bbaf607e42aac6d956b0964ce72cc228a1b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":351,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-carrion-crawler":{"articleId":"import-xmm-carrion-crawler","title":"Carrion Crawler","label":"2024 revised rules · Monster Manual (2025), p. 66","classification":"Large monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"51 (6d10 + 18)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +5"},{"name":"Habitat","description":"underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Spider Climb.*** The carrion crawler can climb difficult surfaces, including along ceilings, without needing to make an ability check."},{"heading":"Actions","body":"***Multiattack.*** The carrion crawler uses Paralyzing Tentacles and makes one Bite attack.\n\n***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 7 (2d4 + 2) Piercing damage plus 3 (1d6) Poison damage.\n\n***Paralyzing Tentacles.*** *Constitution Saving Throw:* DC 12, one creature the carrion crawler can see within 10 feet. *Failure:* The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"89852802856472f84a1738f973c7d40aa5ba25aa063fef565fc65b69217538dc","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":66,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-cat":{"articleId":"import-xmm-cat","title":"Cat","label":"2024 revised rules · Monster Manual (2025), p. 351","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"2 (1d4)"},{"name":"Speed","description":"40 ft., climb 40 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +3, Stealth +4"},{"name":"Habitat","description":"desert, forest, grassland, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":3,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+4"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Jumper.*** The cat's jump distance is determined using its Dexterity rather than its Strength."},{"heading":"Actions","body":"***Scratch.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 1 Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"094eb59db1d3973e272fc2bae61c572a2f1dd86bb822fc9ada42be8d3758e43a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":351,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-centaur-trooper":{"articleId":"import-xmm-centaur-trooper","title":"Centaur Trooper","label":"2024 revised rules · Monster Manual (2025), p. 67","classification":"Large fey, Neutral Good","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"45 (6d10 + 12)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Athletics +6, Perception +3"},{"name":"Languages","description":"Elvish, Sylvan"},{"name":"Gear","description":"breastplate, longbow, pike"},{"name":"Habitat","description":"forest, grassland, planar, feywild"},{"name":"Treasure","description":"armaments, individual"},{"name":"Senses","description":"; Passive Perception 13"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The centaur makes two attacks, using Pike or Longbow in any combination.\n\n***Pike.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 9 (1d10 + 4) Piercing damage.\n\n***Longbow.*** *Ranged Attack Roll:* +4, range 150/600 ft. *Hit:* 6 (1d8 + 2) Piercing damage."},{"heading":"Bonus Actions","body":"***Trampling Charge (Recharge 5-6).*** The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. *Strength Saving Throw:* DC 14. *Failure:* 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c3b75ab0927ac0b0e95a8c54c6ff72fb6eb98ae9410bbda22e9d1e638dbe0f3a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":67,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-centaur-warden":{"articleId":"import-xmm-centaur-warden","title":"Centaur Warden","label":"2024 revised rules · Monster Manual (2025), p. 67","classification":"Large fey, Neutral Good","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"105 (14d10 + 28)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Skills","description":"Athletics +7, Nature +5, Perception +7"},{"name":"Languages","description":"Druidic, Elvish, Sylvan"},{"name":"Habitat","description":"forest, grassland, planar, feywild"},{"name":"Treasure","description":"armaments, individual"},{"name":"Senses","description":"; Passive Perception 17"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+5"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":18,"modifier":"+4","save":"+7"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The centaur makes two attacks, using Forest Staff or Sun Ray in any combination.\n\n***Forest Staff.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 13 (2d8 + 4) Bludgeoning damage plus 14 (4d6) Poison damage.\n\n***Sun Ray.*** *Ranged Attack Roll:* +7, range 90 ft. *Hit:* 14 (3d6 + 4) Radiant damage, and the target has the Blinded condition until the start of the centaur's next turn.\n\n***Spellcasting.*** The centaur casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):\n\n**At will:** Druidcraft, Speak with Animals"},{"heading":"Bonus Actions","body":"***Entangling Trail (Recharge 5-6).*** The centaur moves up to its Speed without provoking Opportunity Attacks. Each creature within 5 feet of the centaur as it moves is targeted once by the following effect. *Strength Saving Throw:* DC 15. *Failure:* 11 (2d6 + 4) Bludgeoning damage, and the target has the Restrained condition until the end of its next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"72390958053868e8f1212b9bc582716c21b298955dcea61afd0d6e8bf7e67567","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":67,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-chain-devil":{"articleId":"import-xmm-chain-devil","title":"Chain Devil","label":"2024 revised rules · Monster Manual (2025), p. 68","classification":"Medium fiend (devil), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"85 (10d8 + 40)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Resistances","description":"bludgeoning, cold, piercing, slashing"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Infernal; telepathy 120 ft."},{"name":"Habitat","description":"planar, nine hells"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":18,"modifier":"+4","save":"+7"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+4"},{"name":"Charisma","score":14,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Diabolical Restoration.*** If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.\n\n***Magic Resistance.*** The devil has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The devil makes two Chain attacks and uses Conjure Infernal Chain.\n\n***Chain.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple ends.\n\n***Conjure Infernal Chain.*** The devil conjures a fiery chain to bind a creature. *Dexterity Saving Throw:* DC 15, one creature the devil can see within 60 feet. *Failure:* 9 (2d4 + 4) Fire damage, and the target has the Restrained condition until the end of the devil's next turn, at which point the chain disappears. If the target is Large or smaller, the devil moves the target up to 30 feet straight toward itself. *Success:* The chain disappears."},{"heading":"Reactions","body":"***Unnerving Gaze.*** Trigger: A creature the devil can see starts its turn within 30 feet of the devil and can see the devil. _Response—_*Wisdom Saving Throw:* DC 15, the triggering creature. *Failure:* The target has the Frightened condition until the end of its turn. *Success:* The target is immune to this devil's Unnerving Gaze for 24 hours."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e78aab97a50d44e34093974500a7e3a2b7e14dbdc4f74090c37bcc2e9af88e98","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":68,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-chasme":{"articleId":"import-xmm-chasme","title":"Chasme","label":"2024 revised rules · Monster Manual (2025), p. 69","classification":"Large fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"78 (12d10 + 12)"},{"name":"Speed","description":"20 ft., fly 60 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Perception +5"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal; telepathy 120 ft."},{"name":"Habitat","description":"planar, abyss"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 120 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+5"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+5"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Demonic Restoration.*** If the chasme dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.\n\n***Magic Resistance.*** The chasme has Advantage on saving throws against spells and other magical effects.\n\n***Spider Climb.*** The chasme can climb difficult surfaces, including along ceilings, without needing to make an ability check."},{"heading":"Actions","body":"***Proboscis.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 16 (4d6 + 2) Piercing damage plus 21 (6d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the Necrotic damage taken."},{"heading":"Bonus Actions","body":"***Drone.*** *Constitution Saving Throw:* DC 12, each creature in a 30-foot Emanation originating from the chasme (demons automatically succeed on this save). *Failure:* The target has the Unconscious condition and repeats the save at the end of each of its turns. The target succeeds automatically after 10 minutes or if it takes damage or a creature within 5 feet of it takes an action to empty a flask of Holy Water on it. *Success:* The target is immune to this chasme's Drone for 24 hours."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1f1270fe0472be826ac8fc32a9814cb96fc0f64177b2839fe74437b03da92b6b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":69,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-chimera":{"articleId":"import-xmm-chimera","title":"Chimera","label":"2024 revised rules · Monster Manual (2025), p. 70","classification":"Large monstrosity, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"114 (12d10 + 48)"},{"name":"Speed","description":"30 ft., fly 60 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Perception +8"},{"name":"Languages","description":"understands Draconic but can't speak"},{"name":"Habitat","description":"grassland, hill, mountain"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 18"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":19,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available.\n\n***Bite.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on the attack roll.\n\n***Claw.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 7 (1d6 + 4) Slashing damage.\n\n***Ram.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 15, each creature in a 15-foot Cone. *Failure:* 31 (7d8) Fire damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4c2e8b290238377ccbc2ab711a8ffbe8691dfac6e6b4917cf5d304e83a1850a0","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":70,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-chuul":{"articleId":"import-xmm-chuul","title":"Chuul","label":"2024 revised rules · Monster Manual (2025), p. 71","classification":"Large aberration, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"76 (9d10 + 27)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Perception +4"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"understands Deep Speech but can't speak"},{"name":"Habitat","description":"coastal, swamp, underdark"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The chuul can breathe air and water.\n\n***Sense Magic.*** The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical."},{"heading":"Actions","body":"***Multiattack.*** The chuul makes two Pincer attacks and uses Paralyzing Tentacles.\n\n***Pincer.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers.\n\n***Paralyzing Tentacles.*** *Constitution Saving Throw:* DC 13, one creature Grappled by the chuul. *Failure:* The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"245db186f07079356e2f9c38cf6cbb5f8d6cb7a5554cb312e644e06b64c82f9c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":71,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-clay-golem":{"articleId":"import-xmm-clay-golem","title":"Clay Golem","label":"2024 revised rules · Monster Manual (2025), p. 72","classification":"Large construct, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"123 (13d10 + 52)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"9; PB +4"},{"name":"XP (derived from CR)","description":"5000"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Damage Immunities","description":"acid, poison, psychic"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned"},{"name":"Languages","description":"Common plus one other language"},{"name":"Habitat","description":"urban"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":9,"modifier":"-1","save":"-1"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Traits","body":"***Acid Absorption.*** Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt.\n\n***Berserk.*** Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied.\n\n***Immutable Form.*** The golem can't shape-shift.\n\n***Magic Resistance.*** The golem has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn.\n\n***Slam.*** *Melee Attack Roll:* +9, reach 5 ft. *Hit:* 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12) Acid damage, and the target's Hit Point maximum decreases by an amount equal to the Acid damage taken."},{"heading":"Bonus Actions","body":"***Hasten (Recharge 5-6).*** The golem takes the Dash and Disengage actions."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"17acd440e3a4376d42830d324880295c05ee36e549456ecb84241774beca72aa","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":72,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-cloaker":{"articleId":"import-xmm-cloaker","title":"Cloaker","label":"2024 revised rules · Monster Manual (2025), p. 73","classification":"Large aberration, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"91 (14d10 + 14)"},{"name":"Speed","description":"10 ft., fly 40 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Skills","description":"Stealth +5"},{"name":"Condition Immunities","description":"frightened"},{"name":"Languages","description":"Deep Speech, Undercommon"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Light Sensitivity.*** While in Bright Light, the cloaker has Disadvantage on attack rolls."},{"heading":"Actions","body":"***Multiattack.*** The cloaker makes one Attach attack and two Tail attacks.\n\n***Attach.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage.\n\nThe cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check.\n\n***Tail.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 8 (1d10 + 3) Slashing damage."},{"heading":"Bonus Actions","body":"***Moan.*** *Wisdom Saving Throw:* DC 13, each creature in a 60-foot Emanation originating from the cloaker. *Failure:* The target has the Frightened condition until the end of the cloaker's next turn. *Success:* The target is immune to this cloaker's Moan for the next 24 hours.\n\n***Phantasms (Recharge after a Short or Long Rest).*** The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9cd1f67c89cdd8b11fc4abbcb0794602458bd73f25f10c2b67effedd238f4879","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":73,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-cloud-giant":{"articleId":"import-xmm-cloud-giant","title":"Cloud Giant","label":"2024 revised rules · Monster Manual (2025), p. 74","classification":"Huge giant, Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"200 (16d12 + 96)"},{"name":"Speed","description":"40 ft., fly 20 ft. (hover)"},{"name":"CR","description":"9; PB +4"},{"name":"XP (derived from CR)","description":"5000"},{"name":"Skills","description":"Insight +7, Perception +11"},{"name":"Languages","description":"Common, Giant"},{"name":"Habitat","description":"mountain"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"; Passive Perception 21"}],"abilities":[{"name":"Strength","score":27,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":22,"modifier":"+6","save":"+10"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+7"},{"name":"Charisma","score":16,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud.\n\n***Thunderous Mace.*** *Melee Attack Roll:* +12, reach 10 ft. *Hit:* 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage.\n\n***Thundercloud.*** *Ranged Attack Roll:* +12, range 240 ft. *Hit:* 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn.\n\n***Spellcasting.*** The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):\n\n**At will:** Detect Magic, Fog Cloud, Light\n\n**1/day each:** Control Weather, Gaseous Form, Telekinesis"},{"heading":"Bonus Actions","body":"***Misty Step.*** The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c5b183c6f0e4a45ee2469205d66daab2709cc545e31f683be474fa1f25bf70e3","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":74,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-cockatrice":{"articleId":"import-xmm-cockatrice","title":"Cockatrice","label":"2024 revised rules · Monster Manual (2025), p. 75","classification":"Small monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"22 (5d6 + 5)"},{"name":"Speed","description":"20 ft., fly 40 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Condition Immunities","description":"petrified"},{"name":"Habitat","description":"grassland"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Petrifying Bite.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the following effect. *Constitution Saving Throw:* DC 11. *1St Failure:* The target has the Restrained condition. The target repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. *2Nd Failure:* The target has the Petrified condition, instead of the Restrained condition, for 24 hours."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f7ff8afca2d3714ce09e2b7e92fccd54133e5225d28ed16925d608d9ddfc5023","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":75,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-cockatrice-regent":{"articleId":"import-xmm-cockatrice-regent","title":"Cockatrice Regent","label":"2024 revised rules · Monster Manual (2025), p. 75","classification":"Large monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"136 (16d10 + 48)"},{"name":"Speed","description":"30 ft., fly 60 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Condition Immunities","description":"petrified"},{"name":"Habitat","description":"grassland"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+6"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Flyby.*** The cockatrice doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."},{"heading":"Actions","body":"***Multiattack.*** The cockatrice makes one Petrifying Bite attack and two Talons attacks.\n\n***Petrifying Bite.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 13 (2d8 + 4) Piercing damage. If the target is a creature, it is subjected to the following effect. *Constitution Saving Throw:* DC 14. *1St Failure:* The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. *2Nd Failure:* The target has the Petrified condition instead of the Restrained condition.\n\n***Talons.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 18 (4d6 + 4) Slashing damage."},{"heading":"Reactions","body":"***Magical Backlash.*** Trigger: A creature within 120 feet of the cockatrice deals damage to it. _Response—_*Dexterity Saving Throw:* DC 14, the triggering creature. *Failure:* 13 (3d6 + 3) Force damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"8b423bdc53768a4ebfe8cfe0b9a30a6f30a02d70232a6d6eab3ae511d5028ecf","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":75,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-colossus":{"articleId":"import-xmm-colossus","title":"Colossus","label":"2024 revised rules · Monster Manual (2025), p. 76","classification":"Gargantuan construct (titan), Unaligned","visibility":"player","core":[{"name":"AC","description":"23"},{"name":"Initiative","description":"+16 (26)"},{"name":"HP","description":"553 (27d20 + 270)"},{"name":"Speed","description":"60 ft."},{"name":"CR","description":"25; PB +8"},{"name":"XP (derived from CR)","description":"75000"},{"name":"Resistances","description":"necrotic, radiant"},{"name":"Damage Immunities","description":"poison, psychic"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious"},{"name":"Languages","description":"understands Celestial and Common but can't speak"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Truesight 300 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":30,"modifier":"+10","save":"+10"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+8"},{"name":"Constitution","score":30,"modifier":"+10","save":"+10"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+8"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Immutable Form.*** The colossus can't shape-shift.\n\n***Legendary Resistance (4/Day).*** If the colossus fails a saving throw, it can choose to succeed instead.\n\n***Magic Resistance.*** The colossus has Advantage on saving throws against spells and other magical effects.\n\n***Siege Monster.*** The colossus deals double damage to objects and structures."},{"heading":"Actions","body":"***Multiattack.*** The colossus makes three attacks, using Slam or Radiant Ray in any combination.\n\n***Slam.*** *Melee Attack Roll:* +18, reach 20 ft. *Hit:* 32 (4d10 + 10) Bludgeoning damage, and the colossus pushes the target up to 20 feet straight away from itself.\n\n***Radiant Ray.*** *Ranged Attack Roll:* +18, range 300 ft. *Hit:* 22 (4d10) Radiant damage. If the target is a Large or smaller creature, it has the Prone condition.\n\n***Divine Beam (Recharge 5-6).*** *Dexterity Saving Throw:* DC 26, each creature in a 300-foot-long, 10-foot-wide Line. *Failure:* 65 (10d12) Radiant damage. *Success:* Half damage. *Failure or Success:* A creature reduced to 0 Hit Points by this beam disintegrates into dust, leaving behind any magic items it was wearing or carrying."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3. Immediately after another creature's turn, the colossus can expend a use to take one of the following actions. The colossus regains all expended uses at the start of each of its turns.\n\n***Smite.*** The colossus makes one Radiant Ray attack.\n\n***Stomp.*** The colossus moves up to half its Speed without provoking Opportunity Attacks, and it can make one Slam attack at any point during that move."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1fd53d39734b08d74add53168e79c71337673d017cc99d866536362efab81cd6","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":76,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-constrictor-snake":{"articleId":"import-xmm-constrictor-snake","title":"Constrictor Snake","label":"2024 revised rules · Monster Manual (2025), p. 351","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"13 (2d10 + 2)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +2, Stealth +4"},{"name":"Habitat","description":"desert, forest, swamp, underwater"},{"name":"Senses","description":"Blindsight 10 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 6 (1d8 + 2) Piercing damage.\n\n***Constrict.*** *Strength Saving Throw:* DC 12, one Medium or smaller creature the snake can see within 5 feet. *Failure:* 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"cacd7ef2656176b01d07a004c7662d084578c0a0f707b18b3c43b6af95d81b57","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":351,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-copper-dragon-wyrmling":{"articleId":"import-xmm-copper-dragon-wyrmling","title":"Copper Dragon Wyrmling","label":"2024 revised rules · Monster Manual (2025), p. 78","classification":"Medium dragon (metallic), Chaotic Good","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"22 (4d8 + 4)"},{"name":"Speed","description":"30 ft., climb 30 ft., fly 60 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +4, Stealth +3"},{"name":"Damage Immunities","description":"acid"},{"name":"Languages","description":"Draconic"},{"name":"Habitat","description":"hill"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+3"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+2"},{"name":"Charisma","score":13,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Actions","body":"***Rend.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 7 (1d10 + 2) Slashing damage.\n\n***Acid Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 11, each creature in a 20-foot-long, 5-foot-wide Line. *Failure:* 18 (4d8) Acid damage. *Success:* Half damage.\n\n***Slowing Breath.*** *Constitution Saving Throw:* DC 11, each creature in a 15-foot Cone. *Failure:* The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ed4320c0c6d1e3d32ba9d4b474fca0eb17ff239d8f142d745f81bc232ac5dfdd","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":78,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-couatl":{"articleId":"import-xmm-couatl","title":"Couatl","label":"2024 revised rules · Monster Manual (2025), p. 82","classification":"Medium celestial, Lawful Good","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative (derived: Dexterity)","description":"+5 (15)"},{"name":"HP","description":"60 (8d8 + 24)"},{"name":"Speed","description":"30 ft., fly 90 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Damage Immunities","description":"psychic, radiant"},{"name":"Languages","description":"all; telepathy 120 ft."},{"name":"Habitat","description":"desert, forest, grassland, urban"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":20,"modifier":"+5","save":"+5"},{"name":"Constitution","score":17,"modifier":"+3","save":"+5"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":20,"modifier":"+5","save":"+7"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Shielded Mind.*** The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn.\n\n***Constrict.*** *Strength Saving Throw:* DC 15, one Medium or smaller creature the couatl can see within 5 feet. *Failure:* 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.\n\n***Spellcasting.*** The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15):\n\n**At will:** Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)\n\n**1/day each:** Create Food and Water, Dream, Greater Restoration, Scrying, Sleep"},{"heading":"Bonus Actions","body":"***Divine Aid (2/Day).*** The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"5cb84def726592c6919825a957943e3fbdda8128b932559670ce4481fd139272","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":82,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-crab":{"articleId":"import-xmm-crab","title":"Crab","label":"2024 revised rules · Monster Manual (2025), p. 351","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"3 (1d4 + 1)"},{"name":"Speed","description":"20 ft., swim 20 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Stealth +2"},{"name":"Habitat","description":"coastal, underwater"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":2,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The crab can breathe air and water."},{"heading":"Actions","body":"***Claw.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 1 Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3478aca7ef651bb0e4b613baaa5bcfb604dd17c6c29920c468425558ae3955d4","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":351,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-crawling-claw":{"articleId":"import-xmm-crawling-claw","title":"Crawling Claw","label":"2024 revised rules · Monster Manual (2025), p. 83","classification":"Tiny undead, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"2 (1d4)"},{"name":"Speed","description":"20 ft., climb 20 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, incapacitated, poisoned"},{"name":"Languages","description":"understands Common but can't speak"},{"name":"Habitat","description":"any"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Slam.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 2 Necrotic damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7849d74e73466d952b61fe1626a05b3419b05c981eb03548387e52829ca35057","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":83,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-crocodile":{"articleId":"import-xmm-crocodile","title":"Crocodile","label":"2024 revised rules · Monster Manual (2025), p. 352","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"13 (2d10 + 2)"},{"name":"Speed","description":"20 ft., swim 30 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Stealth +2"},{"name":"Habitat","description":"coastal, swamp, urban"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":13,"modifier":"+1","save":"+3"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Hold Breath.*** The crocodile can hold its breath for 1 hour."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"fd23b9965c630498b5cb855f523c9c41e23c72b977c8f0f3b13855834fdd1597","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":352,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-cyclops-oracle":{"articleId":"import-xmm-cyclops-oracle","title":"Cyclops Oracle","label":"2024 revised rules · Monster Manual (2025), p. 88","classification":"Huge giant, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+8 (18)"},{"name":"HP","description":"207 (18d12 + 90)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"10; PB +4"},{"name":"XP (derived from CR)","description":"5900"},{"name":"Skills","description":"History +11, Perception +12"},{"name":"Languages","description":"Giant"},{"name":"Habitat","description":"coastal, desert, grassland, hill, mountain, underdark"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Truesight 30 ft.; Passive Perception 22"}],"abilities":[{"name":"Strength","score":22,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":20,"modifier":"+5","save":"+9"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":18,"modifier":"+4","save":"+8"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The cyclops makes three attacks, using Radiant Strike or Flash of Light in any combination.\n\n***Radiant Strike.*** *Melee Attack Roll:* +10, reach 10 ft. *Hit:* 22 (3d10 + 6) Radiant damage.\n\n***Flash of Light.*** *Ranged Attack Roll:* +10, range 120 ft. *Hit:* 17 (2d10 + 6) Radiant damage, and the target has Disadvantage on attack rolls until the end of the cyclops's next turn.\n\n***Spellcasting.*** The cyclops casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 16):\n\n**2/day each:** Arcane Eye, Detect Magic, Locate Object\n\n**1/day:** Legend Lore"},{"heading":"Reactions","body":"***Portent (Recharge 4-6).*** Trigger: The cyclops or an ally it can see makes a D20 Test. _Response:_ The cyclops rolls 1d20 and chooses whether to use that roll in place of the d20 rolled for the D20 Test."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"19dbb9152733d883240cac34d964af73d756ddd51048ad828ddd6e8ec786aaaa","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":88,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-cyclops-sentry":{"articleId":"import-xmm-cyclops-sentry","title":"Cyclops Sentry","label":"2024 revised rules · Monster Manual (2025), p. 88","classification":"Huge giant, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"138 (12d12 + 60)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Languages","description":"Giant"},{"name":"Habitat","description":"coastal, desert, grassland, hill, mountain, underdark"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"; Passive Perception 8"}],"abilities":[{"name":"Strength","score":22,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":20,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":6,"modifier":"-2","save":"-2"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The cyclops makes two attacks, using Stone Club or Rock in any combination.\n\n***Stone Club.*** *Melee Attack Roll:* +9, reach 10 ft. *Hit:* 16 (3d6 + 6) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.\n\n***Rock.*** *Ranged Attack Roll:* +9, range 30/120 ft. *Hit:* 22 (3d10 + 6) Bludgeoning damage."},{"heading":"Reactions","body":"***Limited Foresight (Recharge 6).*** Trigger: A creature the cyclops can see makes an attack roll against it. _Response:_ The cyclops imposes Disadvantage on the roll, and the cyclops gains Advantage on attack rolls against the target until the end of the cyclops's next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b534f91575f0fe9ed66315d938c35fc9f3b566b2eb4628e82188850ba5bd3c48","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":88,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-dao":{"articleId":"import-xmm-dao","title":"Dao","label":"2024 revised rules · Monster Manual (2025), p. 89","classification":"Large elemental (genie), Neutral","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"200 (16d10 + 112)"},{"name":"Speed","description":"30 ft., burrow 30 ft., fly 30 ft. (hover)"},{"name":"CR","description":"11; PB +4"},{"name":"XP (derived from CR)","description":"7200"},{"name":"Condition Immunities","description":"petrified"},{"name":"Languages","description":"Primordial (Terran)"},{"name":"Habitat","description":"planar, earth, underdark"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+5"},{"name":"Constitution","score":24,"modifier":"+7","save":"+7"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+5"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Earth Glide.*** The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through.\n\n***Elemental Restoration.*** If the dao dies outside the Elemental Plane of Earth, its body dissolves into dirt, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Earth.\n\n***Magic Resistance.*** The dao has Advantage on saving throws against spells and other magical effects.\n\n***Wishes.*** The dao has a 30 percent chance of knowing the Wish spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the creature, the dao suffers none of the spell's stress. Once the dao has cast it three times, the dao can't do so again for 365 days."},{"heading":"Actions","body":"***Multiattack.*** The dao makes three Earthen Maul attacks or two Earth Burst attacks.\n\n***Earthen Maul.*** *Melee Attack Roll:* +10, reach 5 ft. *Hit:* 20 (4d6 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.\n\n***Earth Burst.*** *Ranged Attack Roll:* +10, range 120 ft. *Hit:* 15 (2d8 + 6) Bludgeoning damage. *Hit or Miss:* Earth explodes from the target's space, creating the following effect. *Dexterity Saving Throw:* DC 16, each creature in a 10-foot Emanation originating from and including the target. *Failure:* 10 (3d6) Thunder damage.\n\n***Spellcasting.*** The dao casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):\n\n**At will:** Detect Evil and Good, Detect Magic, Stone Shape\n\n**1/day each:** Gaseous Form, Invisibility, Move Earth, Passwall, Plane Shift, Tongues, Wall of Stone"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"dfa529a7847530b779b14dc4d6183479edf39c0829adac896906572e148ce9de","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":89,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-darkmantle":{"articleId":"import-xmm-darkmantle","title":"Darkmantle","label":"2024 revised rules · Monster Manual (2025), p. 90","classification":"Small aberration, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"22 (5d6 + 5)"},{"name":"Speed","description":"10 ft., fly 30 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Stealth +3"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Crush.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way.\n\nWhile attached to a target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target.\n\nA creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.\n\n***Darkness Aura (1/Day).*** Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can't penetrate this area, and no light can illuminate it."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b303f5c5b4545da1906048433178b236b2dd7d44611b52b15bcf56d06890ab1b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":90,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-death-dog":{"articleId":"import-xmm-death-dog","title":"Death Dog","label":"2024 revised rules · Monster Manual (2025), p. 91","classification":"Medium monstrosity, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"39 (6d8 + 12)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +5, Stealth +4"},{"name":"Condition Immunities","description":"blinded, charmed, deafened, frightened, stunned, unconscious"},{"name":"Habitat","description":"desert"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The death dog makes two Bite attacks.\n\n***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. *Constitution Saving Throw:* DC 12. *1St Failure:* The target has the Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Point maximum decreases by 5 (1d10)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"27b18b83524b51dbbe88dcb6d0c9c168a303e91b181d4e9221bb8007ffeefc37","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":91,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-death-knight":{"articleId":"import-xmm-death-knight","title":"Death Knight","label":"2024 revised rules · Monster Manual (2025), p. 92","classification":"Small or Medium undead, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+12 (22)"},{"name":"HP","description":"199 (21d8 + 105)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"17; PB +6"},{"name":"XP (derived from CR)","description":"18000"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"exhaustion, frightened, poisoned"},{"name":"Languages","description":"Abyssal, Common"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+6"},{"name":"Constitution","score":20,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+9"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day).*** If the death knight fails a saving throw, it can choose to succeed instead.\n\n***Magic Resistance.*** The death knight has Advantage on saving throws against spells and other magical effects.\n\n***Marshal Undead.*** Undead creatures of the death knight's choice (excluding itself) in a 60-foot Emanation originating from it have Advantage on attack rolls and saving throws. It can't use this trait if it has the Incapacitated condition.\n\n***Undead Restoration.*** If the death knight is destroyed before it atones for its evil, it gains a new body in 1d10 days, reviving with all its Hit Points. The new body appears in a location significant to the death knight."},{"heading":"Actions","body":"***Multiattack.*** The death knight makes three Dread Blade attacks.\n\n***Dread Blade.*** *Melee Attack Roll:* +11, reach 5 ft. *Hit:* 12 (2d6 + 5) Slashing damage plus 13 (3d8) Necrotic damage.\n\n***Hellfire Orb (Recharge 5-6).*** *Dexterity Saving Throw:* DC 18, each creature in a 20-foot-radius Sphere centered on a point the death knight can see within 120 feet. *Failure:* 35 (10d6) Fire damage plus 35 (10d6) Necrotic damage. *Success:* Half damage.\n\n***Spellcasting.*** The death knight casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):\n\n**At will:** Command, Phantom Steed\n\n**2/day each:** Destructive Wave (Necrotic), Dispel Magic"},{"heading":"Reactions","body":"***Parry.*** Trigger: The death knight is hit by a melee attack roll while holding a weapon. _Response:_ The death knight adds 6 to its AC against that attack, possibly causing it to miss."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3. Immediately after another creature's turn, the death knight can expend a use to take one of the following actions. The death knight regains all expended uses at the start of each of its turns.\n\n***Dread Authority.*** The death knight uses Spellcasting to cast Command. The death knight can't take this action again until the start of its next turn.\n\n***Fell Word.*** *Constitution Saving Throw:* DC 18, one creature the death knight can see within 120 feet. *Failure:* 17 (5d6) Necrotic damage, and the target's Hit Point maximum decreases by an amount equal to the damage taken. *Failure or Success:* The death knight can't take this action again until the start of its next turn.\n\n***Lunge.*** The death knight moves up to half its Speed, and it makes one Dread Blade attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b4f12d0ea3740befc7b113d7a7d0d7b154ff5c14e8cec01d9df5c57102e71e65","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":92,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-death-knight-aspirant":{"articleId":"import-xmm-death-knight-aspirant","title":"Death Knight Aspirant","label":"2024 revised rules · Monster Manual (2025), p. 93","classification":"Small or Medium undead, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"178 (21d8 + 84)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"11; PB +4"},{"name":"XP (derived from CR)","description":"7200"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"exhaustion, frightened, poisoned"},{"name":"Languages","description":"Abyssal, Common"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+4"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+5"},{"name":"Charisma","score":16,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The aspirant has Advantage on saving throws against spells and other magical effects.\n\n***Marshal Undead.*** Undead creatures of the aspirant's choice (excluding itself) in a 60-foot Emanation originating from it have Advantage on attack rolls and saving throws. It can't use this trait if it has the Incapacitated condition."},{"heading":"Actions","body":"***Multiattack.*** The aspirant makes three Dread Blade attacks.\n\n***Dread Blade.*** *Melee Attack Roll:* +9, reach 5 ft. *Hit:* 14 (2d8 + 5) Slashing damage plus 10 (3d6) Necrotic damage.\n\n***Hellfire Orb (Recharge 5-6).*** *Dexterity Saving Throw:* DC 15, each creature in a 20-foot-radius Sphere centered on a point the aspirant can see within 120 feet of itself. *Failure:* 21 (6d6) Fire damage plus 21 (6d6) Necrotic damage. *Success:* Half damage.\n\n***Spellcasting.*** The aspirant casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):\n\n**At will:** Phantom Steed\n\n**1/day each:** Destructive Wave (Necrotic), Dispel Magic"},{"heading":"Reactions","body":"***Parry.*** Trigger: The aspirant is hit by a melee attack roll while holding a weapon. _Response:_ The aspirant adds 4 to its AC against that attack, possibly causing it to miss."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ca42f97c89ef99f166b9d4047957abc97facb7e0aaf8342b2767c2c2a250cacd","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":93,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-death-slaad":{"articleId":"import-xmm-death-slaad","title":"Death Slaad","label":"2024 revised rules · Monster Manual (2025), p. 287","classification":"Medium aberration, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+10 (20)"},{"name":"HP","description":"178 (21d8 + 84)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"10; PB +4"},{"name":"XP (derived from CR)","description":"5900"},{"name":"Skills","description":"Arcana +6, Perception +8"},{"name":"Resistances","description":"acid, cold, fire, lightning, thunder"},{"name":"Languages","description":"Common, Slaad; telepathy 60 ft."},{"name":"Habitat","description":"planar, limbo"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 60 ft.; Passive Perception 18"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":19,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":15,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":19,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The slaad has Advantage on saving throws against spells and other magical effects.\n\n***Regeneration.*** The slaad regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point."},{"heading":"Actions","body":"***Multiattack.*** The slaad makes two Chaos Blade attacks.\n\n***Chaos Blade.*** *Melee Attack Roll:* +9, reach 10 ft. *Hit:* 11 (1d12 + 5) Slashing damage plus 10 (3d6) Necrotic damage. Until the start of the slaad's next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.\n\n***Spellcasting.*** The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):\n\n**At will:** Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image\n\n**1/day each:** Blight (level 8 version), Cloudkill (level 6 version), Fly, Plane Shift, Tongues"},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The slaad shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"86ed5d74c7ffb082e211ca9f574a8a200622abecb506fe3255403552d43d024a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":287,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-death-tyrant":{"articleId":"import-xmm-death-tyrant","title":"Death Tyrant","label":"2024 revised rules · Monster Manual (2025), p. 95","classification":"Large undead (beholder), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative","description":"+12 (22)"},{"name":"HP","description":"195 (26d10 + 52)"},{"name":"Speed","description":"5 ft., fly 40 ft. (hover)"},{"name":"CR","description":"14; PB +5"},{"name":"XP (derived from CR)","description":"11500"},{"name":"XP in lair (source)","description":"13000"},{"name":"Skills","description":"Perception +12"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, paralyzed, petrified, poisoned, prone"},{"name":"Languages","description":"Deep Speech, Undercommon"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 22"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+7"},{"name":"Intelligence","score":19,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+7"},{"name":"Charisma","score":19,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the death tyrant fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The death tyrant uses Eye Rays three times.\n\n***Bite.*** *Melee Attack Roll:* +9, reach 5 feet. *Hit:* 13 (2d8 + 4) Piercing damage.\n\n***Eye Rays.*** The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10; reroll if the death tyrant has already used that ray during this turn):\n\n- **1 Charm Ray.** *Wisdom Saving Throw:* DC 17. *Failure:* 13 (3d8) Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. *Success:* Half damage only.  \n- **2 Paralyzing Ray.** *Constitution Saving Throw:* DC 17. *Failure:* The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.  \n- **3 Fear Ray.** *Wisdom Saving Throw:* DC 17. *Failure:* 10 (3d6) Psychic damage, and the target has the Frightened condition until the end of its next turn. *Success:* Half damage only.  \n- **4 Slowing Ray.** *Constitution Saving Throw:* DC 17. *Failure:* 18 (4d8) Necrotic damage. Until the end of the target's next turn, the target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. *Success:* Half damage only.  \n- **5 Enervation Ray.** *Constitution Saving Throw:* DC 17. *Failure:* 16 (3d10) Poison damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can't regain Hit Points. *Success:* Half damage only.  \n- **6 Telekinetic Ray.** *Strength Saving Throw:* DC 17 (the target succeeds automatically if it is Gargantuan). *Failure:* The death tyrant moves the target up to 30 feet in any direction. The target has the Restrained condition until the start of the death tyrant's next turn or until the death tyrant has the Incapacitated condition. The death tyrant can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container.  \n- **7 Sleep Ray.** *Wisdom Saving Throw:* DC 17 (the target succeeds automatically if it is a Construct or an Undead). *Failure:* The target has the Unconscious condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it.  \n- **8 Petrification Ray.** *Constitution Saving Throw:* DC 17. *1St Failure:* The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. *2Nd Failure:* The target has the Petrified condition instead of the Restrained condition.  \n- **9 Disintegration Ray.** *Dexterity Saving Throw:* DC 17. *Failure:* 36 (8d8) Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. *Success:* Half damage. *Failure or Success:* If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.  \n- **10 Death Ray.** *Dexterity Saving Throw:* DC 17. *Failure:* 55 (10d10) Necrotic damage. *Success:* Half damage. *Failure or Success:* The target dies if the ray reduces it to 0 Hit Points."},{"heading":"Bonus Actions","body":"***Negative Energy Cone.*** The death tyrant's central eye emits an imperceptible, magical wave of negative energy in a 150-foot Cone. Creatures in that area can't regain Hit Points until the start of the death tyrant's next turn. An intact Humanoid corpse there instantly rises as a Zombie under the death tyrant's control and takes its turn immediately after the death tyrant on the same initiative count."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the death tyrant can expend a use to take one of the following actions. The death tyrant regains all expended uses at the start of each of its turns.\n\n***Chomp.*** The death tyrant makes two Bite attacks.\n\n***Glare.*** The death tyrant uses Eye Rays."},{"heading":"Regional Effects","body":"The region containing a death tyrant's lair is warped by its presence, creating the following effects:\n\n**Negative Energy Suffusion.** Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it subtracts 1d10 from the number of Hit Points regained.\n\n**Scopophobia.** Creatures within 1 mile of the lair feel as if they're being watched. Any creature (excluding the death tyrant and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.\n\nIf the death tyrant dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ce6d043a6e9b2a5e34f703a50034ed87aa146e9c480eea7c0729ca81927e28d1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":95,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-deer":{"articleId":"import-xmm-deer","title":"Deer","label":"2024 revised rules · Monster Manual (2025), p. 352","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"4 (1d8)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +4"},{"name":"Habitat","description":"forest, grassland"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":11,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Agile.*** The deer doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."},{"heading":"Actions","body":"***Ram.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 2 (1d4) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9c565073f14e17484871065df6cacbc94de5db8750481e7dc846a239ce2fc3c6","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":352,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-demilich":{"articleId":"import-xmm-demilich","title":"Demilich","label":"2024 revised rules · Monster Manual (2025), p. 96","classification":"Tiny undead, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+17 (27)"},{"name":"HP","description":"180 (72d4)"},{"name":"Speed","description":"5 ft., fly 30 ft. (hover)"},{"name":"CR","description":"18; PB +6"},{"name":"XP (derived from CR)","description":"20000"},{"name":"XP in lair (source)","description":"22000"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Damage Immunities","description":"necrotic, poison, psychic"},{"name":"Condition Immunities","description":"charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":1,"modifier":"-5","save":"-5"},{"name":"Dexterity","score":20,"modifier":"+5","save":"+11"},{"name":"Constitution","score":10,"modifier":"+0","save":"+6"},{"name":"Intelligence","score":20,"modifier":"+5","save":"+11"},{"name":"Wisdom","score":17,"modifier":"+3","save":"+9"},{"name":"Charisma","score":20,"modifier":"+5","save":"+5"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the demilich fails a saving throw, it can choose to succeed instead.\n\n***Undead Restoration.*** If the demilich is destroyed, it reforms and regains all its Hit Points in 1d10 days unless a Wish spell is cast on its remains."},{"heading":"Actions","body":"***Multiattack.*** The demilich makes three Necrotic Burst attacks.\n\n***Necrotic Burst.*** *Melee  or Ranged Attack Roll:* +11, reach 5 ft. or range 120 ft. *Hit:* 24 (7d6) Necrotic damage.\n\n***Howl (Recharge 5-6).*** *Constitution Saving Throw:* DC 19, each creature in a 30-foot Emanation originating from the demilich. *Failure:* 70 (20d6) Psychic damage. *Failure or Success:* The target has the Frightened condition until the start of the demilich's next turn."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the demilich can expend a use to take one of the following actions. The demilich regains all expended uses at the start of each of its turns.\n\n***Energy Drain.*** *Constitution Saving Throw:* DC 19, one creature the demilich can see within 120 feet. *Failure:* The target's Hit Point maximum decreases by 14 (4d6). *Failure or Success:* The demilich can't take this action again until the start of its next turn.\n\n***Grave-Dust Flight.*** The demilich flies up to its Fly Speed, shedding grave dust. Each creature within 5 feet of the demilich as it moves is targeted once by the following effect. *Constitution Saving Throw:* DC 19. *Failure:* The target has the Blinded condition until the end of the demilich's next turn. *Failure or Success:* The demilich can't take this action again until the start of its next turn.\n\n***Necrosis.*** The demilich makes one Necrotic Burst attack."},{"heading":"Regional Effects","body":"The region containing a demilich's lair is twisted by its presence, creating the following effects:\n\n**Enervating Domain.** Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a DC 20 Constitution saving throw or have its Hit Point maximum reduced by 1d4. This reduction lasts until the creature finishes a Long Rest outside that area.\n\n**Travel Ward.** Creatures can't use teleportation or planar travel to enter or exit the lair.\n\nIf the demilich dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9c2fb31ab069e607f8d33c0ccf7c481abd79d34813e3a747d97029abc3aa5b30","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":96,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-deva":{"articleId":"import-xmm-deva","title":"Deva","label":"2024 revised rules · Monster Manual (2025), p. 97","classification":"Medium celestial (angel), Lawful Good","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative (derived: Dexterity)","description":"+4 (14)"},{"name":"HP","description":"229 (27d8 + 108)"},{"name":"Speed","description":"30 ft., fly 90 ft. (hover)"},{"name":"CR","description":"10; PB +4"},{"name":"XP (derived from CR)","description":"5900"},{"name":"Skills","description":"Insight +9, Perception +9"},{"name":"Resistances","description":"radiant"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened"},{"name":"Languages","description":"all; telepathy 120 ft."},{"name":"Habitat","description":"planar, upper"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 19"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+4"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":17,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":20,"modifier":"+5","save":"+9"},{"name":"Charisma","score":20,"modifier":"+5","save":"+9"}],"sections":[{"heading":"Traits","body":"***Exalted Restoration.*** If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.\n\n***Magic Resistance.*** The deva has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The deva makes two Holy Mace attacks.\n\n***Holy Mace.*** *Melee Attack Roll:* +8, reach 5 ft. *Hit:* 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage.\n\n***Spellcasting.*** The deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):\n\n**At will:** Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)\n\n**1/day each:** Commune, Raise Dead"},{"heading":"Bonus Actions","body":"***Divine Aid (2/Day).*** The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4ad9cd08b1b932c381855a20d5507e121af7b638858742e72aef9c4089b60f34","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":97,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-dire-wolf":{"articleId":"import-xmm-dire-wolf","title":"Dire Wolf","label":"2024 revised rules · Monster Manual (2025), p. 352","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"22 (3d10 + 6)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +5, Stealth +4"},{"name":"Habitat","description":"forest, hill"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"28d5d55775e32190a7a1fa06ae50559b7a491b0a1e45bf3f41578a925c61887f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":352,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-dire-worg":{"articleId":"import-xmm-dire-worg","title":"Dire Worg","label":"2024 revised rules · Monster Manual (2025), p. 335","classification":"Huge fey, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"147 (14d12 + 56)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"10; PB +4"},{"name":"XP (derived from CR)","description":"5900"},{"name":"Skills","description":"Perception +11"},{"name":"Languages","description":"Goblin, Sylvan, Worg"},{"name":"Habitat","description":"forest, grassland, hill, planar, feywild"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 21"}],"abilities":[{"name":"Strength","score":22,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+6"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+7"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The worg has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The worg makes three Bite attacks.\n\n***Bite.*** *Melee Attack Roll:* +10, reach 5 ft. *Hit:* 15 (2d8 + 6) Piercing damage plus 7 (2d6) Poison damage, and the target has the Poisoned condition until the start of the worg's next turn. While Poisoned, the target can't regain Hit Points.\n\n***Dreadful Howl (Recharge 5-6).*** *Wisdom Saving Throw:* DC 16, each creature within 30 feet that isn't a worg. *Failure:* 36 (8d8) Psychic damage, and the target has the Frightened condition until the start of the worg's next turn. *Success:* Half damage only."},{"heading":"Bonus Actions","body":"***Warp Step.*** The worg teleports, along with a willing creature of its choice within 5 feet of it, up to 30 feet to an unoccupied space it can see."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"96b81ca1ee4f2bb804fea2b05a130c7d3b137dc9af6f127925ec3c9a7f1cfc3a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":335,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-displacer-beast":{"articleId":"import-xmm-displacer-beast","title":"Displacer Beast","label":"2024 revised rules · Monster Manual (2025), p. 98","classification":"Large monstrosity, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"76 (9d10 + 27)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Languages","description":"understands Sylvan but can't speak"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Avoidance.*** If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it fails. It can't use this trait if it has the Incapacitated condition.\n\n***Displacement.*** Attack rolls against the displacer beast have Disadvantage, since it projects an illusion that makes it appear to be near its actual location. This trait is suppressed while the displacer beast has the Incapacitated condition."},{"heading":"Actions","body":"***Multiattack.*** The displacer beast makes one Rend attack and one Tentacle attack.\n\n***Rend.*** *Melee Attack Roll:* +6, reach 5 feet. *Hit:* 9 (1d10 + 4) Slashing damage. If target is a Large or smaller creature, it has the Prone condition.\n\n***Tentacle.*** *Melee Attack Roll:* +6, reach 10 feet. *Hit:* 11 (2d6 + 4) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"5d781241afff35e6b71d7c9187d568b77895b1f2ac86a96ba62ea983e3f612bc","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":98,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-djinni":{"articleId":"import-xmm-djinni","title":"Djinni","label":"2024 revised rules · Monster Manual (2025), p. 99","classification":"Large elemental (genie), Chaotic Good","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"218 (19d10 + 114)"},{"name":"Speed","description":"30 ft., fly 90 ft. (hover)"},{"name":"CR","description":"11; PB +4"},{"name":"XP (derived from CR)","description":"7200"},{"name":"Damage Immunities","description":"lightning, thunder"},{"name":"Languages","description":"Primordial (Auran)"},{"name":"Habitat","description":"coastal, planar, air"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":21,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+6"},{"name":"Constitution","score":22,"modifier":"+6","save":"+6"},{"name":"Intelligence","score":15,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+7"},{"name":"Charisma","score":20,"modifier":"+5","save":"+5"}],"sections":[{"heading":"Traits","body":"***Elemental Restoration.*** If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air.\n\n***Magic Resistance.*** The djinni has Advantage on saving throws against spells and other magical effects.\n\n***Wishes.*** The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days."},{"heading":"Actions","body":"***Multiattack.*** The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.\n\n***Storm Blade.*** *Melee Attack Roll:* +9, reach 5 feet. *Hit:* 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage.\n\n***Storm Bolt.*** *Ranged Attack Roll:* +9, range 120 feet. *Hit:* 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition.\n\n***Create Whirlwind.*** The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni's Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its turns.\n\nWhenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is subjected to the following effect. *Strength Saving Throw:* DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). *Failure:* While in the whirlwind, the target has the Restrained condition and moves with the whirlwind. At the start of each of its turns, the Restrained target takes 21 (6d6) Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.\n\n***Spellcasting.*** The djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):\n\n**At will:** Detect Evil and Good, Detect Magic\n\n**2/day each:** Create Food and Water (can create wine instead of water), Tongues, Wind Walk\n\n**1/day each:** Creation, Gaseous Form, Invisibility, Major Image, Plane Shift"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"788ec0d90e20fc3c4801aed19bac2e61f59e9d05a466728e3cf4bc75ba9eefae","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":99,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-doppelganger":{"articleId":"import-xmm-doppelganger","title":"Doppelganger","label":"2024 revised rules · Monster Manual (2025), p. 100","classification":"Medium monstrosity, Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+4 (14)"},{"name":"HP","description":"52 (8d8 + 16)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Deception +6, Insight +3"},{"name":"Condition Immunities","description":"charmed"},{"name":"Languages","description":"Common plus three other languages"},{"name":"Habitat","description":"underdark, urban"},{"name":"Treasure","description":"individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":11,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+4"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":14,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The doppelganger makes two Slam attacks and uses Unsettling Visage if available.\n\n***Slam.*** *Melee Attack Roll:* +6 (with Advantage during the first round of each combat), reach 5 ft. *Hit:* 11 (2d6 + 4) Bludgeoning damage.\n\n***Unsettling Visage (Recharge 6).*** *Wisdom Saving Throw:* DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. *Failure:* The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\n\n***Read Thoughts.*** The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12)."},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2547272aa813281b3ccbc21afd6a04dce4532adb2b50552d940e3f00fb12fbd5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":100,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-dracolich":{"articleId":"import-xmm-dracolich","title":"Dracolich","label":"2024 revised rules · Monster Manual (2025), p. 102","classification":"Unknown undead, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+12 (22)"},{"name":"HP","description":"225 (18d12 + 108)"},{"name":"Speed","description":"40 ft., burrow 30 ft., fly 80 ft."},{"name":"CR","description":"17; PB +6"},{"name":"XP (derived from CR)","description":"18000"},{"name":"XP in lair (source)","description":"20000"},{"name":"Skills","description":"Perception +14, Stealth +6"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, poisoned"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24"}],"abilities":[{"name":"Strength","score":25,"modifier":"+7","save":"+7"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+6"},{"name":"Constitution","score":23,"modifier":"+6","save":"+6"},{"name":"Intelligence","score":19,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+8"},{"name":"Charisma","score":21,"modifier":"+5","save":"+5"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the dracolich fails a saving throw, it can choose to succeed instead.\n\n***Life Suppression.*** Creatures within 60 feet of the dracolich can't regain Hit Points.\n\n***Magic Resistance.*** The dracolich has Advantage on saving throws against spells and other magical effects.\n\n***Soul Gem.*** The dracolich has a magical gem. If the dracolich is destroyed while the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20 days, regaining all its Hit Points and appearing within 5 feet of the gem.\n\nThe gem is a Tiny object that has AC 20; HP 50; and Immunity to Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit Points. If the gem is destroyed, the dracolich can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP and by expending 5,000 GP, which the ritual consumes."},{"heading":"Actions","body":"***Multiattack.*** The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).\n\n***Rend.*** *Melee Attack Roll:* +13, reach 10 ft. *Hit:* 18 (2d10 + 7) Slashing damage plus 4 (1d8) Necrotic damage.\n\n***Necrotic Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 20, each creature in a 60-foot Cone. *Failure:* 52 (8d12) Necrotic damage. *Success:* Half damage.\n\n***Spellcasting.*** The dracolich casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):\n\n**At will:** Detect Magic, Ray of Sickness (level 2 version)\n\n**1/day each:** Create Undead (level 8 version), Finger of Death"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dracolich can expend a use to take one of the following actions. The dracolich regains all expended uses at the start of each of its turns.\n\n***Pounce.*** The dracolich moves up to half its Speed, and it makes one Rend attack.\n\n***Sickening Ray.*** The dracolich uses Spellcasting to cast Ray of Sickness (level 2 version). The dracolich can't take this action again until the start of its next turn.\n\n***Terrifying Presence.*** *Wisdom Saving Throw:* DC 19, each creature in a 30-foot Emanation originating from the dracolich. *Failure:* 11 (2d10) Psychic damage, and the target has the Frightened condition until the end of its next turn. *Failure or Success:* The dracolich can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The region containing a dracolich's lair is warped by its presence, creating the following effects:\n\n**Sapping Mist.** The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.\n\n**Soul Drain.** Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.\n\nIf the dracolich is destroyed or moves its lair elsewhere, these effects end immediately. The effects resume if the dracolich gains a new body (see its Soul Gem trait)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0b70623d0b303523a1ae6269f4c37cc398f27e0dac66e316433a14f512f3e244","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":102,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-draft-horse":{"articleId":"import-xmm-draft-horse","title":"Draft Horse","label":"2024 revised rules · Monster Manual (2025), p. 352","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"10"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"15 (2d10 + 4)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Habitat","description":"urban"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Hooves.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 6 (1d4 + 4) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0da9793cdd98c22fe3a4231961f93d7cb59074fc6d36708aeb487466cf4b51f4","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":352,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-dragon-turtle":{"articleId":"import-xmm-dragon-turtle","title":"Dragon Turtle","label":"2024 revised rules · Monster Manual (2025), p. 103","classification":"Gargantuan dragon, Neutral","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+6 (16)"},{"name":"HP","description":"356 (23d20 + 115)"},{"name":"Speed","description":"20 ft., swim 50 ft."},{"name":"CR","description":"17; PB +6"},{"name":"XP (derived from CR)","description":"18000"},{"name":"Resistances","description":"fire"},{"name":"Languages","description":"Draconic, Primordial (Aquan)"},{"name":"Habitat","description":"coastal, underwater"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":25,"modifier":"+7","save":"+7"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":20,"modifier":"+5","save":"+11"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+7"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Bite attacks. It can replace one attack with a Tail attack.\n\n***Bite.*** *Melee Attack Roll:* +13, reach 15 ft. *Hit:* 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage.\n\n***Tail.*** *Melee Attack Roll:* +13, reach 15 ft. *Hit:* 18 (2d10 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.\n\n***Steam Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 19, each creature in a 60-foot Cone. *Failure:* 56 (16d6) Fire damage. *Success:* Half damage. *Failure or Success:* Being underwater doesn't grant Resistance to this Fire damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"d2ce3edb7bd93a84cb53a6caf0b06c45206da40a67cee22c4cd69ebe81a335cf","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":103,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-dretch":{"articleId":"import-xmm-dretch","title":"Dretch","label":"2024 revised rules · Monster Manual (2025), p. 103","classification":"Small fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"18 (4d6 + 4)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal)"},{"name":"Habitat","description":"planar, abyss"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Actions","body":"***Rend.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 4 (1d6 + 1) Slashing damage.\n\n***Fetid Cloud (1/Day).*** *Constitution Saving Throw:* DC 11, each creature in a 10-foot Emanation originating from the dretch. *Failure:* The target has the Poisoned condition until the end of its next turn. While Poisoned, the creature can take either an action or a Bonus Action on its turn, not both, and it can't take Reactions."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"5053408c5d27f04f8fcebf3d53cb45a197f8f8d1c150a8d5d568063fa725c79a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":103,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-drider":{"articleId":"import-xmm-drider","title":"Drider","label":"2024 revised rules · Monster Manual (2025), p. 105","classification":"Large monstrosity, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative (derived: Dexterity)","description":"+4 (14)"},{"name":"HP","description":"123 (13d10 + 52)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Perception +6, Stealth +10"},{"name":"Languages","description":"Elvish, Undercommon"},{"name":"Habitat","description":"forest, underdark"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":19,"modifier":"+4","save":"+4"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+3"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Spider Climb.*** The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\n***Sunlight Sensitivity.*** While in sunlight, the drider has Disadvantage on ability checks and attack rolls.\n\n***Web Walker.*** The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web."},{"heading":"Actions","body":"***Multiattack.*** The drider makes three attacks, using Foreleg or Poison Burst in any combination.\n\n***Foreleg.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 13 (2d8 + 4) Piercing damage.\n\n***Poison Burst.*** *Ranged Attack Roll:* +6, range 120 ft. *Hit:* 13 (3d6 + 3) Poison damage."},{"heading":"Bonus Actions","body":"***Magic of the Spider Queen (Recharge 5-6).*** The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b778ffc63dacc7da4b18ce087596714cab2bddea4d6c3cb13fcf1ad9cb2eca7f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":105,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-dryad":{"articleId":"import-xmm-dryad","title":"Dryad","label":"2024 revised rules · Monster Manual (2025), p. 107","classification":"Medium fey, Neutral","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"22 (5d8)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +4, Stealth +5"},{"name":"Languages","description":"Elvish, Sylvan"},{"name":"Habitat","description":"forest"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+2"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The dryad has Advantage on saving throws against spells and other magical effects.\n\n***Speak with Beasts and Plants.*** The dryad can communicate with Beasts and Plants as if they shared a language."},{"heading":"Actions","body":"***Multiattack.*** The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster.\n\n***Vine Lash.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 8 (1d8 + 4) Slashing damage.\n\n***Thorn Burst.*** *Ranged Attack Roll:* +6, range 60 ft. *Hit:* 7 (1d6 + 4) Piercing damage.\n\n***Spellcasting.*** The dryad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14):\n\n**At will:** Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft\n\n**1/day each:** Entangle, Pass without Trace"},{"heading":"Bonus Actions","body":"***Tree Stride.*** If within 5 feet of a Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second Large or bigger tree that is within 60 feet of the previous tree."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3b1dd49ae26074baedb16884df5dcfd593a087001a602262292f65d15c816e47","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":107,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-dust-mephit":{"articleId":"import-xmm-dust-mephit","title":"Dust Mephit","label":"2024 revised rules · Monster Manual (2025), p. 206","classification":"Small elemental, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"17 (5d6)"},{"name":"Speed","description":"30 ft., fly 30 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Perception +2, Stealth +4"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned"},{"name":"Languages","description":"Primordial (Auran, Terran)"},{"name":"Habitat","description":"planar, elemental"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":5,"modifier":"-3","save":"-3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Death Burst.*** The mephit explodes when it dies. *Dexterity Saving Throw:* DC 10, each creature in a 5-foot Emanation originating from the mephit. *Failure:* 5 (2d4) Bludgeoning damage. *Success:* Half damage."},{"heading":"Actions","body":"***Claw.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Slashing damage.\n\n***Blinding Breath (Recharge 6).*** *Dexterity Saving Throw:* DC 10, each creature in a 15-foot Cone. *Failure:* The target has the Blinded condition until the end of the mephit's next turn.\n\n***Sleep (1/Day).*** The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"bc6a487f1b21cda64a5a6ec8a2f37aa504000964fed8cdda9e88050e60c1ee00","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":206,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-eagle":{"articleId":"import-xmm-eagle","title":"Eagle","label":"2024 revised rules · Monster Manual (2025), p. 353","classification":"Small beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"4 (1d6 + 1)"},{"name":"Speed","description":"10 ft., fly 60 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +6"},{"name":"Habitat","description":"coastal, grassland, hill, mountain"},{"name":"Senses","description":"; Passive Perception 16"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Talons.*** *Melee Attack Roll:* +4, reach 5 feet. *Hit:* 4 (1d4 + 2) Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1f9d196e04aefff572943804da1550fa3a2713fc37cc60d0ff18dca50d93dd1f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":353,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-earth-elemental":{"articleId":"import-xmm-earth-elemental","title":"Earth Elemental","label":"2024 revised rules · Monster Manual (2025), p. 108","classification":"Large elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"147 (14d10 + 70)"},{"name":"Speed","description":"30 ft., burrow 30 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, paralyzed, petrified, poisoned, unconscious"},{"name":"Languages","description":"Primordial (Terran)"},{"name":"Habitat","description":"mountain, planar, earth, underdark"},{"name":"Senses","description":"Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":20,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Earth Glide.*** The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.\n\n***Siege Monster.*** The elemental deals double damage to objects and structures."},{"heading":"Actions","body":"***Multiattack.*** The elemental makes two attacks, using Slam or Rock Launch in any combination.\n\n***Slam.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 14 (2d8 + 5) Bludgeoning damage.\n\n***Rock Launch.*** *Ranged Attack Roll:* +8, range 60 ft. *Hit:* 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"bad18213b637564b10d1dd043716e5cfe443753fe2ec0044549a67015f7ee70b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":108,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-efreeti":{"articleId":"import-xmm-efreeti","title":"Efreeti","label":"2024 revised rules · Monster Manual (2025), p. 109","classification":"Large elemental (genie), Neutral","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"212 (17d10 + 119)"},{"name":"Speed","description":"40 ft., fly 60 ft. (hover)"},{"name":"CR","description":"11; PB +4"},{"name":"XP (derived from CR)","description":"7200"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Primordial (Ignan)"},{"name":"Habitat","description":"desert, planar, fire"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":22,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":24,"modifier":"+7","save":"+7"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+6"},{"name":"Charisma","score":19,"modifier":"+4","save":"+8"}],"sections":[{"heading":"Traits","body":"***Elemental Restoration.*** If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire.\n\n***Magic Resistance.*** The efreeti has Advantage on saving throws against spells and other magical effects.\n\n***Wishes.*** The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for 365 days."},{"heading":"Actions","body":"***Multiattack.*** The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination.\n\n***Heated Blade.*** *Melee Attack Roll:* +10, reach 5 ft. *Hit:* 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage.\n\n***Hurl Flame.*** *Ranged Attack Roll:* +8, range 120 ft. *Hit:* 24 (7d6) Fire damage.\n\n***Spellcasting.*** The efreeti casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):\n\n**At will:** Detect Magic, Elementalism\n\n**1/day each:** Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6d33b4feec9268de53d942a47c6729563c7bfb02470401357383b688191f6c92","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":109,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-elemental-cataclysm":{"articleId":"import-xmm-elemental-cataclysm","title":"Elemental Cataclysm","label":"2024 revised rules · Monster Manual (2025), p. 111","classification":"Gargantuan elemental (titan), Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+18 (28)"},{"name":"HP","description":"370 (20d20 + 160)"},{"name":"Speed","description":"60 ft., burrow 60 ft., fly 80 ft. (hover), swim 80 ft."},{"name":"CR","description":"22; PB +7"},{"name":"XP (derived from CR)","description":"41000"},{"name":"Damage Immunities","description":"acid, cold, fire, lightning, poison, thunder"},{"name":"Condition Immunities","description":"blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious"},{"name":"Languages","description":"Primordial"},{"name":"Habitat","description":"planar, elemental chaos"},{"name":"Senses","description":"Truesight 150 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":26,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":19,"modifier":"+4","save":"+11"},{"name":"Constitution","score":27,"modifier":"+8","save":"+15"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+9"},{"name":"Charisma","score":9,"modifier":"-1","save":"+6"}],"sections":[{"heading":"Traits","body":"***Earth Glide.*** The cataclysm can burrow through nonmagical, unworked earth and stone. While doing so, the cataclysm doesn't disturb the material it moves through.\n\n***Legendary Resistance (4/Day).*** If the cataclysm fails a saving throw, it can choose to succeed instead.\n\n***Siege Monster.*** The cataclysm deals double damage to objects and structures."},{"heading":"Actions","body":"***Multiattack.*** The cataclysm makes two Elemental Burst attacks.\n\n***Elemental Burst.*** *Melee  or Ranged Attack Roll:* +15, reach 30 ft. or range 150 ft. *Hit:* 25 (5d6 + 8) damage of a type chosen by the cataclysm: Acid, Cold, Fire, Lightning, or Thunder.\n\n***Cataclysmic Event (Recharge 4-6).*** The cataclysm creates one of the following effects at random (roll 1d4):\n\n- **1 Clinging Flames.** *Dexterity Saving Throw:* DC 23, each creature in a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. *Failure:* 45 (13d6) Fire damage. *Success:* Half damage. *Failure or Success:* The target starts burning.  \n- **2 Freezing Waves.** *Strength Saving Throw:* DC 23, each creature in a 90-foot Cone. *Failure:* 22 (5d8) Bludgeoning damage plus 22 (5d8) Cold damage, and the target has the Prone condition. *Success:* Half damage only. *Failure or Success:* The target's Speed is reduced to 0 until the end of its next turn.  \n- **3 Raging Storm.** A storm cloud fills a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. The cloud lasts for 1 minute or until the cataclysm uses Cataclysmic Event again. Creatures entirely in the cloud have the Blinded and Deafened conditions and can't cast spells with a Verbal component. *Dexterity Saving Throw:* DC 23, each creature that enters the cloud for the first time on a turn or starts its turn there. *Failure:* 18 (4d8) Lightning damage plus 18 (4d8) Thunder damage. *Success:* Half damage.  \n- **4 Swallowing Earth.** *Strength Saving Throw:* DC 23, each creature in a 90-foot Cube originating from a point on the ground within 150 feet. *Failure:* 18 (4d8) Bludgeoning damage plus 18 (4d8) Acid damage, and the target has the Prone condition and is buried under rubble. A buried target has the Restrained condition, has Total Cover, and is suffocating. As an action, a buried creature or another creature within 5 feet of it can make a DC 18 Strength (Athletics) check. On a successful check, the creature is no longer buried. *Success:* Half damage only.  \n\n***Control Weather.*** The cataclysm casts the Control Weather spell, requiring no spell components and using Constitution as the spellcasting ability."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3. Immediately after another creature's turn, the elemental cataclysm can expend a use to take one of the following actions. The elemental cataclysm regains all expended uses at the start of each of its turns.\n\n***Eruption.*** The cataclysm makes one Elemental Burst attack.\n\n***Rumbling Movement.*** The cataclysm moves up to its Speed, Fly Speed, or Swim Speed without provoking Opportunity Attacks. Each creature within 5 feet of the cataclysm as it moves is targeted once by the following effect. *Constitution Saving Throw:* DC 23. *Failure:* The target has the Prone condition. *Failure or Success:* The cataclysm can't take this action again until the start of its next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"995640a54b43f977bae2d28d7df1392de1b4ef3098dc17f63ce01fa37d357bdf","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":111,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-elephant":{"articleId":"import-xmm-elephant","title":"Elephant","label":"2024 revised rules · Monster Manual (2025), p. 353","classification":"Huge beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"76 (8d12 + 24)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Habitat","description":"grassland"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":22,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":9,"modifier":"-1","save":"-1"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The elephant makes two Gore attacks.\n\n***Gore.*** *Melee Attack Roll:* +8, reach 5 ft. *Hit:* 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."},{"heading":"Bonus Actions","body":"***Trample.*** *Dexterity Saving Throw:* DC 16, one creature within 5 feet that has the Prone condition. *Failure:* 17 (2d10 + 6) Bludgeoning damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"33b5a062f10860f821f1814cf8f3a1080376d6f4940f3504370f55f0442397b7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":353,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-elk":{"articleId":"import-xmm-elk","title":"Elk","label":"2024 revised rules · Monster Manual (2025), p. 353","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"10"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"11 (2d10)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +2"},{"name":"Habitat","description":"forest, grassland, hill"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Ram.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e1a39e050cbe26f11e6d604570bf5a176873be6ec6cada3ee105b913286cb4c5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":353,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-empyrean":{"articleId":"import-xmm-empyrean","title":"Empyrean","label":"2024 revised rules · Monster Manual (2025), p. 113","classification":"Huge  (titan), Neutral","visibility":"player","core":[{"name":"AC","description":"22"},{"name":"Initiative","description":"+19 (29)"},{"name":"HP","description":"346 (21d12 + 210)"},{"name":"Speed","description":"50 ft., fly 50 ft. (hover), swim 50 ft."},{"name":"CR","description":"23; PB +7"},{"name":"XP (derived from CR)","description":"50000"},{"name":"Skills","description":"Insight +13, Perception +13"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Damage Immunities","description":"necrotic, radiant"},{"name":"Languages","description":"all"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 23"}],"abilities":[{"name":"Strength","score":30,"modifier":"+10","save":"+17"},{"name":"Dexterity","score":21,"modifier":"+5","save":"+5"},{"name":"Constitution","score":30,"modifier":"+10","save":"+10"},{"name":"Intelligence","score":21,"modifier":"+5","save":"+5"},{"name":"Wisdom","score":22,"modifier":"+6","save":"+13"},{"name":"Charisma","score":27,"modifier":"+8","save":"+8"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (4/Day).*** If the empyrean fails a saving throw, it can choose to succeed instead.\n\n***Magic Resistance.*** The empyrean has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.\n\n***Sacred Weapon.*** *Melee Attack Roll:* +17, reach 10 ft. *Hit:* 31 (6d6 + 10) Force damage, and the target has the Stunned condition until the start of the empyrean's next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.\n\n***Divine Ray.*** *Ranged Attack Roll:* +15, range 600 ft. *Hit:* 35 (6d8 + 8) Necrotic or Radiant damage (empyrean's choice).\n\n***Spellcasting.*** The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23):\n\n**At will:** Calm Emotions, Greater Restoration, Pass without Trace, Water Breathing\n\n**1/day each:** Commune, Dispel Evil and Good, Plane Shift"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3. Immediately after another creature's turn, the empyrean can expend a use to take one of the following actions. The empyrean regains all expended uses at the start of each of its turns.\n\n***Bolster.*** The empyrean gains 10 Temporary Hit Points, and the empyrean and each ally within 30 feet of it gain Advantage on D20 Tests until the end of the empyrean's next turn. The empyrean can't take this action again until the start of its next turn.\n\n***Shockwave of Glory.*** *Constitution Saving Throw:* DC 23, each creature in a 30-foot Emanation originating from the empyrean. *Failure:* 27 (6d8) Force damage, and the target has the Prone condition. *Success:* Half damage only. *Failure or Success:* The empyrean can't take this action again until the start of its next turn.\n\n***Smite.*** The empyrean makes one Divine Ray attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ba8a6cf2fe957c96facee423601aa4941da4d25f0a7756d9995bb36816bfdb78","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":113,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-empyrean-iota":{"articleId":"import-xmm-empyrean-iota","title":"Empyrean Iota","label":"2024 revised rules · Monster Manual (2025), p. 112","classification":"Medium  (titan), Neutral","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"22 (5d8)"},{"name":"Speed","description":"5 ft., fly 30 ft. (hover)"},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"History +4, Insight +5, Perception +5"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Condition Immunities","description":"prone"},{"name":"Languages","description":"all"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Truesight 30 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":1,"modifier":"-5","save":"-5"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":15,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+3"},{"name":"Charisma","score":16,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Incorporeal Movement.*** The empyrean can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.\n\n***Magic Resistance.*** The empyrean has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Otherworldly Strike.*** *Melee  or Ranged Attack Roll:* +5, reach 5 ft. or range 30 ft. *Hit:* 7 (1d8 + 3) Necrotic or Radiant damage (empyrean's choice).\n\n***Spellcasting.*** The empyrean casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability:\n\n**1/day each:** Bless, Lesser Restoration (as an action)"},{"heading":"Bonus Actions","body":"***Healing Word (1/Day).*** The empyrean casts Healing Word, using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9e1792e890e5cb65e751ad2b802330ee286ac09a412a3e7d8aa04a430a9f5829","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":112,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-erinyes":{"articleId":"import-xmm-erinyes","title":"Erinyes","label":"2024 revised rules · Monster Manual (2025), p. 114","classification":"Medium fiend (devil), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+7 (17)"},{"name":"HP","description":"178 (21d8 + 84)"},{"name":"Speed","description":"30 ft., fly 60 ft."},{"name":"CR","description":"12; PB +4"},{"name":"XP (derived from CR)","description":"8400"},{"name":"Skills","description":"Perception +6, Persuasion +8"},{"name":"Resistances","description":"cold"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Infernal; telepathy 120 ft."},{"name":"Habitat","description":"planar, nine hells"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+7"},{"name":"Constitution","score":18,"modifier":"+4","save":"+8"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":18,"modifier":"+4","save":"+8"}],"sections":[{"heading":"Traits","body":"***Diabolical Restoration.*** If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.\n\n***Magic Resistance.*** The erinyes has Advantage on saving throws against spells and other magical effects.\n\n***Magic Rope.*** The erinyes has a magic rope. While bearing it, the erinyes can use the Entangling Rope action. The rope has AC 20, HP 90, and Immunity to Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest."},{"heading":"Actions","body":"***Multiattack.*** The erinyes makes three Withering Sword attacks and can use Entangling Rope.\n\n***Withering Sword.*** *Melee Attack Roll:* +8, reach 5 ft. *Hit:* 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage.\n\n***Entangling Rope (Requires Magic Rope).*** *Strength Saving Throw:* DC 16, one creature the erinyes can see within 120 feet. *Failure:* 14 (4d6) Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release the target, or the erinyes uses Entangling Rope again."},{"heading":"Reactions","body":"***Parry.*** Trigger: The erinyes is hit by a melee attack roll while holding a weapon. _Response:_ The erinyes adds 4 to its AC against that attack, possibly causing it to miss."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a62b9a211aa5e0c7d38fc0a1291103ce5df88a56cea8ad6b9886dadd6929d6c7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":114,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ettercap":{"articleId":"import-xmm-ettercap","title":"Ettercap","label":"2024 revised rules · Monster Manual (2025), p. 115","classification":"Medium monstrosity, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"44 (8d8 + 8)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +3, Stealth +4, Survival +3"},{"name":"Habitat","description":"forest"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Spider Climb.*** The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\n***Web Walker.*** The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any other creature in contact with the same web."},{"heading":"Actions","body":"***Multiattack.*** The ettercap makes one Bite attack and one Claw attack.\n\n***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ettercap's next turn.\n\n***Claw.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 7 (2d4 + 2) Slashing damage.\n\n***Web Strand (Recharge 5-6).*** *Dexterity Saving Throw:* DC 12, one Large or smaller creature the ettercap can see within 30 feet. *Failure:* The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Bludgeoning, Poison, and Psychic damage)."},{"heading":"Bonus Actions","body":"***Reel.*** The ettercap pulls one creature within 30 feet of itself that is Restrained by its Web Strand up to 25 feet straight toward itself."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e7ed3b097d53bad30bfaf340c25d43a3745e88fe5190d4488c001223b34cda79","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":115,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ettin":{"articleId":"import-xmm-ettin","title":"Ettin","label":"2024 revised rules · Monster Manual (2025), p. 116","classification":"Large giant, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"85 (10d10 + 30)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Perception +4"},{"name":"Condition Immunities","description":"blinded, charmed, deafened, frightened, stunned, unconscious"},{"name":"Languages","description":"Giant"},{"name":"Gear","description":"battleaxe, morningstar"},{"name":"Habitat","description":"hill, mountain, underdark"},{"name":"Treasure","description":"individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":21,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The ettin makes one Battleaxe attack and one Morningstar attack.\n\n***Battleaxe.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.\n\n***Morningstar.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 14 (2d8 + 5) Piercing damage, and the target has Disadvantage on the next attack roll it makes before the end of its next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9660b64617f5c53930401e0fae6065c0c8b82b4996009b477c6c91897ad73e3d","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":116,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-faerie-dragon-adult":{"articleId":"import-xmm-faerie-dragon-adult","title":"Faerie Dragon Adult","label":"2024 revised rules · Monster Manual (2025), p. 117","classification":"Tiny dragon, Chaotic Good","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+5 (15)"},{"name":"HP","description":"35 (10d4 + 10)"},{"name":"Speed","description":"10 ft., fly 60 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Arcana +4, Perception +3, Stealth +7"},{"name":"Languages","description":"Draconic, Sylvan; telepathy 60 ft. (faerie dragons only)"},{"name":"Habitat","description":"forest"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":3,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":20,"modifier":"+5","save":"+5"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":16,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The dragon has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 7 (1d4 + 5) Piercing damage plus 3 (1d6) Psychic damage.\n\n***Euphoria Breath (Recharge 5-6).*** *Wisdom Saving Throw:* DC 13, each creature in a 15-foot Cone. *Failure:* The target has the Incapacitated condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Incapacitated, the target uses all its movement on each of its turns to move in a random direction.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):\n\n**At will:** Dancing Lights, Mage Hand, Minor Illusion\n\n**1/day each:** Hallucinatory Terrain, Polymorph"},{"heading":"Bonus Actions","body":"***Superior Invisibility.*** The dragon casts Greater Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6b0dbd99d6bfc6a3888459843f629d6885a4fe83f85916000008565491570388","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":117,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-faerie-dragon-youth":{"articleId":"import-xmm-faerie-dragon-youth","title":"Faerie Dragon Youth","label":"2024 revised rules · Monster Manual (2025), p. 117","classification":"Tiny dragon, Chaotic Good","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"21 (6d4 + 6)"},{"name":"Speed","description":"10 ft., fly 60 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Arcana +3, Perception +3, Stealth +5"},{"name":"Languages","description":"Draconic, Sylvan; telepathy 60 ft. (faerie dragons only)"},{"name":"Habitat","description":"forest"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":3,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":14,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The dragon has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 5 (1d4 + 3) Piercing damage plus 2 (1d4) Psychic damage.\n\n***Euphoria Breath (Recharge 5-6).*** *Wisdom Saving Throw:* DC 12, each creature in a 15-foot Cone. *Failure:* The target has the Incapacitated condition until the end of its next turn and uses all its movement on its turn to move in a random direction.\n\n***Spellcasting.*** The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 12):\n\n**At will:** Dancing Lights, Mage Hand, Minor Illusion"},{"heading":"Bonus Actions","body":"***Superior Invisibility.*** The dragon casts Greater Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"563e35cd2cda48b776649dadf0a103a8fba5929a5c2f22fdc424abe70243b6d5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":117,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-fire-elemental":{"articleId":"import-xmm-fire-elemental","title":"Fire Elemental","label":"2024 revised rules · Monster Manual (2025), p. 118","classification":"Large elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"93 (11d10 + 33)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious"},{"name":"Languages","description":"Primordial (Ignan)"},{"name":"Habitat","description":"desert, planar, fire"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Fire Aura.*** At the end of each of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning.\n\n***Fire Form.*** The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) Fire damage.\n\n***Illumination.*** The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.\n\n***Water Susceptibility.*** The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it."},{"heading":"Actions","body":"***Multiattack.*** The elemental makes two Burn attacks.\n\n***Burn.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b57ed39cf5693f5688c7a123e5bac6455cff6614713701df04cc568d634c20bb","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":118,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-fire-giant":{"articleId":"import-xmm-fire-giant","title":"Fire Giant","label":"2024 revised rules · Monster Manual (2025), p. 119","classification":"Huge giant, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"162 (13d12 + 78)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"9; PB +4"},{"name":"XP (derived from CR)","description":"5000"},{"name":"Skills","description":"Athletics +11, Perception +6"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Giant"},{"name":"Habitat","description":"mountain, underdark"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"; Passive Perception 16"}],"abilities":[{"name":"Strength","score":25,"modifier":"+7","save":"+7"},{"name":"Dexterity","score":9,"modifier":"-1","save":"+3"},{"name":"Constitution","score":23,"modifier":"+6","save":"+10"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":13,"modifier":"+1","save":"+5"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The giant makes two attacks, using Flame Sword or Hammer Throw in any combination.\n\n***Flame Sword.*** *Melee Attack Roll:* +11, reach 10 ft. *Hit:* 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage.\n\n***Hammer Throw.*** *Ranged Attack Roll:* +11, range 60/240 ft. *Hit:* 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"67b22fb5329707f95989176dc322da007b842d30584c3f85c8d0e71407bdd947","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":119,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-flameskull":{"articleId":"import-xmm-flameskull","title":"Flameskull","label":"2024 revised rules · Monster Manual (2025), p. 120","classification":"Tiny undead, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"40 (9d4 + 18)"},{"name":"Speed","description":"5 ft., fly 40 ft. (hover)"},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Arcana +5, Perception +2"},{"name":"Damage Immunities","description":"fire, necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, poisoned, prone"},{"name":"Languages","description":"Common plus two other languages"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":1,"modifier":"-5","save":"-5"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Illumination.*** The flameskull sheds Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.\n\n***Magic Resistance.*** The flameskull has Advantage on saving throws against spells and other magical effects.\n\n***Undead Restoration.*** If the flameskull is destroyed, it regains all its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast on them."},{"heading":"Actions","body":"***Multiattack.*** The flameskull makes two Fire Ray attacks.\n\n***Fire Ray.*** *Melee  or Ranged Attack Roll:* +5, reach 5 ft. or range 60 ft. *Hit:* 13 (3d6 + 3) Fire damage.\n\n***Spellcasting.*** The flameskull casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 13):\n\n**At will:** Mage Hand\n\n**2/day:** Magic Missile (level 2 version)\n\n**1/day:** Fireball"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f4dc4c2b951ac7a3bf02493a9f73b37838b936925b964f7faa4b36626bc3e30e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":120,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-flaming-skeleton":{"articleId":"import-xmm-flaming-skeleton","title":"Flaming Skeleton","label":"2024 revised rules · Monster Manual (2025), p. 283","classification":"Medium undead, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"65 (10d8 + 20)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned"},{"name":"Languages","description":"understands Common plus one other language but can't speak"},{"name":"Habitat","description":"planar, shadowfell, underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+2"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Death Burst.*** The skeleton explodes when it dies. *Dexterity Saving Throw:* DC 12, each creature in a 10-foot Emanation originating from the skeleton. *Failure:* 14 (4d6) Fire damage. *Success:* Half damage.\n\n***Illumination.*** The skeleton sheds Bright Light in a 15-foot radius and Dim Light for an additional 15 feet."},{"heading":"Actions","body":"***Multiattack.*** The skeleton makes two attacks, using Flame Scepter or Hurl Flame in any combination.\n\n***Flame Scepter.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Bludgeoning damage plus 3 (1d6) Fire damage.\n\n***Hurl Flame.*** *Ranged Attack Roll:* +4, range 60 ft. *Hit:* 7 (1d10 + 2) Fire damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"81fc16f6a3a0977c74771c6cb3f009bd404e4c0fcdd0996f449f61a9f8fe3213","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":283,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-flesh-golem":{"articleId":"import-xmm-flesh-golem","title":"Flesh Golem","label":"2024 revised rules · Monster Manual (2025), p. 121","classification":"Medium construct, Neutral","visibility":"player","core":[{"name":"AC","description":"9"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"127 (15d8 + 60)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Damage Immunities","description":"lightning, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned"},{"name":"Languages","description":"understands Common plus one other language but can't speak"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":9,"modifier":"-1","save":"-1"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Aversion to Fire.*** If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.\n\n***Berserk.*** Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.\n\nThe golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied.\n\n***Immutable Form.*** The golem can't shape-shift.\n\n***Lightning Absorption.*** Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.\n\n***Magic Resistance.*** The golem has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The golem makes two Slam attacks.\n\n***Slam.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"503c1aa1b474637b2a23270971c64ac00fe46568a797b1e8bb8e33c31194de64","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":121,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-flumph":{"articleId":"import-xmm-flumph","title":"Flumph","label":"2024 revised rules · Monster Manual (2025), p. 122","classification":"Small aberration, Lawful Good","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"7 (2d6)"},{"name":"Speed","description":"5 ft., fly 30 ft. (hover)"},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Skills","description":"Arcana +4, History +4, Religion +4"},{"name":"Languages","description":"understands Undercommon but can't speak; telepathy 60 ft."},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Advanced Telepathy.*** The flumph perceives the content of any telepathic communication within 60 feet of it.\n\n***Prone Deficiency.*** If the flumph receives the Prone condition, roll a die. On an odd number, it has the Incapacitated condition. At the end of each of its turns, the flumph makes a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success.\n\n***Telepathic Shroud.*** The flumph's thoughts can't be read by any means, and magic can't detect its location or observe it remotely."},{"heading":"Actions","body":"***Tentacle.*** *Melee Attack Roll:* +4, reach 5 feet. *Hit:* 4 (1d4 + 2) Acid damage.\n\n***Stench Spray (1/Day).*** *Dexterity Saving Throw:* DC 10, one creature the flumph can see within 15 feet. *Failure:* The target is coated in a foul-smelling liquid, exudes a stench for 1d4 hours, and has the Poisoned condition while the stench lasts. Other creatures have the Poisoned condition while in a 5-foot Emanation originating from the coated target. The target can remove the stench on itself if it bathes during a Short or Long Rest."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a8b21765492906172f5d00ff9fd0cf3a0f8047414d7eb3b4535f4b095588eaff","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":122,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-flying-snake":{"articleId":"import-xmm-flying-snake","title":"Flying Snake","label":"2024 revised rules · Monster Manual (2025), p. 353","classification":"Tiny monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"5 (2d4)"},{"name":"Speed","description":"30 ft., fly 60 ft., swim 30 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Habitat","description":"desert, forest, grassland"},{"name":"Senses","description":"Blindsight 10 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":4,"modifier":"-3","save":"-3"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Flyby.*** The snake doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 1 Piercing damage plus 5 (2d4) Poison damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c9ef9e606490141c2b8ca0e73d07b928c0a337836d643d4ef467323bba753a08","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":353,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-fomorian":{"articleId":"import-xmm-fomorian","title":"Fomorian","label":"2024 revised rules · Monster Manual (2025), p. 123","classification":"Huge giant, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"172 (15d12 + 75)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Skills","description":"Perception +8, Stealth +3"},{"name":"Languages","description":"Giant, Undercommon"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 18"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":20,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The fomorian makes two Stone Club attacks. It can replace one attack with a use of Warping Hex if available.\n\n***Stone Club.*** *Melee Attack Roll:* +9, reach 15 ft. *Hit:* 24 (4d8 + 6) Bludgeoning damage.\n\n***Warping Hex (Recharge 4-6).*** *Wisdom Saving Throw:* DC 16, one creature the fomorian can see within 120 feet. *Failure:* 21 (6d6) Psychic damage, and the target gains 1 Exhaustion level. *Success:* Half damage only."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2a1b043f61c880871881f902cd784465b9db1b1add831a7d27ec17cb7c744eaa","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":123,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-frog":{"articleId":"import-xmm-frog","title":"Frog","label":"2024 revised rules · Monster Manual (2025), p. 354","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"1 (1d4 - 1)"},{"name":"Speed","description":"20 ft., swim 20 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +1, Stealth +3"},{"name":"Habitat","description":"forest, swamp"},{"name":"Senses","description":"Darkvision 30 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":1,"modifier":"-5","save":"-5"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":8,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The frog can breathe air and water.\n\n***Standing Leap.*** The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 1 Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"acaa3cdfb2d423b743b96e221ed5506472bc116fa9b387713a44326cd11a8836","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":354,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-frost-giant":{"articleId":"import-xmm-frost-giant","title":"Frost Giant","label":"2024 revised rules · Monster Manual (2025), p. 124","classification":"Huge giant, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+2 (12)"},{"name":"HP","description":"149 (13d12 + 65)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Skills","description":"Athletics +9, Perception +3"},{"name":"Damage Immunities","description":"cold"},{"name":"Languages","description":"Giant"},{"name":"Habitat","description":"arctic, mountain"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"; Passive Perception 13"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":9,"modifier":"-1","save":"-1"},{"name":"Constitution","score":21,"modifier":"+5","save":"+8"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+3"},{"name":"Charisma","score":12,"modifier":"+1","save":"+4"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The giant makes two attacks, using Frost Axe or Great Bow in any combination.\n\n***Frost Axe.*** *Melee Attack Roll:* +9, reach 10 ft. *Hit:* 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage.\n\n***Great Bow.*** *Ranged Attack Roll:* +9, range 150/600 ft. *Hit:* 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10 feet until the end of its next turn."},{"heading":"Bonus Actions","body":"***War Cry (Recharge 5-6).*** The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant's next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"758b26b9f063b40a1083faca4406cbe73c9473a53f7f688540f4ba7fffd008ce","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":124,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-galeb-duhr":{"articleId":"import-xmm-galeb-duhr","title":"Galeb Duhr","label":"2024 revised rules · Monster Manual (2025), p. 127","classification":"Medium elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"123 (13d8 + 65)"},{"name":"Speed","description":"15 ft. (30 ft. when rolling, 60 ft. rolling downhill)"},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned"},{"name":"Languages","description":"Primordial (Terran)"},{"name":"Habitat","description":"hill, mountain"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":20,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Avalanche Slam.*** *Melee Attack Roll:* +8, reach 5 ft. *Hit:* 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature and the galeb duhr moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Bludgeoning damage and has the Prone condition.\n\n***Animate Boulders (1/Day).*** The galeb duhr magically animates one or two boulders it can see within 60 feet of itself. Each boulder uses the Galeb Duhr stat block, except it has Intelligence and Charisma scores of 1 and lacks this action. The boulder takes its turn immediately after the galeb duhr on the same Initiative count, and it obeys the galeb duhr. A boulder remains animate for 1 minute or until it or the galeb duhr dies."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"8550665e4e4e90c0d7bfc572904e04482faffaa7dd5aa9a6b0487e87c39f01c8","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":127,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-gargoyle":{"articleId":"import-xmm-gargoyle","title":"Gargoyle","label":"2024 revised rules · Monster Manual (2025), p. 128","classification":"Medium elemental, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+2 (12)"},{"name":"HP","description":"67 (9d8 + 27)"},{"name":"Speed","description":"30 ft., fly 60 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Stealth +4"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, petrified, poisoned"},{"name":"Languages","description":"Primordial (Terran)"},{"name":"Habitat","description":"underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Flyby.*** The gargoyle doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."},{"heading":"Actions","body":"***Multiattack.*** The gargoyle makes two Claw attacks.\n\n***Claw.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 7 (2d4 + 2) Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"11e5824b9b8fa43031f30c810720680c448ad33653c202808dd3ab3026732250","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":128,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-gas-spore-fungus":{"articleId":"import-xmm-gas-spore-fungus","title":"Gas Spore Fungus","label":"2024 revised rules · Monster Manual (2025), p. 125","classification":"Large plant, Unaligned","visibility":"player","core":[{"name":"AC","description":"8"},{"name":"Initiative (derived: Dexterity)","description":"-5 (5)"},{"name":"HP","description":"13 (9d10 - 36)"},{"name":"Speed","description":"5 ft., fly 10 ft. (hover)"},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"blinded, charmed, deafened, frightened, paralyzed, poisoned, prone"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 5"}],"abilities":[{"name":"Strength","score":5,"modifier":"-3","save":"-3"},{"name":"Dexterity","score":1,"modifier":"-5","save":"-5"},{"name":"Constitution","score":3,"modifier":"-4","save":"-4"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":1,"modifier":"-5","save":"-5"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Traits","body":"***Death Burst.*** The gas spore bursts when it dies. *Constitution Saving Throw:* DC 10, each creature in a 20-foot Emanation originating from the gas spore. *Failure:* The target takes 10 (3d6) Poison damage and has the Poisoned condition for 1d12 hours. Unless the Poisoned condition is removed, the target dies at the end of that time and sprouts 2d4 Tiny Gas Spore Fungi (each with 1 Hit Point). After 2d6 days, they become Large and have 13 Hit Points."},{"heading":"Actions","body":"***Tendril.*** *Melee Attack Roll:* +0, reach 5 ft. *Hit:* 3 (1d6) Poison damage, and the target has the Poisoned condition until the end of its next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"cd5d0b6ecd1045a67844fc25db5094288ba129bbf267a98d2ad909ac5e4d8974","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":125,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-gelatinous-cube":{"articleId":"import-xmm-gelatinous-cube","title":"Gelatinous Cube","label":"2024 revised rules · Monster Manual (2025), p. 129","classification":"Large ooze, Unaligned","visibility":"player","core":[{"name":"AC","description":"6"},{"name":"Initiative (derived: Dexterity)","description":"-4 (6)"},{"name":"HP","description":"63 (6d10 + 30)"},{"name":"Speed","description":"15 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Damage Immunities","description":"acid"},{"name":"Condition Immunities","description":"blinded, charmed, deafened, exhaustion, frightened, prone"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":3,"modifier":"-4","save":"-4"},{"name":"Constitution","score":20,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":6,"modifier":"-2","save":"-2"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Traits","body":"***Ooze Cube.*** The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube's Engulf and has Disadvantage on the saving throw.\n\nCreatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time.\n\nAs an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage.\n\n***Transparent.*** Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn't witnessed the cube move or otherwise act."},{"heading":"Actions","body":"***Pseudopod.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 12 (3d6 + 2) Acid damage.\n\n***Engulf.*** The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). *Dexterity Saving Throw:* DC 12, each creature whose space the cube enters for the first time during this move. *Failure:* 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating, can't cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. *Success:* Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoccupied space, the target fails the save instead."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c86702f5e257a6ae6f410181c6adf621e8f75f7a454cabd92bbbb70a06f2b5c1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":129,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ghast":{"articleId":"import-xmm-ghast","title":"Ghast","label":"2024 revised rules · Monster Manual (2025), p. 130","classification":"Medium undead, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"36 (8d8)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Resistances","description":"necrotic"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, poisoned"},{"name":"Languages","description":"Common"},{"name":"Habitat","description":"swamp, underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+2"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Stench.*** *Constitution Saving Throw:* DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. *Failure:* The target has the Poisoned condition until the start of its next turn. *Success:* The target is immune to this ghast's Stench for 24 hours."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage.\n\n***Claw.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. *Constitution Saving Throw:* DC 10. *Failure:* The target has the Paralyzed condition until the end of its next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"128e60e2392012542a579ac4f9d9637ac32b0fea3f304a4f3237225ef8b1e73a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":130,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ghast-gravecaller":{"articleId":"import-xmm-ghast-gravecaller","title":"Ghast Gravecaller","label":"2024 revised rules · Monster Manual (2025), p. 130","classification":"Medium undead, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"97 (15d8 + 30)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, poisoned"},{"name":"Languages","description":"Abyssal, Common"},{"name":"Habitat","description":"swamp, underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":14,"modifier":"+2","save":"+5"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+5"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Stench.*** *Constitution Saving Throw:* DC 13, any creature that starts its turn in a 5-foot Emanation originating from the ghast. *Failure:* The target has the Poisoned condition until the start of its next turn. *Success:* The target is immune to this ghast's Stench for 24 hours."},{"heading":"Actions","body":"***Multiattack.*** The ghast makes two Horrific Necrosis attacks. It can replace one attack with a Claw attack.\n\n***Claw.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 13 (3d6 + 3) Slashing damage. If the target isn't an Undead, it has the Paralyzed condition until the end of its next turn.\n\n***Horrific Necrosis.*** *Melee  or Ranged Attack Roll:* +7, reach 5 ft. or range 120 ft. *Hit:* 15 (2d10 + 4) Necrotic damage, and the target has the Frightened condition until the end of its next turn.\n\n***Spellcasting.*** The ghast casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability:\n\n**At will:** Speak with Dead, Thaumaturgy"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ba9876e9e7df0b3a592170f6d03dceec5e49e95f7a470eeffa962aacd992d3a3","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":130,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ghost":{"articleId":"import-xmm-ghost","title":"Ghost","label":"2024 revised rules · Monster Manual (2025), p. 131","classification":"Medium undead, Neutral","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"45 (10d8)"},{"name":"Speed","description":"5 ft., fly 40 ft. (hover)"},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Resistances","description":"acid, bludgeoning, cold, fire, lightning, piercing, slashing, thunder"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained"},{"name":"Languages","description":"Common plus one other language"},{"name":"Habitat","description":"underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":7,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":17,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Ethereal Sight.*** The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane.\n\n***Incorporeal Movement.*** The ghost can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."},{"heading":"Actions","body":"***Multiattack.*** The ghost makes two Withering Touch attacks.\n\n***Withering Touch.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 19 (3d10 + 3) Necrotic damage.\n\n***Horrific Visage.*** *Wisdom Saving Throw:* DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead. *Failure:* 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's next turn. *Success:* The target is immune to this ghost's Horrific Visage for 24 hours.\n\n***Possession (Recharge 6).*** *Charisma Saving Throw:* DC 13, one Humanoid the ghost can see within 5 feet. *Failure:* The target is possessed by the ghost; the ghost disappears, and the target has the Incapacitated condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game statistics are the same, except it uses the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers.\n\nThe possession lasts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the target is immune to this ghost's Possession for 24 hours. *Success:* The target is immune to this ghost's Possession for 24 hours.\n\n***Etherealness.*** The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"98e96f14cba4dab2086d783901e71db5754a0c512511ed0178f2718afa733dd8","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":131,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ghoul":{"articleId":"import-xmm-ghoul","title":"Ghoul","label":"2024 revised rules · Monster Manual (2025), p. 132","classification":"Medium undead, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"22 (5d8)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, poisoned"},{"name":"Languages","description":"Common"},{"name":"Habitat","description":"swamp, underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The ghoul makes two Bite attacks.\n\n***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage.\n\n***Claw.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. *Constitution Saving Throw:* DC 10. *Failure:* The target has the Paralyzed condition until the end of its next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"df3af4a2a276d47620692a3c24875ca7417dbd68cfceedae843713fa2b569983","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":132,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-ape":{"articleId":"import-xmm-giant-ape","title":"Giant Ape","label":"2024 revised rules · Monster Manual (2025), p. 354","classification":"Huge beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"168 (16d12 + 64)"},{"name":"Speed","description":"40 ft., climb 40 ft."},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Skills","description":"Athletics +9, Perception +4, Survival +4"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"; Passive Perception 14"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The ape makes two Fist attacks.\n\n***Fist.*** *Melee Attack Roll:* +9, reach 10 ft. *Hit:* 22 (3d10 + 6) Bludgeoning damage.\n\n***Boulder Toss (Recharge 6).*** The ape hurls a boulder at a point it can see within 90 feet. *Dexterity Saving Throw:* DC 17, each creature in a 5-foot-radius Sphere centered on that point. *Failure:* 24 (7d6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. *Success:* Half damage only."},{"heading":"Bonus Actions","body":"***Leap.*** The ape jumps up to 30 feet by spending 10 feet of movement."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9c06b165b829050bab7927845a8363b058b8cd5447871a5efd88ba322b9ddd37","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":354,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-axe-beak":{"articleId":"import-xmm-giant-axe-beak","title":"Giant Axe Beak","label":"2024 revised rules · Monster Manual (2025), p. 24","classification":"Huge monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"84 (8d12 + 32)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +4"},{"name":"Habitat","description":"arctic, grassland, hill"},{"name":"Senses","description":"; Passive Perception 14"}],"abilities":[{"name":"Strength","score":21,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":19,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The axe beak makes one Sharpened Beak attack and one Talons attack.\n\n***Sharpened Beak.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 18 (2d12 + 5) Slashing damage, and a creature within 5 feet of the target (axe beak's choice) takes 6 (1d12) Slashing damage.\n\n***Talons.*** *Melee Attack Roll:* +8, reach 5 ft. *Hit:* 14 (2d8 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"978ea814b1a072e3cd9f38563371a046fdc550a1ca525c4bb470761e16e39252","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":24,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-badger":{"articleId":"import-xmm-giant-badger","title":"Giant Badger","label":"2024 revised rules · Monster Manual (2025), p. 354","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"15 (2d8 + 6)"},{"name":"Speed","description":"30 ft., burrow 10 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +3"},{"name":"Resistances","description":"poison"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 6 (2d4 + 1) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"fcb57215d6cb9d28f5381163c1b17591ad392846f3d49dc40d3e4ffd94be0b5e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":354,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-bat":{"articleId":"import-xmm-giant-bat","title":"Giant Bat","label":"2024 revised rules · Monster Manual (2025), p. 355","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"22 (4d10)"},{"name":"Speed","description":"10 ft., fly 60 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Habitat","description":"forest, mountain, underdark"},{"name":"Senses","description":"Blindsight 120 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c8fe8b08b7c0c529b817bb9b0c9558f5804e1cc02325683b1a3413d9a1438e61","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":355,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-boar":{"articleId":"import-xmm-giant-boar","title":"Giant Boar","label":"2024 revised rules · Monster Manual (2025), p. 355","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"42 (5d10 + 15)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Habitat","description":"forest, grassland, hill"},{"name":"Senses","description":"; Passive Perception 8"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+5"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":7,"modifier":"-2","save":"-2"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Bloodied Fury.*** The boar has Advantage on melee attack rolls while it is Bloodied."},{"heading":"Actions","body":"***Gore.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"34137fa2923cd93b5c7d75eb3fbfad50e6e372994b863f75ba2c9930f4387089","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":355,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-centipede":{"articleId":"import-xmm-giant-centipede","title":"Giant Centipede","label":"2024 revised rules · Monster Manual (2025), p. 355","classification":"Small beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"9 (2d6 + 2)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Habitat","description":"underdark, urban"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":5,"modifier":"-3","save":"-3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":7,"modifier":"-2","save":"-2"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede's next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"029c7b648e878d8a1e24c04f9514976b0b686de845063cb7e0c9fa9c1b49ed47","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":355,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-constrictor-snake":{"articleId":"import-xmm-giant-constrictor-snake","title":"Giant Constrictor Snake","label":"2024 revised rules · Monster Manual (2025), p. 355","classification":"Huge beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"60 (8d12 + 8)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +2"},{"name":"Habitat","description":"desert, forest, swamp, underwater"},{"name":"Senses","description":"Blindsight 10 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The snake makes one Bite attack and uses Constrict.\n\n***Bite.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 11 (2d6 + 4) Piercing damage.\n\n***Constrict.*** *Strength Saving Throw:* DC 14, one Large or smaller creature the snake can see within 10 feet. *Failure:* 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"375b486112c88f2ae3dbc95b14e82f6ff2e7dfd85ead875afab5619f2885ba8a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":355,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-crab":{"articleId":"import-xmm-giant-crab","title":"Giant Crab","label":"2024 revised rules · Monster Manual (2025), p. 356","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"13 (3d8)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Skills","description":"Stealth +3"},{"name":"Habitat","description":"coastal, underwater"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":9,"modifier":"-1","save":"-1"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The crab can breathe air and water."},{"heading":"Actions","body":"***Claw.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"585784635d692a3a1d80b67c31d736b421553225a702f588e68dac8659dd4775","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":356,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-crocodile":{"articleId":"import-xmm-giant-crocodile","title":"Giant Crocodile","label":"2024 revised rules · Monster Manual (2025), p. 356","classification":"Huge beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"85 (9d12 + 27)"},{"name":"Speed","description":"30 ft., swim 50 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Stealth +5"},{"name":"Habitat","description":"coastal, swamp"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":21,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":9,"modifier":"-1","save":"-1"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Hold Breath.*** The crocodile can hold its breath for 1 hour."},{"heading":"Actions","body":"***Multiattack.*** The crocodile makes one Bite attack and one Tail attack.\n\n***Bite.*** *Melee Attack Roll:* +8, reach 5 ft. *Hit:* 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). While Grappled, the target has the Restrained condition and can't be targeted by the crocodile's Tail.\n\n***Tail.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"43d664b3b9146d40b81008cb843b07d31b93d086f07d7060b87caf890f68c889","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":356,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-eagle":{"articleId":"import-xmm-giant-eagle","title":"Giant Eagle","label":"2024 revised rules · Monster Manual (2025), p. 356","classification":"Large celestial, Neutral Good","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"26 (4d10 + 4)"},{"name":"Speed","description":"10 ft., fly 80 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +6"},{"name":"Resistances","description":"necrotic, radiant"},{"name":"Languages","description":"Celestial; understands Common and Primordial (Auran) but can't speak them"},{"name":"Habitat","description":"coastal, grassland, hill, mountain"},{"name":"Senses","description":"; Passive Perception 16"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The eagle makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0eaadc853f5f3e7f6205a8e3e1903103d1883afec3b8c9c5aba9f6416d83c849","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":356,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-elk":{"articleId":"import-xmm-giant-elk","title":"Giant Elk","label":"2024 revised rules · Monster Manual (2025), p. 356","classification":"Huge celestial, Neutral Good","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative","description":"+6 (16)"},{"name":"HP","description":"42 (5d12 + 10)"},{"name":"Speed","description":"60 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +4"},{"name":"Resistances","description":"necrotic, radiant"},{"name":"Languages","description":"Celestial; understands Common, Elvish, and Sylvan but can't speak them"},{"name":"Habitat","description":"forest, grassland, hill"},{"name":"Senses","description":"Darkvision 90 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+6"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+6"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Ram.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2df2585bc53e24a72fb21871c960885e4af34bff551bdc22ae2b600d479cf48e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":356,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-fire-beetle":{"articleId":"import-xmm-giant-fire-beetle","title":"Giant Fire Beetle","label":"2024 revised rules · Monster Manual (2025), p. 357","classification":"Small beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"4 (1d6 + 1)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Resistances","description":"fire"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":7,"modifier":"-2","save":"-2"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Illumination.*** The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +1, reach 5 ft. *Hit:* 1 Fire damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"89c49ffbac87676218633dae8c0d911dd0af40749bafd01ef061c1f5680be300","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":357,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-frog":{"articleId":"import-xmm-giant-frog","title":"Giant Frog","label":"2024 revised rules · Monster Manual (2025), p. 357","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"18 (4d8)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +2, Stealth +4"},{"name":"Habitat","description":"forest, swamp"},{"name":"Senses","description":"Darkvision 30 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The frog can breathe air and water.\n\n***Standing Leap.*** The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11).\n\n***Swallow.*** The frog swallows a Small or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can't use Bite, and if the frog dies, the swallowed target is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition.\n\nAt the end of the frog's next turn, the swallowed target takes 5 (2d4) Acid damage. If that damage doesn't kill it, the frog disgorges it, causing it to exit Prone."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"96301e1ad6e46c738c62c819b0fd6709e2bfc7011f18b1d514de9e7b535e8f50","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":357,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-goat":{"articleId":"import-xmm-giant-goat","title":"Giant Goat","label":"2024 revised rules · Monster Manual (2025), p. 357","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"19 (3d10 + 3)"},{"name":"Speed","description":"40 ft., climb 30 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Perception +3"},{"name":"Habitat","description":"grassland, hill, mountain"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+5"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Ram.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"191b1192afcd0a2e8a3223271880bd6a8a562cf0ea3a7f5fb948290283ddb329","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":357,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-hyena":{"articleId":"import-xmm-giant-hyena","title":"Giant Hyena","label":"2024 revised rules · Monster Manual (2025), p. 357","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"45 (6d10 + 12)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +3"},{"name":"Habitat","description":"desert, forest, grassland, hill"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 10 (2d6 + 3) Piercing damage."},{"heading":"Bonus Actions","body":"***Rampage (1/Day).*** Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e6766c25f91931fcb55eea932829a13ec9c3129b734b4bb4aa9432029f8dc303","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":357,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-lizard":{"articleId":"import-xmm-giant-lizard","title":"Giant Lizard","label":"2024 revised rules · Monster Manual (2025), p. 358","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"19 (3d10 + 3)"},{"name":"Speed","description":"40 ft., climb 40 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Habitat","description":"coastal, desert, forest, swamp, underdark"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+3"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Spider Climb.*** The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 6 (1d8 + 2) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"bd2932d4920ffd46c7f0c7746c2ab7f6c062f9f57e9acdd3f0c708fdb9e3dfe7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":358,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-octopus":{"articleId":"import-xmm-giant-octopus","title":"Giant Octopus","label":"2024 revised rules · Monster Manual (2025), p. 358","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"45 (7d10 + 7)"},{"name":"Speed","description":"10 ft., swim 60 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +4, Stealth +5"},{"name":"Habitat","description":"underwater"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Water Breathing.*** The octopus can breathe only underwater. It can hold its breath for 1 hour outside water."},{"heading":"Actions","body":"***Tentacles.*** *Melee Attack Roll:* +5, reach 10 ft. *Hit:* 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition."},{"heading":"Reactions","body":"***Ink Cloud (1/Day).*** Trigger: The octopus takes damage while underwater. _Response:_ The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"39e554caccfb0b4e56a21736a4b1ad54ac9ba5d363f724e7e6401306e88eb46a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":358,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-owl":{"articleId":"import-xmm-giant-owl","title":"Giant Owl","label":"2024 revised rules · Monster Manual (2025), p. 358","classification":"Large celestial, Neutral","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"19 (3d10 + 3)"},{"name":"Speed","description":"5 ft., fly 60 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +6, Stealth +6"},{"name":"Resistances","description":"necrotic, radiant"},{"name":"Languages","description":"Celestial; understands Common, Elvish, and Sylvan but can't speak them"},{"name":"Habitat","description":"arctic, forest, hill"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+4"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Flyby.*** The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."},{"heading":"Actions","body":"***Talons.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 7 (1d10 + 2) Slashing damage.\n\n***Spellcasting.*** The owl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:\n\n**At will:** Detect Evil and Good, Detect Magic\n\n**1/day:** Clairvoyance"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"917fcf141528894c2aa6245c038787655d44e92d060a3576114347782ca6e6fc","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":358,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-rat":{"articleId":"import-xmm-giant-rat","title":"Giant Rat","label":"2024 revised rules · Monster Manual (2025), p. 358","classification":"Small beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"7 (2d6)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Skills","description":"Perception +2"},{"name":"Habitat","description":"forest, swamp, underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":7,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+5"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The rat has Advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 feet. *Hit:* 5 (1d4 + 3) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1876e2d3fb08ac7071c2fb8ddedfc1c6eba71611277b3017211fe6842396f922","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":358,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-scorpion":{"articleId":"import-xmm-giant-scorpion","title":"Giant Scorpion","label":"2024 revised rules · Monster Manual (2025), p. 359","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"52 (7d10 + 14)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Habitat","description":"desert"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":9,"modifier":"-1","save":"-1"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The scorpion makes two Claw attacks and one Sting attack.\n\n***Claw.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.\n\n***Sting.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Piercing damage plus 11 (2d10) Poison damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"40b55f4e7d31cda57e383356f7a5649ce299dd7ca45a57684626f13879327a6c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":359,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-seahorse":{"articleId":"import-xmm-giant-seahorse","title":"Giant Seahorse","label":"2024 revised rules · Monster Manual (2025), p. 359","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"16 (3d10)"},{"name":"Speed","description":"5 ft., swim 40 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Habitat","description":"underwater"},{"name":"Senses","description":"; Passive Perception 11"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Water Breathing.*** The seahorse can breathe only underwater."},{"heading":"Actions","body":"***Ram.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit."},{"heading":"Bonus Actions","body":"***Bubble Dash.*** While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e3fb64735c550d1d3e5aa4f40c8f628c2bdec04980be5f7534d7726f427085fe","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":359,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-shark":{"articleId":"import-xmm-giant-shark","title":"Giant Shark","label":"2024 revised rules · Monster Manual (2025), p. 359","classification":"Huge beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"92 (8d12 + 40)"},{"name":"Speed","description":"5 ft., swim 60 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +3"},{"name":"Habitat","description":"underwater"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":21,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Water Breathing.*** The shark can breathe only underwater."},{"heading":"Actions","body":"***Multiattack.*** The shark makes two Bite attacks.\n\n***Bite.*** *Melee Attack Roll:* +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. *Hit:* 22 (3d10 + 6) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"fbdc3822c6fd15036cbeed39c1ce12f758c60a3ca2e096b21717ddc3c7f61e03","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":359,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-spider":{"articleId":"import-xmm-giant-spider","title":"Giant Spider","label":"2024 revised rules · Monster Manual (2025), p. 359","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"26 (4d10 + 4)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +4, Stealth +7"},{"name":"Habitat","description":"desert, forest, swamp, underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Spider Climb.*** The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\n***Web Walker.*** The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.\n\n***Web (Recharge 5-6).*** *Dexterity Saving Throw:* DC 13, one creature the spider can see within 60 feet. *Failure:* The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a5c9b2d5a35739ea16df0c7849c736623139e268216340c2a77f7a1395a8b1a1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":359,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-squid":{"articleId":"import-xmm-giant-squid","title":"Giant Squid","label":"2024 revised rules · Monster Manual (2025), p. 360","classification":"Huge beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"120 (16d12 + 16)"},{"name":"Speed","description":"5 ft., swim 80 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Perception +6"},{"name":"Habitat","description":"underwater"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+9"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+5"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Water Breathing.*** The squid can breathe only underwater."},{"heading":"Actions","body":"***Multiattack.*** The squid makes one Bite attack and one Tentacle attack.\n\n***Bite.*** *Melee Attack Roll:* +9, reach 5 ft. *Hit:* 28 (4d10 + 6) Piercing damage.\n\n***Tentacle.*** *Melee Attack Roll:* +9, reach 15 ft. *Hit:* 19 (3d8 + 6) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 16) from one of two tentacles, and the squid can pull the target up to 10 feet straight toward itself."},{"heading":"Reactions","body":"***Ink Cloud (1/Day).*** Trigger: The squid takes damage while underwater. _Response:_ The squid releases ink that fills a 15-foot Cube centered on itself, and the squid moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"286e5ca0764ea4bea6d8626beb40dd3f57f0742d6721d0f168c24dca4645eced","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":360,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-toad":{"articleId":"import-xmm-giant-toad","title":"Giant Toad","label":"2024 revised rules · Monster Manual (2025), p. 360","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"39 (6d10 + 6)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Habitat","description":"coastal, forest, swamp, underdark"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The toad can breathe air and water.\n\n***Standing Leap.*** The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12).\n\n***Swallow.*** The toad swallows a Medium or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6) Acid damage at the end of each of the toad's turns. The toad can have only one target swallowed at a time, and it can't use Bite while it has a swallowed target. If the toad dies, a swallowed creature is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c7625608634bd0c11450f8a9f3d9b4bdd522b4f294beef42ebc05573b496f80c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":360,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-venomous-snake":{"articleId":"import-xmm-giant-venomous-snake","title":"Giant Venomous Snake","label":"2024 revised rules · Monster Manual (2025), p. 361","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+4 (14)"},{"name":"HP","description":"11 (2d8 + 2)"},{"name":"Speed","description":"40 ft., swim 40 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +2"},{"name":"Habitat","description":"coastal, desert, forest, grassland, hill, swamp"},{"name":"Senses","description":"Blindsight 10 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+4"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0ba02e1ab0038b109d54329138190792a7cd657309bfe06aee8794554ae72012","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":361,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-vulture":{"articleId":"import-xmm-giant-vulture","title":"Giant Vulture","label":"2024 revised rules · Monster Manual (2025), p. 361","classification":"Large monstrosity, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"10"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"25 (3d10 + 9)"},{"name":"Speed","description":"10 ft., fly 60 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +3"},{"name":"Resistances","description":"necrotic"},{"name":"Languages","description":"understands Common but can't speak"},{"name":"Habitat","description":"desert, grassland, hill"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Gouge.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition until the end of its next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"740b99f22446de598c04c1da38169905457d706337a2f307f8482db8f9201c78","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":361,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-wasp":{"articleId":"import-xmm-giant-wasp","title":"Giant Wasp","label":"2024 revised rules · Monster Manual (2025), p. 361","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"22 (5d8)"},{"name":"Speed","description":"10 ft., fly 50 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Habitat","description":"forest, grassland, urban"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Flyby.*** The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."},{"heading":"Actions","body":"***Sting.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7d091314c6d9ba666880f4fe792e5849e0e95fed0459479f6b632e3d657052aa","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":361,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-weasel":{"articleId":"import-xmm-giant-weasel","title":"Giant Weasel","label":"2024 revised rules · Monster Manual (2025), p. 361","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"9 (2d8)"},{"name":"Speed","description":"40 ft., climb 30 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Skills","description":"Acrobatics +5, Perception +3, Stealth +5"},{"name":"Habitat","description":"forest, grassland, hill"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":11,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":4,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 5 (1d4 + 3) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0d4f189da9de129f33c2afcea8370a7907903e3deb20ed948dcaa5019a3dbb6c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":361,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-giant-wolf-spider":{"articleId":"import-xmm-giant-wolf-spider","title":"Giant Wolf Spider","label":"2024 revised rules · Monster Manual (2025), p. 362","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"11 (2d8 + 2)"},{"name":"Speed","description":"40 ft., climb 40 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +3, Stealth +7"},{"name":"Habitat","description":"coastal, desert, forest, grassland, hill"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Spider Climb.*** The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b5a89ac84756570568fdf76a8d4cb5596952ffff4606dd0c81b4552174fe60d7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":362,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-gibbering-mouther":{"articleId":"import-xmm-gibbering-mouther","title":"Gibbering Mouther","label":"2024 revised rules · Monster Manual (2025), p. 133","classification":"Medium aberration, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"9"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"52 (7d8 + 21)"},{"name":"Speed","description":"20 ft., swim 20 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Condition Immunities","description":"prone"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Aberrant Ground.*** The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain.\n\n***Gibbering.*** The mouther babbles incoherently while it doesn't have the Incapacitated condition. *Wisdom Saving Throw:* DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. *Failure:* The target rolls 1d8 to determine what it does during the current turn:\n\n- **1-4.** The target does nothing.  \n- **5-6.** The target takes no action or Bonus Action and uses all its movement to move in a random direction.  \n- **7-8.** The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind.\n\n***Blinding Spittle (Recharge 5-6).*** *Dexterity Saving Throw:* DC 10, each creature in a 10-foot-radius Sphere centered on a point within 30 feet. *Failure:* 7 (2d6) Radiant damage, and the target has the Blinded condition until the end of the mouther's next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"fdcf028d2f33b941e569156b39f1d58617fd99c03d235701fe21a2ca96805f30","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":133,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-githyanki-dracomancer":{"articleId":"import-xmm-githyanki-dracomancer","title":"Githyanki Dracomancer","label":"2024 revised rules · Monster Manual (2025), p. 135","classification":"Medium aberration (gith), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+8 (18)"},{"name":"HP","description":"255 (30d8 + 120)"},{"name":"Speed","description":"30 ft., fly 30 ft. (hover)"},{"name":"CR","description":"16; PB +5"},{"name":"XP (derived from CR)","description":"15000"},{"name":"Skills","description":"Arcana +10, Perception +8"},{"name":"Languages","description":"Common, Draconic, Gith"},{"name":"Habitat","description":"planar, astral"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 18"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+8"},{"name":"Constitution","score":18,"modifier":"+4","save":"+9"},{"name":"Intelligence","score":20,"modifier":"+5","save":"+10"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+8"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The githyanki makes three Draconic Strike attacks.\n\n***Draconic Strike.*** *Melee  or Ranged Attack Roll:* +10, reach 10 ft. or range 120 ft. *Hit:* 12 (2d6 + 5) Slashing damage plus 17 (5d6) Fire damage, and the target has the Frightened condition until the start of the githyanki's next turn.\n\n***Conjured Dragon's Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 18, each creature in a 90-foot Cone. *Failure:* 27 (6d8) Fire damage plus 27 (6d8) Force damage. *Success:* Half damage.\n\n***Spellcasting.*** The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):\n\n**At will:** Mage Hand (the hand is Invisible)\n\n**2/day each:** Nondetection (self only), Plane Shift, Tongues"},{"heading":"Bonus Actions","body":"***Misty Step (3/Day).*** The githyanki casts Misty Step, requiring no spell components and using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"165aea7adc5023981e7c2d65ea7ebedc8ac2d7f56fd7ad9987cb4c61f92c52b5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":135,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-githyanki-knight":{"articleId":"import-xmm-githyanki-knight","title":"Githyanki Knight","label":"2024 revised rules · Monster Manual (2025), p. 135","classification":"Medium aberration (gith), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"117 (18d8 + 36)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Languages","description":"Common, Gith"},{"name":"Gear","description":"plate armor"},{"name":"Habitat","description":"planar, astral"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"; Passive Perception 12"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":15,"modifier":"+2","save":"+5"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+5"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+5"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The githyanki makes three Silver Sword attacks. It can replace one attack with a use of Spellcasting to cast Telekinesis if available.\n\n***Silver Sword.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 10 (2d6 + 3) Slashing damage plus 14 (4d6) Psychic damage. Critical *Hit:* If the target is in an astral body (as with the Astral Projection spell), the githyanki can cut the silvery cord that tethers the target to its material body instead of dealing damage.\n\n***Spellcasting.*** The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):\n\n**At will:** Mage Hand (the hand is Invisible)\n\n**2/day each:** Nondetection (self only), Tongues\n\n**1/day each:** Plane Shift, Telekinesis"},{"heading":"Bonus Actions","body":"***Misty Step (2/Day).*** The githyanki casts Misty Step, requiring no spell components and using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2cc9563b45fbf1a82cd1fbd7368e6cc9b26da5bfa3c3db434a104ec2bdcf4035","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":135,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-githyanki-warrior":{"articleId":"import-xmm-githyanki-warrior","title":"Githyanki Warrior","label":"2024 revised rules · Monster Manual (2025), p. 134","classification":"Medium aberration (gith), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"49 (9d8 + 9)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Languages","description":"Common, Gith"},{"name":"Gear","description":"half plate armor"},{"name":"Habitat","description":"planar, astral"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"; Passive Perception 11"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+3"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+3"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+3"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The githyanki makes two Psi Blade attacks.\n\n***Psi Blade.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 9 (2d6 + 2) Slashing damage plus 7 (2d6) Psychic damage.\n\n***Spellcasting.*** The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:\n\n**At will:** Mage Hand (the hand is Invisible)\n\n**2/day:** Nondetection (self only)"},{"heading":"Bonus Actions","body":"***Misty Step (2/Day).*** The githyanki casts Misty Step, requiring no spell components and using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"82d2e69626d1d18e62857f26c92cd8c7d505b4b21060e9e099be00c1b10f6491","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":134,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-githzerai-monk":{"articleId":"import-xmm-githzerai-monk","title":"Githzerai Monk","label":"2024 revised rules · Monster Manual (2025), p. 136","classification":"Medium aberration (gith), Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"38 (7d8 + 7)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Insight +4, Perception +4"},{"name":"Languages","description":"Common, Gith"},{"name":"Habitat","description":"planar, limbo"},{"name":"Treasure","description":"arcana, individual"},{"name":"Senses","description":"; Passive Perception 14"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+3"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+4"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+3"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+4"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The githzerai makes two Psi Strike attacks.\n\n***Psi Strike.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 6 (1d8 + 2) Bludgeoning damage plus 9 (2d8) Psychic damage.\n\n***Spellcasting.*** The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:\n\n**At will:** Mage Hand (the hand is Invisible)\n\n**1/day:** See Invisibility"},{"heading":"Bonus Actions","body":"***Psi-Powered Leap (2/Day).*** The githzerai casts Jump, requiring no spell components and using the same spellcasting ability as Spellcasting."},{"heading":"Reactions","body":"***Psionic Defense (2/Day).*** The githzerai casts Feather Fall or Shield in response to the spell's trigger, requiring no spell components and using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"bba7bd502d4f6e984f40e903b0397d353d823b7fdf4d79606b2801b93892b348","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":136,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-githzerai-psion":{"articleId":"import-xmm-githzerai-psion","title":"Githzerai Psion","label":"2024 revised rules · Monster Manual (2025), p. 137","classification":"Medium aberration (gith), Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+8 (18)"},{"name":"HP","description":"169 (26d8 + 52)"},{"name":"Speed","description":"40 ft., fly 40 ft. (hover)"},{"name":"CR","description":"12; PB +4"},{"name":"XP (derived from CR)","description":"8400"},{"name":"Skills","description":"Arcana +8, Insight +8, Perception +8"},{"name":"Languages","description":"Common, Gith"},{"name":"Habitat","description":"planar, limbo"},{"name":"Treasure","description":"arcana, individual"},{"name":"Senses","description":"; Passive Perception 18"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+5"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+8"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":19,"modifier":"+4","save":"+8"},{"name":"Wisdom","score":18,"modifier":"+4","save":"+8"},{"name":"Charisma","score":14,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The githzerai makes three Psychic Warp attacks.\n\n***Psychic Warp.*** *Melee  or Ranged Attack Roll:* +8, reach 5 ft. or range 120 ft. *Hit:* 26 (4d10 + 4) Psychic damage, and the target has the githzerai's choice of (A) the Charmed condition until the start of the githzerai's next turn or (B) the Prone condition, provided the target is a Large or smaller creature.\n\n***Spellcasting.*** The githzerai casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):\n\n**At will:** Mage Hand (the hand is Invisible)\n\n**1/day each:** Plane Shift, See Invisibility"},{"heading":"Reactions","body":"***Psionic Defense.*** The githzerai casts Feather Fall or Shield in response to the spell's trigger, requiring no spell components and using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0e2f8bf4ba4719292bd0f3ea02c07f24e5f64cfa42419eb63c8c81fe8fed61fc","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":137,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-githzerai-zerth":{"articleId":"import-xmm-githzerai-zerth","title":"Githzerai Zerth","label":"2024 revised rules · Monster Manual (2025), p. 137","classification":"Medium aberration (gith), Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+7 (17)"},{"name":"HP","description":"84 (13d8 + 26)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Arcana +6, Insight +6, Perception +6"},{"name":"Languages","description":"Common, Gith"},{"name":"Habitat","description":"planar, limbo"},{"name":"Treasure","description":"arcana, individual"},{"name":"Senses","description":"; Passive Perception 16"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+4"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+7"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+6"},{"name":"Wisdom","score":17,"modifier":"+3","save":"+6"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The githzerai makes two Psi Strike attacks.\n\n***Psi Strike.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 11 (2d6 + 4) Bludgeoning damage plus 13 (3d8) Psychic damage.\n\n***Spellcasting.*** The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 14):\n\n**At will:** Mage Hand (the hand is Invisible)\n\n**1/day each:** Phantasmal Killer (level 6 version), Plane Shift, See Invisibility"},{"heading":"Bonus Actions","body":"***Psi-Powered Leap (2/Day).*** The githzerai casts Jump, requiring no spell components and using the same spellcasting ability as Spellcasting."},{"heading":"Reactions","body":"***Psionic Defense (2/Day).*** The githzerai casts Feather Fall or Shield in response to the spell's trigger, requiring no spell components and using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1403a3075509d8cb62c4de198f80eac31aae05dc3ef6e427044afd1b82fe549d","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":137,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-glabrezu":{"articleId":"import-xmm-glabrezu","title":"Glabrezu","label":"2024 revised rules · Monster Manual (2025), p. 138","classification":"Large fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+6 (16)"},{"name":"HP","description":"189 (18d10 + 90)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"9; PB +4"},{"name":"XP (derived from CR)","description":"5000"},{"name":"Skills","description":"Deception +7, Perception +7"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal; telepathy 120 ft."},{"name":"Habitat","description":"planar, abyss"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+9"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":21,"modifier":"+5","save":"+9"},{"name":"Intelligence","score":19,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":17,"modifier":"+3","save":"+7"},{"name":"Charisma","score":16,"modifier":"+3","save":"+7"}],"sections":[{"heading":"Traits","body":"***Demonic Restoration.*** If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.\n\n***Magic Resistance.*** The glabrezu has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting.\n\n***Pincer.*** *Melee Attack Roll:* +9, reach 10 ft. *Hit:* 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers.\n\n***Pummel.*** *Dexterity Saving Throw:* DC 17, one creature Grappled by the glabrezu. *Failure:* 15 (3d6 + 5) Bludgeoning damage. *Success:* Half damage.\n\n***Spellcasting.*** The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):\n\n**At will:** Darkness, Detect Magic, Dispel Magic\n\n**1/day each:** Confusion, Fly, Power Word Stun"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"185d1575289516f723d593c0f06de541c169fbf6bce6cc02a3b8fc40de89ecd9","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":138,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-gnoll-demoniac":{"articleId":"import-xmm-gnoll-demoniac","title":"Gnoll Demoniac","label":"2024 revised rules · Monster Manual (2025), p. 141","classification":"Medium fiend, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"135 (18d8 + 54)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Skills","description":"Perception +5"},{"name":"Languages","description":"Abyssal, Common, Gnoll"},{"name":"Habitat","description":"desert, forest, grassland, hill"},{"name":"Treasure","description":"armaments, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+6"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":17,"modifier":"+3","save":"+6"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+5"},{"name":"Charisma","score":17,"modifier":"+3","save":"+6"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The gnoll makes two Abyssal Strike attacks.\n\n***Abyssal Strike.*** *Melee  or Ranged Attack Roll:* +6, reach 5 ft. or range 60 ft. *Hit:* 20 (5d6 + 3) Poison damage.\n\n***Hunger of Yeenoghu (Recharge 5-6).*** The gnoll conjures a 30-foot Cube of magical Darkness originating from a point it can see within 60 feet, which lasts for 1 minute or until the gnoll's Concentration ends on it. This area is Difficult Terrain. *Dexterity Saving Throw:* DC 14, any creature that starts its turn in this area or enters it for the first time on a turn. *Failure:* 28 (8d6) Necrotic damage, and the gnoll or a creature of its choice it can see gains 10 Temporary Hit Points. *Success:* Half damage only."},{"heading":"Bonus Actions","body":"***Rampage (2/Day).*** Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Abyssal Strike attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0d736b97953561d184a7698aeb0e2c11a0c1d8768de978bcb8bbc7d1a4b35fe1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":141,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-gnoll-fang-of-yeenoghu":{"articleId":"import-xmm-gnoll-fang-of-yeenoghu","title":"Gnoll Fang of Yeenoghu","label":"2024 revised rules · Monster Manual (2025), p. 141","classification":"Medium fiend, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"71 (11d8 + 22)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Languages","description":"Abyssal, Gnoll"},{"name":"Habitat","description":"desert, forest, grassland, hill"},{"name":"Treasure","description":"armaments, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":15,"modifier":"+2","save":"+4"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+2"},{"name":"Charisma","score":13,"modifier":"+1","save":"+3"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The gnoll makes one Bite attack and two Bone Flail attacks.\n\n***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage, and the target has the Poisoned condition until the start of the gnoll's next turn.\n\n***Bone Flail.*** *Melee Attack Roll:* +5, reach 10 ft. *Hit:* 7 (1d8 + 3) Piercing damage."},{"heading":"Bonus Actions","body":"***Rampage (2/Day).*** Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Bite attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"880ccd6563f3330c387b39f189efb8439eb64ae78590ed18096bb42dbde2ea2a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":141,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-gnoll-pack-lord":{"articleId":"import-xmm-gnoll-pack-lord","title":"Gnoll Pack Lord","label":"2024 revised rules · Monster Manual (2025), p. 140","classification":"Medium fiend, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"49 (9d8 + 9)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Languages","description":"Gnoll"},{"name":"Habitat","description":"desert, forest, grassland, hill"},{"name":"Treasure","description":"armaments, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The gnoll makes two attacks, using Bone Whip or Bone Javelin in any combination, and it uses Incite Rampage if available.\n\n***Bone Whip.*** *Melee Attack Roll:* +5, reach 10 ft. *Hit:* 8 (2d4 + 3) Slashing damage.\n\n***Bone Javelin.*** *Ranged Attack Roll:* +5, range 30/120 ft. *Hit:* 7 (1d8 + 3) Piercing damage.\n\n***Incite Rampage (Recharge 5-6).*** The gnoll targets another creature it can see within 60 feet of itself that has the Rampage Bonus Action. The target can take a Reaction to make one melee attack."},{"heading":"Bonus Actions","body":"***Rampage (2/Day).*** Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Bone Whip attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e7dc9737c5652c897473a4b58323ca185797df4330ecacc2384c3618ce61eb55","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":140,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-gnoll-warrior":{"articleId":"import-xmm-gnoll-warrior","title":"Gnoll Warrior","label":"2024 revised rules · Monster Manual (2025), p. 140","classification":"Medium fiend, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"27 (6d8)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Languages","description":"Gnoll"},{"name":"Habitat","description":"desert, forest, grassland, hill"},{"name":"Treasure","description":"armaments, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Rend.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Piercing damage.\n\n***Bone Bow.*** *Ranged Attack Roll:* +3, range 150/600 ft. *Hit:* 6 (1d10 + 1) Piercing damage."},{"heading":"Bonus Actions","body":"***Rampage (1/Day).*** Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"d6c23ba9afef670f070bfda5758beecb8314e1052b7cec4e7b3bed3813e88677","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":140,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-goat":{"articleId":"import-xmm-goat","title":"Goat","label":"2024 revised rules · Monster Manual (2025), p. 362","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"10"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"4 (1d8)"},{"name":"Speed","description":"40 ft., climb 30 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +2"},{"name":"Habitat","description":"grassland, hill, mountain, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":11,"modifier":"+0","save":"+2"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Ram.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"409877533c96d6937dd9b732e5dc46b4e018dad097a7028228f365014f12b116","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":362,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-goblin-boss":{"articleId":"import-xmm-goblin-boss","title":"Goblin Boss","label":"2024 revised rules · Monster Manual (2025), p. 143","classification":"Small fey (goblinoid), Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"21 (6d6)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Stealth +6"},{"name":"Languages","description":"Common, Goblin"},{"name":"Gear","description":"chain shirt, scimitar, shield, shortbow"},{"name":"Habitat","description":"forest, grassland, hill, planar, acheron, planar, feywild, underdark"},{"name":"Treasure","description":"implements, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The goblin makes two attacks, using Scimitar or Shortbow in any combination.\n\n***Scimitar.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.\n\n***Shortbow.*** *Ranged Attack Roll:* +4, range 80/320 ft. *Hit:* 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage."},{"heading":"Bonus Actions","body":"***Nimble Escape.*** The goblin takes the Disengage or Hide action."},{"heading":"Reactions","body":"***Redirect Attack.*** Trigger: A creature the goblin can see makes an attack roll against it. _Response:_ The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"552a85414979fd8513cc6317774cb07749b278c1b811cc3c966a3e415ebbd3a3","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":143,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-goblin-hexer":{"articleId":"import-xmm-goblin-hexer","title":"Goblin Hexer","label":"2024 revised rules · Monster Manual (2025), p. 143","classification":"Small fey (goblinoid), Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"45 (10d6 + 10)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Sleight of Hand +5, Stealth +7"},{"name":"Languages","description":"Common, Goblin"},{"name":"Habitat","description":"forest, grassland, hill, planar, acheron, planar, feywild, underdark"},{"name":"Treasure","description":"implements, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The goblin makes two Hex Stick attacks. It can replace one attack with a use of Spellcasting.\n\n***Hex Stick.*** *Melee  or Ranged Attack Roll:* +5, reach 5 ft. or range 60 ft. *Hit:* 12 (2d8 + 3) Psychic damage.\n\n***Spellcasting.*** The goblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):\n\n**At will:** Minor Illusion\n\n**1/day each:** Blindness/Deafness, Faerie Fire, Grease"},{"heading":"Reactions","body":"***Jinx.*** Trigger: A creature the goblin can see hits it with an attack roll. _Response—_*Wisdom Saving Throw:* DC 13, the triggering creature. *Failure:* The attack misses instead."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a269a19ef8d81576c4d53f15063226bd1d7e599009bfa3d9c209f119221bc826","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":143,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-goblin-minion":{"articleId":"import-xmm-goblin-minion","title":"Goblin Minion","label":"2024 revised rules · Monster Manual (2025), p. 142","classification":"Small fey (goblinoid), Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"7 (2d6)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Skills","description":"Stealth +6"},{"name":"Languages","description":"Common, Goblin"},{"name":"Gear","description":"three daggers"},{"name":"Habitat","description":"forest, grassland, hill, planar, acheron, planar, feywild, underdark"},{"name":"Treasure","description":"implements, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Dagger.*** *Melee  or Ranged Attack Roll:* +4, reach 5 ft. or range 20/60 ft. *Hit:* 4 (1d4 + 2) Piercing damage."},{"heading":"Bonus Actions","body":"***Nimble Escape.*** The goblin takes the Disengage or Hide action."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f2016034485f8106d60079bdb47de6d0e6e341b1f367202aa824cc096cb29f71","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":142,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-goblin-warrior":{"articleId":"import-xmm-goblin-warrior","title":"Goblin Warrior","label":"2024 revised rules · Monster Manual (2025), p. 142","classification":"Small fey (goblinoid), Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"10 (3d6)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Stealth +6"},{"name":"Languages","description":"Common, Goblin"},{"name":"Gear","description":"leather armor, scimitar, shield, shortbow"},{"name":"Habitat","description":"forest, grassland, hill, planar, acheron, planar, feywild, underdark"},{"name":"Treasure","description":"implements, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Scimitar.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.\n\n***Shortbow.*** *Ranged Attack Roll:* +4, range 80/320 ft. *Hit:* 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage."},{"heading":"Bonus Actions","body":"***Nimble Escape.*** The goblin takes the Disengage or Hide action."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"d38a3dd626dc042707b0e06f2bf97af71dec98281f60adc9a95d85d64795f39c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":142,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-gold-dragon-wyrmling":{"articleId":"import-xmm-gold-dragon-wyrmling","title":"Gold Dragon Wyrmling","label":"2024 revised rules · Monster Manual (2025), p. 144","classification":"Medium dragon (metallic), Lawful Good","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"60 (8d8 + 24)"},{"name":"Speed","description":"30 ft., fly 60 ft., swim 30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +4, Stealth +4"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Draconic"},{"name":"Habitat","description":"forest, grassland"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+4"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+2"},{"name":"Charisma","score":16,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 9 (1d10 + 4) Slashing damage.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 13, each creature in a 15-foot Cone. *Failure:* 22 (4d10) Fire damage. *Success:* Half damage.\n\n***Weakening Breath.*** *Strength Saving Throw:* DC 13, each creature that isn't currently affected by this breath in a 15-foot Cone. *Failure:* The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"d9b0111c31fda6f86d4b74efdd06f30a396bcec9aaaf42a60c59ed54ad0fefda","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":144,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-gorgon":{"articleId":"import-xmm-gorgon","title":"Gorgon","label":"2024 revised rules · Monster Manual (2025), p. 148","classification":"Large construct, Unaligned","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"114 (12d10 + 48)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +7"},{"name":"Condition Immunities","description":"exhaustion, petrified"},{"name":"Habitat","description":"forest, grassland, hill"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Gore.*** *Melee Attack Roll:* +8, reach 5 ft. *Hit:* 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.\n\n***Petrifying Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 15, each creature in a 30-foot Cone. *1St Failure:* The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. *2Nd Failure:* The target has the Petrified condition instead of the Restrained condition."},{"heading":"Bonus Actions","body":"***Trample.*** *Dexterity Saving Throw:* DC 16, one creature within 5 feet that has the Prone condition. *Failure:* 16 (2d10 + 5) Bludgeoning damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2efb93f5e0431916f6a67e79a189f7bc58df65cb8013b48d30c6501aa292d574","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":148,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-goristro":{"articleId":"import-xmm-goristro","title":"Goristro","label":"2024 revised rules · Monster Manual (2025), p. 150","classification":"Huge fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative","description":"+6 (16)"},{"name":"HP","description":"310 (23d12 + 161)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"17; PB +6"},{"name":"XP (derived from CR)","description":"18000"},{"name":"Skills","description":"Perception +7, Survival +7"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal"},{"name":"Habitat","description":"planar, abyss"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":25,"modifier":"+7","save":"+13"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+6"},{"name":"Constitution","score":25,"modifier":"+7","save":"+13"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+7"},{"name":"Charisma","score":14,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Demonic Restoration.*** If the goristro dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.\n\n***Magic Resistance.*** The goristro has Advantage on saving throws against spells and other magical effects.\n\n***Siege Monster.*** The goristro deals double damage to objects and structures."},{"heading":"Actions","body":"***Multiattack.*** The goristro makes one Brutal Gore attack and two Slam attacks.\n\n***Brutal Gore.*** *Melee Attack Roll:* +13, reach 10 ft. *Hit:* 40 (6d10 + 7) Piercing damage. If the target is a Huge or smaller creature, it is pushed up to 20 feet straight away from the goristro and has the Prone condition.\n\n***Slam.*** *Melee Attack Roll:* +13, reach 10 ft. *Hit:* 29 (4d10 + 7) Bludgeoning damage."},{"heading":"Bonus Actions","body":"***Charge.*** The goristro moves up to half its Speed straight toward an enemy it can see."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b41c4a33fcf83638db00740e39637309ca566c551927558a527cd12bcc4a9497","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":150,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-graveyard-revenant":{"articleId":"import-xmm-graveyard-revenant","title":"Graveyard Revenant","label":"2024 revised rules · Monster Manual (2025), p. 260","classification":"Huge undead, Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"161 (14d12 + 70)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Resistances","description":"necrotic, psychic"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious"},{"name":"Languages","description":"Common plus two other languages"},{"name":"Habitat","description":"forest, swamp, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+8"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":20,"modifier":"+5","save":"+8"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+6"},{"name":"Charisma","score":18,"modifier":"+4","save":"+7"}],"sections":[{"heading":"Traits","body":"***Undead Restoration.*** If the revenant dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another group of corpses elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit Points."},{"heading":"Actions","body":"***Multiattack.*** The revenant makes two Suffocate attacks.\n\n***Suffocate.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 10 (1d10 + 5) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). Until the grapple ends, the target is suffocating. The revenant can have up to two targets Grappled in this way at a time.\n\n***Haunting Glare (Recharge 5-6).*** *Wisdom Saving Throw:* DC 15, each creature in a 30-foot Emanation originating from the revenant. *Failure:* The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4e9fe74665782ef232acb92a2579252675c43c7668b6a79c717ab102cf17f5f1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":260,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-gray-ooze":{"articleId":"import-xmm-gray-ooze","title":"Gray Ooze","label":"2024 revised rules · Monster Manual (2025), p. 151","classification":"Medium ooze, Unaligned","visibility":"player","core":[{"name":"AC","description":"9"},{"name":"Initiative (derived: Dexterity)","description":"-2 (8)"},{"name":"HP","description":"22 (3d8 + 9)"},{"name":"Speed","description":"10 ft., climb 10 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Stealth +2"},{"name":"Resistances","description":"acid, cold, fire"},{"name":"Condition Immunities","description":"blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":6,"modifier":"-2","save":"-2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":6,"modifier":"-2","save":"-2"},{"name":"Charisma","score":2,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Amorphous.*** The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.\n\n***Corrosive Form.*** Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by casting the Mending spell on the weapon.\n\nThe ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round."},{"heading":"Actions","body":"***Pseudopod.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9388e966f04b08342e38f235d4f7a9bbb2926d2943307a86ccf01ca8b7e54076","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":151,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-gray-slaad":{"articleId":"import-xmm-gray-slaad","title":"Gray Slaad","label":"2024 revised rules · Monster Manual (2025), p. 286","classification":"Medium aberration, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+7 (17)"},{"name":"HP","description":"150 (20d8 + 60)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"9; PB +4"},{"name":"XP (derived from CR)","description":"5000"},{"name":"Skills","description":"Arcana +5, Perception +7"},{"name":"Resistances","description":"acid, cold, fire, lightning, thunder"},{"name":"Languages","description":"Common, Slaad; telepathy 60 ft."},{"name":"Habitat","description":"planar, limbo"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 60 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The slaad has Advantage on saving throws against spells and other magical effects.\n\n***Regeneration.*** The slaad regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point."},{"heading":"Actions","body":"***Multiattack.*** The slaad makes two Chaos Claw attacks.\n\n***Chaos Claw.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 9 (1d10 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Until the start of the slaad's next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.\n\n***Spellcasting.*** The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):\n\n**At will:** Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image\n\n**1/day each:** Cloudkill, Fly, Plane Shift (self only), Tongues"},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The slaad shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2dc3f905afc65ff2b70f620a2693f9e58a5ebc77b86f7ca8b030965cc514ffb6","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":286,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-green-dragon-wyrmling":{"articleId":"import-xmm-green-dragon-wyrmling","title":"Green Dragon Wyrmling","label":"2024 revised rules · Monster Manual (2025), p. 152","classification":"Medium dragon (chromatic), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"38 (7d8 + 7)"},{"name":"Speed","description":"30 ft., fly 60 ft., swim 30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +4, Stealth +3"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Draconic"},{"name":"Habitat","description":"forest"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+3"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+2"},{"name":"Charisma","score":13,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage.\n\n***Poison Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 11, each creature in a 15-foot Cone. *Failure:* 21 (6d6) Poison damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4723f9319811f62831f3eee26cba213c9348496d2f03981ebe777c48a0cd1a62","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":152,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-green-hag":{"articleId":"import-xmm-green-hag","title":"Green Hag","label":"2024 revised rules · Monster Manual (2025), p. 156","classification":"Medium fey, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"82 (11d8 + 33)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Arcana +5, Deception +4, Perception +4, Stealth +3"},{"name":"Languages","description":"Common, Elvish, Sylvan"},{"name":"Habitat","description":"forest, hill, swamp"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":14,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Coven Magic.*** While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.\n\n\n***Amphibious.*** The hag can breathe air and water.\n\n***Mimicry.*** The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."},{"heading":"Actions","body":"***Multiattack.*** The hag makes two Claw attacks.\n\n***Claw.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage.\n\n***Spellcasting.*** The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):\n\n**At will:** Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"98bb96c2585656263fb2012f681b541244d4e64d19c82e34fe55242d555f152c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":156,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-green-slaad":{"articleId":"import-xmm-green-slaad","title":"Green Slaad","label":"2024 revised rules · Monster Manual (2025), p. 286","classification":"Large aberration, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"144 (17d10 + 51)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Skills","description":"Arcana +3, Perception +2"},{"name":"Resistances","description":"acid, cold, fire, lightning, thunder"},{"name":"Languages","description":"Common, Slaad; telepathy 60 ft."},{"name":"Habitat","description":"planar, limbo"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The slaad has Advantage on saving throws against spells and other magical effects.\n\n***Regeneration.*** The slaad regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point."},{"heading":"Actions","body":"***Multiattack.*** The slaad makes three Chaos Staff attacks.\n\n***Chaos Staff.*** *Melee  or Ranged Attack Roll:* +7, reach 10 ft. or range 60 ft. *Hit:* 8 (1d8 + 4) Force damage. Until the start of the slaad's next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.\n\n***Spellcasting.*** The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):\n\n**At will:** Detect Magic, Detect Thoughts, Mage Hand\n\n**1/day each:** Fireball, Invisibility (self only)"},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The slaad shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1426d29289699826ccff44166e6021b88db2026ca0a4805697e420ff06d3e62f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":286,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-grell":{"articleId":"import-xmm-grell","title":"Grell","label":"2024 revised rules · Monster Manual (2025), p. 157","classification":"Medium aberration, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative","description":"+6 (16)"},{"name":"HP","description":"55 (10d8 + 10)"},{"name":"Speed","description":"10 ft., fly 30 ft. (hover)"},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +4, Stealth +6"},{"name":"Damage Immunities","description":"lightning"},{"name":"Condition Immunities","description":"blinded, prone"},{"name":"Languages","description":"Deep Speech"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Abduct.*** The grell needn't spend extra movement to move a creature it is grappling."},{"heading":"Actions","body":"***Multiattack.*** The grell makes one Beak attack and one Paralyzing Tentacles attack.\n\n***Beak.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 11 (2d8 + 2) Piercing damage.\n\n***Paralyzing Tentacles.*** *Melee Attack Roll:* +4, reach 10 ft. *Hit:* 7 (1d10 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from two of ten tentacles. The target is also subjected to the following effect. *Constitution Saving Throw:* DC 11. *Failure:* The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"edf1e334783d9cf08ae74e42ee1c600315c5c981c67c0d4018b54dc7629069e8","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":157,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-grick":{"articleId":"import-xmm-grick","title":"Grick","label":"2024 revised rules · Monster Manual (2025), p. 158","classification":"Medium aberration, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"54 (12d8)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Stealth +4"},{"name":"Habitat","description":"forest, underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The grick makes one Beak attack and one Tentacles attack.\n\n***Beak.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 9 (2d6 + 2) Piercing damage.\n\n***Tentacles.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 7 (1d10 + 2) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9473e4657aceb41e4859420e7a2379f5b73cf8490b993b5d26d043f719fb4e1e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":158,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-grick-ancient":{"articleId":"import-xmm-grick-ancient","title":"Grick Ancient","label":"2024 revised rules · Monster Manual (2025), p. 158","classification":"Large aberration, Unaligned","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"135 (18d10 + 36)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Skills","description":"Stealth +6"},{"name":"Habitat","description":"forest, underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":4,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The grick makes one Beak attack, one Slam attack, and one Tentacles attack.\n\n***Beak.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 22 (4d8 + 4) Piercing damage.\n\n***Slam.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.\n\n***Tentacles.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 15 (2d10 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from all four tentacles."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"da70543e72324005f983b95e54d596fd637808a15c6942cd7c3d7019b6682258","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":158,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-griffon":{"articleId":"import-xmm-griffon","title":"Griffon","label":"2024 revised rules · Monster Manual (2025), p. 159","classification":"Large monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"59 (7d10 + 21)"},{"name":"Speed","description":"30 ft., fly 80 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +5"},{"name":"Habitat","description":"arctic, coastal, grassland, hill, mountain"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The griffon makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon's front claws."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"983f5840f102bd417703938c074d1005f6695a918faf420c9575bd20780574eb","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":159,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-grimlock":{"articleId":"import-xmm-grimlock","title":"Grimlock","label":"2024 revised rules · Monster Manual (2025), p. 160","classification":"Medium aberration, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"11 (2d8 + 2)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Athletics +5, Perception +3, Stealth +5"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Bone Cudgel.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e872d944cacb0694c97be148224d8e0eacfad86e8a644465a9de727691c24d72","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":160,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-guardian-naga":{"articleId":"import-xmm-guardian-naga","title":"Guardian Naga","label":"2024 revised rules · Monster Manual (2025), p. 161","classification":"Large celestial, Lawful Good","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative (derived: Dexterity)","description":"+4 (14)"},{"name":"HP","description":"136 (16d10 + 48)"},{"name":"Speed","description":"40 ft., climb 40 ft., swim 40 ft."},{"name":"CR","description":"10; PB +4"},{"name":"XP (derived from CR)","description":"5900"},{"name":"Skills","description":"Arcana +11, History +11, Religion +11"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, paralyzed, poisoned, restrained"},{"name":"Languages","description":"Celestial, Common"},{"name":"Habitat","description":"desert, forest, planar, upper"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+8"},{"name":"Constitution","score":16,"modifier":"+3","save":"+7"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+7"},{"name":"Wisdom","score":19,"modifier":"+4","save":"+8"},{"name":"Charisma","score":18,"modifier":"+4","save":"+8"}],"sections":[{"heading":"Traits","body":"***Celestial Restoration.*** If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains."},{"heading":"Actions","body":"***Multiattack.*** The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle.\n\n***Bite.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage.\n\n***Poisonous Spittle.*** *Constitution Saving Throw:* DC 16, one creature the naga can see within 60 feet. *Failure:* 31 (7d8) Poison damage, and the target has the Blinded condition until the start of the naga's next turn. *Success:* Half damage only.\n\n***Spellcasting.*** The naga casts one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC 16):\n\n**At will:** Thaumaturgy\n\n**1/day each:** Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e1a0a87cb6f93cd0f1f0e33cee05edf693dc84d2d8282219648a6424d308c464","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":161,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-gulthias-blight":{"articleId":"import-xmm-gulthias-blight","title":"Gulthias Blight","label":"2024 revised rules · Monster Manual (2025), p. 45","classification":"Gargantuan plant, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"264 (16d20 + 96)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"16; PB +5"},{"name":"XP (derived from CR)","description":"15000"},{"name":"Skills","description":"Perception +9"},{"name":"Resistances","description":"fire, necrotic"},{"name":"Condition Immunities","description":"deafened"},{"name":"Languages","description":"Common, Druidic"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"Blindsight 120 ft.; Passive Perception 19"}],"abilities":[{"name":"Strength","score":25,"modifier":"+7","save":"+7"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":22,"modifier":"+6","save":"+6"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":18,"modifier":"+4","save":"+4"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Blight Seeds.*** When it finishes a Long Rest, the blight expels 1d6 seeds into unoccupied spaces on the ground within 30 feet of itself. After 24 hours, the seeds become creatures under the blight's control. Roll 1d8 for each seed to determine the creature it becomes: on 1-4, Twig Blight; on 5-6, Needle Blight; on 7-8, Vine Blight."},{"heading":"Actions","body":"***Multiattack.*** The blight makes two attacks, using Slam or Thorn Volley in any combination. It also uses Life-Draining Root.\n\n***Slam.*** *Melee Attack Roll:* +12, reach 10 ft. *Hit:* 25 (4d8 + 7) Bludgeoning damage.\n\n***Thorn Volley.*** *Ranged Attack Roll:* +12, range 60/180 ft. *Hit:* 20 (3d8 + 7) Piercing damage.\n\n***Life-Draining Root.*** *Constitution Saving Throw:* DC 20, one Huge or smaller creature the blight can see within 30 feet. *Failure:* 14 (2d6 + 7) Necrotic damage, and the target has the Grappled condition (escape DC 17) from one of six roots. Until the grapple ends, the target has the Restrained condition and takes 14 (4d6) Necrotic damage at the start of each of its turns. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the blight regains Hit Points equal to that amount."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f6c750c58c643ff5575b257fa35750cd2ee0113047cc0034827f066a324100f8","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":45,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-half-dragon":{"articleId":"import-xmm-half-dragon","title":"Half-Dragon","label":"2024 revised rules · Monster Manual (2025), p. 163","classification":"Medium dragon, Neutral","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"105 (14d8 + 42)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Athletics +7, Perception +5, Stealth +5"},{"name":"Resistances","description":"Damage type chosen for the Draconic Origin trait below"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+5"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+5"},{"name":"Charisma","score":14,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Draconic Origin.*** The half-dragon is related to a type of dragon associated with one of the following damage types (DM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block."},{"heading":"Actions","body":"***Multiattack.*** The half-dragon makes two Claw attacks.\n\n***Claw.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin trait.\n\n***Dragon's Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 14, each creature in a 30-foot Cone. *Failure:* 28 (8d6) damage of the type chosen for the Draconic Origin trait. *Success:* Half damage."},{"heading":"Bonus Actions","body":"***Leap.*** The half-dragon jumps up to 30 feet by spending 10 feet of movement."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b91fcc1857b3505c4cf991a63380d57ad01a6e22fa6fd0c50aba7b8c7f42a20d","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":163,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-harpy":{"articleId":"import-xmm-harpy","title":"Harpy","label":"2024 revised rules · Monster Manual (2025), p. 164","classification":"Medium monstrosity, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"38 (7d8 + 7)"},{"name":"Speed","description":"20 ft., fly 40 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Languages","description":"Common"},{"name":"Habitat","description":"coastal, forest, hill, mountain"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":13,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Actions","body":"***Claw.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 6 (2d4 + 1) Slashing damage.\n\n***Luring Song.*** The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. *Wisdom Saving Throw:* DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. *Failure:* The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats the save. *Success:* The target is immune to this harpy's Luring Song for 24 hours."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4f7b2047dbfa62d5b4aea941ddbc59a97436dd486ab0a4ffe89ecae27b950dc5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":164,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-haunting-revenant":{"articleId":"import-xmm-haunting-revenant","title":"Haunting Revenant","label":"2024 revised rules · Monster Manual (2025), p. 260","classification":"Gargantuan undead, Neutral","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"203 (14d20 + 56)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"10; PB +4"},{"name":"XP (derived from CR)","description":"5900"},{"name":"Resistances","description":"necrotic, psychic"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious"},{"name":"Languages","description":"Common plus two other languages"},{"name":"Habitat","description":"forest, swamp, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Truesight 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":18,"modifier":"+4","save":"+8"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":18,"modifier":"+4","save":"+8"},{"name":"Charisma","score":20,"modifier":"+5","save":"+5"}],"sections":[{"heading":"Traits","body":"***Haunted Zone.*** *Constitution Saving Throw:* DC 17, any creature that casts a spell while inside the revenant's space. *Failure:* The spell fails and is wasted.\n\n***Undead Restoration.*** If the revenant dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another Gargantuan object or structure elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit Points."},{"heading":"Actions","body":"***Multiattack.*** The revenant makes two Object Slam attacks and uses Invitation.\n\n***Object Slam.*** *Melee  or Ranged Attack Roll:* +9 (with Advantage if the target is inside the revenant's space), reach 10 ft. or range 30/90 ft. *Hit:* 27 (5d8 + 5) Bludgeoning damage.\n\n***Invitation.*** *Charisma Saving Throw:* DC 17, each creature in a 60-foot Cone. *Failure:* The target is teleported inside the revenant's space and swallowed. A swallowed creature has Total Cover against attacks and other effects outside the revenant.\n\nWhile the revenant has Hit Points, a swallowed creature can leave the revenant's space only by using magic that enables planar travel, such as the Plane Shift spell."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4e6d1be7974c11bebddfeadfcedf28a6d092761c43fc4dedb91305495231b415","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":260,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-hawk":{"articleId":"import-xmm-hawk","title":"Hawk","label":"2024 revised rules · Monster Manual (2025), p. 362","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"1 (1d4 - 1)"},{"name":"Speed","description":"10 ft., fly 60 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +6"},{"name":"Habitat","description":"arctic, coastal, forest, grassland, hill, mountain"},{"name":"Senses","description":"; Passive Perception 16"}],"abilities":[{"name":"Strength","score":5,"modifier":"-3","save":"-3"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":8,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Talons.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 1 Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2771299bf8549fefb0b48c04a4bc514e7985de286449a294ba780926642249ce","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":362,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-hell-hound":{"articleId":"import-xmm-hell-hound","title":"Hell Hound","label":"2024 revised rules · Monster Manual (2025), p. 165","classification":"Medium fiend, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"58 (9d8 + 18)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +5"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"understands Infernal but can't speak"},{"name":"Habitat","description":"mountain, planar, lower, underdark"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The hound has Advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Multiattack.*** The hound makes two Bite attacks.\n\n***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 12, each creature in a 15-foot Cone. *Failure:* 17 (5d6) Fire damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"389396fde56f1369ff7f85b4ecbe19c2ea1005ce19b752b63f69ada8c8464bfd","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":165,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-helmed-horror":{"articleId":"import-xmm-helmed-horror","title":"Helmed Horror","label":"2024 revised rules · Monster Manual (2025), p. 166","classification":"Medium construct, Neutral","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"67 (9d8 + 27)"},{"name":"Speed","description":"30 ft., fly 30 ft. (hover)"},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Perception +4"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned"},{"name":"Languages","description":"understands Common plus one other language but can't speak"},{"name":"Gear","description":"shield"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The helmed horror has Advantage on saving throws against spells and other magical effects.\n\n***Spell Immunity.*** The helmed horror is immune to three spells chosen by its creator. Typical choices include Heat Metal, Lightning Bolt, and Magic Missile."},{"heading":"Actions","body":"***Multiattack.*** The helmed horror makes two Arcane Sword attacks.\n\n***Arcane Sword.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 8 (1d8 + 4) Slashing damage plus 5 (1d10) Force damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1e4232c562e023fc2ec1323d6d8bebfecccd61494d93bd492f08a15f119e69ae","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":166,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-hezrou":{"articleId":"import-xmm-hezrou","title":"Hezrou","label":"2024 revised rules · Monster Manual (2025), p. 167","classification":"Large fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+6 (16)"},{"name":"HP","description":"157 (15d10 + 75)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal; telepathy 120 ft."},{"name":"Habitat","description":"planar, abyss"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+7"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":20,"modifier":"+5","save":"+8"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+4"},{"name":"Charisma","score":13,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Demonic Restoration.*** If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.\n\n***Magic Resistance.*** The hezrou has Advantage on saving throws against spells and other magical effects.\n\n***Stench.*** *Constitution Saving Throw:* DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. *Failure:* The target has the Poisoned condition until the start of its next turn."},{"heading":"Actions","body":"***Multiattack.*** The hezrou makes three Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage."},{"heading":"Bonus Actions","body":"***Leap.*** The hezrou jumps up to 30 feet by spending 10 feet of movement."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7f6766266401134fa754f5f2a99bee4f9638a5aa1a1ee7b679be8b1384c83a8b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":167,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-hill-giant":{"articleId":"import-xmm-hill-giant","title":"Hill Giant","label":"2024 revised rules · Monster Manual (2025), p. 168","classification":"Huge giant, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative","description":"+2 (12)"},{"name":"HP","description":"105 (10d12 + 40)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +2"},{"name":"Languages","description":"Giant"},{"name":"Habitat","description":"hill"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"; Passive Perception 12"}],"abilities":[{"name":"Strength","score":21,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":19,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":9,"modifier":"-1","save":"-1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The giant makes two attacks, using Tree Club or Trash Lob in any combination.\n\n***Tree Club.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.\n\n***Trash Lob.*** *Ranged Attack Roll:* +8, range 60/240 ft. *Hit:* 16 (2d10 + 5) Bludgeoning damage, and the target has the Poisoned condition until the end of its next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3e74fa0baa4d110ef3e47c4565a5dbe6b3c49078a029f0c013ad8cc7299ec9a3","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":168,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-hippogriff":{"articleId":"import-xmm-hippogriff","title":"Hippogriff","label":"2024 revised rules · Monster Manual (2025), p. 169","classification":"Large monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"26 (4d10 + 4)"},{"name":"Speed","description":"40 ft., fly 60 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +5"},{"name":"Habitat","description":"grassland, hill, mountain"},{"name":"Senses","description":"; Passive Perception 15"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Flyby.*** The hippogriff doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."},{"heading":"Actions","body":"***Multiattack.*** The hippogriff makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"09a2a6f191658cb07334f5ce95e0d057ed067f2d0f6f37fc19e8ef221a6e60d1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":169,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-hippopotamus":{"articleId":"import-xmm-hippopotamus","title":"Hippopotamus","label":"2024 revised rules · Monster Manual (2025), p. 362","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"-2 (8)"},{"name":"HP","description":"82 (11d10 + 22)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Perception +3"},{"name":"Habitat","description":"forest, grassland, swamp"},{"name":"Senses","description":"; Passive Perception 13"}],"abilities":[{"name":"Strength","score":21,"modifier":"+5","save":"+7"},{"name":"Dexterity","score":7,"modifier":"-2","save":"-2"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Hold Breath.*** The hippopotamus can hold its breath for 10 minutes."},{"heading":"Actions","body":"***Multiattack.*** The hippopotamus makes two Bite attacks.\n\n***Bite.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 16 (2d10 + 5) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9ab8b1878881018509875ab658ef9075f0a5659c433debb690f348bebb7ff04d","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":362,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-hobgoblin-captain":{"articleId":"import-xmm-hobgoblin-captain","title":"Hobgoblin Captain","label":"2024 revised rules · Monster Manual (2025), p. 171","classification":"Medium fey (goblinoid), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"58 (9d8 + 18)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Languages","description":"Common, Goblin"},{"name":"Gear","description":"greatsword, half plate armor, longbow"},{"name":"Habitat","description":"desert, forest, grassland, hill, mountain, planar, acheron, underdark"},{"name":"Treasure","description":"armaments, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":13,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Aura of Authority.*** While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Multiattack.*** The hobgoblin makes two attacks, using Greatsword or Longbow in any combination.\n\n***Greatsword.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage.\n\n***Longbow.*** *Ranged Attack Roll:* +4, range 150/600 ft. *Hit:* 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c3924ab19750cac89661bcfb6c77df59d85fa04d032a4bce5f11fb8166a712d5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":171,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-hobgoblin-warlord":{"articleId":"import-xmm-hobgoblin-warlord","title":"Hobgoblin Warlord","label":"2024 revised rules · Monster Manual (2025), p. 171","classification":"Medium fey (goblinoid), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"112 (15d8 + 45)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Languages","description":"Common, Goblin"},{"name":"Gear","description":"nine javelins, longsword, plate armor, shield"},{"name":"Habitat","description":"desert, forest, grassland, hill, mountain, planar, acheron, underdark"},{"name":"Treasure","description":"armaments, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+5"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+5"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+3"},{"name":"Charisma","score":15,"modifier":"+2","save":"+5"}],"sections":[{"heading":"Traits","body":"***Aura of Authority.*** While in a 30-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Multiattack.*** The hobgoblin makes three attacks, using Javelin or Longsword in any combination.\n\n***Javelin.*** *Melee  or Ranged Attack Roll:* +6, reach 5 ft. or range 30/120 ft. *Hit:* 11 (2d6 + 4) Piercing damage, and the target's Speed decreases by 10 feet until the start of the hobgoblin's next turn.\n\n***Longsword.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 12 (2d8 + 3) Slashing damage."},{"heading":"Reactions","body":"***Parry.*** Trigger: The hobgoblin is hit by a melee attack roll while holding a weapon. _Response:_ The hobgoblin adds 3 to its AC against that attack, possibly causing it to miss."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c73e8702ce9f93c499117a358b5ff349f6c7c8c51d848954b466c75170276943","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":171,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-hobgoblin-warrior":{"articleId":"import-xmm-hobgoblin-warrior","title":"Hobgoblin Warrior","label":"2024 revised rules · Monster Manual (2025), p. 170","classification":"Medium fey (goblinoid), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"11 (2d8 + 2)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Languages","description":"Common, Goblin"},{"name":"Gear","description":"half plate armor, longbow, longsword, shield"},{"name":"Habitat","description":"desert, forest, grassland, hill, mountain, planar, acheron, underdark"},{"name":"Treasure","description":"armaments, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Longsword.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 12 (2d10 + 1) Slashing damage.\n\n***Longbow.*** *Ranged Attack Roll:* +3, range 150/600 ft. *Hit:* 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"83f24f1619e8e9769f532b117b2491cbe33f79dc61b68ff7ba2df8912f86ea0c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":170,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-homunculus":{"articleId":"import-xmm-homunculus","title":"Homunculus","label":"2024 revised rules · Monster Manual (2025), p. 172","classification":"Tiny construct, Neutral","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"4 (1d4 + 2)"},{"name":"Speed","description":"20 ft., fly 40 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, poisoned"},{"name":"Languages","description":"understands Common plus one other language but can't speak"},{"name":"Habitat","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":4,"modifier":"-3","save":"-3"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+2"},{"name":"Charisma","score":7,"modifier":"-2","save":"+0"}],"sections":[{"heading":"Traits","body":"***Telepathic Bond.*** While the homunculus is on the same plane of existence as its master, the two of them can communicate telepathically with each other."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 1 Piercing damage, and the target is subjected to the following effect. *Constitution Saving Throw:* DC 12. *Failure:* The target has the Poisoned condition until the end of the homunculus's next turn. *By 5Th Failure:* The target has the Poisoned condition for 1 minute. While Poisoned, the target has the Unconscious condition, which ends early if the target takes any damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"50457ee40ee0313e32754bd24e2ab19c5d214c654f111f3a42263e8af2caf8fa","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":172,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-hook-horror":{"articleId":"import-xmm-hook-horror","title":"Hook Horror","label":"2024 revised rules · Monster Manual (2025), p. 173","classification":"Large monstrosity, Neutral","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"75 (10d10 + 20)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +5"},{"name":"Languages","description":"Hook Horror"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":15,"modifier":"+2","save":"+4"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The hook horror makes two Hook attacks.\n\n***Hook.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the hook horror moves the target 5 feet straight toward or away from itself."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"aa112f8efae91afbe28dee136b889852a4f526c6f2bfb1904b056593f27aa6b9","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":173,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-horned-devil":{"articleId":"import-xmm-horned-devil","title":"Horned Devil","label":"2024 revised rules · Monster Manual (2025), p. 174","classification":"Large fiend (devil), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+7 (17)"},{"name":"HP","description":"199 (19d10 + 95)"},{"name":"Speed","description":"30 ft., fly 60 ft."},{"name":"CR","description":"11; PB +4"},{"name":"XP (derived from CR)","description":"7200"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Infernal; telepathy 120 ft."},{"name":"Habitat","description":"planar, nine hells"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 150 ft. (unimpeded by magical Darkness); Passive Perception 13"}],"abilities":[{"name":"Strength","score":22,"modifier":"+6","save":"+10"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+7"},{"name":"Constitution","score":21,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+7"},{"name":"Charisma","score":18,"modifier":"+4","save":"+8"}],"sections":[{"heading":"Traits","body":"***Diabolical Restoration.*** If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.\n\n***Magic Resistance.*** The devil has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail.\n\n***Searing Fork.*** *Melee Attack Roll:* +10, reach 10 ft. *Hit:* 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage.\n\n***Hurl Flame.*** *Ranged Attack Roll:* +8, range 150 ft. *Hit:* 26 (5d8 + 4) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning.\n\n***Infernal Tail.*** *Dexterity Saving Throw:* DC 17, one creature the devil can see within 10 feet. *Failure:* 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it doesn't have one. While wounded, the target loses 10 (3d6) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"27badbeed4e24158ea74357fedb89db3b692e6da9d73bca1797eae48ebaa5010","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":174,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-hunter-shark":{"articleId":"import-xmm-hunter-shark","title":"Hunter Shark","label":"2024 revised rules · Monster Manual (2025), p. 363","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"45 (6d10 + 12)"},{"name":"Speed","description":"5 ft., swim 40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +2"},{"name":"Habitat","description":"underwater"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Water Breathing.*** The shark can breathe only underwater."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. *Hit:* 14 (3d6 + 4) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4a7c6cd2f06b1d0b44ef895bbbf0c5a7bb09048836e2833e2dce97ef2a2eef9f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":363,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-hydra":{"articleId":"import-xmm-hydra","title":"Hydra","label":"2024 revised rules · Monster Manual (2025), p. 175","classification":"Huge monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"184 (16d12 + 80)"},{"name":"Speed","description":"40 ft., swim 40 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Skills","description":"Perception +6"},{"name":"Condition Immunities","description":"blinded, charmed, deafened, frightened, stunned, unconscious"},{"name":"Habitat","description":"coastal, swamp"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":20,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Hold Breath.*** The hydra can hold its breath for 1 hour.\n\n***Multiple Heads.*** The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire damage since its last turn. The hydra regains 20 Hit Points when it grows new heads.\n\n***Reactive Heads.*** For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks."},{"heading":"Actions","body":"***Multiattack.*** The hydra makes as many Bite attacks as it has heads.\n\n***Bite.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 10 (1d10 + 5) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a67c1aa4d57c1838424fce099a798d4e423b09719cbe45a5184833f5e319a909","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":175,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-hyena":{"articleId":"import-xmm-hyena","title":"Hyena","label":"2024 revised rules · Monster Manual (2025), p. 363","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"5 (1d8 + 1)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +3"},{"name":"Habitat","description":"desert, forest, grassland, hill"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":11,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The hyena has Advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 3 (1d6) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"56dcbf139eb560221277a53ca683ff3ab82c060a0efd26a20a6d8197b0343576","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":363,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ice-devil":{"articleId":"import-xmm-ice-devil","title":"Ice Devil","label":"2024 revised rules · Monster Manual (2025), p. 176","classification":"Large fiend (devil), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+7 (17)"},{"name":"HP","description":"228 (24d10 + 96)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"14; PB +5"},{"name":"XP (derived from CR)","description":"11500"},{"name":"Skills","description":"Insight +7, Perception +7, Persuasion +9"},{"name":"Damage Immunities","description":"cold, fire, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Infernal; telepathy 120 ft."},{"name":"Habitat","description":"planar, nine hells"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 120 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":21,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+7"},{"name":"Constitution","score":18,"modifier":"+4","save":"+9"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+7"},{"name":"Charisma","score":18,"modifier":"+4","save":"+9"}],"sections":[{"heading":"Traits","body":"***Diabolical Restoration.*** If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.\n\n***Magic Resistance.*** The devil has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack.\n\n***Ice Spear.*** *Melee  or Ranged Attack Roll:* +10, reach 5 ft. or range 30/120 ft. *Hit:* 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. *Hit or Miss:* The spear magically returns to the devil's hand immediately after a ranged attack.\n\n***Tail.*** *Melee Attack Roll:* +10, reach 10 ft. *Hit:* 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage.\n\n***Ice Wall (Recharge 6).*** The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"da64b9132c73657a27d06ecbb01d12d38ad3e02e405fa8d8aab24c8a718214b0","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":176,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ice-mephit":{"articleId":"import-xmm-ice-mephit","title":"Ice Mephit","label":"2024 revised rules · Monster Manual (2025), p. 206","classification":"Small elemental, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"21 (6d6)"},{"name":"Speed","description":"30 ft., fly 30 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Perception +2, Stealth +3"},{"name":"Damage Immunities","description":"cold, poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned"},{"name":"Languages","description":"Primordial (Aquan, Auran)"},{"name":"Habitat","description":"planar, elemental"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":7,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Death Burst.*** The mephit explodes when it dies. *Constitution Saving Throw:* DC 10, each creature in a 5-foot Emanation originating from the mephit. *Failure:* 5 (2d4) Cold damage. *Success:* Half damage."},{"heading":"Actions","body":"***Claw.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage.\n\n***Frost Breath (Recharge 6).*** *Constitution Saving Throw:* DC 10, each creature in a 15-foot Cone. *Failure:* 7 (3d4) Cold damage. *Success:* Half damage.\n\n***Fog Cloud (1/Day).*** The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e9096ae5325febbc843d1be9a2154a66242ab502e3a827304c863f3b2fb82699","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":206,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-imp":{"articleId":"import-xmm-imp","title":"Imp","label":"2024 revised rules · Monster Manual (2025), p. 177","classification":"Tiny fiend (devil), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"21 (6d4 + 6)"},{"name":"Speed","description":"20 ft., fly 40 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Deception +4, Insight +3, Stealth +5"},{"name":"Resistances","description":"cold"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Common, Infernal"},{"name":"Habitat","description":"any"},{"name":"Senses","description":"Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":14,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The imp has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Sting.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.\n\n***Shape-Shift.*** The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed.\n\n***Invisibility.*** The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"46f3fd2f9400b2792e55cb150f6ab1af696d4e138bd1465893c6616c8ac51ed7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":177,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-incubus":{"articleId":"import-xmm-incubus","title":"Incubus","label":"2024 revised rules · Monster Manual (2025), p. 178","classification":"Medium fiend, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"66 (12d8 + 12)"},{"name":"Speed","description":"30 ft., fly 60 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7"},{"name":"Resistances","description":"cold, fire, poison, psychic"},{"name":"Languages","description":"Abyssal, Common, Infernal; telepathy 60 ft."},{"name":"Habitat","description":"planar, lower, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":15,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":20,"modifier":"+5","save":"+5"}],"sections":[{"heading":"Traits","body":"***Succubus Form.*** When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it's wearing or carrying isn't transformed."},{"heading":"Actions","body":"***Multiattack.*** The incubus makes two Restless Touch attacks.\n\n***Restless Touch.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests.\n\n***Spellcasting.*** The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):\n\n**At will:** Disguise Self, Etherealness\n\n**1/day each:** Dream, Hypnotic Pattern"},{"heading":"Bonus Actions","body":"***Nightmare (Recharge 6).*** *Wisdom Saving Throw:* DC 15, one creature the incubus can see within 60 feet. *Failure:* If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 (4d8) Psychic damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7c929ac1039a57bd0f6f26e1512d7e59117b401a755f01e89ce3718e380cb564","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":178,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-intellect-devourer":{"articleId":"import-xmm-intellect-devourer","title":"Intellect Devourer","label":"2024 revised rules · Monster Manual (2025), p. 179","classification":"Tiny aberration, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"28 (8d4 + 8)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +2, Stealth +4"},{"name":"Resistances","description":"psychic"},{"name":"Languages","description":"understands Deep Speech but can't speak; telepathy 60 ft."},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Detect Intelligence.*** The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing barriers."},{"heading":"Actions","body":"***Multiattack.*** The intellect devourer makes one Claw attack and uses Devour Intellect.\n\n***Claw.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 7 (2d4 + 2) Slashing damage.\n\n***Devour Intellect.*** *Intelligence Saving Throw:* DC 12, one creature the intellect devourer can see within 5 feet. *Failure:* 11 (2d10) Psychic damage, and the target has the Stunned condition until the end of the intellect devourer's next turn.\n\n***Steal Body.*** *Intelligence Saving Throw:* DC 12, one Small or Medium creature within 5 feet that has the Incapacitated condition, is a Humanoid or Beast, and has 10 Hit Points or fewer. *Failure:* The intellect devourer possesses the target, consumes its brain, and teleports inside its skull. While there, the intellect devourer has Total Cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores; its understanding of Deep Speech; its telepathy; and its Detect Intelligence trait. It otherwise adopts the target's game statistics. It knows everything the target knew, including spells and languages.\n\nIf the host body dies, the intellect devourer must leave it. The intellect devourer is also forced out if the target regains its devoured brain by means of a Wish spell. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies unless its brain is restored before the end of the intellect devourer's next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"365407939368e126602d20059bcc1bff16fc1d121a8802f0f8dd4acb851e0364","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":179,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-invisible-stalker":{"articleId":"import-xmm-invisible-stalker","title":"Invisible Stalker","label":"2024 revised rules · Monster Manual (2025), p. 180","classification":"Large elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative","description":"+7 (17)"},{"name":"HP","description":"97 (13d10 + 26)"},{"name":"Speed","description":"50 ft., fly 50 ft. (hover)"},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Perception +8, Stealth +10"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious"},{"name":"Languages","description":"Common, Primordial (Auran)"},{"name":"Habitat","description":"urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 18"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":19,"modifier":"+4","save":"+4"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+2"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Air Form.*** The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.\n\n***Invisibility.*** The stalker has the Invisible condition."},{"heading":"Actions","body":"***Multiattack.*** The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex.\n\n***Wind Swipe.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 11 (2d6 + 4) Force damage.\n\n***Vortex.*** *Constitution Saving Throw:* DC 14, one Large or smaller creature in the stalker's space. *Failure:* 7 (1d8 + 3) Thunder damage, and the target has the Grappled condition (escape DC 13). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker's turns."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a4acaea6b469ea6d65fa323d031aaca3acd30e42e8f3ef62b2ac4dea8441c86e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":180,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-iron-golem":{"articleId":"import-xmm-iron-golem","title":"Iron Golem","label":"2024 revised rules · Monster Manual (2025), p. 181","classification":"Large construct, Unaligned","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+9 (19)"},{"name":"HP","description":"252 (24d10 + 120)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"16; PB +5"},{"name":"XP (derived from CR)","description":"15000"},{"name":"Damage Immunities","description":"fire, poison, psychic"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned"},{"name":"Languages","description":"understands Common plus two other languages but can't speak"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":24,"modifier":"+7","save":"+7"},{"name":"Dexterity","score":9,"modifier":"-1","save":"-1"},{"name":"Constitution","score":20,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Traits","body":"***Fire Absorption.*** Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt.\n\n***Immutable Form.*** The golem can't shape-shift.\n\n***Magic Resistance.*** The golem has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination.\n\n***Bladed Arm.*** *Melee Attack Roll:* +12, reach 10 ft. *Hit:* 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage.\n\n***Fiery Bolt.*** *Ranged Attack Roll:* +10, range 120 ft. *Hit:* 36 (8d8) Fire damage.\n\n***Poison Breath (Recharge 6).*** *Constitution Saving Throw:* DC 18, each creature in a 60-foot Cone. *Failure:* 55 (10d10) Poison damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c4c4b3b69f0ad4734319c2b700d2df6b72ee46cc7db03fae1d6f1df5e0fac9b4","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":181,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-jackal":{"articleId":"import-xmm-jackal","title":"Jackal","label":"2024 revised rules · Monster Manual (2025), p. 364","classification":"Small beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"3 (1d6)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +5, Stealth +4"},{"name":"Habitat","description":"desert, grassland"},{"name":"Senses","description":"Darkvision 90 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +1, reach 5 ft. *Hit:* 1 (1d4 - 1) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1a4ab8c1dda5b1d40ee78ceb56f8d86bc12e86abf745884aae11de5299f61be9","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":364,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-jackalwere":{"articleId":"import-xmm-jackalwere","title":"Jackalwere","label":"2024 revised rules · Monster Manual (2025), p. 182","classification":"Small fiend, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"18 (4d6 + 4)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Deception +4, Perception +4, Stealth +4"},{"name":"Languages","description":"Common"},{"name":"Habitat","description":"desert, grassland"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"Darkvision 90 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":11,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The jackalwere has Advantage on an attack roll against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Multiattack.*** The jackalwere makes two Rend or Slam attacks.\n\n***Rend (Jackal or Hybrid Form Only).*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Piercing damage.\n\n***Slam (Human or Hybrid Form Only).*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Bludgeoning damage.\n\n***Sleep Gaze (Recharge 5-6).*** *Wisdom Saving Throw:* DC 10, one creature the jackalwere can see within 30 feet (Constructs and Undead succeed automatically). *Failure:* The target has the Unconscious condition for 10 minutes or until it takes damage or a creature within 5 feet of it takes an action to wake it. *Success:* The target is immune to this jackalwere's Sleep Gaze for 24 hours."},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The jackalwere shape-shifts into a Medium human or a Medium jackal-humanoid hybrid, or it returns to its true form (that of a Small jackal). Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c4b72335a3700859972a157cc27b2206016ea8b390d237b5c2c1494acd58588f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":182,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-juvenile-shadow-dragon":{"articleId":"import-xmm-juvenile-shadow-dragon","title":"Juvenile Shadow Dragon","label":"2024 revised rules · Monster Manual (2025), p. 275","classification":"Medium dragon, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"45 (6d8 + 18)"},{"name":"Speed","description":"30 ft., climb 30 ft., fly 60 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Perception +4, Stealth +6"},{"name":"Resistances","description":"See Living Shadow"},{"name":"Damage Immunities","description":"necrotic"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"planar, shadowfell, underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+4"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Living Shadow.*** While in Dim Light or Darkness, the dragon has Resistance to damage that isn't Force, Psychic, or Radiant.\n\n***Sunlight Sensitivity.*** While in sunlight, the dragon has Disadvantage on ability checks and attack rolls."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +5, reach 10 ft. *Hit:* 7 (1d8 + 3) Slashing damage plus 3 (1d6) Necrotic damage.\n\n***Shadow Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 13, each creature in a 30-foot Cone. *Failure:* 17 (5d6) Necrotic damage. *Success:* Half damage. *Failure or Success:* A Humanoid reduced to 0 Hit Points by this damage dies, and a Shadow rises from its corpse. The shadow is under the dragon's control and shares the dragon's Initiative count but acts immediately after the dragon."},{"heading":"Bonus Actions","body":"***Shadow Stealth.*** While in Dim Light or Darkness, the dragon takes the Hide action."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"76f45c9ee5b0d99a92e8b74c66fc2047213da7f977d742936baf4df7e7525427","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":275,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-kenku":{"articleId":"import-xmm-kenku","title":"Kenku","label":"2024 revised rules · Monster Manual (2025), p. 183","classification":"Medium monstrosity, Neutral","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"13 (3d8)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Deception +4, Perception +2, Stealth +5"},{"name":"Languages","description":"Common, Primordial (Auran)"},{"name":"Habitat","description":"forest, planar, shadowfell, urban"},{"name":"Treasure","description":"implements, individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Mimicry.*** The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check."},{"heading":"Actions","body":"***Shadow Blade.*** *Melee  or Ranged Attack Roll:* +5, reach 5 ft. or range 60 ft. *Hit:* 6 (1d6 + 3) Necrotic damage. *Hit or Miss:* The blade magically returns to the kenku's hand immediately after a ranged attack."},{"heading":"Bonus Actions","body":"***Eldritch Lantern (Recharge 4-6).*** The kenku casts Faerie Fire, using Intelligence as the spellcasting ability (spell save DC 10)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"d0a36e53e89e67861e5e93b366bb64082c87e0443b70c4ea051abea13aba7fac","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":183,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-killer-whale":{"articleId":"import-xmm-killer-whale","title":"Killer Whale","label":"2024 revised rules · Monster Manual (2025), p. 364","classification":"Huge beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"90 (12d12 + 12)"},{"name":"Speed","description":"5 ft., swim 60 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +3, Stealth +4"},{"name":"Habitat","description":"underwater"},{"name":"Senses","description":"Blindsight 120 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Hold Breath.*** The whale can hold its breath for 30 minutes."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 21 (5d6 + 4) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"68b84207a02d1114399cf3738fcbfc9c103cb5331fe7b755f40119b634200a8c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":364,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-kobold-warrior":{"articleId":"import-xmm-kobold-warrior","title":"Kobold Warrior","label":"2024 revised rules · Monster Manual (2025), p. 185","classification":"Small dragon, Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"7 (3d6 - 3)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Languages","description":"Common, Draconic"},{"name":"Gear","description":"three daggers"},{"name":"Habitat","description":"arctic, coastal, desert, forest, hill, mountain, swamp, underdark, urban"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":7,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":9,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":7,"modifier":"-2","save":"-2"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The kobold has Advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\n\n***Sunlight Sensitivity.*** While in sunlight, the kobold has Disadvantage on ability checks and attack rolls."},{"heading":"Actions","body":"***Dagger.*** *Melee  or Ranged Attack Roll:* +4, reach 5 ft. or range 20/60 ft. *Hit:* 4 (1d4 + 2) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2087d27c0bffc9a00634d652947c53a1689eb6e38b32b95b3e85ff2fd837f97a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":185,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-kraken":{"articleId":"import-xmm-kraken","title":"Kraken","label":"2024 revised rules · Monster Manual (2025), p. 187","classification":"Gargantuan monstrosity (titan), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+14 (24)"},{"name":"HP","description":"481 (26d20 + 208)"},{"name":"Speed","description":"30 ft., swim 120 ft."},{"name":"CR","description":"23; PB +7"},{"name":"XP (derived from CR)","description":"50000"},{"name":"XP in lair (source)","description":"62000"},{"name":"Skills","description":"History +13, Perception +11"},{"name":"Damage Immunities","description":"cold, lightning"},{"name":"Condition Immunities","description":"frightened, grappled, paralyzed, restrained"},{"name":"Languages","description":"understands Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft."},{"name":"Habitat","description":"underwater"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 21"}],"abilities":[{"name":"Strength","score":30,"modifier":"+10","save":"+17"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+7"},{"name":"Constitution","score":26,"modifier":"+8","save":"+15"},{"name":"Intelligence","score":22,"modifier":"+6","save":"+6"},{"name":"Wisdom","score":18,"modifier":"+4","save":"+11"},{"name":"Charisma","score":20,"modifier":"+5","save":"+5"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The kraken can breathe air and water.\n\n***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the kraken fails a saving throw, it can choose to succeed instead.\n\n***Siege Monster.*** The kraken deals double damage to objects and structures."},{"heading":"Actions","body":"***Multiattack.*** The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.\n\n***Tentacle.*** *Melee Attack Roll:* +17, reach 30 ft. *Hit:* 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.\n\n***Fling.*** The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. *Dexterity Saving Throw:* DC 25, the creature thrown and each creature in the destination space. *Failure:* 18 (4d8) Bludgeoning damage, and the target has the Prone condition. *Success:* Half damage only.\n\n***Lightning Strike.*** *Dexterity Saving Throw:* DC 23, one creature the kraken can see within 120 feet. *Failure:* 33 (6d10) Lightning damage. *Success:* Half damage.\n\n***Swallow.*** *Dexterity Saving Throw:* DC 25, one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). *Failure:* 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature has the Restrained condition, has Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its turns.\n\nIf the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the kraken with the Prone condition. If the kraken dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 15 feet of movement, exiting Prone."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the kraken can expend a use to take one of the following actions. The kraken regains all expended uses at the start of each of its turns.\n\n***Storm Bolt.*** The kraken uses Lightning Strike.\n\n***Toxic Ink.*** *Constitution Saving Throw:* DC 23, each creature in a 15-foot Emanation originating from the kraken while it is underwater. *Failure:* The target has the Blinded and Poisoned conditions until the end of the kraken's next turn. The kraken then moves up to its Speed. *Failure or Success:* The kraken can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The region containing a kraken's lair is twisted by its presence, creating the following effects:\n\n**Ocean Tyrant.** The kraken exerts its dominance over animals in its domain. All Beasts within 1 mile of the lair have the Charmed condition while in that area.\n\n**Sea and Storms.** While in its lair, the kraken can cast Control Weather, requiring no spell components and using Intelligence as the spellcasting ability.\n\nIf the kraken dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4d87dcc2f63a39ffcfb7949a29bce4d0fb47473ce624d2418e28d7ddb29ffcb9","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":187,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-kuo-toa":{"articleId":"import-xmm-kuo-toa","title":"Kuo-toa","label":"2024 revised rules · Monster Manual (2025), p. 189","classification":"Medium aberration, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"18 (4d8)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +4"},{"name":"Languages","description":"Undercommon"},{"name":"Gear","description":"spear"},{"name":"Habitat","description":"coastal, underdark"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 120 ft., Truesight 30 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The kuo-toa can breathe air and water.\n\n***Sunlight Sensitivity.*** While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls."},{"heading":"Actions","body":"***Spear.*** *Melee  or Ranged Attack Roll:* +3, reach 5 ft. or range 20/60 ft. *Hit:* 5 (1d8 + 1) Piercing damage.\n\n***Sticky Net (1/Day).*** *Dexterity Saving Throw:* DC 10, one Large or smaller creature the kuo-toa can see within 15 feet. *Failure:* The target has the Restrained condition until the net is destroyed (AC 10; HP 5; Immunity to Bludgeoning, Poison, and Psychic damage). A creature can take an action to make a DC 10 Strength (Athletics) check to free itself or another creature in a net within 5 feet, destroying the net on a success."},{"heading":"Reactions","body":"***Sticky Shield.*** Trigger: A creature misses the kuo-toa with a melee attack roll using a weapon. _Response—_*Strength Saving Throw:* DC 11, the triggering creature. *Failure:* The attack's weapon sticks to the kuo-toa's shield. If the target doesn't let go of the weapon, the target has the Grappled condition while the weapon is stuck (escape DC 11). While stuck, the weapon can't be used. The target can take an action to make a DC 11 Strength (Athletics) check, freeing the weapon on a success."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"068804bedd41b689afb1bf9129e81210fe379d81e646d5a8950eb121f7c04fdd","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":189,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-kuo-toa-archpriest":{"articleId":"import-xmm-kuo-toa-archpriest","title":"Kuo-toa Archpriest","label":"2024 revised rules · Monster Manual (2025), p. 191","classification":"Medium aberration, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"105 (14d8 + 42)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Perception +9, Religion +4"},{"name":"Languages","description":"Undercommon"},{"name":"Habitat","description":"coastal, underdark"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 120 ft., Truesight 30 ft.; Passive Perception 19"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+3"},{"name":"Charisma","score":14,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The kuo-toa can breathe air and water.\n\n***Sunlight Sensitivity.*** While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls."},{"heading":"Actions","body":"***Multiattack.*** The kuo-toa makes three Strange Scepter attacks.\n\n***Strange Scepter.*** *Melee  or Ranged Attack Roll:* +6, reach 5 ft. or range 120 ft. *Hit:* 20 (5d6 + 3) Lightning damage.\n\n***Spellcasting.*** The kuo-toa casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14):\n\n**At will:** Detect Magic, Thaumaturgy\n\n**1/day each:** Destructive Wave, Divination, Hold Monster (level 6 version), Scrying, Tongues"},{"heading":"Bonus Actions","body":"***Shield of Faith (2/Day).*** The kuo-toa casts Shield of Faith, using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3d49595f3fb36d7570945724e5cd7e869ca390146753ff7025665c60dca1be18","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":191,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-kuo-toa-monitor":{"articleId":"import-xmm-kuo-toa-monitor","title":"Kuo-toa Monitor","label":"2024 revised rules · Monster Manual (2025), p. 190","classification":"Medium aberration, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"65 (10d8 + 20)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +6, Religion +3"},{"name":"Languages","description":"Undercommon"},{"name":"Habitat","description":"coastal, underdark"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The kuo-toa can breathe air and water.\n\n***Sunlight Sensitivity.*** While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls."},{"heading":"Actions","body":"***Multiattack.*** The kuo-toa makes two Bone Whip attacks.\n\n***Bone Whip.*** *Melee Attack Roll:* +5, reach 10 ft. *Hit:* 6 (1d6 + 3) Slashing damage plus 7 (2d6) Lightning damage, and the target can't make Opportunity Attacks until the start of the kuo-toa's next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"37eb48370b9ebab1f789c44d5fab1938cc4d06e547f801dbde31966a5c67bc19","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":190,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-kuo-toa-whip":{"articleId":"import-xmm-kuo-toa-whip","title":"Kuo-toa Whip","label":"2024 revised rules · Monster Manual (2025), p. 190","classification":"Medium aberration, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"45 (7d8 + 14)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +6, Religion +3"},{"name":"Languages","description":"Undercommon"},{"name":"Habitat","description":"coastal, underdark"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The kuo-toa can breathe air and water.\n\n***Sunlight Sensitivity.*** While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls."},{"heading":"Actions","body":"***Pincer Staff.*** *Melee Attack Roll:* +4, reach 10 ft. *Hit:* 9 (2d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Until the grapple ends, the kuo-toa can't make Pincer Staff attacks.\n\n***Conjure Slimy Glob.*** *Ranged Attack Roll:* +4, range 60 ft. *Hit:* 9 (3d4 + 2) Acid damage."},{"heading":"Bonus Actions","body":"***Shield of Faith (2/Day).*** The kuo-toa casts Shield of Faith, using Wisdom as the spellcasting ability."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6b5052e8b691f63e9ea321a6c328055823143e560490465951f55b674483045d","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":190,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-lacedon-ghoul":{"articleId":"import-xmm-lacedon-ghoul","title":"Lacedon Ghoul","label":"2024 revised rules · Monster Manual (2025), p. 132","classification":"Medium undead, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"22 (5d8)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Resistances","description":"cold"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, poisoned"},{"name":"Languages","description":"Common"},{"name":"Habitat","description":"swamp, underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The ghoul makes two Icy Bite attacks.\n\n***Icy Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 9 (2d6 + 2) Cold damage, and the target's Speed decreases by 5 feet until the start of the ghoul's next turn.\n\n***Claw.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. *Constitution Saving Throw:* DC 10. *Failure:* The target has the Paralyzed condition until the end of its next turn."},{"heading":"Bonus Actions","body":"***Watery Rush.*** While underwater, the ghoul moves up to half its Swim Speed without provoking Opportunity Attacks."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"403448aceb60e440459f1d6293f7a4ae28cd329dea6ed4f5bdd9f385f17fd31f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":132,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-lamia":{"articleId":"import-xmm-lamia","title":"Lamia","label":"2024 revised rules · Monster Manual (2025), p. 192","classification":"Large fiend, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"97 (13d10 + 26)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Deception +7, Insight +4, Stealth +5"},{"name":"Languages","description":"Abyssal, Common"},{"name":"Habitat","description":"desert"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+2"},{"name":"Charisma","score":16,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch.\n\n***Claw.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage.\n\n***Corrupting Touch.*** *Wisdom Saving Throw:* DC 13, one creature the lamia can see within 5 feet. *Failure:* 13 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions.\n\n***Spellcasting.*** The lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):\n\n**At will:** Disguise Self (can appear as a Large or Medium biped), Minor Illusion\n\n**1/day each:** Geas, Major Image, Scrying"},{"heading":"Bonus Actions","body":"***Leap.*** The lamia jumps up to 30 feet by spending 10 feet of movement."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4ad2eae2efd9bebbb008d7f435071cbc147be8a66f404c162611184adbb0c7bd","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":192,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-larva":{"articleId":"import-xmm-larva","title":"Larva","label":"2024 revised rules · Monster Manual (2025), p. 193","classification":"Medium fiend, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"9"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"9 (2d8)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Languages","description":"understands Common plus one other language but can't speak"},{"name":"Habitat","description":"planar, lower"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":9,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":9,"modifier":"-1","save":"-1"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":2,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +1, reach 5 ft. *Hit:* 1 (1d4 - 1) Necrotic damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4b5d429dd234998a3b4d065740946028b750596a7624531dde2af4117225115b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":193,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-lemure":{"articleId":"import-xmm-lemure","title":"Lemure","label":"2024 revised rules · Monster Manual (2025), p. 194","classification":"Medium fiend (devil), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"9"},{"name":"Initiative (derived: Dexterity)","description":"-3 (7)"},{"name":"HP","description":"9 (2d8)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Resistances","description":"cold"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"charmed, frightened, poisoned"},{"name":"Languages","description":"understands Infernal but can't speak"},{"name":"Habitat","description":"planar, nine hells"},{"name":"Senses","description":"Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":5,"modifier":"-3","save":"-3"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Hellish Restoration.*** If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water."},{"heading":"Actions","body":"***Vile Slime.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 2 (1d4) Poison damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"23a12dda259b44abc6689392af2925e3b8f7bc7edfe85b8302acc1d4c428cad6","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":194,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-lich":{"articleId":"import-xmm-lich","title":"Lich","label":"2024 revised rules · Monster Manual (2025), p. 196","classification":"Medium undead (wizard), Neutral Evil","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+17 (27)"},{"name":"HP","description":"315 (42d8 + 126)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"21; PB +7"},{"name":"XP (derived from CR)","description":"33000"},{"name":"XP in lair (source)","description":"41000"},{"name":"Skills","description":"Arcana +19, History +12, Insight +9, Perception +9"},{"name":"Resistances","description":"cold, lightning"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, poisoned"},{"name":"Languages","description":"all"},{"name":"Gear","description":"component pouch"},{"name":"Habitat","description":"any"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 19"}],"abilities":[{"name":"Strength","score":11,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+10"},{"name":"Constitution","score":16,"modifier":"+3","save":"+10"},{"name":"Intelligence","score":21,"modifier":"+5","save":"+12"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+9"},{"name":"Charisma","score":16,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the lich fails a saving throw, it can choose to succeed instead.\n\n***Spirit Jar.*** If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich's lair."},{"heading":"Actions","body":"***Multiattack.*** The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.\n\n***Eldritch Burst.*** *Melee  or Ranged Attack Roll:* +12, reach 5 ft. or range 120 ft. *Hit:* 31 (4d12 + 5) Force damage.\n\n***Paralyzing Touch.*** *Melee Attack Roll:* +12, reach 5 ft. *Hit:* 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of the lich's next turn.\n\n***Spellcasting.*** The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):\n\n**At will:** Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation\n\n**2/day each:** Animate Dead, Dimension Door, Plane Shift\n\n**1/day each:** Chain Lightning, Finger of Death, Power Word Kill, Scrying"},{"heading":"Reactions","body":"***Protective Magic.*** The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the lich can expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its turns.\n\n***Deathly Teleport.*** The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage.\n\n***Disrupt Life.*** *Constitution Saving Throw:* DC 20, each creature that isn't an Undead in a 20-foot Emanation originating from the lich. *Failure:* 31 (9d6) Necrotic damage. *Success:* Half damage. *Failure or Success:* The lich can't take this action again until the start of its next turn.\n\n***Frightening Gaze.*** The lich casts Fear, using the same spellcasting ability as Spellcasting. The lich can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The region containing a lich's lair is warped by its presence, creating the following effects:\n\n**All-Seeing.** While in its lair, the lich can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as its Spellcasting action.\n\n**Inevitable Siphon.** Whenever a Humanoid dies within 1 mile of the lair, its soul is immediately consumed by the lich. A Humanoid whose soul is consumed in this way can be brought back to life only by a True Resurrection or Wish spell.\n\nIf the lich is destroyed or moves its lair elsewhere, these effects end immediately. These effects resume if the lich gains a new body (see its Spirit Jar trait)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"8345a8724a1ef3e4aa49ca11a596a55069058babc7c87cc58d8e913ec24d2aa5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":196,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-lion":{"articleId":"import-xmm-lion","title":"Lion","label":"2024 revised rules · Monster Manual (2025), p. 364","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"22 (4d10)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +3, Stealth +4"},{"name":"Habitat","description":"desert, grassland, hill, mountain"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The lion has Advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\n\n***Running Leap.*** With a 10-foot running start, the lion can Long Jump up to 25 feet."},{"heading":"Actions","body":"***Multiattack.*** The lion makes two Rend attacks. It can replace one attack with a use of Roar.\n\n***Rend.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Slashing damage.\n\n***Roar.*** *Wisdom Saving Throw:* DC 11, one creature within 15 feet. *Failure:* The target has the Frightened condition until the start of the lion's next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7aa39a4232a9121567d81c9e82b76c01bc72ee499a2f7aece8ed2d5a5839fc25","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":364,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-lizard":{"articleId":"import-xmm-lizard","title":"Lizard","label":"2024 revised rules · Monster Manual (2025), p. 364","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"10"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"2 (1d4)"},{"name":"Speed","description":"20 ft., climb 20 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Habitat","description":"coastal, desert, forest, swamp, underdark"},{"name":"Senses","description":"Darkvision 30 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":2,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Spider Climb.*** The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 1 Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3bc03043f7fc28e6a4c655c20d5ec058aaa0b5b2824ccb199bc9e0c647a0c9ad","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":364,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-lizardfolk-geomancer":{"articleId":"import-xmm-lizardfolk-geomancer","title":"Lizardfolk Geomancer","label":"2024 revised rules · Monster Manual (2025), p. 197","classification":"Medium elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"33 (6d8 + 6)"},{"name":"Speed","description":"30 ft., burrow 20 ft., swim 30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Nature +2, Perception +4, Stealth +4"},{"name":"Languages","description":"Draconic, Primordial (Terran)"},{"name":"Habitat","description":"forest, swamp"},{"name":"Treasure","description":"individual"},{"name":"Senses","description":"; Passive Perception 14"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+2"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The lizardfolk makes two Earth Burst attacks.\n\n***Earth Burst.*** *Melee  or Ranged Attack Roll:* +4, reach 5 ft. or range 60 ft. *Hit:* 9 (2d6 + 2) Bludgeoning damage.\n\n***Hail of Stone (Recharge 5-6).*** *Constitution Saving Throw:* DC 12, each creature in a 20-foot-radius, 40-foot-high Cylinder centered on a point the lizardfolk can see within 60 feet. *Failure:* 15 (6d4) Bludgeoning damage, and the target has the Prone condition. *Success:* Half damage only.\n\n***Spellcasting.*** The lizardfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):\n\n**At will:** Elementalism\n\n**1/day each:** Meld into Stone, Speak with Plants, Spike Growth"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"dbf407d21a24a883b42e9075225d2bb9da7ddfd82073b271a11fc99f88e805e1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":197,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-lizardfolk-sovereign":{"articleId":"import-xmm-lizardfolk-sovereign","title":"Lizardfolk Sovereign","label":"2024 revised rules · Monster Manual (2025), p. 197","classification":"Medium elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"78 (12d8 + 24)"},{"name":"Speed","description":"30 ft., burrow 20 ft., swim 30 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Perception +4, Stealth +5"},{"name":"Condition Immunities","description":"frightened"},{"name":"Languages","description":"Draconic, Primordial (Terran)"},{"name":"Habitat","description":"forest, swamp"},{"name":"Treasure","description":"individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":15,"modifier":"+2","save":"+4"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+2"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The lizardfolk makes one Bite attack and one Earthen Maul attack.\n\n***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 8 (1d10 + 3) Piercing damage. If the target is a creature that isn't a Construct or an Undead, the lizardfolk gains Temporary Hit Points equal to the damage dealt.\n\n***Earthen Maul.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition."},{"heading":"Bonus Actions","body":"***Charge.*** The lizardfolk moves up to its Speed or Swim Speed straight toward an enemy it can see."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7d0186048d990b3e28c205abe252adcf15829497dbac7e1a490fe85720b48fa1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":197,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-magma-mephit":{"articleId":"import-xmm-magma-mephit","title":"Magma Mephit","label":"2024 revised rules · Monster Manual (2025), p. 207","classification":"Small elemental, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"18 (4d6 + 4)"},{"name":"Speed","description":"30 ft., fly 30 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Stealth +3"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned"},{"name":"Languages","description":"Primordial (Ignan, Terran)"},{"name":"Habitat","description":"planar, elemental"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Death Burst.*** The mephit explodes when it dies. *Dexterity Saving Throw:* DC 11, each creature in a 5-foot Emanation originating from the mephit. *Failure:* 7 (2d6) Fire damage. *Success:* Half damage."},{"heading":"Actions","body":"***Claw.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage.\n\n***Fire Breath (Recharge 6).*** *Dexterity Saving Throw:* DC 11, each creature in a 15-foot Cone. *Failure:* 7 (2d6) Fire damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6cbe9308f9334821118bb94fc6e61b24735abfe2a59f653882f17494c3ebd842","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":207,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-magmin":{"articleId":"import-xmm-magmin","title":"Magmin","label":"2024 revised rules · Monster Manual (2025), p. 200","classification":"Small elemental, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"13 (3d6 + 3)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Primordial (Ignan)"},{"name":"Habitat","description":"planar, fire"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":7,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Death Burst.*** The magmin explodes when it dies. *Dexterity Saving Throw:* DC 11, each creature in a 10-foot Emanation originating from the magmin. *Failure:* 7 (2d6) Fire damage. *Success:* Half damage."},{"heading":"Actions","body":"***Touch.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn't being worn or carried, it starts burning."},{"heading":"Bonus Actions","body":"***Ignited Illumination.*** The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6e3c78f258e5a744be8b1bc3c6c6e942fed08e04b3a23b19f6899bf0803f628c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":200,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-mammoth":{"articleId":"import-xmm-mammoth","title":"Mammoth","label":"2024 revised rules · Monster Manual (2025), p. 365","classification":"Huge beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative","description":"+2 (12)"},{"name":"HP","description":"126 (11d12 + 55)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Habitat","description":"arctic"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":24,"modifier":"+7","save":"+10"},{"name":"Dexterity","score":9,"modifier":"-1","save":"-1"},{"name":"Constitution","score":21,"modifier":"+5","save":"+8"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The mammoth makes two Gore attacks.\n\n***Gore.*** *Melee Attack Roll:* +10, reach 10 ft. *Hit:* 18 (2d10 + 7) Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."},{"heading":"Bonus Actions","body":"***Trample.*** *Dexterity Saving Throw:* DC 18, one creature within 5 feet that has the Prone condition. *Failure:* 29 (4d10 + 7) Bludgeoning damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"5fe4e6dd711541f7c5fb3f07d920aaf6ecb01d783fcec65077cc4a514d6c64f1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":365,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-manes":{"articleId":"import-xmm-manes","title":"Manes","label":"2024 revised rules · Monster Manual (2025), p. 201","classification":"Small fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"9"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"9 (2d6 + 2)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, frightened, poisoned"},{"name":"Languages","description":"understands Abyssal but can't speak"},{"name":"Habitat","description":"planar, abyss"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":9,"modifier":"-1","save":"-1"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Claw.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 5 (2d4) Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"cbdfac48cade6d9d72377db38d40d24b6b719839a4cbfbb8ea3a2806abec87d0","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":201,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-manes-vaporspawn":{"articleId":"import-xmm-manes-vaporspawn","title":"Manes Vaporspawn","label":"2024 revised rules · Monster Manual (2025), p. 201","classification":"Medium fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"19 (3d8 + 6)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, grappled, poisoned, restrained"},{"name":"Languages","description":"understands Abyssal but can't speak"},{"name":"Habitat","description":"planar, abyss"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Contortionist.*** The manes can move through a space as narrow as 1 inch without expending extra movement to do so.\n\n***Sickening Vapors.*** *Constitution Saving Throw:* DC 12, each creature in a 5-foot Emanation originating from the manes at the end of the manes's turn. *Failure:* The target has the Incapacitated condition until the end of its next turn. *Success:* The target is immune to this manes's Sickening Vapors for 24 hours."},{"heading":"Actions","body":"***Claw.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Slashing damage plus 5 (2d4) Necrotic damage."},{"heading":"Bonus Actions","body":"***Shadow Stealth.*** While in Dim Light or Darkness, the manes takes the Hide action."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e97232d257c039d4e0dfac2320cd4c130c1f7de1cb6d8baed5d21a27fff7e97c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":201,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-manticore":{"articleId":"import-xmm-manticore","title":"Manticore","label":"2024 revised rules · Monster Manual (2025), p. 202","classification":"Large monstrosity, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"68 (8d10 + 24)"},{"name":"Speed","description":"30 ft., fly 50 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Languages","description":"Common"},{"name":"Habitat","description":"arctic, coastal, grassland, hill, mountain"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The manticore makes three attacks, using Rend or Tail Spike in any combination.\n\n***Rend.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Slashing damage.\n\n***Tail Spike.*** *Ranged Attack Roll:* +5, range 100/200 ft. *Hit:* 7 (1d8 + 3) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7926ec93fbe13adb67daeb74ec620c425744b6bfc89b8199aee48f678b5f30fb","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":202,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-marid":{"articleId":"import-xmm-marid","title":"Marid","label":"2024 revised rules · Monster Manual (2025), p. 203","classification":"Large elemental (genie), Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"229 (17d10 + 136)"},{"name":"Speed","description":"30 ft., fly 60 ft., swim 90 ft."},{"name":"CR","description":"11; PB +4"},{"name":"XP (derived from CR)","description":"7200"},{"name":"Resistances","description":"acid, cold, lightning"},{"name":"Languages","description":"Primordial (Aquan)"},{"name":"Habitat","description":"coastal, planar, water, underwater"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":22,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+5"},{"name":"Constitution","score":26,"modifier":"+8","save":"+8"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":17,"modifier":"+3","save":"+3"},{"name":"Charisma","score":18,"modifier":"+4","save":"+8"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The marid can breathe air and water.\n\n***Elemental Restoration.*** If the marid dies outside the Elemental Plane of Water, its body dissolves into brine, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Water.\n\n***Wishes.*** The marid has a 30 percent chance of knowing the Wish spell. If the marid knows it, the marid can cast it only on behalf of a non-genie creature who communicates a wish in a way the marid can understand. If the marid casts the spell for the creature, the marid suffers none of the spell's stress. Once the marid has cast it three times, the marid can't do so again for 365 days."},{"heading":"Actions","body":"***Multiattack.*** The marid makes three Aquatic Lash attacks.\n\n***Aquatic Lash.*** *Melee Attack Roll:* +10, reach 15 ft. *Hit:* 15 (2d8 + 6) Slashing damage plus 9 (2d8) Cold damage.\n\n***Water Jet.*** *Dexterity Saving Throw:* DC 18, each creature in a 60-foot-long, 10-foot-wide Line. *Failure:* 31 (9d6) Cold damage. If the target is a Huge or smaller creature, it is pushed up to 20 feet straight away from the marid and has the Prone condition. *Success:* Half damage only.\n\n***Spellcasting.*** The marid casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):\n\n**At will:** Create or Destroy Water, Detect Evil and Good, Detect Magic, Purify Food and Drink\n\n**1/day each:** Control Water, Gaseous Form, Invisibility, Plane Shift, Tongues"},{"heading":"Bonus Actions","body":"***Misty Veil (Recharge 5-6).*** The marid casts Fog Cloud, using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2a1e4c2ab98bc0296c88ba39612c3c9f5fad3978c6c90150f3f4280f712ed208","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":203,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-marilith":{"articleId":"import-xmm-marilith","title":"Marilith","label":"2024 revised rules · Monster Manual (2025), p. 204","classification":"Large fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+10 (20)"},{"name":"HP","description":"220 (21d10 + 105)"},{"name":"Speed","description":"40 ft., climb 40 ft."},{"name":"CR","description":"16; PB +5"},{"name":"XP (derived from CR)","description":"15000"},{"name":"Skills","description":"Perception +8"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal; telepathy 120 ft."},{"name":"Habitat","description":"planar, abyss"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 18"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+9"},{"name":"Dexterity","score":20,"modifier":"+5","save":"+5"},{"name":"Constitution","score":20,"modifier":"+5","save":"+10"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+8"},{"name":"Charisma","score":20,"modifier":"+5","save":"+10"}],"sections":[{"heading":"Traits","body":"***Demonic Restoration.*** If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.\n\n***Magic Resistance.*** The marilith has Advantage on saving throws against spells and other magical effects.\n\n***Reactive.*** The marilith can take one Reaction on every turn of combat."},{"heading":"Actions","body":"***Multiattack.*** The marilith makes six Pact Blade attacks and uses Constrict.\n\n***Pact Blade.*** *Melee Attack Roll:* +10, reach 5 ft. *Hit:* 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage.\n\n***Constrict.*** *Strength Saving Throw:* DC 17, one Medium or smaller creature the marilith can see within 5 feet. *Failure:* 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends."},{"heading":"Bonus Actions","body":"***Teleport (Recharge 5-6).*** The marilith teleports up to 120 feet to an unoccupied space it can see."},{"heading":"Reactions","body":"***Parry.*** Trigger: The marilith is hit by a melee attack roll while holding a weapon. _Response:_ The marilith adds 5 to its AC against that attack, possibly causing it to miss."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"dd3dcceb4b36409732a391428956b2b7e96123d4dd6ee47c2d473c110efbecb9","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":204,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-mastiff":{"articleId":"import-xmm-mastiff","title":"Mastiff","label":"2024 revised rules · Monster Manual (2025), p. 365","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"5 (1d8 + 1)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Skills","description":"Perception +5"},{"name":"Habitat","description":"forest, hill, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9614953bc0d2365e20e26825b382257cb98cc340ac3978c4471e0ea4dc54765a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":365,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-medusa":{"articleId":"import-xmm-medusa","title":"Medusa","label":"2024 revised rules · Monster Manual (2025), p. 205","classification":"Medium monstrosity, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+6 (16)"},{"name":"HP","description":"127 (17d8 + 51)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Deception +5, Perception +4, Stealth +6"},{"name":"Languages","description":"Common plus one other language"},{"name":"Habitat","description":"desert"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 150 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+4"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks.\n\n***Claw.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 10 (2d6 + 3) Slashing damage.\n\n***Snake Hair.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 5 (1d4 + 3) Piercing damage plus 14 (4d6) Poison damage.\n\n***Poison Ray.*** *Ranged Attack Roll:* +5, range 150 ft. *Hit:* 11 (2d8 + 2) Poison damage."},{"heading":"Bonus Actions","body":"***Petrifying Gaze (Recharge 5-6).*** *Constitution Saving Throw:* DC 13, each creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. *1St Failure:* The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. *2Nd Failure:* The target has the Petrified condition instead of the Restrained condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b8992736396966e3751c2fd2fccc47b72014c9bc473fee2021dbb321b2780cff","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":205,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-merfolk-skirmisher":{"articleId":"import-xmm-merfolk-skirmisher","title":"Merfolk Skirmisher","label":"2024 revised rules · Monster Manual (2025), p. 209","classification":"Medium elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"11 (2d8 + 2)"},{"name":"Speed","description":"10 ft., swim 40 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Languages","description":"Common, Primordial (Aquan)"},{"name":"Habitat","description":"coastal, underwater"},{"name":"Treasure","description":"individual"},{"name":"Senses","description":"; Passive Perception 12"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The merfolk can breathe air and water."},{"heading":"Actions","body":"***Ocean Spear.*** *Melee  or Ranged Attack Roll:* +2, reach 5 ft. or range 20/60 ft. *Hit:* 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. *Hit or Miss:* The spear magically returns to the merfolk's hand immediately after a ranged attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4f2b4a05b18dd4744b8721586bfc78b81f44b443753ff485553c172be5a314c3","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":209,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-merfolk-wavebender":{"articleId":"import-xmm-merfolk-wavebender","title":"Merfolk Wavebender","label":"2024 revised rules · Monster Manual (2025), p. 209","classification":"Medium elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+4 (14)"},{"name":"HP","description":"97 (15d8 + 30)"},{"name":"Speed","description":"10 ft., swim 40 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Perception +7"},{"name":"Resistances","description":"cold"},{"name":"Languages","description":"Common, Primordial (Aquan)"},{"name":"Habitat","description":"coastal, underwater"},{"name":"Treasure","description":"individual"},{"name":"Senses","description":"; Passive Perception 17"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+7"},{"name":"Constitution","score":14,"modifier":"+2","save":"+5"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":19,"modifier":"+4","save":"+7"},{"name":"Charisma","score":15,"modifier":"+2","save":"+5"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The merfolk can breathe air and water."},{"heading":"Actions","body":"***Multiattack.*** The merfolk makes two Aquatic Burst attacks.\n\n***Aquatic Burst.*** *Melee  or Ranged Attack Roll:* +7, reach 5 ft. or range 60 ft. *Hit:* 20 (3d10 + 4) Cold damage. If the target is a Large or smaller creature, it has the Prone condition.\n\n***Spellcasting.*** The merfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 15):\n\n**At will:** Elementalism, Light\n\n**1/day each:** Control Water, Create or Destroy Water"},{"heading":"Reactions","body":"***Watery Rebuke.*** Trigger: An enemy the merfolk can see enters a space within 5 feet of the merfolk. _Response—_*Strength Saving Throw:* DC 15, the triggering enemy. *Failure:* 14 (4d6) Cold damage. If the target is Large or smaller, it is pushed up to 30 feet straight away from the merfolk by conjured water."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a6c9082f8948fc4dc79a769d0d2c91ef67731989744e5b63531b1287496dc961","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":209,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-merrow":{"articleId":"import-xmm-merrow","title":"Merrow","label":"2024 revised rules · Monster Manual (2025), p. 210","classification":"Large monstrosity, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"45 (6d10 + 12)"},{"name":"Speed","description":"10 ft., swim 40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Languages","description":"Abyssal, Primordial (Aquan)"},{"name":"Habitat","description":"coastal, underwater"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The merrow can breathe air and water."},{"heading":"Actions","body":"***Multiattack.*** The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.\n\n***Bite.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow's next turn.\n\n***Claw.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 9 (2d4 + 4) Slashing damage.\n\n***Harpoon.*** *Melee  or Ranged Attack Roll:* +6, reach 5 ft. or range 20/60 ft. *Hit:* 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a1ccc7c9ad5eda151f489faa20f3f5debbcd8db5c6ec33c0aad7b5dc093f325d","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":210,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-mezzoloth":{"articleId":"import-xmm-mezzoloth","title":"Mezzoloth","label":"2024 revised rules · Monster Manual (2025), p. 211","classification":"Medium fiend (yugoloth), Neutral Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"75 (10d8 + 30)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +5"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"acid, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal, Infernal; telepathy 60 ft."},{"name":"Habitat","description":"planar, gehenna"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Blindsight 60 ft., Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Fiendish Restoration.*** If the mezzoloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in Gehenna.\n\n***Magic Resistance.*** The mezzoloth has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The mezzoloth makes two attacks, using Claws or Mercurial Trident in any combination.\n\n***Claws.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 9 (2d4 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from two of four claws, and it has the Restrained condition until the grapple ends.\n\n***Mercurial Trident.*** *Melee  or Ranged Attack Roll:* +7, reach 5 ft. or range 20/60 ft. *Hit:* 8 (1d8 + 4) Piercing damage plus 10 (3d6) Force damage. *Hit or Miss:* The trident magically returns to the mezzoloth's claw immediately after a ranged attack.\n\n***Spellcasting.*** The mezzoloth casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):\n\n**1/day each:** Cloudkill, Darkness, Dispel Magic"},{"heading":"Bonus Actions","body":"***Teleport (Recharge 5-6).*** The mezzoloth teleports up to 60 feet to an unoccupied space it can see. It can teleport one creature it is grappling to an unoccupied space within 5 feet of its destination space."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3a5f28d33c3365ed15cb30f83c908ccf53d7ee6ede2f6814e1acce68a283365e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":211,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-mimic":{"articleId":"import-xmm-mimic","title":"Mimic","label":"2024 revised rules · Monster Manual (2025), p. 212","classification":"Medium monstrosity, Neutral","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"58 (9d8 + 18)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Stealth +5"},{"name":"Damage Immunities","description":"acid"},{"name":"Condition Immunities","description":"prone"},{"name":"Habitat","description":"underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Adhesive (Object Form Only).*** The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5 (with Advantage if the target is Grappled by the mimic), reach 5 ft. *Hit:* 7 (1d8 + 3) Piercing damage—or 12 (2d8 + 3) Piercing damage if the target is Grappled by the mimic—plus 4 (1d8) Acid damage.\n\n***Pseudopod.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Bludgeoning damage plus 4 (1d8) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage."},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a8a429bcc0842f30271cb271decb90d427e022fe22cbe9ebb075867a1904e0a0","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":212,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-mind-flayer":{"articleId":"import-xmm-mind-flayer","title":"Mind Flayer","label":"2024 revised rules · Monster Manual (2025), p. 214","classification":"Medium aberration, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"99 (18d8 + 18)"},{"name":"Speed","description":"30 ft., fly 15 ft. (hover)"},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Skills","description":"Arcana +7, Insight +6, Perception +6, Stealth +4"},{"name":"Resistances","description":"psychic"},{"name":"Languages","description":"Deep Speech, Undercommon; telepathy 120 ft."},{"name":"Gear","description":"breastplate"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":11,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+4"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":19,"modifier":"+4","save":"+7"},{"name":"Wisdom","score":17,"modifier":"+3","save":"+6"},{"name":"Charisma","score":17,"modifier":"+3","save":"+6"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The mind flayer has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Tentacles.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 22 (4d8 + 4) Psychic damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from all the mind flayer's tentacles, and the target has the Stunned condition until the grapple ends.\n\n***Extract Brain.*** *Constitution Saving Throw:* DC 15, one creature that is Grappled by the mind flayer's Tentacles. *Failure:* 55 (10d10) Piercing damage. *Success:* Half damage. *Failure or Success:* If this damage reduces the target to 0 Hit Points, the mind flayer kills it and devours its brain.\n\n***Mind Blast (Recharge 5-6).*** *Intelligence Saving Throw:* DC 15, each creature in a 60-foot Cone. *Failure:* 31 (6d8 + 4) Psychic damage, and the target has the Stunned condition until the end of the mind flayer's next turn. *Success:* Half damage only.\n\n***Spellcasting.*** The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):\n\n**At will:** Detect Thoughts\n\n**1/day each:** Dominate Monster, Plane Shift (self only)"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"03f9907e450aadfb5d0b3fa8402d4f3fa057d3070a6a77001d2e9418555650e2","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":214,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-mind-flayer-arcanist":{"articleId":"import-xmm-mind-flayer-arcanist","title":"Mind Flayer Arcanist","label":"2024 revised rules · Monster Manual (2025), p. 214","classification":"Medium aberration, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+6 (16)"},{"name":"HP","description":"143 (26d8 + 26)"},{"name":"Speed","description":"30 ft., fly 30 ft. (hover)"},{"name":"CR","description":"11; PB +4"},{"name":"XP (derived from CR)","description":"7200"},{"name":"Skills","description":"Arcana +13, Insight +7, Perception +7, Stealth +6"},{"name":"Damage Immunities","description":"psychic"},{"name":"Condition Immunities","description":"charmed, frightened"},{"name":"Languages","description":"Deep Speech, Undercommon; telepathy 120 ft."},{"name":"Gear","description":"breastplate"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":11,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+6"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":20,"modifier":"+5","save":"+9"},{"name":"Wisdom","score":17,"modifier":"+3","save":"+7"},{"name":"Charisma","score":17,"modifier":"+3","save":"+7"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The mind flayer has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The mind flayer makes three Arcane Tentacles attacks.\n\n***Arcane Tentacles.*** *Melee  or Ranged Attack Roll:* +9, reach 5 ft. or range 120 ft. *Hit:* 27 (4d10 + 5) Psychic damage, and the mind flayer can teleport the target up to 30 feet to an unoccupied space the mind flayer can see on a surface or liquid large enough to support the target. If this damage reduces the target to 0 Hit Points, the mind flayer kills it and magically devours its brain.\n\n***Mind Burst (Recharge 5-6).*** *Intelligence Saving Throw:* DC 17, each creature in a 40-foot Emanation originating from the mind flayer. *Failure:* 41 (8d8 + 5) Psychic damage, and the target has the Stunned condition until the end of the mind flayer's next turn. *Success:* Half damage only.\n\n***Spellcasting.*** The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):\n\n**At will:** Detect Magic, Detect Thoughts, Disguise Self, Mage Hand (the hand is Invisible)\n\n**1/day each:** Clairvoyance, Dimension Door, Fireball (level 5 version), Lightning Bolt (level 5 version), Plane Shift (self only), Sending"},{"heading":"Reactions","body":"***Shield (2/Day).*** The mind flayer casts Shield in response to that spell's trigger, using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"8466f1d9c8164e6449a5ff86ac91360d2e3a40711bb34eaa65d47bedc1538e8e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":214,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-minotaur-of-baphomet":{"articleId":"import-xmm-minotaur-of-baphomet","title":"Minotaur of Baphomet","label":"2024 revised rules · Monster Manual (2025), p. 215","classification":"Large monstrosity, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"85 (10d10 + 30)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +7, Survival +7"},{"name":"Languages","description":"Abyssal"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+3"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Abyssal Glaive.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage.\n\n***Gore (Recharge 5-6).*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 18 (4d6 + 4) Piercing damage. If the target is a Large or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"fd75847aac847b1b32106ef6b440950a2d04f3e6418f5610ef5ba374b35ba186","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":215,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-minotaur-skeleton":{"articleId":"import-xmm-minotaur-skeleton","title":"Minotaur Skeleton","label":"2024 revised rules · Monster Manual (2025), p. 283","classification":"Large undead, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"45 (6d10 + 12)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned"},{"name":"Languages","description":"understands Abyssal but can't speak"},{"name":"Habitat","description":"planar, shadowfell, underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Gore.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.\n\n***Slam.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 15 (2d10 + 4) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7d394b7843e67b50e12a56e0a62a653b7b0ee0ad51930b5c9a72e23fbc73fba1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":283,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-modron-duodrone":{"articleId":"import-xmm-modron-duodrone","title":"Modron Duodrone","label":"2024 revised rules · Monster Manual (2025), p. 217","classification":"Medium construct, Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"11 (2d8 + 2)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Condition Immunities","description":"charmed"},{"name":"Languages","description":"Modron"},{"name":"Habitat","description":"planar, mechanus"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":11,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Disintegration.*** If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying."},{"heading":"Actions","body":"***Multiattack.*** The modron makes two Clockwork Blade attacks.\n\n***Clockwork Blade.*** *Melee  or Ranged Attack Roll:* +3, reach 5 ft. or range 30 ft. *Hit:* 4 (1d6 + 1) Force damage. *Hit or Miss:* The blade magically returns to the modron's hand immediately after a ranged attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"00bbcbf5cf76a43a3b9842b72caaae4ce70aa8666ecfa526ba86e3fc495958d7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":217,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-modron-monodrone":{"articleId":"import-xmm-modron-monodrone","title":"Modron Monodrone","label":"2024 revised rules · Monster Manual (2025), p. 216","classification":"Medium construct, Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"5 (1d8 + 1)"},{"name":"Speed","description":"30 ft., fly 30 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Condition Immunities","description":"charmed"},{"name":"Languages","description":"Modron"},{"name":"Habitat","description":"planar, mechanus"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":4,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Disintegration.*** If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying."},{"heading":"Actions","body":"***Gear.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 6 (1d8 + 2) Force damage.\n\n***Gear Flinger.*** *Ranged Attack Roll:* +4, range 120 ft. *Hit:* 6 (1d8 + 2) Force damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"bad454f172e55de88db54b115ab193030108777b0b39785e79850d3070591ece","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":216,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-modron-pentadrone":{"articleId":"import-xmm-modron-pentadrone","title":"Modron Pentadrone","label":"2024 revised rules · Monster Manual (2025), p. 218","classification":"Large construct, Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"32 (5d10 + 5)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +4"},{"name":"Condition Immunities","description":"charmed"},{"name":"Languages","description":"Modron"},{"name":"Habitat","description":"planar, mechanus"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":13,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Disintegration.*** If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying."},{"heading":"Actions","body":"***Multiattack.*** The modron makes five Slam attacks or five Electrical Discharge attacks.\n\n***Slam.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Force damage.\n\n***Electrical Discharge.*** *Ranged Attack Roll:* +4, range 120 ft. *Hit:* 5 (1d6 + 2) Lightning damage.\n\n***Paralysis Gas (Recharge 5-6).*** Constitution Saving Throws: DC 11, each creature in a 30-foot Cone. *Failure:* The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"38390b61480aaf123d2690f356d9d91adb7faabc4d72de2797741e7e5959c5b4","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":218,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-modron-quadrone":{"articleId":"import-xmm-modron-quadrone","title":"Modron Quadrone","label":"2024 revised rules · Monster Manual (2025), p. 218","classification":"Medium construct, Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"22 (4d8 + 4)"},{"name":"Speed","description":"30 ft., fly 30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +2"},{"name":"Condition Immunities","description":"charmed"},{"name":"Languages","description":"Modron"},{"name":"Habitat","description":"planar, mechanus"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Disintegration.*** If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying."},{"heading":"Actions","body":"***Multiattack.*** The modron makes four Slam attacks or four Gears Launcher attacks.\n\n***Slam.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Force damage.\n\n***Gears Launcher.*** *Ranged Attack Roll:* +4, range 320 ft. *Hit:* 4 (1d4 + 2) Force damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"58bfcee09a50bff8aa867fc97f6d487acf52b647cd4cf5c7fdc7df2f02597e47","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":218,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-modron-tridrone":{"articleId":"import-xmm-modron-tridrone","title":"Modron Tridrone","label":"2024 revised rules · Monster Manual (2025), p. 217","classification":"Medium construct, Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"16 (3d8 + 3)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Condition Immunities","description":"charmed"},{"name":"Languages","description":"Modron"},{"name":"Habitat","description":"planar, mechanus"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Disintegration.*** If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying."},{"heading":"Actions","body":"***Multiattack.*** The modron makes three Clockwork Spear attacks.\n\n***Clockwork Spear.*** *Melee  or Ranged Attack Roll:* +3, reach 5 ft. or range 120 ft. *Hit:* 4 (1d6 + 1) Force damage. *Hit or Miss:* The spear magically returns to the modron's hand immediately after a ranged attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4410a5aae5d13b72801dcd15e87fc48bd8473cd87345c45137c9bbc12bfcc2e1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":217,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-mud-mephit":{"articleId":"import-xmm-mud-mephit","title":"Mud Mephit","label":"2024 revised rules · Monster Manual (2025), p. 207","classification":"Small elemental, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"13 (3d6 + 3)"},{"name":"Speed","description":"20 ft., fly 20 ft., swim 20 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Stealth +3"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned"},{"name":"Languages","description":"Primordial (Aquan, Terran)"},{"name":"Habitat","description":"planar, elemental"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Death Burst.*** The mephit explodes when it dies. *Dexterity Saving Throw:* DC 11, each creature in a 5-foot Emanation originating from the mephit. *Failure:* The target has the Restrained condition until the end of its next turn."},{"heading":"Actions","body":"***Slam.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 4 (1d6 + 1) Bludgeoning damage.\n\n***Mud Breath (Recharge 6).*** *Dexterity Saving Throw:* DC 11, one creature the mephit can see within 15 feet. *Failure:* The target has the Restrained condition until the end of the mephit's next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"12974e111a91637dc3972aaacb051abd8372f04c444be75defacb68aedb64005","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":207,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-mule":{"articleId":"import-xmm-mule","title":"Mule","label":"2024 revised rules · Monster Manual (2025), p. 365","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"10"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"11 (2d8 + 2)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Habitat","description":"desert, hill, urban"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+4"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Beast of Burden.*** The mule counts as one size larger for the purpose of determining its carrying capacity."},{"heading":"Actions","body":"***Hooves.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"180cb892a0ee2fe123e7233dfe710faaa027bdf4aadecbacc8fbdcb7aa618cce","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":365,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-mummy":{"articleId":"import-xmm-mummy","title":"Mummy","label":"2024 revised rules · Monster Manual (2025), p. 219","classification":"Small or Medium undead, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"58 (9d8 + 18)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, poisoned"},{"name":"Languages","description":"Common plus two other languages"},{"name":"Habitat","description":"desert, swamp"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+3"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The mummy makes two Rotting Fist attacks and uses Dreadful Glare.\n\n***Rotting Fist.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.\n\n***Dreadful Glare.*** *Wisdom Saving Throw:* DC 11, one creature the mummy can see within 60 feet. *Failure:* The target has the Frightened condition until the end of the mummy's next turn. *Success:* The target is immune to this mummy's Dreadful Glare for 24 hours."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a1dab976fd857339de6c5e4a9db22e02033ae816f6007b638b568bf7ac379500","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":219,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-mummy-lord":{"articleId":"import-xmm-mummy-lord","title":"Mummy Lord","label":"2024 revised rules · Monster Manual (2025), p. 221","classification":"Small or Medium undead (cleric), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+10 (20)"},{"name":"HP","description":"187 (25d8 + 75)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"15; PB +5"},{"name":"XP (derived from CR)","description":"13000"},{"name":"XP in lair (source)","description":"15000"},{"name":"Skills","description":"History +5, Perception +9, Religion +5"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, poisoned"},{"name":"Languages","description":"Common plus three other languages"},{"name":"Habitat","description":"desert, swamp"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Truesight 60 ft.; Passive Perception 19"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+5"},{"name":"Wisdom","score":19,"modifier":"+4","save":"+9"},{"name":"Charisma","score":16,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the mummy fails a saving throw, it can choose to succeed instead.\n\n***Magic Resistance.*** The mummy has Advantage on saving throws against spells and other magical effects.\n\n***Undead Restoration.*** If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire."},{"heading":"Actions","body":"***Multiattack.*** The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare.\n\n***Rotting Fist.*** *Melee Attack Roll:* +9, reach 5 ft. *Hit:* 15 (2d10 + 4) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.\n\n***Channel Negative Energy.*** *Ranged Attack Roll:* +9, range 60 ft. *Hit:* 25 (6d6 + 4) Necrotic damage.\n\n***Dreadful Glare.*** *Wisdom Saving Throw:* DC 17, one creature the mummy can see within 60 feet. *Failure:* 25 (6d6 + 4) Psychic damage, and the target has the Paralyzed condition until the end of the mummy's next turn.\n\n***Spellcasting.*** The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):\n\n**At will:** Dispel Magic, Thaumaturgy\n\n**1/day each:** Animate Dead, Harm, Insect Plague (level 7 version)"},{"heading":"Reactions","body":"***Whirlwind of Sand.*** Trigger: The mummy is hit by an attack roll. _Response:_ The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the Blinded condition until the end of the mummy's next turn."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the mummy lord can expend a use to take one of the following actions. The mummy lord regains all expended uses at the start of each of its turns.\n\n***Glare.*** The mummy uses Dreadful Glare. The mummy can't take this action again until the start of its next turn.\n\n***Necrotic Strike.*** The mummy makes one Rotting Fist or Channel Negative Energy attack.\n\n***Dread Command.*** The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The mummy can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The region containing a mummy lord's lair is warped by its presence, creating the following effects:\n\n**Cursed Fate.** Whenever a creature other than the mummy or one of its allies casts a Divination spell while within 1 mile of the lair, the creature makes a DC 15 Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast the spell is wasted, but any resources used to cast it aren't expended.\n\n**Soul Drain.** Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.\n\nIf the mummy lord is destroyed or moves its lair elsewhere, these effects end immediately. The effects resume if the mummy lord gains a new body (see its Undead Restoration trait)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"848d5d3ea5e977115d0e5a0baea8ca2e10c9ed1b56c2831b63f0428cfac42961","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":221,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-myconid-adult":{"articleId":"import-xmm-myconid-adult","title":"Myconid Adult","label":"2024 revised rules · Monster Manual (2025), p. 223","classification":"Medium plant, Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"16 (3d8 + 3)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Languages","description":"telepathy 240 ft."},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Sun Sickness.*** While in sunlight, the myconid has Disadvantage on D20 Tests. The myconid dies if it spends more than 1 hour in sunlight."},{"heading":"Actions","body":"***Slam.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 4 (1d8) Bludgeoning damage plus 3 (1d6) Poison damage.\n\n***Pacifying Spores (1/Day).*** *Constitution Saving Throw:* DC 11, one creature the myconid can see within 10 feet. *Failure:* The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\n\n***Rapport Spores.*** The myconid expels spores in a 30-foot Emanation originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren't Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6b82bf23534e73a266fae02778b250e8a4701a3fc11ec7748d34bb2eddcea46d","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":223,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-myconid-sovereign":{"articleId":"import-xmm-myconid-sovereign","title":"Myconid Sovereign","label":"2024 revised rules · Monster Manual (2025), p. 223","classification":"Large plant, Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"45 (6d10 + 12)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Languages","description":"telepathy 240 ft."},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+2"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Sun Sickness.*** While in sunlight, the myconid has Disadvantage on D20 Tests. The myconid dies if it spends more than 1 hour in sunlight."},{"heading":"Actions","body":"***Multiattack.*** The myconid makes one Slam attack and uses Pacifying Spores.\n\n***Slam.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 6 (2d4 + 1) Bludgeoning damage plus 5 (2d4) Poison damage.\n\n***Animating Spores (3/Day).*** The myconid releases spores at a Medium or Small corpse within 5 feet of it that wasn't a Construct or an Undead. In 24 hours, the corpse rises as a Myconid Spore Servant. The corpse stays animate for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.\n\n***Pacifying Spores.*** *Constitution Saving Throw:* DC 12, one creature the myconid can see within 10 feet. *Failure:* The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\n\n***Rapport Spores.*** The myconid expels spores in a 30-foot Emanation originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren't Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"72cc06c5d6272608a9286377e20e6a96125f1a7c10d3634b180437a0739a8b6b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":223,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-myconid-spore-servant":{"articleId":"import-xmm-myconid-spore-servant","title":"Myconid Spore Servant","label":"2024 revised rules · Monster Manual (2025), p. 223","classification":"Small or Medium plant, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"37 (5d8 + 15)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"blinded, charmed, frightened, paralyzed, poisoned"},{"name":"Languages","description":"telepathy 30 ft."},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":6,"modifier":"-2","save":"-2"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Actions","body":"***Slam.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Poison damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ab46844ee4e353c45206349ef7b4789b4aa430d929e89e8d232293faf15a429a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":223,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-myconid-sprout":{"articleId":"import-xmm-myconid-sprout","title":"Myconid Sprout","label":"2024 revised rules · Monster Manual (2025), p. 222","classification":"Small plant, Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"10"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"3 (1d6)"},{"name":"Speed","description":"10 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Languages","description":"telepathy 240 ft."},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Sun Sickness.*** While in sunlight, the myconid has Disadvantage on D20 Tests. The myconid dies if it spends more than 1 hour in sunlight."},{"heading":"Actions","body":"***Slam.*** *Melee Attack Roll:* +1, reach 5 ft. *Hit:* 1 (1d4 - 1) Bludgeoning damage plus 2 (1d4) Poison damage.\n\n***Rapport Spores.*** The myconid expels spores in a 30-foot Emanation originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren't Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c4764b47bc78f22f6ea74f04ff96c038f5d3528a5f391d2e6ec45b348aba86aa","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":222,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-nalfeshnee":{"articleId":"import-xmm-nalfeshnee","title":"Nalfeshnee","label":"2024 revised rules · Monster Manual (2025), p. 224","classification":"Large fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"184 (16d10 + 96)"},{"name":"Speed","description":"20 ft., fly 30 ft."},{"name":"CR","description":"13; PB +5"},{"name":"XP (derived from CR)","description":"10000"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"frightened, poisoned"},{"name":"Languages","description":"Abyssal; telepathy 120 ft."},{"name":"Habitat","description":"planar, abyss"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":21,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":22,"modifier":"+6","save":"+11"},{"name":"Intelligence","score":19,"modifier":"+4","save":"+9"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+6"},{"name":"Charisma","score":15,"modifier":"+2","save":"+7"}],"sections":[{"heading":"Traits","body":"***Demonic Restoration.*** If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.\n\n***Magic Resistance.*** The nalfeshnee has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The nalfeshnee makes three Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +10, reach 10 ft. *Hit:* 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage.\n\n***Teleport.*** The nalfeshnee teleports up to 120 feet to an unoccupied space it can see."},{"heading":"Bonus Actions","body":"***Horror Nimbus (Recharge 5-6).*** *Wisdom Saving Throw:* DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee. *Failure:* 28 (8d6) Psychic damage, and the target has the Frightened condition for 1 minute, until it takes damage, or until it ends its turn with the nalfeshnee out of line of sight. *Success:* The target is immune to this nalfeshnee's Horror Nimbus for 24 hours."},{"heading":"Reactions","body":"***Pursuit.*** Trigger: Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee. _Response:_ The nalfeshnee uses Teleport, but its destination space must be within 10 feet of the triggering creature."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"eafb747fba8af5163bb0e6840df3f59ec273b9b9067a9709866b219edaeaf8c4","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":224,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-needle-blight":{"articleId":"import-xmm-needle-blight","title":"Needle Blight","label":"2024 revised rules · Monster Manual (2025), p. 43","classification":"Medium plant, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"16 (3d8 + 3)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Condition Immunities","description":"deafened"},{"name":"Languages","description":"understands Common but can't speak"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":4,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Actions","body":"***Claw.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 6 (2d4 + 1) Slashing damage.\n\n***Needles.*** *Ranged Attack Roll:* +3, range 30/60 ft. *Hit:* 6 (2d4 + 1) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"192f31e051eb1ee3aff16ae32f327b93c2f04db1bcb6f40449da783917cd1afe","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":43,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-night-hag":{"articleId":"import-xmm-night-hag","title":"Night Hag","label":"2024 revised rules · Monster Manual (2025), p. 225","classification":"Medium fiend, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"112 (15d8 + 45)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Deception +6, Insight +5, Perception +5, Stealth +5"},{"name":"Resistances","description":"cold, fire"},{"name":"Condition Immunities","description":"charmed"},{"name":"Languages","description":"Abyssal, Common, Infernal, Primordial"},{"name":"Habitat","description":"planar, lower"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":16,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Coven Magic.*** While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.\n\n\n***Magic Resistance.*** The hag has Advantage on saving throws against spells and other magical effects.\n\n***Soul Bag.*** The hag has a soul bag. While holding or carrying the bag, the hag can use its Nightmare Haunting action.\n\nThe bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. The hag can create a new bag after 7 days."},{"heading":"Actions","body":"***Multiattack.*** The hag makes two Claw attacks.\n\n***Claw.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 13 (2d8 + 4) Slashing damage.\n\n***Spellcasting.*** The hag casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 14):\n\n**At will:** Detect Magic, Etherealness, Magic Missile (level 4 version)\n\n**2/day each:** Phantasmal Killer, Plane Shift (self only)\n\n***Nightmare Haunting (1/Day; Requires Soul Bag).*** While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell's messenger, and the target must be a creature the hag can see on the Material Plane. The spell fails and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell.\n\nIf the target takes damage from the Dream spell, the target's Hit Point maximum decreases by an amount equal to that damage. If the spell kills the target, its soul is trapped in the hag's soul bag, and the target can't be raised from the dead until its soul is released."},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"753308043c77bf40982975ebd4a94abb3a7eb959345d1493069ca3bc1ba6f287","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":225,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-nightmare":{"articleId":"import-xmm-nightmare","title":"Nightmare","label":"2024 revised rules · Monster Manual (2025), p. 226","classification":"Large fiend, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"68 (8d10 + 24)"},{"name":"Speed","description":"60 ft., fly 90 ft. (hover)"},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"understands Abyssal, Common, and Infernal but can't speak"},{"name":"Habitat","description":"planar, lower"},{"name":"Senses","description":"; Passive Perception 11"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Confer Fire Resistance.*** The nightmare can grant Resistance to Fire damage to a rider while it is on the nightmare.\n\n***Illumination.*** The nightmare sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."},{"heading":"Actions","body":"***Hooves.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage.\n\n***Ethereal Stride.*** The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice versa."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"db067d59aed9194ec879174261396cf2fd613e6ac90b10de59a19a018613dbb9","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":226,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-nothic":{"articleId":"import-xmm-nothic","title":"Nothic","label":"2024 revised rules · Monster Manual (2025), p. 228","classification":"Medium aberration, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"45 (6d8 + 18)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Arcana +3, Insight +4, Perception +4, Stealth +5"},{"name":"Languages","description":"Undercommon"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The nothic makes two Claw attacks.\n\n***Claw.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 8 (1d10 + 3) Slashing damage.\n\n***Rotting Gaze.*** *Constitution Saving Throw:* DC 13, one creature the nothic can see within 120 feet. *Failure:* 17 (5d6) Necrotic damage. *Success:* Half damage."},{"heading":"Bonus Actions","body":"***Weird Insight (Recharge 6).*** *Wisdom Saving Throw:* DC 14, one creature the nothic can see within 120 feet. *Failure:* The nothic magically learns one fact or secret about the target."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a1c506138d0b3e6020c13be3862caad8a42d4568ed0346e1c30fc08a37fbb6f4","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":228,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-nycaloth":{"articleId":"import-xmm-nycaloth","title":"Nycaloth","label":"2024 revised rules · Monster Manual (2025), p. 229","classification":"Large fiend (yugoloth), Neutral Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"152 (16d10 + 64)"},{"name":"Speed","description":"40 ft., fly 60 ft."},{"name":"CR","description":"9; PB +4"},{"name":"XP (derived from CR)","description":"5000"},{"name":"Skills","description":"Perception +4, Stealth +4"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"acid, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal, Infernal; telepathy 60 ft."},{"name":"Habitat","description":"planar, gehenna"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":19,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Fiendish Restoration.*** If the nycaloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in Gehenna.\n\n***Magic Resistance.*** The nycaloth has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The nycaloth makes two Mercurial Axe attacks.\n\n***Mercurial Axe.*** *Melee  or Ranged Attack Roll:* +9, reach 10 ft. or range 30/90 ft. *Hit:* 18 (2d12 + 5) Slashing damage plus 10 (3d6) Force damage. *Hit or Miss:* The axe magically returns to the nycaloth's hand immediately after a ranged attack."},{"heading":"Bonus Actions","body":"***Shadowy Teleport.*** The nycaloth has the Invisible condition for 1 minute, and it teleports up to 30 feet to an unoccupied space it can see. The condition ends early immediately after it deals damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"340ff24f844ecab6e830b6967cc7799d6bd1069869a684bee1a583ce201cf99f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":229,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ochre-jelly":{"articleId":"import-xmm-ochre-jelly","title":"Ochre Jelly","label":"2024 revised rules · Monster Manual (2025), p. 230","classification":"Large ooze, Unaligned","visibility":"player","core":[{"name":"AC","description":"8"},{"name":"Initiative (derived: Dexterity)","description":"-2 (8)"},{"name":"HP","description":"52 (7d10 + 14)"},{"name":"Speed","description":"20 ft., climb 20 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Resistances","description":"acid"},{"name":"Damage Immunities","description":"lightning, slashing"},{"name":"Condition Immunities","description":"charmed, deafened, exhaustion, frightened, grappled, prone, restrained"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":6,"modifier":"-2","save":"-2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":6,"modifier":"-2","save":"-2"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Traits","body":"***Amorphous.*** The jelly can move through a space as narrow as 1 inch without expending extra movement to do so.\n\n***Spider Climb.*** The jelly can climb difficult surfaces, including along ceilings, without needing to make an ability check."},{"heading":"Actions","body":"***Pseudopod.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 12 (3d6 + 2) Acid damage."},{"heading":"Reactions","body":"***Split.*** Trigger: While the jelly is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. _Response:_ The jelly splits into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its Initiative. The original jelly's Hit Points are divided evenly between the new jellies (round down)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3892b5fe228632080864342a7940f9af81fb300f7fdfc8923b0e59191fa217c8","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":230,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-octopus":{"articleId":"import-xmm-octopus","title":"Octopus","label":"2024 revised rules · Monster Manual (2025), p. 365","classification":"Small beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"3 (1d6)"},{"name":"Speed","description":"5 ft., swim 30 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +2, Stealth +6"},{"name":"Habitat","description":"underwater"},{"name":"Senses","description":"Darkvision 30 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":4,"modifier":"-3","save":"-3"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Compression.*** The octopus can move through a space as narrow as 1 inch without expending extra movement to do so.\n\n***Water Breathing.*** The octopus can breathe only underwater."},{"heading":"Actions","body":"***Tentacles.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 1 Bludgeoning damage."},{"heading":"Reactions","body":"***Ink Cloud (1/Day).*** Trigger: A creature ends its turn within 5 feet of the octopus while underwater. _Response:_ The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"57b428e96f070bce141b1e0b6006f0da65327d14b211e7c1d5f02f168ec8a8bd","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":365,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ogre":{"articleId":"import-xmm-ogre","title":"Ogre","label":"2024 revised rules · Monster Manual (2025), p. 231","classification":"Large giant, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"68 (8d10 + 24)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Languages","description":"Common, Giant"},{"name":"Gear","description":"greatclub, three javelins"},{"name":"Habitat","description":"arctic, desert, forest, grassland, hill, mountain, swamp, underdark"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":7,"modifier":"-2","save":"-2"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Greatclub.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 13 (2d8 + 4) Bludgeoning damage.\n\n***Javelin.*** *Melee  or Ranged Attack Roll:* +6, reach 5 ft. or range 30/120 ft. *Hit:* 11 (2d6 + 4) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e82d171117c250289b2dd0f9570ccdc2d8eb3107df716652ac0400a6d3d32bc5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":231,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ogre-zombie":{"articleId":"import-xmm-ogre-zombie","title":"Ogre Zombie","label":"2024 revised rules · Monster Manual (2025), p. 346","classification":"Large undead, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"8"},{"name":"Initiative (derived: Dexterity)","description":"-2 (8)"},{"name":"HP","description":"85 (9d10 + 36)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned"},{"name":"Languages","description":"understands Common and Giant but can't speak"},{"name":"Habitat","description":"planar, shadowfell, underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":6,"modifier":"-2","save":"-2"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":6,"modifier":"-2","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Undead Fortitude.*** If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."},{"heading":"Actions","body":"***Slam.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 13 (2d8 + 4) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"11be87712f297cb6a4535692e4ab2e27df0f998ecd89bb5e07cdda48aac79346","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":346,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ogrillon-ogre":{"articleId":"import-xmm-ogrillon-ogre","title":"Ogrillon Ogre","label":"2024 revised rules · Monster Manual (2025), p. 231","classification":"Large giant, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"52 (7d10 + 14)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Languages","description":"Common, Giant"},{"name":"Gear","description":"battleaxe, three javelins"},{"name":"Habitat","description":"arctic, desert, forest, grassland, hill, mountain, swamp, underdark"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":9,"modifier":"-1","save":"-1"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Battleaxe.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Slashing damage.\n\n***Javelin.*** *Melee  or Ranged Attack Roll:* +5, reach 5 ft. or range 30/120 ft. *Hit:* 6 (1d6 + 3) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ecd3d1f1ed6baa7dcd27a83bae88afc61cde10d2bafc031c18e262d0eaacce03","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":231,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-oni":{"articleId":"import-xmm-oni","title":"Oni","label":"2024 revised rules · Monster Manual (2025), p. 232","classification":"Large fiend, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"119 (14d10 + 42)"},{"name":"Speed","description":"30 ft., fly 30 ft. (hover)"},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Skills","description":"Arcana +5, Deception +8, Perception +4"},{"name":"Resistances","description":"cold"},{"name":"Languages","description":"Common, Giant"},{"name":"Habitat","description":"forest, urban"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+3"},{"name":"Constitution","score":16,"modifier":"+3","save":"+6"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+4"},{"name":"Charisma","score":15,"modifier":"+2","save":"+5"}],"sections":[{"heading":"Traits","body":"***Regeneration.*** The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point."},{"heading":"Actions","body":"***Multiattack.*** The oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting.\n\n***Claw.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 10 (1d12 + 4) Slashing damage plus 9 (2d8) Necrotic damage.\n\n***Nightmare Ray.*** *Ranged Attack Roll:* +5, range 60 ft. *Hit:* 9 (2d6 + 2) Psychic damage, and the target has the Frightened condition until the start of the oni's next turn.\n\n***Shape-Shift.*** The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.\n\n***Spellcasting.*** The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):\n\n**1/day each:** Charm Person (level 2 version), Darkness, Gaseous Form, Sleep"},{"heading":"Bonus Actions","body":"***Invisibility.*** The oni casts Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c39139f5df174f00a8ce7776ae146c6257bfaac29cbc502e9d8caeec2eb10ff1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":232,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-otyugh":{"articleId":"import-xmm-otyugh","title":"Otyugh","label":"2024 revised rules · Monster Manual (2025), p. 233","classification":"Large aberration, Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"104 (11d10 + 44)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Languages","description":"Otyugh; telepathy 120 ft. (doesn't allow the receiving creature to respond telepathically)"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":19,"modifier":"+4","save":"+7"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The otyugh makes one Bite attack and two Tentacle attacks.\n\n***Bite.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 12 (2d8 + 3) Piercing damage, and the target has the Poisoned condition. Whenever the Poisoned target finishes a Long Rest, it is subjected to the following effect. *Constitution Saving Throw:* DC 15. *Failure:* The target's Hit Point maximum decreases by 5 (1d10) and doesn't return to normal until the Poisoned condition ends on the target. *Success:* The Poisoned condition ends.\n\n***Tentacle.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 12 (2d8 + 3) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two tentacles.\n\n***Tentacle Slam.*** *Constitution Saving Throw:* DC 14, each creature Grappled by the otyugh. *Failure:* 16 (3d8 + 3) Bludgeoning damage, and the target has the Stunned condition until the start of the otyugh's next turn. *Success:* Half damage only."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"25e84529a2eadd60572c26e8b5aebff5f12361ff828f4b235e74a62156f40c2b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":233,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-owl":{"articleId":"import-xmm-owl","title":"Owl","label":"2024 revised rules · Monster Manual (2025), p. 366","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"1 (1d4 - 1)"},{"name":"Speed","description":"5 ft., fly 60 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +5, Stealth +5"},{"name":"Habitat","description":"arctic, forest, hill"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":3,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":8,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Flyby.*** The owl doesn't provoke Opportunity Attacks when it flies out of an enemy's reach."},{"heading":"Actions","body":"***Talons.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 1 Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"57d783161aa21d563592d04f4be5be54a192372d18e55e348262020c32b6b684","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":366,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-owlbear":{"articleId":"import-xmm-owlbear","title":"Owlbear","label":"2024 revised rules · Monster Manual (2025), p. 234","classification":"Large monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"59 (7d10 + 21)"},{"name":"Speed","description":"40 ft., climb 40 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +5"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The owlbear makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 14 (2d8 + 5) Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1a8b8d4f34bf5bc2483c46e0c0e1a1b0520b20d6ae0006dd6d22dd2851caa5c1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":234,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-panther":{"articleId":"import-xmm-panther","title":"Panther","label":"2024 revised rules · Monster Manual (2025), p. 366","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"13 (3d8)"},{"name":"Speed","description":"50 ft., climb 40 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +4, Stealth +7"},{"name":"Habitat","description":"forest, grassland, hill"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Rend.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Slashing damage."},{"heading":"Bonus Actions","body":"***Nimble Escape.*** The panther takes the Disengage or Hide action."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f0f8b489ea1b893c2a8240c923fd84a87e4839c003b5a76a5bf34c75dc2812f2","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":366,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-pegasus":{"articleId":"import-xmm-pegasus","title":"Pegasus","label":"2024 revised rules · Monster Manual (2025), p. 235","classification":"Large celestial, Chaotic Good","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"59 (7d10 + 21)"},{"name":"Speed","description":"60 ft., fly 90 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +6"},{"name":"Languages","description":"understands Celestial, Common, Elvish, and Sylvan but can't speak"},{"name":"Habitat","description":"forest, grassland, hill, planar, upper"},{"name":"Senses","description":"; Passive Perception 16"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+4"},{"name":"Constitution","score":16,"modifier":"+3","save":"+5"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+4"},{"name":"Charisma","score":13,"modifier":"+1","save":"+3"}],"sections":[{"heading":"Actions","body":"***Hooves.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1e71715a9ab981ee9ecaa961b074e80a4d3a2c4ba019548ac9c4a91fff666e34","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":235,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-peryton":{"articleId":"import-xmm-peryton","title":"Peryton","label":"2024 revised rules · Monster Manual (2025), p. 238","classification":"Medium monstrosity, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"33 (6d8 + 6)"},{"name":"Speed","description":"20 ft., fly 60 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +5, Stealth +3"},{"name":"Languages","description":"understands Common and Elvish but can't speak"},{"name":"Habitat","description":"hill, mountain"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"; Passive Perception 15"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Flyby.*** The peryton doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."},{"heading":"Actions","body":"***Multiattack.*** The peryton makes one Gore attack and one Talons attack.\n\n***Gore.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Piercing damage. If the peryton moved 30+ feet straight toward the target immediately before the hit, the target takes an extra 9 (2d8) Piercing damage.\n\n***Talons.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 8 (2d4 + 3) Piercing damage. If the attack reduces a Humanoid target to 0 Hit Points, the peryton kills the target by removing its heart."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a9841fc2514eea4b459240ea1ffe11339bcb74bb2b2bddf84723d0732b2226ee","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":238,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-phase-spider":{"articleId":"import-xmm-phase-spider","title":"Phase Spider","label":"2024 revised rules · Monster Manual (2025), p. 239","classification":"Large monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"45 (7d10 + 7)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Stealth +7"},{"name":"Habitat","description":"desert, forest, grassland, hill, planar, ethereal, underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Ethereal Sight.*** The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa.\n\n***Spider Climb.*** The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\n***Web Walker.*** The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."},{"heading":"Actions","body":"***Multiattack.*** The spider makes two Bite attacks.\n\n***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed condition."},{"heading":"Bonus Actions","body":"***Ethereal Jaunt.*** The spider teleports from the Material Plane to the Ethereal Plane or vice versa."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e73ded5a02cce5ba9e01164b3365ea1ddeaf25c1c05de03a9d52cbd34ee629fd","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":239,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-piercer":{"articleId":"import-xmm-piercer","title":"Piercer","label":"2024 revised rules · Monster Manual (2025), p. 240","classification":"Medium aberration, Unaligned","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"22 (3d8 + 9)"},{"name":"Speed","description":"5 ft., climb 15 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Stealth +5"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"individual"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":7,"modifier":"-2","save":"-2"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Spider Climb.*** The piercer can climb difficult surfaces, including along ceilings, without needing to make an ability check."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 5 (1d8 + 1) Piercing damage.\n\n***Drop.*** The piercer falls. *Dexterity Saving Throw:* DC 11, one creature directly underneath the piercer. *Failure:* 10 (3d6) Piercing damage. *Failure or Success:* The piercer reduces any damage it takes from the fall by 20."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7dbbc0a348a3c75b2a2cdea79c41d4e3cc17f5df0fab125fe636a74517bac18c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":240,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-piranha":{"articleId":"import-xmm-piranha","title":"Piranha","label":"2024 revised rules · Monster Manual (2025), p. 366","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"1 (1d4 - 1)"},{"name":"Speed","description":"5 ft., swim 40 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Habitat","description":"underwater"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":2,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":9,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":7,"modifier":"-2","save":"-2"},{"name":"Charisma","score":2,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Water Breathing.*** The piranha can breathe only underwater."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. *Hit:* 1 Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"666112b14b943cdcf4682ef10d0a4a336965dc425270b4b3cb11e191095bb00d","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":366,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-pit-fiend":{"articleId":"import-xmm-pit-fiend","title":"Pit Fiend","label":"2024 revised rules · Monster Manual (2025), p. 243","classification":"Large fiend (devil), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"21"},{"name":"Initiative","description":"+14 (24)"},{"name":"HP","description":"337 (27d10 + 189)"},{"name":"Speed","description":"30 ft., fly 60 ft."},{"name":"CR","description":"20; PB +6"},{"name":"XP (derived from CR)","description":"25000"},{"name":"Skills","description":"Perception +10, Persuasion +19"},{"name":"Resistances","description":"cold"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Infernal; telepathy 120 ft."},{"name":"Habitat","description":"planar, nine hells"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 20"}],"abilities":[{"name":"Strength","score":26,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+8"},{"name":"Constitution","score":24,"modifier":"+7","save":"+7"},{"name":"Intelligence","score":22,"modifier":"+6","save":"+6"},{"name":"Wisdom","score":18,"modifier":"+4","save":"+10"},{"name":"Charisma","score":24,"modifier":"+7","save":"+7"}],"sections":[{"heading":"Traits","body":"***Diabolical Restoration.*** If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.\n\n***Fear Aura.*** The pit fiend emanates an aura in a 20-foot Emanation while it doesn't have the Incapacitated condition. *Wisdom Saving Throw:* DC 21, any enemy that starts its turn in the aura. *Failure:* The target has the Frightened condition until the start of its next turn. *Success:* The target is immune to this pit fiend's aura for 24 hours.\n\n***Legendary Resistance (4/Day).*** If the pit fiend fails a saving throw, it can choose to succeed instead.\n\n***Magic Resistance.*** The pit fiend has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack.\n\n***Bite.*** *Melee Attack Roll:* +14, reach 10 ft. *Hit:* 18 (3d6 + 8) Piercing damage. If the target is a creature, it must make the following saving throw. *Constitution Saving Throw:* DC 21. *Failure:* The target has the Poisoned condition. While Poisoned, the target can't regain Hit Points and takes 21 (6d6) Poison damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\n\n***Devilish Claw.*** *Melee Attack Roll:* +14, reach 10 ft. *Hit:* 26 (4d8 + 8) Necrotic damage.\n\n***Fiery Mace.*** *Melee Attack Roll:* +14, reach 10 ft. *Hit:* 22 (4d6 + 8) Force damage plus 21 (6d6) Fire damage.\n\n***Hellfire Spellcasting (Recharge 4-6).*** The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"794cb738b1dc3d1d9a4583004358d898180b6f25be21ec3471e286cdbd58c069","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":243,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-pixie":{"articleId":"import-xmm-pixie","title":"Pixie","label":"2024 revised rules · Monster Manual (2025), p. 244","classification":"Tiny fey, Neutral Good","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+5 (15)"},{"name":"HP","description":"9 (6d4 - 6)"},{"name":"Speed","description":"10 ft., fly 30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +4, Stealth +7"},{"name":"Languages","description":"Sylvan"},{"name":"Habitat","description":"forest, planar, feywild"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"; Passive Perception 14"}],"abilities":[{"name":"Strength","score":2,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":20,"modifier":"+5","save":"+5"},{"name":"Constitution","score":8,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The pixie has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Faerie Dust.*** *Melee  or Ranged Attack Roll:* +4, reach 5 ft. or range 60 ft. *Hit:* 1 Radiant damage, and the target has the Charmed or Poisoned condition (pixie's choice) until the start of the pixie's next turn.\n\n***Spellcasting.*** The pixie casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 12):\n\n**At will:** Dancing Lights, Druidcraft, Invisibility (self only)\n\n**1/day each:** Detect Thoughts, Fly, Sleep"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"34c51473d9f4cf3b3ae278be7243bbe549f8789f28e6bc482fd3f6b4b3d57c27","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":244,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-pixie-wonderbringer":{"articleId":"import-xmm-pixie-wonderbringer","title":"Pixie Wonderbringer","label":"2024 revised rules · Monster Manual (2025), p. 244","classification":"Tiny fey, Neutral Good","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+5 (15)"},{"name":"HP","description":"60 (24d4)"},{"name":"Speed","description":"10 ft., fly 30 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Arcana +3, Perception +5, Stealth +8"},{"name":"Languages","description":"Common, Elvish, Sylvan"},{"name":"Habitat","description":"forest, planar, feywild"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"; Passive Perception 15"}],"abilities":[{"name":"Strength","score":2,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":20,"modifier":"+5","save":"+5"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The pixie has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The pixie makes two Faerie Dust attacks.\n\n***Faerie Dust.*** *Melee  or Ranged Attack Roll:* +7, reach 5 ft. or range 60 ft. *Hit:* 15 (2d10 + 4) Radiant damage, and the target has the Charmed or Poisoned condition (pixie's choice) until the start of the pixie's next turn.\n\n***Spellcasting.*** The pixie casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):\n\n**At will:** Dancing Lights, Druidcraft, Invisibility (self only)\n\n**1/day each:** Detect Thoughts, Fly, Major Image"},{"heading":"Bonus Actions","body":"***Burst of Wonder (Recharge 5-6).*** The pixie casts Entangle, Polymorph, or Tasha's Hideous Laughter, requiring no Material components and using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"961af2c5c10b9ae5171077e369e9e2dd1461371a380bef88124fad5f7925721d","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":244,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-planetar":{"articleId":"import-xmm-planetar","title":"Planetar","label":"2024 revised rules · Monster Manual (2025), p. 245","classification":"Large celestial (angel), Lawful Good","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative","description":"+10 (20)"},{"name":"HP","description":"262 (21d10 + 147)"},{"name":"Speed","description":"40 ft., fly 120 ft. (hover)"},{"name":"CR","description":"16; PB +5"},{"name":"XP (derived from CR)","description":"15000"},{"name":"Skills","description":"Perception +11"},{"name":"Resistances","description":"radiant"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened"},{"name":"Languages","description":"all; telepathy 120 ft."},{"name":"Habitat","description":"planar, upper"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 21"}],"abilities":[{"name":"Strength","score":24,"modifier":"+7","save":"+12"},{"name":"Dexterity","score":20,"modifier":"+5","save":"+5"},{"name":"Constitution","score":24,"modifier":"+7","save":"+12"},{"name":"Intelligence","score":19,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":22,"modifier":"+6","save":"+11"},{"name":"Charisma","score":25,"modifier":"+7","save":"+12"}],"sections":[{"heading":"Traits","body":"***Divine Awareness.*** The planetar knows if it hears a lie.\n\n***Exalted Restoration.*** If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.\n\n***Magic Resistance.*** The planetar has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The planetar makes three Radiant Sword attacks or uses Holy Burst twice.\n\n***Radiant Sword.*** *Melee Attack Roll:* +12, reach 10 ft. *Hit:* 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage.\n\n***Holy Burst.*** *Dexterity Saving Throw:* DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. *Failure:* 24 (7d6) Radiant damage. *Success:* Half damage.\n\n***Spellcasting.*** The planetar casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20):\n\n**At will:** Detect Evil and Good\n\n**1/day each:** Commune, Control Weather, Dispel Evil and Good, Raise Dead"},{"heading":"Bonus Actions","body":"***Divine Aid (2/Day).*** The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c79e5c79a4bf834df974e6e7cff4640dee171051c4b12a2862ddb908d91f987c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":245,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-plesiosaurus":{"articleId":"import-xmm-plesiosaurus","title":"Plesiosaurus","label":"2024 revised rules · Monster Manual (2025), p. 366","classification":"Large beast (dinosaur), Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"68 (8d10 + 24)"},{"name":"Speed","description":"20 ft., swim 40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +3, Stealth +4"},{"name":"Habitat","description":"arctic, underwater"},{"name":"Senses","description":"; Passive Perception 13"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Hold Breath.*** The plesiosaurus can hold its breath for 1 hour."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 11 (2d6 + 4) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"37596e15cc8304649bd48ce0cbbcd64628d5fabfa7d51f2f395b7b2cec831f7b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":366,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-polar-bear":{"articleId":"import-xmm-polar-bear","title":"Polar Bear","label":"2024 revised rules · Monster Manual (2025), p. 367","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"42 (5d10 + 15)"},{"name":"Speed","description":"40 ft., swim 40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +5, Stealth +4"},{"name":"Resistances","description":"cold"},{"name":"Habitat","description":"arctic"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The bear makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 9 (1d8 + 5) Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6b256da85be4ba9c491f1fc84df7729c09a644bcdeb692bd6c1f7f9571f615e7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":367,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-poltergeist":{"articleId":"import-xmm-poltergeist","title":"Poltergeist","label":"2024 revised rules · Monster Manual (2025), p. 246","classification":"Small or Medium undead, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"22 (5d8)"},{"name":"Speed","description":"5 ft., fly 50 ft. (hover)"},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Resistances","description":"acid, bludgeoning, cold, fire, lightning, piercing, slashing, thunder"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious"},{"name":"Languages","description":"Common plus one other language"},{"name":"Habitat","description":"underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":1,"modifier":"-5","save":"-5"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":14,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Incorporeal Movement.*** The poltergeist can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."},{"heading":"Actions","body":"***Multiattack.*** The poltergeist makes one Object Slam attack and uses Telekinetic Thrust.\n\n***Object Slam.*** *Melee  or Ranged Attack Roll:* +4, reach 5 ft. or range 30 ft. *Hit:* 7 (2d4 + 2) Bludgeoning damage.\n\n***Telekinetic Thrust.*** *Strength Saving Throw:* DC 12, one creature the poltergeist can see within 30 feet. *Failure:* 9 (2d6 + 2) Force damage, and the target is pushed up to 30 feet straight away from the poltergeist."},{"heading":"Bonus Actions","body":"***Vanish.*** The poltergeist gives itself the Invisible condition or ends that condition on itself."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"96529adf21c9b82a235436f317e75ce831e975b0b02a188aacef154badffa66a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":246,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-pony":{"articleId":"import-xmm-pony","title":"Pony","label":"2024 revised rules · Monster Manual (2025), p. 367","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"10"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"11 (2d8 + 2)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Habitat","description":"grassland, urban"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+4"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Hooves.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7eab6f1b212fe7a406710e8fcf282fe51807f50c2488bcdcb97ec63e62d37688","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":367,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-primeval-owlbear":{"articleId":"import-xmm-primeval-owlbear","title":"Primeval Owlbear","label":"2024 revised rules · Monster Manual (2025), p. 234","classification":"Huge monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"126 (12d12 + 48)"},{"name":"Speed","description":"40 ft., climb 40 ft., fly 5 ft."},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Skills","description":"Perception +8"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 18"}],"abilities":[{"name":"Strength","score":22,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":19,"modifier":"+4","save":"+7"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+5"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The owlbear has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The owlbear makes two Ravage attacks.\n\n***Ravage.*** *Melee Attack Roll:* +9, reach 5 ft. *Hit:* 15 (2d8 + 6) Slashing damage. If the target is a Huge or smaller creature and the owlbear moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Slashing damage and has the Prone condition.\n\n***Screech (Recharge 5-6).*** *Constitution Saving Throw:* DC 15, each creature in a 30-foot Emanation originating from the owlbear. *Failure:* 27 (6d8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn. *Success:* Half damage only."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"98b58e2037e4dcf2e2c36cd21871de06dff6e011d50e6dba5622a6893d6c2fc7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":234,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-pseudodragon":{"articleId":"import-xmm-pseudodragon","title":"Pseudodragon","label":"2024 revised rules · Monster Manual (2025), p. 249","classification":"Tiny dragon, Neutral Good","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"10 (3d4 + 3)"},{"name":"Speed","description":"15 ft., fly 60 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +5, Stealth +4"},{"name":"Languages","description":"understands Common and Draconic but can't speak"},{"name":"Habitat","description":"coastal, desert, forest, hill, mountain, urban"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The pseudodragon has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The pseudodragon makes two Bite attacks.\n\n***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Piercing damage.\n\n***Sting.*** *Constitution Saving Throw:* DC 12, one creature the pseudodragon can see within 5 feet. *Failure:* 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. While Poisoned, the target also has the Unconscious condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action to wake it."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9d5bd989cf80ace5e108fec273532266290ff8bf568c8bdbc0ecc99a4c37da37","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":249,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-psychic-gray-ooze":{"articleId":"import-xmm-psychic-gray-ooze","title":"Psychic Gray Ooze","label":"2024 revised rules · Monster Manual (2025), p. 151","classification":"Medium ooze, Unaligned","visibility":"player","core":[{"name":"AC","description":"9"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"37 (5d8 + 15)"},{"name":"Speed","description":"10 ft., climb 10 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Stealth +3"},{"name":"Resistances","description":"acid, cold, fire, psychic"},{"name":"Condition Immunities","description":"blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":6,"modifier":"-2","save":"-2"},{"name":"Charisma","score":2,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Amorphous.*** The ooze can move through a space as narrow as 1 inch without expending extra movement to do so."},{"heading":"Actions","body":"***Pseudopod.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 11 (3d6 + 1) Acid damage, and the target has Disadvantage on Intelligence saving throws until the end of the ooze's next turn.\n\n***Psychic Crush.*** *Intelligence Saving Throw:* DC 10, one creature the ooze can see within 60 feet. *Failure:* 13 (3d8) Psychic damage."},{"heading":"Reactions","body":"***Mind Corrosion.*** Trigger: The ooze fails a saving throw against a spell or another magical effect created by a creature. _Response:_ The triggering creature takes 3 (1d6) Psychic damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1712eb632e17a90cdaa20de1780b9fc1e2a9a1ec8a547e001cc1dfafad97bf0f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":151,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-pteranodon":{"articleId":"import-xmm-pteranodon","title":"Pteranodon","label":"2024 revised rules · Monster Manual (2025), p. 367","classification":"Medium beast (dinosaur), Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"13 (3d8)"},{"name":"Speed","description":"10 ft., fly 60 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +1"},{"name":"Habitat","description":"coastal, grassland, mountain"},{"name":"Senses","description":"; Passive Perception 11"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":9,"modifier":"-1","save":"-1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Flyby.*** The pteranodon doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 6 (1d8 + 2) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"af378e16c6dac1df756d5b42606af95bc8c9ff3b0a23389b12473bff1349785a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":367,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-purple-worm":{"articleId":"import-xmm-purple-worm","title":"Purple Worm","label":"2024 revised rules · Monster Manual (2025), p. 250","classification":"Gargantuan monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"247 (15d20 + 90)"},{"name":"Speed","description":"50 ft., burrow 50 ft."},{"name":"CR","description":"15; PB +5"},{"name":"XP (derived from CR)","description":"13000"},{"name":"Habitat","description":"desert, underdark"},{"name":"Senses","description":"Blindsight 30 ft., Tremorsense 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":28,"modifier":"+9","save":"+9"},{"name":"Dexterity","score":7,"modifier":"-2","save":"-2"},{"name":"Constitution","score":22,"modifier":"+6","save":"+11"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":8,"modifier":"-1","save":"+4"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Tunneler.*** The worm can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."},{"heading":"Actions","body":"***Multiattack.*** The worm makes one Bite attack and one Tail Stinger attack.\n\n***Bite.*** *Melee Attack Roll:* +14, reach 10 ft. *Hit:* 22 (3d8 + 9) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19), and it has the Restrained condition until the grapple ends.\n\n***Tail Stinger.*** *Melee Attack Roll:* +14, reach 10 ft. *Hit:* 16 (2d6 + 9) Piercing damage plus 35 (10d6) Poison damage."},{"heading":"Bonus Actions","body":"***Swallow.*** *Strength Saving Throw:* DC 19, one Large or smaller creature Grappled by the worm (it can have up to three creatures swallowed at a time). *Failure:* The target is swallowed by the worm, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of each of the worm's turns.\n\nIf the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the worm and has the Prone condition. If the worm dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"346f24359ca7990aec26cb21c07d7b034cf95b4ba030439bfbeaca1e60558229","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":250,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-quaggoth":{"articleId":"import-xmm-quaggoth","title":"Quaggoth","label":"2024 revised rules · Monster Manual (2025), p. 251","classification":"Medium monstrosity, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"45 (6d8 + 18)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Athletics +5"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Undercommon"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Bloodied Fury.*** While Bloodied, the quaggoth has Advantage on attack rolls."},{"heading":"Actions","body":"***Multiattack.*** The quaggoth makes two Claw attacks.\n\n***Claw.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Slashing damage, or 13 (3d6 + 3) Slashing damage if the quaggoth is Bloodied."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3f4a01fd46027a4db88634d074aa119b367e8725987b2f398dba4869c53d8f84","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":251,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-quaggoth-thonot":{"articleId":"import-xmm-quaggoth-thonot","title":"Quaggoth Thonot","label":"2024 revised rules · Monster Manual (2025), p. 251","classification":"Medium monstrosity, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"67 (9d8 + 27)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Athletics +5"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Undercommon"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Bloodied Fury.*** While Bloodied, the quaggoth has Advantage on attack rolls."},{"heading":"Actions","body":"***Multiattack.*** The quaggoth makes two Claw attacks.\n\n***Claw.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Slashing damage plus 5 (2d4) Psychic damage.\n\n***Spellcasting.*** The quaggoth casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 12):\n\n**At will:** Mage Hand (the hand is Invisible), Minor Illusion\n\n**2/day:** Mind Spike"},{"heading":"Reactions","body":"***Psionic Defense (3/Day).*** The quaggoth casts Feather Fall or Shield in response to the spell's trigger, requiring no spell components and using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4e935599d8ffe3397a7876ac3e7f8ca57e262650e140b7ad43d71d031a615e12","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":251,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-quasit":{"articleId":"import-xmm-quasit","title":"Quasit","label":"2024 revised rules · Monster Manual (2025), p. 252","classification":"Tiny fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"25 (10d4)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Stealth +5"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal, Common"},{"name":"Habitat","description":"planar, abyss"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":5,"modifier":"-3","save":"-3"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The quasit has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Rend.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit's next turn.\n\n***Scare (1/Day).*** *Wisdom Saving Throw:* DC 10, one creature within 20 feet. *Failure:* The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\n\n***Shape-Shift.*** The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed.\n\n***Invisibility.*** The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e004043eaf99b6155891a05368d252ef37dd49a45a8de5fcc17a2fb51e28d4f0","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":252,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-rakshasa":{"articleId":"import-xmm-rakshasa","title":"Rakshasa","label":"2024 revised rules · Monster Manual (2025), p. 253","classification":"Medium fiend, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+8 (18)"},{"name":"HP","description":"221 (26d8 + 104)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"13; PB +5"},{"name":"XP (derived from CR)","description":"10000"},{"name":"Skills","description":"Deception +10, Insight +8, Perception +8"},{"name":"Condition Immunities","description":"charmed, frightened"},{"name":"Languages","description":"Common, Infernal"},{"name":"Habitat","description":"planar, nine hells, urban"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Truesight 60 ft.; Passive Perception 18"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+3"},{"name":"Charisma","score":20,"modifier":"+5","save":"+5"}],"sections":[{"heading":"Traits","body":"***Greater Magic Resistance.*** The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa's permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.\n\n***Fiendish Restoration.*** If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."},{"heading":"Actions","body":"***Multiattack.*** The rakshasa makes three Cursed Touch attacks.\n\n***Cursed Touch.*** *Melee Attack Roll:* +10, reach 5 ft. *Hit:* 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.\n\n***Baleful Command (Recharge 5-6).*** *Wisdom Saving Throw:* DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. *Failure:* 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa's next turn.\n\n***Spellcasting.*** The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):\n\n**At will:** Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion\n\n**1/day each:** Fly, Invisibility, Major Image, Plane Shift"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"68b3b0ad45e83cea0b30d7e36d554bcb37f257674c197085cd9338dae1e2bce3","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":253,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-rat":{"articleId":"import-xmm-rat","title":"Rat","label":"2024 revised rules · Monster Manual (2025), p. 367","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"10"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"1 (1d4 - 1)"},{"name":"Speed","description":"20 ft., climb 20 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +2"},{"name":"Habitat","description":"forest, swamp, underdark, urban"},{"name":"Senses","description":"Darkvision 30 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":2,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":9,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Agile.*** The rat doesn't provoke Opportunity Attacks when it moves out of an enemy's reach."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 1 Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a7ae5ebfdfdc71f7e42bbfcad141c85b23b341df2e5e66c9ad2d286f264f5533","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":367,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-raven":{"articleId":"import-xmm-raven","title":"Raven (Bird)","label":"2024 revised rules · Monster Manual (2025), p. 368","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"2 (1d4)"},{"name":"Speed","description":"10 ft., fly 50 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +3"},{"name":"Habitat","description":"hill, swamp, urban"},{"name":"Senses","description":"; Passive Perception 13"}],"abilities":[{"name":"Strength","score":2,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Mimicry.*** The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check."},{"heading":"Actions","body":"***Beak.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 1 Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"eff4e778ece8b111e57ec3d14c93a646b2f65dbc062d9a46c638f699c620edb9","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":368,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-red-dragon-wyrmling":{"articleId":"import-xmm-red-dragon-wyrmling","title":"Red Dragon Wyrmling","label":"2024 revised rules · Monster Manual (2025), p. 254","classification":"Medium dragon (chromatic), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+2 (12)"},{"name":"HP","description":"75 (10d8 + 30)"},{"name":"Speed","description":"30 ft., climb 30 ft., fly 60 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Perception +4, Stealth +2"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Draconic"},{"name":"Habitat","description":"hill, mountain"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+2"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+2"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The dragon makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 13, each creature in a 15-foot Cone. *Failure:* 24 (7d6) Fire damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7cd18471eed6b36f2e9e2a3c5a3dcf93f6032da505f253af3dcdcb8754993ff2","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":254,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-red-slaad":{"articleId":"import-xmm-red-slaad","title":"Red Slaad","label":"2024 revised rules · Monster Manual (2025), p. 285","classification":"Large aberration, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"93 (11d10 + 33)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +1"},{"name":"Resistances","description":"acid, cold, fire, lightning, thunder"},{"name":"Languages","description":"Slaad; telepathy 60 ft."},{"name":"Habitat","description":"planar, limbo"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":6,"modifier":"-2","save":"-2"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The slaad has Advantage on saving throws against spells and other magical effects.\n\n***Regeneration.*** The slaad regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point."},{"heading":"Actions","body":"***Multiattack.*** The slaad makes three Injecting Claw attacks.\n\n***Injecting Claw.*** *Melee Attack Roll:* +6, reach 10 ft. *Hit:* 10 (2d6 + 3) Piercing damage. If the target is a Humanoid not cursed by a slaad, it is subjected to the following effect. *Constitution Saving Throw:* DC 14. *Failure:* The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg.\n\nOver 2d4 × 10 days, the egg gestates. In the final 24 hours, the cursed target feels unwell; its Speed is halved, and it has Disadvantage on D20 Tests. At the end of this time, the egg turns into a Slaad Tadpole, which chews out of the host and kills it."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"d86d9734e50af5495b1d53502f97ef656ece4f4e748a8f442a714c7b56819d5a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":285,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-reef-shark":{"articleId":"import-xmm-reef-shark","title":"Reef Shark","label":"2024 revised rules · Monster Manual (2025), p. 368","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"22 (4d8 + 4)"},{"name":"Speed","description":"5 ft., swim 30 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Perception +2"},{"name":"Habitat","description":"underwater"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\n\n***Water Breathing.*** The shark can breathe only underwater."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 7 (2d4 + 2) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f52c85f0c222a390ee6469f2c7eb4713224ca5743302308eaf7c69e7dcdb4ac0","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":368,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-remorhaz":{"articleId":"import-xmm-remorhaz","title":"Remorhaz","label":"2024 revised rules · Monster Manual (2025), p. 258","classification":"Huge monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"195 (17d12 + 85)"},{"name":"Speed","description":"40 ft., burrow 30 ft."},{"name":"CR","description":"11; PB +4"},{"name":"XP (derived from CR)","description":"7200"},{"name":"Damage Immunities","description":"cold, fire"},{"name":"Habitat","description":"arctic"},{"name":"Senses","description":"Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":24,"modifier":"+7","save":"+7"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":21,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":4,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Heat Aura.*** At the end of each of the remorhaz's turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +11, reach 10 ft. *Hit:* 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17), and it has the Restrained condition until the grapple ends."},{"heading":"Bonus Actions","body":"***Swallow.*** *Strength Saving Throw:* DC 19, one Large or smaller creature Grappled by the remorhaz (it can have up to two creatures swallowed at a time). *Failure:* The target is swallowed by the remorhaz, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions, it has Total Cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10 (3d6) Fire damage at the start of each of the remorhaz's turns.\n\nIf the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the remorhaz and has the Prone condition. If the remorhaz dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse by using 15 feet of movement, exiting Prone."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"cbb86831d25b54ae06956b9af5fcde43735fbe61eefe595dc18d67c332f066a9","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":258,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-revenant":{"articleId":"import-xmm-revenant","title":"Revenant","label":"2024 revised rules · Monster Manual (2025), p. 259","classification":"Medium undead, Neutral","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"127 (15d8 + 60)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Resistances","description":"necrotic, psychic"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, poisoned, stunned"},{"name":"Languages","description":"Common plus one other language"},{"name":"Habitat","description":"forest, swamp, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+7"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":18,"modifier":"+4","save":"+7"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+6"},{"name":"Charisma","score":18,"modifier":"+4","save":"+7"}],"sections":[{"heading":"Traits","body":"***Regeneration.*** The revenant regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn't function at the start of its next turn. Its body is destroyed only if it starts its turn with 0 Hit Points and doesn't regenerate.\n\n***Undead Restoration.*** If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil and Good is cast on its corpse. If it revives, it animates a Humanoid corpse elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit Points."},{"heading":"Actions","body":"***Multiattack.*** The revenant uses Vengeful Glare and makes two Slam attacks.\n\n***Slam.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 11 (2d6 + 4) Necrotic damage.\n\n***Vengeful Glare.*** *Wisdom Saving Throw:* DC 15, one creature the revenant can see within 30 feet. *Failure:* The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. If the Frightened target is cursed by the revenant (see Vow of Revenge), the target also has the Paralyzed condition for the duration."},{"heading":"Bonus Actions","body":"***Vow of Revenge (1/Day).*** The revenant curses one creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this Bonus Action on a different creature."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"029524e4211327ebb668122c7adcec7367499e138fd27b48aeca4ddfe664cf0f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":259,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-rhinoceros":{"articleId":"import-xmm-rhinoceros","title":"Rhinoceros","label":"2024 revised rules · Monster Manual (2025), p. 368","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"45 (6d10 + 12)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Habitat","description":"grassland"},{"name":"Senses","description":"; Passive Perception 11"}],"abilities":[{"name":"Strength","score":21,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Gore.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and the rhinoceros moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"283f7f526edcae59782b5dcbc1adea454fd254c230a9cf13794cab6dfa4bc67c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":368,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-riding-horse":{"articleId":"import-xmm-riding-horse","title":"Riding Horse","label":"2024 revised rules · Monster Manual (2025), p. 368","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"13 (2d10 + 2)"},{"name":"Speed","description":"60 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Habitat","description":"grassland, urban"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Hooves.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4b63012d6141a1f69f8d3f4b2427157789e83437b5ee0a1e24a8cb3ed2d947ee","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":368,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-roc":{"articleId":"import-xmm-roc","title":"Roc","label":"2024 revised rules · Monster Manual (2025), p. 261","classification":"Gargantuan monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+8 (18)"},{"name":"HP","description":"248 (16d20 + 80)"},{"name":"Speed","description":"20 ft., fly 120 ft."},{"name":"CR","description":"11; PB +4"},{"name":"XP (derived from CR)","description":"7200"},{"name":"Skills","description":"Perception +8"},{"name":"Habitat","description":"arctic, coastal, desert, hill, mountain"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"; Passive Perception 18"}],"abilities":[{"name":"Strength","score":28,"modifier":"+9","save":"+9"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+4"},{"name":"Constitution","score":20,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+4"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The roc makes two Beak attacks. It can replace one attack with a Talons attack.\n\n***Beak.*** *Melee Attack Roll:* +13, reach 10 ft. *Hit:* 28 (3d12 + 9) Piercing damage.\n\n***Talons.*** *Melee Attack Roll:* +13, reach 5 ft. *Hit:* 23 (4d6 + 9) Slashing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condition until the grapple ends."},{"heading":"Bonus Actions","body":"***Swoop (Recharge 5-6).*** If the roc has a creature Grappled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"717e5a3ebb6db4609e28bfd67b0b59e0afb37ad2fad9ed6971bbf9739e78f632","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":261,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-roper":{"articleId":"import-xmm-roper","title":"Roper","label":"2024 revised rules · Monster Manual (2025), p. 262","classification":"Large aberration, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"20"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"93 (11d10 + 33)"},{"name":"Speed","description":"10 ft., climb 20 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +6, Stealth +5"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+3"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Spider Climb.*** The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check."},{"heading":"Actions","body":"***Multiattack.*** The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks.\n\n***Bite.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 17 (3d8 + 4) Piercing damage.\n\n***Tentacle.*** *Melee Attack Roll:* +7, reach 60 ft. *Hit:* The target has the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the grapple ends.\n\nThe tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper's next turn.\n\n***Reel.*** The roper pulls each creature Grappled by it up to 30 feet straight toward it."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1c70e1f060a66a0da44d1f3164c3e2757993a6ca59603120e91400de71a5b9f4","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":262,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-rust-monster":{"articleId":"import-xmm-rust-monster","title":"Rust Monster","label":"2024 revised rules · Monster Manual (2025), p. 263","classification":"Medium monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"33 (6d8 + 6)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Iron Scent.*** The rust monster can pinpoint the location of ferrous metal within 30 feet of itself."},{"heading":"Actions","body":"***Multiattack.*** The rust monster makes one Bite attack and uses Antennae twice.\n\n***Bite.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 5 (1d8 + 1) Piercing damage.\n\n***Antennae.*** The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. *Dexterity Saving Throw:* DC 11, the creature with the object. *Failure:* The object takes a -1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon is destroyed if its penalty reaches -5. The penalty can be removed by casting the Mending spell on the armor or weapon.\n\n***Destroy Metal.*** The rust monster touches a nonmagical metal object within 5 feet of itself that isn't being worn or carried. The touch destroys a 1-foot Cube of the object."},{"heading":"Reactions","body":"***Reflexive Antennae.*** Trigger: An attack roll hits the rust monster. _Response:_ The rust monster uses Antennae."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0b5aa418b4eb39617be23e17d6f280fb351567eb607a367cada2eefaf159306b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":263,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-saber-toothed-tiger":{"articleId":"import-xmm-saber-toothed-tiger","title":"Saber-Toothed Tiger","label":"2024 revised rules · Monster Manual (2025), p. 369","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"52 (7d10 + 14)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +5, Stealth +7"},{"name":"Habitat","description":"arctic, hill, mountain"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+6"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+5"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Running Leap.*** With a 10-foot running start, the tiger can Long Jump up to 25 feet."},{"heading":"Actions","body":"***Multiattack.*** The tiger makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 11 (2d6 + 4) Slashing damage."},{"heading":"Bonus Actions","body":"***Nimble Escape.*** The tiger takes the Disengage or Hide action."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e91060e0b39164c1f1b1f151bbacb52f2c3ac1b98b6ef25de3a44de7d347de5e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":369,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-sahuagin-baron":{"articleId":"import-xmm-sahuagin-baron","title":"Sahuagin Baron","label":"2024 revised rules · Monster Manual (2025), p. 265","classification":"Large fiend, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"76 (9d10 + 27)"},{"name":"Speed","description":"30 ft., swim 50 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +7"},{"name":"Resistances","description":"acid, cold"},{"name":"Languages","description":"Sahuagin"},{"name":"Gear","description":"breastplate, trident"},{"name":"Habitat","description":"coastal, underwater"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+5"},{"name":"Constitution","score":16,"modifier":"+3","save":"+6"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+4"},{"name":"Charisma","score":17,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Blood Frenzy.*** The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points.\n\n***Limited Amphibiousness.*** The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.\n\n***Shark Telepathy.*** The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy."},{"heading":"Actions","body":"***Multiattack.*** The sahuagin makes three Trident attacks.\n\n***Trident.*** *Melee  or Ranged Attack Roll:* +7, reach 5 ft. or range 20/60 ft. *Hit:* 13 (2d8 + 4) Piercing damage."},{"heading":"Reactions","body":"***Fiendish Blood.*** Trigger: The sahuagin takes Piercing or Slashing damage. _Response—_*Constitution Saving Throw:* DC 14, each creature of the sahuagin's choice in a 5-foot Emanation originating from the sahuagin. *Failure:* 10 (3d6) Acid damage, and the target is cursed until it finishes a Short or Long Rest. While cursed, the target can't benefit from the Invisible condition, its Speed decreases by 10 feet, and all Fiends within 120 feet of the target can sense its location regardless of interposing obstacles."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"204b0f6f4f5908ef11a4464aad8ec995525c2e27b4a0ba325415f55b9c325e8b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":265,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-sahuagin-priest":{"articleId":"import-xmm-sahuagin-priest","title":"Sahuagin Priest","label":"2024 revised rules · Monster Manual (2025), p. 265","classification":"Medium fiend, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"38 (7d8 + 7)"},{"name":"Speed","description":"30 ft., swim 40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +6, Religion +3"},{"name":"Resistances","description":"acid, cold"},{"name":"Languages","description":"Sahuagin"},{"name":"Habitat","description":"coastal, underwater"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":13,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Blood Frenzy.*** The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points.\n\n***Limited Amphibiousness.*** The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.\n\n***Shark Telepathy.*** The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy."},{"heading":"Actions","body":"***Multiattack.*** The sahuagin makes two Spectral Jaws attacks.\n\n***Spectral Jaws.*** *Melee  or Ranged Attack Roll:* +4, reach 5 ft. or range 120 ft. *Hit:* 11 (2d8 + 2) Force damage.\n\n***Spellcasting.*** The sahuagin casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):\n\n**At will:** Thaumaturgy\n\n**2/day each:** Hold Person, Tongues"},{"heading":"Bonus Actions","body":"***Fiendish Aid (2/Day).*** The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"17192129a9804390083294c392151b22777adb07148f4c6281fd404e1618f804","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":265,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-sahuagin-warrior":{"articleId":"import-xmm-sahuagin-warrior","title":"Sahuagin Warrior","label":"2024 revised rules · Monster Manual (2025), p. 264","classification":"Medium fiend, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"22 (4d8 + 4)"},{"name":"Speed","description":"30 ft., swim 40 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Perception +5"},{"name":"Resistances","description":"acid, cold"},{"name":"Languages","description":"Sahuagin"},{"name":"Habitat","description":"coastal, underwater"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Blood Frenzy.*** The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points.\n\n***Limited Amphibiousness.*** The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.\n\n***Shark Telepathy.*** The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy."},{"heading":"Actions","body":"***Multiattack.*** The sahuagin makes two Claw attacks.\n\n***Claw.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 4 (1d6 + 1) Slashing damage."},{"heading":"Bonus Actions","body":"***Aquatic Charge.*** The sahuagin swims up to its Swim Speed straight toward an enemy it can see."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"592beda984adc72eba1fba2fec3c47341d1081bf7478122136c63d603642b6fb","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":264,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-salamander":{"articleId":"import-xmm-salamander","title":"Salamander","label":"2024 revised rules · Monster Manual (2025), p. 267","classification":"Large elemental, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"90 (12d10 + 24)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Primordial (Ignan)"},{"name":"Habitat","description":"planar, fire, underdark"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Fire Aura.*** At the end of each of the salamander's turns, each creature of the salamander's choice in a 5-foot Emanation originating from the salamander takes 7 (2d6) Fire damage."},{"heading":"Actions","body":"***Multiattack.*** The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict.\n\n***Flame Spear.*** *Melee  or Ranged Attack Roll:* +7, reach 5 ft. or range 20/60 ft. *Hit:* 13 (2d8 + 4) Piercing damage plus 7 (2d6) Fire damage. *Hit or Miss:* The spear magically returns to the salamander's hand immediately after a ranged attack.\n\n***Constrict.*** *Strength Saving Throw:* DC 15, one Large or smaller creature the salamander can see within 10 feet. *Failure:* 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"11a077368242fcd41205ec893f4e0781ae70bdfb4707c733c48b67d0f512ca1e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":267,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-salamander-fire-snake":{"articleId":"import-xmm-salamander-fire-snake","title":"Salamander Fire Snake","label":"2024 revised rules · Monster Manual (2025), p. 266","classification":"Medium elemental, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"27 (6d8)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"understands Primordial but can't speak"},{"name":"Habitat","description":"planar, fire, underdark"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Fire Aura.*** At the end of each of the salamander's turns, each creature of the salamander's choice in a 5-foot Emanation originating from the salamander takes 3 (1d6) Fire damage."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 6 (1d8 + 2) Piercing damage plus 3 (1d6) Fire damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"df65df402c51f86af051d542e346cf08679d334f285fdc772156ec075516cb6a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":266,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-salamander-inferno-master":{"articleId":"import-xmm-salamander-inferno-master","title":"Salamander Inferno Master","label":"2024 revised rules · Monster Manual (2025), p. 267","classification":"Large elemental, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+8 (18)"},{"name":"HP","description":"256 (27d10 + 108)"},{"name":"Speed","description":"40 ft., climb 40 ft."},{"name":"CR","description":"15; PB +5"},{"name":"XP (derived from CR)","description":"13000"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Primordial (Ignan)"},{"name":"Habitat","description":"planar, fire, underdark"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":24,"modifier":"+7","save":"+7"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+8"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+5"},{"name":"Charisma","score":20,"modifier":"+5","save":"+5"}],"sections":[{"heading":"Traits","body":"***Fire Aura.*** At the end of each of the salamander's turns, each creature of the salamander's choice in a 10-foot Emanation originating from the salamander takes 10 (3d6) Fire damage.\n\n***Magic Resistance.*** The salamander has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The salamander makes two Flame Trident attacks.\n\n***Flame Trident.*** *Melee  or Ranged Attack Roll:* +12, reach 5 ft. or range 30/90 ft. *Hit:* 16 (2d8 + 7) Piercing damage plus 14 (4d6) Fire damage. *Hit or Miss:* The trident magically returns to the salamander's hand immediately after a ranged attack.\n\n***Inferno Blast (Recharge 5-6).*** *Dexterity Saving Throw:* DC 18, each creature in a 30-foot-radius Sphere centered on a point the salamander can see within 120 feet. *Failure:* 35 (10d6) Fire damage, and the target starts burning, taking 5 (1d10) Fire damage at the start of each of its turns instead of the normal burning damage. The target gains 1 Exhaustion level whenever it takes this burning damage. *Success:* Half damage only."},{"heading":"Bonus Actions","body":"***Blazing Movement.*** The salamander moves up to its Speed without provoking Opportunity Attacks. During this movement, fire fills a 5-foot Emanation originating from the salamander. When the Emanation enters a creature's space, that creature takes 7 (2d6) Fire damage. A creature can take this damage only once per turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"bb92a60a28470015f43e35801bb7fff89524e8dc0ad0cf612f4f5a476e0568aa","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":267,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-satyr":{"articleId":"import-xmm-satyr","title":"Satyr","label":"2024 revised rules · Monster Manual (2025), p. 268","classification":"Medium fey, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"31 (7d8)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Perception +2, Performance +6, Stealth +5"},{"name":"Languages","description":"Common, Elvish, Sylvan"},{"name":"Habitat","description":"forest, planar, feywild"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"; Passive Perception 12"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":14,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The satyr has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Hooves.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straight away from itself.\n\n***Mockery.*** *Wisdom Saving Throw:* DC 12, one creature the satyr can see within 90 feet. *Failure:* 5 (1d6 + 2) Psychic damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b0efeacfe304403a18e7378c6b317b66f73c9d9f81477655e1f35b687a1a5ddf","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":268,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-satyr-revelmaster":{"articleId":"import-xmm-satyr-revelmaster","title":"Satyr Revelmaster","label":"2024 revised rules · Monster Manual (2025), p. 268","classification":"Medium fey, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+7 (17)"},{"name":"HP","description":"82 (15d8 + 15)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Acrobatics +7, Perception +5, Performance +9"},{"name":"Languages","description":"Common, Elvish, Sylvan"},{"name":"Habitat","description":"forest, planar, feywild"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"; Passive Perception 15"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+7"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+5"},{"name":"Charisma","score":17,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The satyr has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The satyr makes three Prance attacks.\n\n***Prance.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 13 (2d8 + 4) Bludgeoning damage, and the target has the Charmed condition until the start of the satyr's next turn.\n\n***Fey Melody (Recharge 4-6).*** The satyr conjures a charming or frightening song. *Wisdom Saving Throw:* DC 14, each enemy in a 60-foot Emanation originating from the satyr. *Failure:* The target is subjected to the song's effect:\n\n- **Charming.** The target has the Charmed condition for 1 minute. While Charmed, the target has the Incapacitated condition and uses all its movement to dance in place. The effect ends on the target if it takes any damage.  \n- **Frightening.** 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition for 1 minute. If the target ends its turn out of line of sight from the satyr, the condition ends on it."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1bd3b98095248321b10f5d2c1e91e1b2e57bee96cac03ad7d77e57320b0f31f9","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":268,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-scarecrow":{"articleId":"import-xmm-scarecrow","title":"Scarecrow","label":"2024 revised rules · Monster Manual (2025), p. 269","classification":"Medium construct, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"27 (6d8)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious"},{"name":"Languages","description":"Common plus one other language"},{"name":"Habitat","description":"grassland"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":11,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":13,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Actions","body":"***Fearsome Claw.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 6 (2d4 + 1) Slashing damage, and the target has the Frightened condition until the end of the scarecrow's next turn.\n\n***Terrifying Glare.*** *Wisdom Saving Throw:* DC 11, one creature the scarecrow can see within 30 feet. *Failure:* The target has the Frightened condition until the end of the scarecrow's next turn. While Frightened, the target has the Paralyzed condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9af6a8c33b3dfaa3099981605eb84762310eb8ded4a5964a855d9c57eaaf12bc","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":269,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-scorpion":{"articleId":"import-xmm-scorpion","title":"Scorpion","label":"2024 revised rules · Monster Manual (2025), p. 369","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"1 (1d4 - 1)"},{"name":"Speed","description":"10 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Habitat","description":"desert"},{"name":"Senses","description":"Blindsight 10 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":2,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":8,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":2,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Actions","body":"***Sting.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 1 Piercing damage plus 3 (1d6) Poison damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f34c8ad4a2ad4cc7455839a7df33605ee662632e1d794b56ba6ce4ac2110a4ef","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":369,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-sea-hag":{"articleId":"import-xmm-sea-hag","title":"Sea Hag","label":"2024 revised rules · Monster Manual (2025), p. 271","classification":"Medium fey, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"52 (7d8 + 21)"},{"name":"Speed","description":"30 ft., swim 40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Languages","description":"Common, Giant, Primordial (Aquan)"},{"name":"Habitat","description":"coastal, underwater"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":13,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Coven Magic.*** While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.\n\n\n***Amphibious.*** The hag can breathe air and water.\n\n***Vile Appearance.*** *Wisdom Saving Throw:* DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag's true form. *Failure:* The target has the Frightened condition until the start of its next turn. *Success:* The target is immune to this hag's Vile Appearance for 24 hours."},{"heading":"Actions","body":"***Claw.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 10 (2d6 + 3) Slashing damage.\n\n***Death Glare (Recharge 5-6).*** *Wisdom Saving Throw:* DC 11, one Frightened creature the hag can see within 30 feet. *Failure:* If the target has 20 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 13 (3d8) Psychic damage.\n\n***Illusory Appearance.*** The hag casts Disguise Self, using Constitution as the spellcasting ability (spell save DC 13). The spell's duration is 24 hours."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f6e9698f46adcccf7a915b8871f98c8cf63e02047c1ae32b57a4b919dfd4e52b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":271,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-seahorse":{"articleId":"import-xmm-seahorse","title":"Seahorse","label":"2024 revised rules · Monster Manual (2025), p. 369","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"1 (1d4 - 1)"},{"name":"Speed","description":"5 ft., swim 20 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"0"},{"name":"Skills","description":"Perception +2, Stealth +5"},{"name":"Habitat","description":"underwater"},{"name":"Senses","description":"; Passive Perception 12"}],"abilities":[{"name":"Strength","score":1,"modifier":"-5","save":"-5"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":8,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":2,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Water Breathing.*** The seahorse can breathe only underwater."},{"heading":"Actions","body":"***Bubble Dash.*** While underwater, the seahorse moves up to its Swim Speed without provoking Opportunity Attacks."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"dbf2f2d9615a60af1a8e1b7c808045929279be557ff7842bf4012f59fe4dc9e3","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":369,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-shadow":{"articleId":"import-xmm-shadow","title":"Shadow","label":"2024 revised rules · Monster Manual (2025), p. 272","classification":"Medium undead, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"27 (5d8 + 5)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Stealth +6"},{"name":"Resistances","description":"acid, cold, fire, lightning, thunder"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious"},{"name":"Habitat","description":"planar, shadowfell, underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Amorphous.*** The shadow can move through a space as narrow as 1 inch without expending extra movement to do so.\n\n***Sunlight Weakness.*** While in sunlight, the shadow has Disadvantage on D20 Tests."},{"heading":"Actions","body":"***Draining Swipe.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Necrotic damage, and the target's Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later."},{"heading":"Bonus Actions","body":"***Shadow Stealth.*** While in Dim Light or Darkness, the shadow takes the Hide action."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ce90a5ceb621438df67198f0177ec95299fca490b3076abaebb2f7ffca1eb86b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":272,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-shadow-demon":{"articleId":"import-xmm-shadow-demon","title":"Shadow Demon","label":"2024 revised rules · Monster Manual (2025), p. 273","classification":"Medium fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"66 (12d8 + 12)"},{"name":"Speed","description":"30 ft., fly 30 ft. (hover)"},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Stealth +7"},{"name":"Resistances","description":"acid, bludgeoning, cold, fire, lightning, piercing, slashing, thunder"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained"},{"name":"Languages","description":"Abyssal; telepathy 120 ft."},{"name":"Habitat","description":"planar, abyss"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":1,"modifier":"-5","save":"-5"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+5"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":14,"modifier":"+2","save":"+4"}],"sections":[{"heading":"Traits","body":"***Demonic Restoration.*** If the demon dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.\n\n***Incorporeal Movement.*** The demon can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.\n\n***Light Sensitivity.*** While in Bright Light, the demon has Disadvantage on ability checks and attack rolls."},{"heading":"Actions","body":"***Umbral Claw.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 16 (3d8 + 3) Psychic damage."},{"heading":"Bonus Actions","body":"***Shadow Stealth.*** While in Dim Light or Darkness, the demon takes the Hide action."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0df997e7cdda69b335e4d7a6f84fc6fd2d217846400ec10bd08ac1adc01339f8","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":273,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-shadow-dragon":{"articleId":"import-xmm-shadow-dragon","title":"Shadow Dragon","label":"2024 revised rules · Monster Manual (2025), p. 275","classification":"Huge dragon, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+14 (24)"},{"name":"HP","description":"189 (18d12 + 72)"},{"name":"Speed","description":"40 ft., climb 40 ft., fly 80 ft."},{"name":"CR","description":"13; PB +5"},{"name":"XP (derived from CR)","description":"10000"},{"name":"XP in lair (source)","description":"11500"},{"name":"Skills","description":"Perception +11, Stealth +14"},{"name":"Resistances","description":"See Living Shadow"},{"name":"Damage Immunities","description":"necrotic"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"planar, shadowfell, underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 21"}],"abilities":[{"name":"Strength","score":21,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":19,"modifier":"+4","save":"+9"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+6"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the dragon fails a saving throw, it can choose to succeed instead.\n\n***Living Shadow.*** While in Dim Light or Darkness, the dragon has Resistance to damage that isn't Force, Psychic, or Radiant.\n\n***Sunlight Sensitivity.*** While in sunlight, the dragon has Disadvantage on ability checks and attack rolls."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +10, reach 10 ft. *Hit:* 12 (2d6 + 5) Slashing damage plus 3 (1d6) Necrotic damage.\n\n***Shadow Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 17, each creature in a 60-foot Cone. *Failure:* 35 (10d6) Necrotic damage. *Success:* Half damage. *Failure or Success:* A Humanoid reduced to 0 Hit Points by this damage dies, and a Shadow rises from the corpse. The shadow is under the dragon's control and shares the dragon's Initiative count but acts immediately after the dragon."},{"heading":"Bonus Actions","body":"***Shadow Stealth.*** While in Dim Light or Darkness, the dragon takes the Hide action."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the shadow dragon can expend a use to take one of the following actions. The shadow dragon regains all expended uses at the start of each of its turns.\n\n***Pounce.*** The dragon moves up to half its Speed, and it makes one Rend attack.\n\n***Veil of Shadow.*** The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it takes 10 (3d6) Necrotic damage. The dragon can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The region around a shadow dragon's lair is twisted by its presence, creating the following effects:\n\n**Negative Energy Suffusion.** Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it subtracts 1d10 from the number of Hit Points regained.\n\n**Stifling Shadows.** Within 1 mile of the lair, effects that normally create Bright Light instead create Dim Light, and creatures there have Advantage on Dexterity (Stealth) checks.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"615beaec9f13666c1922af1f668962b15432fb6fd0dfb72432bf70cefaf5edf0","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":275,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-shambling-mound":{"articleId":"import-xmm-shambling-mound","title":"Shambling Mound","label":"2024 revised rules · Monster Manual (2025), p. 276","classification":"Large plant, Unaligned","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"110 (13d10 + 39)"},{"name":"Speed","description":"30 ft., swim 20 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Stealth +3"},{"name":"Resistances","description":"cold, fire"},{"name":"Damage Immunities","description":"lightning"},{"name":"Condition Immunities","description":"deafened, exhaustion"},{"name":"Habitat","description":"forest, swamp"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Lightning Absorption.*** Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt."},{"heading":"Actions","body":"***Multiattack.*** The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.\n\n***Charged Tendril.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the target 5 feet straight toward itself.\n\n***Engulf.*** *Strength Saving Throw:* DC 15, one Medium or smaller creature within 5 feet. *Failure:* The target is pulled into the shambling mound's space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no extra movement. The shambling mound can have only one creature Grappled by this action at a time."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6430764d9850aea496070febd898abf5e57fe208be82216eba4ea1ddaa25fa67","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":276,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-shield-guardian":{"articleId":"import-xmm-shield-guardian","title":"Shield Guardian","label":"2024 revised rules · Monster Manual (2025), p. 277","classification":"Large construct, Unaligned","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"142 (15d10 + 60)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned"},{"name":"Languages","description":"understands commands given in any language but can't speak"},{"name":"Habitat","description":"urban"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Bound.*** The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (round up) is transferred to the guardian.\n\n***Regeneration.*** The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.\n\n***Spell Storing.*** A spellcaster who wears the guardian's amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster's spellcasting ability. The stored spell is then lost."},{"heading":"Actions","body":"***Multiattack.*** The guardian makes two Fist attacks.\n\n***Fist.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage."},{"heading":"Reactions","body":"***Protection.*** Trigger: An attack roll hits the wearer of the guardian's amulet while the wearer is within 5 feet of the guardian. _Response:_ The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian's next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3b69afe013177b29be9759fbad047e37ffffa8c85090492794537c54ee955644","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":277,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-shrieker-fungus":{"articleId":"import-xmm-shrieker-fungus","title":"Shrieker Fungus","label":"2024 revised rules · Monster Manual (2025), p. 125","classification":"Medium plant, Unaligned","visibility":"player","core":[{"name":"AC","description":"5"},{"name":"Initiative (derived: Dexterity)","description":"-5 (5)"},{"name":"HP","description":"13 (3d8)"},{"name":"Speed","description":"5 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"0"},{"name":"Condition Immunities","description":"blinded, charmed, deafened, frightened"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 6"}],"abilities":[{"name":"Strength","score":1,"modifier":"-5","save":"-5"},{"name":"Dexterity","score":1,"modifier":"-5","save":"-5"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":3,"modifier":"-4","save":"-4"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Reactions","body":"***Shriek.*** Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. _Response:_ The shrieker emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"739b61fa1024fc798572ec2641dcb3b7f590804b52bfe2bae1e9543e8c69f5d8","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":125,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-silver-dragon-wyrmling":{"articleId":"import-xmm-silver-dragon-wyrmling","title":"Silver Dragon Wyrmling","label":"2024 revised rules · Monster Manual (2025), p. 278","classification":"Medium dragon (metallic), Lawful Good","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+2 (12)"},{"name":"HP","description":"45 (6d8 + 18)"},{"name":"Speed","description":"30 ft., fly 60 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +4, Stealth +2"},{"name":"Damage Immunities","description":"cold"},{"name":"Languages","description":"Draconic"},{"name":"Habitat","description":"mountain, urban"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+2"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+2"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The dragon makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 9 (1d10 + 4) Piercing damage.\n\n***Cold Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 13, each creature in a 15-foot Cone. *Failure:* 18 (4d8) Cold damage. *Success:* Half damage.\n\n***Paralyzing Breath.*** *Constitution Saving Throw:* DC 13, each creature in a 15-foot Cone. *1St Failure:* The target has the Incapacitated condition until the end of its next turn, when it repeats the save. *2Nd Failure:* The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b76e55d920b86297c7cdece535a1e3bfea26710bc204dedda8e03fd3ccdbd2b2","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":278,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-skeleton":{"articleId":"import-xmm-skeleton","title":"Skeleton","label":"2024 revised rules · Monster Manual (2025), p. 282","classification":"Medium undead, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"13 (2d8 + 4)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned"},{"name":"Languages","description":"understands Common plus one other language but can't speak"},{"name":"Gear","description":"shortbow, shortsword"},{"name":"Habitat","description":"planar, shadowfell, underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Shortsword.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Piercing damage.\n\n***Shortbow.*** *Ranged Attack Roll:* +5, range 80/320 ft. *Hit:* 6 (1d6 + 3) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"fab5b0d16571f6aa24f61b72c54315b233b41437bce1fc3fb33c3961d7b888af","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":282,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-slaad-tadpole":{"articleId":"import-xmm-slaad-tadpole","title":"Slaad Tadpole","label":"2024 revised rules · Monster Manual (2025), p. 284","classification":"Tiny aberration, Chaotic Neutral","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"7 (3d4)"},{"name":"Speed","description":"30 ft., burrow 10 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Skills","description":"Stealth +4"},{"name":"Resistances","description":"acid, cold, fire, lightning, thunder"},{"name":"Languages","description":"understands Slaad but can't speak"},{"name":"Habitat","description":"planar, limbo"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 7"}],"abilities":[{"name":"Strength","score":7,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":5,"modifier":"-3","save":"-3"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The slaad has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"41468345f7eb178f8e4c08d16acf825fecb299d688f3f53acea7e225f5d93fb2","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":284,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-smoke-mephit":{"articleId":"import-xmm-smoke-mephit","title":"Smoke Mephit","label":"2024 revised rules · Monster Manual (2025), p. 208","classification":"Small elemental, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"13 (3d6 + 3)"},{"name":"Speed","description":"30 ft., fly 30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +2, Stealth +4"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned"},{"name":"Languages","description":"Primordial (Auran, Ignan)"},{"name":"Habitat","description":"planar, elemental"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Death Burst.*** The mephit explodes when it dies. *Constitution Saving Throw:* DC 11, each creature in a 5-foot Emanation originating from the mephit. *Failure:* The target has the Poisoned condition until the end of its next turn."},{"heading":"Actions","body":"***Claw.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Slashing damage.\n\n***Cinder Breath (Recharge 6).*** *Dexterity Saving Throw:* DC 11, one creature the mephit can see within 15 feet. *Failure:* The target has the Blinded condition until the end of the mephit's next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"8e7663d2d1348ab07b8e154295fa4e3a4a9fc31cbcdd4e63a5e0da20d4e2a5b2","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":208,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-solar":{"articleId":"import-xmm-solar","title":"Solar","label":"2024 revised rules · Monster Manual (2025), p. 288","classification":"Large celestial (angel), Lawful Good","visibility":"player","core":[{"name":"AC","description":"21"},{"name":"Initiative","description":"+20 (30)"},{"name":"HP","description":"297 (22d10 + 176)"},{"name":"Speed","description":"50 ft., fly 150 ft. (hover)"},{"name":"CR","description":"21; PB +7"},{"name":"XP (derived from CR)","description":"33000"},{"name":"Skills","description":"Perception +14"},{"name":"Damage Immunities","description":"poison, radiant"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, poisoned"},{"name":"Languages","description":"all; telepathy 120 ft."},{"name":"Habitat","description":"planar, upper"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 24"}],"abilities":[{"name":"Strength","score":26,"modifier":"+8","save":"+8"},{"name":"Dexterity","score":22,"modifier":"+6","save":"+6"},{"name":"Constitution","score":26,"modifier":"+8","save":"+8"},{"name":"Intelligence","score":25,"modifier":"+7","save":"+7"},{"name":"Wisdom","score":25,"modifier":"+7","save":"+7"},{"name":"Charisma","score":30,"modifier":"+10","save":"+10"}],"sections":[{"heading":"Traits","body":"***Divine Awareness.*** The solar knows if it hears a lie.\n\n***Exalted Restoration.*** If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.\n\n***Legendary Resistance (4/Day).*** If the solar fails a saving throw, it can choose to succeed instead.\n\n***Magic Resistance.*** The solar has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.\n\n***Flying Sword.*** *Melee  or Ranged Attack Roll:* +15, reach 10 ft. or range 120 ft. *Hit:* 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. *Hit or Miss:* The sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack.\n\n***Slaying Bow.*** *Dexterity Saving Throw:* DC 21, one creature the solar can see within 600 feet. *Failure:* If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage.\n\n***Spellcasting.*** The solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):\n\n**At will:** Detect Evil and Good\n\n**1/day each:** Commune, Control Weather, Dispel Evil and Good, Resurrection"},{"heading":"Bonus Actions","body":"***Divine Aid (3/Day).*** The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3. Immediately after another creature's turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at the start of each of its turns.\n\n***Blinding Gaze.*** *Constitution Saving Throw:* DC 25, one creature the solar can see within 120 feet. *Failure:* The target has the Blinded condition for 1 minute. *Failure or Success:* The solar can't take this action again until the start of its next turn.\n\n***Radiant Teleport.*** The solar teleports up to 60 feet to an unoccupied space it can see. *Dexterity Saving Throw:* DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. *Failure:* 11 (2d10) Radiant damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f47acdf8f24242f26c5c4c5b32452f93d22fa2d0865ae5861f9453f9d6da1fd3","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":288,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-spectator":{"articleId":"import-xmm-spectator","title":"Spectator","label":"2024 revised rules · Monster Manual (2025), p. 289","classification":"Medium aberration (beholder), Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"45 (7d8 + 14)"},{"name":"Speed","description":"5 ft., fly 30 ft. (hover)"},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +6"},{"name":"Condition Immunities","description":"exhaustion, prone"},{"name":"Languages","description":"Deep Speech, Undercommon; telepathy 120 ft."},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The spectator uses Eye Rays twice.\n\n***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Piercing damage.\n\n***Eye Rays.*** The spectator randomly shoots one of the following magical rays at a target it can see within 90 feet of itself (roll 1d4; reroll if the spectator has already used that ray during this turn):\n\n- **1 Confusion Ray.** *Wisdom Saving Throw:* DC 12. *Failure:* 5 (2d4) Psychic damage, and the target can't take Reactions until the end of its next turn. On its next turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on that turn.  \n- **2 Paralyzing Ray.** *Constitution Saving Throw:* DC 12. *Failure:* The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.  \n- **3 Fear Ray.** *Wisdom Saving Throw:* DC 12. *Failure:* 5 (2d4) Psychic damage, and the target has the Frightened condition until the end of its next turn.  \n- **4 Wounding Ray.** *Constitution Saving Throw:* DC 12. *Failure:* 16 (3d10) Necrotic damage. *Success:* Half damage."},{"heading":"Reactions","body":"***Spell Reflection.*** Trigger: The spectator succeeds on a saving throw against a spell, or a spell's attack roll misses it. _Response—_*Dexterity Saving Throw:* DC 12, one creature the spectator can see within 120 feet. *Failure:* 10 (3d6) Force damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ac0e92754bcf742c6fa2faf10b1178386c002f19adddaebf48745212bf424a62","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":289,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-specter":{"articleId":"import-xmm-specter","title":"Specter","label":"2024 revised rules · Monster Manual (2025), p. 290","classification":"Medium undead, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"22 (5d8)"},{"name":"Speed","description":"30 ft., fly 50 ft. (hover)"},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Resistances","description":"acid, bludgeoning, cold, fire, lightning, piercing, slashing, thunder"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious"},{"name":"Languages","description":"understands Common plus one other language but can't speak"},{"name":"Habitat","description":"underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":1,"modifier":"-5","save":"-5"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Incorporeal Movement.*** The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.\n\n***Sunlight Sensitivity.*** While in sunlight, the specter has Disadvantage on ability checks and attack rolls."},{"heading":"Actions","body":"***Life Drain.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 7 (2d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9534a823ab8422bac46bf726f2394127bfccdb48248fa73e9d9e13e697809eaa","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":290,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-sphinx-of-lore":{"articleId":"import-xmm-sphinx-of-lore","title":"Sphinx of Lore","label":"2024 revised rules · Monster Manual (2025), p. 293","classification":"Large celestial, Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+10 (20)"},{"name":"HP","description":"170 (20d10 + 60)"},{"name":"Speed","description":"40 ft., fly 60 ft."},{"name":"CR","description":"11; PB +4"},{"name":"XP (derived from CR)","description":"7200"},{"name":"XP in lair (source)","description":"8400"},{"name":"Skills","description":"Arcana +12, History +12, Perception +8, Religion +12"},{"name":"Resistances","description":"necrotic, radiant"},{"name":"Damage Immunities","description":"psychic"},{"name":"Condition Immunities","description":"charmed, frightened"},{"name":"Languages","description":"Celestial, Common"},{"name":"Habitat","description":"desert, planar, upper"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 18"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":18,"modifier":"+4","save":"+4"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Inscrutable.*** No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.\n\n***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the sphinx fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The sphinx makes three Claw attacks.\n\n***Claw.*** *Melee Attack Roll:* +8, reach 5 ft. *Hit:* 14 (3d6 + 4) Slashing damage.\n\n***Mind-Rending Roar (Recharge 5-6).*** *Wisdom Saving Throw:* DC 16, each enemy in a 300-foot Emanation originating from the sphinx. *Failure:* 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn.\n\n***Spellcasting.*** The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):\n\n**At will:** Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation\n\n**1/day each:** Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx of lore can expend a use to take one of the following actions. The sphinx of lore regains all expended uses at the start of each of its turns.\n\n***Arcane Prowl.*** The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.\n\n***Weight of Years.*** *Constitution Saving Throw:* DC 16, one creature the sphinx can see within 120 feet. *Failure:* The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. *Failure or Success:* The sphinx can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The region containing a sphinx of lore's or sphinx of valor's lair is altered by its presence, creating the following effects:\n\n**Distant Sight.** While in its lair, the sphinx can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as its Spellcasting action. When cast this way, the spell's range is 1 mile.\n\n**Infusion of Knowledge.** Whenever the sphinx or one of its allies takes a Study action while within 1 mile of the lair, it adds 1d6 to any ability check it makes for that action.\n\nIf the sphinx dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"8e3ac22f545fc4e07031ced7883924e2d0584a5b2748b6e5ddf57c285e1c58ae","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":293,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-sphinx-of-secrets":{"articleId":"import-xmm-sphinx-of-secrets","title":"Sphinx of Secrets","label":"2024 revised rules · Monster Manual (2025), p. 292","classification":"Large celestial, Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"136 (16d10 + 48)"},{"name":"Speed","description":"40 ft., fly 60 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Skills","description":"History +7, Perception +7, Religion +7"},{"name":"Resistances","description":"necrotic, radiant"},{"name":"Damage Immunities","description":"psychic"},{"name":"Condition Immunities","description":"charmed, frightened"},{"name":"Languages","description":"Celestial, Common"},{"name":"Habitat","description":"desert, planar, upper"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Truesight 60 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":18,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":18,"modifier":"+4","save":"+4"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Inscrutable.*** No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.\n\n***Magic Resistance.*** The sphinx has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The sphinx makes three Claw attacks. It can replace one attack with a use of Curse of the Riddle.\n\n***Claw.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 13 (2d8 + 4) Slashing damage plus 7 (2d6) Radiant damage.\n\n***Curse of the Riddle.*** *Intelligence Saving Throw:* DC 15, one creature the sphinx can see within 60 feet. *Failure:* 21 (6d6) Psychic damage, and the target is cursed with a riddle. The cursed target has Disadvantage on ability checks and attack rolls. In addition, if it takes the Magic action, it must succeed on a DC 15 Intelligence saving throw or that action is wasted. The cursed target can take a Study action to make a DC 15 Intelligence check, solving the riddle and ending the curse on a success. The curse ends early if the sphinx curses another target.\n\n***Spellcasting.*** The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15):\n\n**At will:** Detect Magic, Identify, Prestidigitation\n\n**1/day each:** Locate Object, Remove Curse"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"518174d6543040ea0d9a6398aa979c24138319084021e7cb45f5f1078b4401f8","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":292,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-sphinx-of-valor":{"articleId":"import-xmm-sphinx-of-valor","title":"Sphinx of Valor","label":"2024 revised rules · Monster Manual (2025), p. 294","classification":"Large celestial, Lawful Neutral","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+12 (22)"},{"name":"HP","description":"199 (19d10 + 95)"},{"name":"Speed","description":"40 ft., fly 60 ft."},{"name":"CR","description":"17; PB +6"},{"name":"XP (derived from CR)","description":"18000"},{"name":"XP in lair (source)","description":"20000"},{"name":"Skills","description":"Arcana +9, Perception +12, Religion +15"},{"name":"Resistances","description":"necrotic, radiant"},{"name":"Damage Immunities","description":"psychic"},{"name":"Condition Immunities","description":"charmed, frightened"},{"name":"Languages","description":"Celestial, Common"},{"name":"Habitat","description":"desert, planar, upper"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 22"}],"abilities":[{"name":"Strength","score":22,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+6"},{"name":"Constitution","score":20,"modifier":"+5","save":"+11"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+9"},{"name":"Wisdom","score":23,"modifier":"+6","save":"+12"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Inscrutable.*** No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.\n\n***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the sphinx fails a saving throw, it can choose to succeed instead."},{"heading":"Actions","body":"***Multiattack.*** The sphinx makes two Claw attacks and uses Roar.\n\n***Claw.*** *Melee Attack Roll:* +12, reach 5 ft. *Hit:* 20 (4d6 + 6) Slashing damage.\n\n***Roar (3/Day).*** The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest):\n\n- **First Roar.** *Wisdom Saving Throw:* DC 20, each enemy in a 500-foot Emanation originating from the sphinx. *Failure:* The target has the Frightened condition for 1 minute.  \n- **Second Roar.** *Wisdom Saving Throw:* DC 20, each enemy in a 500-foot Emanation originating from the sphinx. *Failure:* The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.  \n- **Third Roar.** *Constitution Saving Throw:* DC 20, each enemy in a 500-foot Emanation originating from the sphinx. *Failure:* 44 (8d10) Thunder damage, and the target has the Prone condition. *Success:* Half damage only.  \n\n***Spellcasting.*** The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):\n\n**At will:** Detect Evil and Good, Thaumaturgy\n\n**1/day each:** Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth"},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx of valor can expend a use to take one of the following actions. The sphinx of valor regains all expended uses at the start of each of its turns.\n\n***Arcane Prowl.*** The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.\n\n***Weight of Years.*** *Constitution Saving Throw:* DC 16, one creature the sphinx can see within 120 feet. *Failure:* The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. *Failure or Success:* The sphinx can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The region containing a sphinx of lore's or sphinx of valor's lair is altered by its presence, creating the following effects:\n\n**Distant Sight.** While in its lair, the sphinx can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as its Spellcasting action. When cast this way, the spell's range is 1 mile.\n\n**Infusion of Knowledge.** Whenever the sphinx or one of its allies takes a Study action while within 1 mile of the lair, it adds 1d6 to any ability check it makes for that action.\n\nIf the sphinx dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3593e9e0b1b1dd7343e00c8750cdb035be5b9e9b652e91d6aad3837493ac50cd","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":294,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-sphinx-of-wonder":{"articleId":"import-xmm-sphinx-of-wonder","title":"Sphinx of Wonder","label":"2024 revised rules · Monster Manual (2025), p. 291","classification":"Tiny celestial, Lawful Good","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"24 (7d4 + 7)"},{"name":"Speed","description":"20 ft., fly 40 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Arcana +4, Religion +4, Stealth +5"},{"name":"Resistances","description":"necrotic, psychic, radiant"},{"name":"Languages","description":"Celestial, Common"},{"name":"Habitat","description":"desert, planar, upper"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":15,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The sphinx has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Rend.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage."},{"heading":"Reactions","body":"***Burst of Ingenuity (2/Day).*** Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. _Response:_ The sphinx adds 2 to the roll."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c59934e02e1cd181edddf3d669fefcc6ff2f263e50a5409e249c40db457dbb05","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":291,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-spider":{"articleId":"import-xmm-spider","title":"Spider","label":"2024 revised rules · Monster Manual (2025), p. 369","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"1 (1d4 - 1)"},{"name":"Speed","description":"20 ft., climb 20 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Stealth +4"},{"name":"Habitat","description":"desert, forest, swamp, underdark, urban"},{"name":"Senses","description":"Darkvision 30 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":2,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":8,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":2,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Spider Climb.*** The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\n***Web Walker.*** The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 1 Piercing damage plus 2 (1d4) Poison damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c21e026dd3abd38e6f90db82ef5868791cf6b34aca8f96a2a7d6f47cc32c9ea5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":369,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-spined-devil":{"articleId":"import-xmm-spined-devil","title":"Spined Devil","label":"2024 revised rules · Monster Manual (2025), p. 296","classification":"Small fiend (devil), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"45 (10d6 + 10)"},{"name":"Speed","description":"20 ft., fly 40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Resistances","description":"cold"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Infernal; telepathy 120 ft."},{"name":"Habitat","description":"planar, nine hells"},{"name":"Senses","description":"Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 12"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Flyby.*** The devil doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.\n\n***Magic Resistance.*** The devil has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The devil makes two attacks, using Infernal Fork and Tail Spine in any combination.\n\n***Infernal Fork.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Piercing damage plus 3 (1d6) Fire damage.\n\n***Tail Spine.*** *Ranged Attack Roll:* +4, range 20/80 ft. *Hit:* 4 (1d4 + 2) Piercing damage plus 3 (1d6) Fire damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c81bf99bc2eb13d3a27d8fde1745b0e33887a47cc2fb88d2fd76a7c3e94e69ef","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":296,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-spirit-naga":{"articleId":"import-xmm-spirit-naga","title":"Spirit Naga","label":"2024 revised rules · Monster Manual (2025), p. 297","classification":"Large fiend, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"135 (18d10 + 36)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, poisoned"},{"name":"Languages","description":"Abyssal, Common"},{"name":"Habitat","description":"planar, lower, underdark"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+6"},{"name":"Constitution","score":14,"modifier":"+2","save":"+5"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+5"},{"name":"Charisma","score":16,"modifier":"+3","save":"+6"}],"sections":[{"heading":"Traits","body":"***Fiendish Restoration.*** If it dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning."},{"heading":"Actions","body":"***Multiattack.*** The naga makes three attacks, using Bite or Necrotic Ray in any combination.\n\n***Bite.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 7 (1d6 + 4) Piercing damage plus 14 (4d6) Poison damage.\n\n***Necrotic Ray.*** *Ranged Attack Roll:* +6, range 60 ft. *Hit:* 21 (6d6) Necrotic damage.\n\n***Spellcasting.*** The naga casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 14):\n\n**At will:** Detect Magic, Mage Hand, Minor Illusion, Water Breathing\n\n**2/day each:** Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"30708a4bab44d6c4593d01650df6c5ba92cf201234da726a614bda425ce65f29","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":297,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-sprite":{"articleId":"import-xmm-sprite","title":"Sprite","label":"2024 revised rules · Monster Manual (2025), p. 298","classification":"Tiny fey, Neutral Good","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+4 (14)"},{"name":"HP","description":"10 (4d4)"},{"name":"Speed","description":"10 ft., fly 40 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +3, Stealth +8"},{"name":"Languages","description":"Common, Elvish, Sylvan"},{"name":"Habitat","description":"forest, planar, feywild"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"; Passive Perception 13"}],"abilities":[{"name":"Strength","score":3,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+4"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Needle Sword.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 6 (1d4 + 4) Piercing damage.\n\n***Enchanting Bow.*** *Ranged Attack Roll:* +6, range 40/160 ft. *Hit:* 1 Piercing damage, and the target has the Charmed condition until the start of the sprite's next turn.\n\n***Heart Sight.*** *Charisma Saving Throw:* DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). *Failure:* The sprite knows the target's emotions and alignment.\n\n***Invisibility.*** The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"59f997695f0be74560516333f6e2d39eb9b6b5bd7f8e44ef63b870464de34c54","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":298,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-steam-mephit":{"articleId":"import-xmm-steam-mephit","title":"Steam Mephit","label":"2024 revised rules · Monster Manual (2025), p. 208","classification":"Small elemental, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"10"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"17 (5d6)"},{"name":"Speed","description":"30 ft., fly 30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Stealth +2"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned"},{"name":"Languages","description":"Primordial (Aquan, Ignan)"},{"name":"Habitat","description":"planar, elemental"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":5,"modifier":"-3","save":"-3"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Blurred Form.*** Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.\n\n***Death Burst.*** The mephit explodes when it dies. *Dexterity Saving Throw:* DC 10, each creature in a 5-foot Emanation originating from the mephit. *Failure:* 5 (2d4) Fire damage. *Success:* Half damage."},{"heading":"Actions","body":"***Claw.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 2 (1d4) Slashing damage plus 2 (1d4) Fire damage.\n\n***Steam Breath (Recharge 6).*** *Constitution Saving Throw:* DC 10, each creature in a 15-foot Cone. *Failure:* 5 (2d4) Fire damage, and the target's Speed decreases by 10 feet until the end of the mephit's next turn. *Success:* Half damage only. *Failure or Success:* Being underwater doesn't grant Resistance to this Fire damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"615293e94514f4aab87aa8a726a8dc1ffbf1bdcd6824cfa35a15721fcb319fda","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":208,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-stirge":{"articleId":"import-xmm-stirge","title":"Stirge","label":"2024 revised rules · Monster Manual (2025), p. 299","classification":"Tiny monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"5 (2d4)"},{"name":"Speed","description":"10 ft., fly 40 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Habitat","description":"desert, forest, grassland, hill, mountain, swamp, underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":4,"modifier":"-3","save":"-3"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Proboscis.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirge can't make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge's turns.\n\nThe stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"318972c4b70f0f4ca809f1565c31be2401222afd07ac10f3e849ad1b4c43b191","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":299,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-stone-giant":{"articleId":"import-xmm-stone-giant","title":"Stone Giant","label":"2024 revised rules · Monster Manual (2025), p. 300","classification":"Huge giant, Neutral","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"126 (11d12 + 55)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Skills","description":"Athletics +12, Perception +4, Stealth +5"},{"name":"Languages","description":"Giant"},{"name":"Habitat","description":"mountain, underdark"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+5"},{"name":"Constitution","score":20,"modifier":"+5","save":"+8"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+4"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The giant makes two attacks, using Stone Club or Boulder in any combination.\n\n***Stone Club.*** *Melee Attack Roll:* +9, reach 15 ft. *Hit:* 22 (3d10 + 6) Bludgeoning damage.\n\n***Boulder.*** *Ranged Attack Roll:* +9, range 60/240 ft. *Hit:* 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."},{"heading":"Reactions","body":"***Deflect Missile (Recharge 5-6).*** Trigger: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. _Response:_ The giant reduces the damage it takes from the attack by 11 (1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack's force. *Dexterity Saving Throw:* DC 17, one creature the giant can see within 60 feet. *Failure:* 11 (1d10 + 6) Force damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"58ea063743c2b03f62447fd7fe38b2e0f290968b29a1dca07bbb4a414ee70ca7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":300,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-stone-golem":{"articleId":"import-xmm-stone-golem","title":"Stone Golem","label":"2024 revised rules · Monster Manual (2025), p. 301","classification":"Large construct, Unaligned","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"220 (21d10 + 105)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"10; PB +4"},{"name":"XP (derived from CR)","description":"5900"},{"name":"Damage Immunities","description":"poison, psychic"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned"},{"name":"Languages","description":"understands Common plus two other languages but can't speak"},{"name":"Habitat","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":22,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":9,"modifier":"-1","save":"-1"},{"name":"Constitution","score":20,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Traits","body":"***Immutable Form.*** The golem can't shape-shift.\n\n***Magic Resistance.*** The golem has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The golem makes two attacks, using Slam or Force Bolt in any combination.\n\n***Slam.*** *Melee Attack Roll:* +10, reach 5 ft. *Hit:* 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage.\n\n***Force Bolt.*** *Ranged Attack Roll:* +9, range 120 ft. *Hit:* 22 (4d10) Force damage."},{"heading":"Bonus Actions","body":"***Slow (Recharge 5-6).*** The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a0937fe594bacdc90369059562ca02fbb716c73a717de75f6fb0807ea94f6c20","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":301,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-storm-giant":{"articleId":"import-xmm-storm-giant","title":"Storm Giant","label":"2024 revised rules · Monster Manual (2025), p. 302","classification":"Huge giant, Chaotic Good","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+7 (17)"},{"name":"HP","description":"230 (20d12 + 100)"},{"name":"Speed","description":"50 ft., fly 25 ft. (hover), swim 50 ft."},{"name":"CR","description":"13; PB +5"},{"name":"XP (derived from CR)","description":"10000"},{"name":"Skills","description":"Arcana +8, Athletics +14, History +8, Perception +10"},{"name":"Resistances","description":"cold"},{"name":"Damage Immunities","description":"lightning, thunder"},{"name":"Languages","description":"Common, Giant"},{"name":"Habitat","description":"coastal, underwater"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 120 ft., Truesight 30 ft.; Passive Perception 20"}],"abilities":[{"name":"Strength","score":29,"modifier":"+9","save":"+14"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":20,"modifier":"+5","save":"+10"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":20,"modifier":"+5","save":"+10"},{"name":"Charisma","score":18,"modifier":"+4","save":"+9"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The giant can breathe air and water."},{"heading":"Actions","body":"***Multiattack.*** The giant makes two attacks, using Storm Sword or Thunderbolt in any combination.\n\n***Storm Sword.*** *Melee Attack Roll:* +14, reach 10 ft. *Hit:* 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage.\n\n***Thunderbolt.*** *Ranged Attack Roll:* +14, range 500 ft. *Hit:* 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant's next turn.\n\n***Lightning Storm (Recharge 5-6).*** *Dexterity Saving Throw:* DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. *Failure:* 55 (10d10) Lightning damage. *Success:* Half damage.\n\n***Spellcasting.*** The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):\n\n**At will:** Detect Magic, Light\n\n**1/day:** Control Weather"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9f8f99d8cfb2b6c8ec3751fa14f3a8d47bf5fb811d90a7fc2b2695aa2f850388","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":302,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-succubus":{"articleId":"import-xmm-succubus","title":"Succubus","label":"2024 revised rules · Monster Manual (2025), p. 303","classification":"Medium fiend, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"71 (13d8 + 13)"},{"name":"Speed","description":"30 ft., fly 60 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7"},{"name":"Resistances","description":"cold, fire, poison, psychic"},{"name":"Languages","description":"Abyssal, Common, Infernal; telepathy 60 ft."},{"name":"Habitat","description":"planar, lower, urban"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":17,"modifier":"+3","save":"+3"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":15,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":20,"modifier":"+5","save":"+5"}],"sections":[{"heading":"Traits","body":"***Incubus Form.*** When the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block instead of this one."},{"heading":"Actions","body":"***Multiattack.*** The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss.\n\n***Fiendish Touch.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 16 (2d10 + 5) Psychic damage.\n\n***Charm.*** The succubus casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15).\n\n***Draining Kiss.*** *Constitution Saving Throw:* DC 15, one creature Charmed by the succubus within 5 feet. *Failure:* 13 (3d8) Psychic damage. *Success:* Half damage. *Failure or Success:* The target's Hit Point maximum decreases by an amount equal to the damage taken."},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The succubus shape-shifts to resemble a Medium or Small Humanoid or back into its true form. Its game statistics are the same in each form, except its Fly Speed is available only in its true form. Any equipment it's wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0dbc4d01acc5c22fb84dbb8632f4427a72615e30433b0d9d7dd56ad32b90f7b2","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":303,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-swarm-of-bats":{"articleId":"import-xmm-swarm-of-bats","title":"Swarm of Bats","label":"2024 revised rules · Monster Manual (2025), p. 370","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"11 (2d10)"},{"name":"Speed","description":"5 ft., fly 30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Condition Immunities","description":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned"},{"name":"Habitat","description":"forest, mountain, underdark, urban"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":5,"modifier":"-3","save":"-3"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points."},{"heading":"Actions","body":"***Bites.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"25d63a7b13fd21d9b3af5508c74fcadda416255d1fd16bf3f243ef04eafe31f4","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":370,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-swarm-of-crawling-claws":{"articleId":"import-xmm-swarm-of-crawling-claws","title":"Swarm of Crawling Claws","label":"2024 revised rules · Monster Manual (2025), p. 83","classification":"Medium undead, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"49 (11d8)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned"},{"name":"Languages","description":"understands Common but can't speak"},{"name":"Habitat","description":"any"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points."},{"heading":"Actions","body":"***Swarm of Grasping Hands.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a9a38ef506222640f5b620db4d0297ea69fa079e0fc42cf653593f3bcc6f5c9c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":83,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-swarm-of-dretches":{"articleId":"import-xmm-swarm-of-dretches","title":"Swarm of Dretches","label":"2024 revised rules · Monster Manual (2025), p. 104","classification":"Large fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"45 (6d10 + 12)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Resistances","description":"bludgeoning, cold, fire, lightning, piercing, slashing"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned"},{"name":"Languages","description":"Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal)"},{"name":"Habitat","description":"planar, abyss"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Fetid Aura.*** *Constitution Saving Throw:* DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. *Failure:* The target has the Poisoned condition until the start of its next turn. While Poisoned, the target can take either an action or a Bonus Action on its turn, not both, and it can't take Reactions.\n\n***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can't regain Hit Points or gain Temporary Hit Points."},{"heading":"Actions","body":"***Multiattack.*** The swarm makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 12 (3d6 + 2) Slashing damage, or 9 (3d4 + 2) Slashing damage if the swarm is Bloodied."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7a0355228fa9ccfcef438542bb9c628c9132397a73cde143883b6a74307d919b","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":104,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-swarm-of-insects":{"articleId":"import-xmm-swarm-of-insects","title":"Swarm of Insects","label":"2024 revised rules · Monster Manual (2025), p. 370","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"19 (3d8 + 6)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Condition Immunities","description":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned"},{"name":"Habitat","description":"desert, forest, grassland, hill, swamp, underdark, urban"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":3,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":7,"modifier":"-2","save":"-2"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Traits","body":"***Spider Climb.*** If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\n***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points."},{"heading":"Actions","body":"***Bites.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ada388a9e174198e942b84d252a4e140b35913ece363ecdd14c885d1c49fcbf7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":370,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-swarm-of-larvae":{"articleId":"import-xmm-swarm-of-larvae","title":"Swarm of Larvae","label":"2024 revised rules · Monster Manual (2025), p. 193","classification":"Large fiend, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"22 (3d10 + 6)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Condition Immunities","description":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned"},{"name":"Languages","description":"understands all but can't speak"},{"name":"Habitat","description":"planar, lower"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":2,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through an opening large enough for a Medium creature. The swarm can't regain Hit Points or gain Temporary Hit Points."},{"heading":"Actions","body":"***Bites.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 9 (2d6 + 2) Necrotic damage, or 7 (2d4 + 2) Necrotic damage if the swarm is Bloodied."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"769ec43bf5d95adc9bdb48a0333bcdc4c6d4e5433b244a17c0231263fe00c2bb","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":193,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-swarm-of-lemures":{"articleId":"import-xmm-swarm-of-lemures","title":"Swarm of Lemures","label":"2024 revised rules · Monster Manual (2025), p. 194","classification":"Large fiend (devil), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"-2 (8)"},{"name":"HP","description":"45 (6d10 + 12)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Resistances","description":"bludgeoning, cold, piercing, slashing"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned"},{"name":"Languages","description":"understands Infernal but can't speak"},{"name":"Habitat","description":"planar, nine hells"},{"name":"Senses","description":"Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":7,"modifier":"-2","save":"-2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Hellish Restoration.*** If the swarm dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.\n\n***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through an opening large enough for a Medium creature. The swarm can't regain Hit Points or gain Temporary Hit Points."},{"heading":"Actions","body":"***Multiattack.*** The swarm makes two Vile Slime attacks.\n\n***Vile Slime.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 11 (2d8 + 2) Poison damage, or 9 (2d6 + 2) Poison damage if the swarm is Bloodied."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"50515471c4889da401a2b3f82151bfa33e4a28b1c81e33aeb57d7bdc452bf699","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":194,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-swarm-of-piranhas":{"articleId":"import-xmm-swarm-of-piranhas","title":"Swarm of Piranhas","label":"2024 revised rules · Monster Manual (2025), p. 370","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"28 (8d8 - 8)"},{"name":"Speed","description":"5 ft., swim 40 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Condition Immunities","description":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned"},{"name":"Habitat","description":"underwater"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":9,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":7,"modifier":"-2","save":"-2"},{"name":"Charisma","score":2,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points.\n\n***Water Breathing.*** The swarm can breathe only underwater."},{"heading":"Actions","body":"***Bites.*** *Melee Attack Roll:* +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. *Hit:* 8 (2d4 + 3) Piercing damage, or 5 (1d4 + 3) Piercing damage if the swarm is Bloodied."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"cadff5be24fa2e258aca8b3650317424fcd0cc3611fd4941083f9c13ef330e96","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":370,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-swarm-of-rats":{"articleId":"import-xmm-swarm-of-rats","title":"Swarm of Rats","label":"2024 revised rules · Monster Manual (2025), p. 370","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"10"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"14 (4d8 - 4)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Condition Immunities","description":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned"},{"name":"Habitat","description":"forest, swamp, underdark, urban"},{"name":"Senses","description":"Darkvision 30 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":9,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+0"},{"name":"Constitution","score":9,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points."},{"heading":"Actions","body":"***Bites.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a07bf25cd6f0d8c1454b1c84bde4b96e19f62fd24216bc98a9565219b8449acc","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":370,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-swarm-of-ravens":{"articleId":"import-xmm-swarm-of-ravens","title":"Swarm of Ravens","label":"2024 revised rules · Monster Manual (2025), p. 371","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"11 (2d8 + 2)"},{"name":"Speed","description":"10 ft., fly 50 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +5"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Condition Immunities","description":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned"},{"name":"Habitat","description":"hill, swamp, urban"},{"name":"Senses","description":"; Passive Perception 15"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points."},{"heading":"Actions","body":"***Beaks.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.\n\n***Cacophony (Recharge 6).*** *Wisdom Saving Throw:* DC 10, one creature in the swarm's space. *Failure:* The target has the Deafened condition until the start of the swarm's next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"4a180ad32dd99f962f54a7570500bc21c57381045c1d8d846376c2382cdc4509","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":371,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-swarm-of-stirges":{"articleId":"import-xmm-swarm-of-stirges","title":"Swarm of Stirges","label":"2024 revised rules · Monster Manual (2025), p. 299","classification":"Medium monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"36 (8d8)"},{"name":"Speed","description":"10 ft., fly 40 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Condition Immunities","description":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned"},{"name":"Habitat","description":"desert, forest, grassland, hill, mountain, swamp, underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":4,"modifier":"-3","save":"-3"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points."},{"heading":"Actions","body":"***Swarm of Proboscises.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 14 (2d10 + 3) Piercing damage, or 8 (1d10 + 3) Piercing damage if the swarm is Bloodied. If the target is a Medium or smaller creature in the swarm's space, the target has the Grappled condition (escape DC 13). Until the grapple ends, the target takes 7 (2d6) Necrotic damage at the end of each of its turns."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"52336e598e59d64b093ac86444715aeadd4d43f9b2146b3e77892d02303facb3","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":299,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-swarm-of-venomous-snakes":{"articleId":"import-xmm-swarm-of-venomous-snakes","title":"Swarm of Venomous Snakes","label":"2024 revised rules · Monster Manual (2025), p. 371","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+4 (14)"},{"name":"HP","description":"36 (8d8)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Condition Immunities","description":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned"},{"name":"Habitat","description":"coastal, desert, forest, grassland, hill, swamp"},{"name":"Senses","description":"Blindsight 10 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":8,"modifier":"-1","save":"-1"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+4"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points."},{"heading":"Actions","body":"***Bites.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 8 (1d8 + 4) Piercing damage—or 6 (1d4 + 4) Piercing damage if the swarm is Bloodied—plus 10 (3d6) Poison damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"31a8f09f6644a9b4be047af4fc30a333aafead2b142144970b53ebb707626532","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":371,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-tarrasque":{"articleId":"import-xmm-tarrasque","title":"Tarrasque","label":"2024 revised rules · Monster Manual (2025), p. 305","classification":"Gargantuan monstrosity (titan), Unaligned","visibility":"player","core":[{"name":"AC","description":"25"},{"name":"Initiative","description":"+18 (28)"},{"name":"HP","description":"697 (34d20 + 340)"},{"name":"Speed","description":"60 ft., burrow 40 ft., climb 60 ft."},{"name":"CR","description":"30; PB +9"},{"name":"XP (derived from CR)","description":"155000"},{"name":"Skills","description":"Perception +9"},{"name":"Resistances","description":"bludgeoning, piercing, slashing"},{"name":"Damage Immunities","description":"fire, poison"},{"name":"Condition Immunities","description":"charmed, deafened, frightened, paralyzed, poisoned"},{"name":"Habitat","description":"urban"},{"name":"Senses","description":"Blindsight 120 ft.; Passive Perception 19"}],"abilities":[{"name":"Strength","score":30,"modifier":"+10","save":"+10"},{"name":"Dexterity","score":11,"modifier":"+0","save":"+9"},{"name":"Constitution","score":30,"modifier":"+10","save":"+10"},{"name":"Intelligence","score":3,"modifier":"-4","save":"+5"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+9"},{"name":"Charisma","score":11,"modifier":"+0","save":"+9"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (6/Day).*** If the tarrasque fails a saving throw, it can choose to succeed instead.\n\n***Magic Resistance.*** The tarrasque has Advantage on saving throws against spells and other magical effects.\n\n***Reflective Carapace.*** If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1-5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.\n\n***Siege Monster.*** The tarrasque deals double damage to objects and structures."},{"heading":"Actions","body":"***Multiattack.*** The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination.\n\n***Bite.*** *Melee Attack Roll:* +19, reach 15 ft. *Hit:* 36 (4d12 + 10) Piercing damage, and the target has the Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can't teleport.\n\n***Claw.*** *Melee Attack Roll:* +19, reach 15 ft. *Hit:* 28 (4d8 + 10) Slashing damage.\n\n***Tail.*** *Melee Attack Roll:* +19, reach 30 ft. *Hit:* 23 (3d8 + 10) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.\n\n***Thunderous Bellow (Recharge 5-6).*** *Constitution Saving Throw:* DC 27, each creature and each object that isn't being worn or carried in a 150-foot Cone. *Failure:* 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next turn. *Success:* Half damage only."},{"heading":"Bonus Actions","body":"***Swallow.*** *Strength Saving Throw:* DC 27, one Large or smaller creature Grappled by the tarrasque (it can have up to six creatures swallowed at a time). *Failure:* The target is swallowed, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions and can't teleport, it has Total Cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) Acid damage at the start of each of the tarrasque's turns.\n\nIf the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the tarrasque and has the Prone condition. If the tarrasque dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3. Immediately after another creature's turn, the tarrasque can expend a use to take one of the following actions. The tarrasque regains all expended uses at the start of each of its turns.\n\n***Onslaught.*** The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack.\n\n***World-Shaking Movement.*** The tarrasque moves up to its Speed. At the end of this movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone condition. The tarrasque can't take this action again until the start of its next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3509c0eaee39c4f376bd4d42c831c3157a6f2351419dd7b29479448bd5dc95bb","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":305,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-thri-kreen-marauder":{"articleId":"import-xmm-thri-kreen-marauder","title":"Thri-kreen Marauder","label":"2024 revised rules · Monster Manual (2025), p. 306","classification":"Medium monstrosity, Neutral","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"33 (6d8 + 6)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +3, Stealth +4, Survival +3"},{"name":"Languages","description":"Thri-kreen; telepathy 60 ft."},{"name":"Habitat","description":"desert, grassland"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":12,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The thri-kreen makes two attacks, using Gythka or Chatkcha in any combination.\n\n***Gythka.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 5 (1d8 + 1) Slashing damage plus 2 (1d4) Poison damage.\n\n***Chatkcha.*** *Ranged Attack Roll:* +4, range 30/120 ft. *Hit:* 5 (1d6 + 2) Slashing damage."},{"heading":"Bonus Actions","body":"***Leap.*** The thri-kreen jumps up to 15 feet by spending 5 feet of movement."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a0f65d9a905c7ab8ad4edff6389eae5f9eb5864f1ce1ffa6ca9d96baf9e644bc","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":306,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-thri-kreen-psion":{"articleId":"import-xmm-thri-kreen-psion","title":"Thri-kreen Psion","label":"2024 revised rules · Monster Manual (2025), p. 306","classification":"Medium monstrosity, Neutral","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"149 (23d8 + 46)"},{"name":"Speed","description":"40 ft., fly 20 ft. (hover)"},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Skills","description":"Perception +4, Stealth +8"},{"name":"Resistances","description":"psychic"},{"name":"Languages","description":"Thri-kreen; telepathy 120 ft."},{"name":"Habitat","description":"desert, grassland"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+7"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+5"},{"name":"Constitution","score":14,"modifier":"+2","save":"+5"},{"name":"Intelligence","score":19,"modifier":"+4","save":"+7"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The thri-kreen makes three Psionic Lance attacks.\n\n***Psionic Lance.*** *Melee  or Ranged Attack Roll:* +7, reach 10 ft. or range 120 ft. *Hit:* 18 (4d6 + 4) Psychic damage.\n\n***Spellcasting.*** The thri-kreen casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):\n\n**At will:** Mage Hand (the hand is Invisible)\n\n**1/day each:** Detect Thoughts, Sending, Synaptic Static"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"d4052861a284c2f7ac20674e3c8b030d776b99c52dda51cf555d8dc9a9428c8a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":306,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-tiger":{"articleId":"import-xmm-tiger","title":"Tiger","label":"2024 revised rules · Monster Manual (2025), p. 371","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"30 (4d10 + 8)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Perception +3, Stealth +7"},{"name":"Habitat","description":"forest, grassland"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Rend.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."},{"heading":"Bonus Actions","body":"***Nimble Escape.*** The tiger takes the Disengage or Hide action."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e431882c43c0927e5d1cabf293fd7547fc54830b900887ee9c4d4be8277b87f8","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":371,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-treant":{"articleId":"import-xmm-treant","title":"Treant","label":"2024 revised rules · Monster Manual (2025), p. 308","classification":"Huge plant, Chaotic Good","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"138 (12d12 + 60)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"9; PB +4"},{"name":"XP (derived from CR)","description":"5000"},{"name":"Resistances","description":"bludgeoning, piercing"},{"name":"Languages","description":"Common, Druidic, Elvish, Sylvan"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"; Passive Perception 13"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":21,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+3"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Siege Monster.*** The treant deals double damage to objects and structures."},{"heading":"Actions","body":"***Multiattack.*** The treant makes two Slam attacks.\n\n***Slam.*** *Melee Attack Roll:* +10, reach 5 ft. *Hit:* 16 (3d6 + 6) Bludgeoning damage.\n\n***Hail of Bark.*** *Ranged Attack Roll:* +10, range 180 ft. *Hit:* 28 (4d10 + 6) Piercing damage.\n\n***Animate Trees (1/Day).*** The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"49c0ffa6de5adbce220b3cee6dec7665af0b3742a583e4038c21741385d899ef","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":308,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-tree-blight":{"articleId":"import-xmm-tree-blight","title":"Tree Blight","label":"2024 revised rules · Monster Manual (2025), p. 44","classification":"Huge plant, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"115 (10d12 + 50)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Condition Immunities","description":"deafened"},{"name":"Languages","description":"understands Common and Druidic but can't speak"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":20,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The blight makes two Branch attacks and uses Grasping Root.\n\n***Branch.*** *Melee Attack Roll:* +9, reach 15 ft. *Hit:* 16 (3d6 + 6) Bludgeoning damage.\n\n***Grasping Root.*** *Strength Saving Throw:* DC 17, one Large or smaller creature the blight can see within 15 feet. *Failure:* The target is pulled up to 10 feet straight toward the blight and has the Grappled condition (escape DC 16) from one of six roots. Until the grapple ends, the target takes 13 (2d6 + 6) Bludgeoning damage at the start of each of its turns."},{"heading":"Bonus Actions","body":"***Gnash.*** *Dexterity Saving Throw:* DC 17, one creature Grappled by the blight. *Failure:* 19 (3d8 + 6) Piercing damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"7ac0311cba0bc6f87132556eb9da04bbbf95699dfa9fd291fcd87310a9428b75","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":44,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-triceratops":{"articleId":"import-xmm-triceratops","title":"Triceratops","label":"2024 revised rules · Monster Manual (2025), p. 372","classification":"Huge beast (dinosaur), Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"114 (12d12 + 36)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Habitat","description":"grassland"},{"name":"Senses","description":"; Passive Perception 10"}],"abilities":[{"name":"Strength","score":22,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":9,"modifier":"-1","save":"-1"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The triceratops makes two Gore attacks.\n\n***Gore.*** *Melee Attack Roll:* +9, reach 5 ft. *Hit:* 19 (2d12 + 6) Piercing damage. If the target is Huge or smaller and the triceratops moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"996e286878d5cf937f6f4397ddf5462fb36119cdd3e647faaafbc6a1edd0a7a5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":372,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-troglodyte":{"articleId":"import-xmm-troglodyte","title":"Troglodyte","label":"2024 revised rules · Monster Manual (2025), p. 309","classification":"Medium monstrosity, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"13 (2d8 + 4)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Stealth +4"},{"name":"Languages","description":"Troglodyte"},{"name":"Habitat","description":"underdark"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Stench.*** *Constitution Saving Throw:* DC 12, any creature (other than a troglodyte) that starts its turn in a 5-foot Emanation originating from the troglodyte. *Failure:* The target has the Poisoned condition until the start of its next turn. *Success:* The target is immune to the Stench of all troglodytes for 1 hour.\n\n***Sunlight Sensitivity.*** While in sunlight, the troglodyte has Disadvantage on ability checks and attack rolls."},{"heading":"Actions","body":"***Rend.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"9350b4b68456c85422b476a0074d098d0e06a3f3f41fe8676aa06d45bb6ed5f2","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":309,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-troll":{"articleId":"import-xmm-troll","title":"Troll","label":"2024 revised rules · Monster Manual (2025), p. 310","classification":"Large giant, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"94 (9d10 + 45)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +5"},{"name":"Languages","description":"Giant"},{"name":"Habitat","description":"arctic, forest, hill, mountain, swamp, underdark"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":20,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":9,"modifier":"-1","save":"-1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Loathsome Limbs (4/Day).*** If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes a Troll Limb. The limb acts immediately after the troll's turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points.\n\n***Regeneration.*** The troll regains 15 Hit Points at the start of each of its turns. If the troll takes Acid or Fire damage, this trait doesn't function on the troll's next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn't regenerate."},{"heading":"Actions","body":"***Multiattack.*** The troll makes three Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 11 (2d6 + 4) Slashing damage."},{"heading":"Bonus Actions","body":"***Charge.*** The troll moves up to half its Speed straight toward an enemy it can see."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"a179df603495148adc60d45fd30670bc7f4e9596348d74f78196e03c7b631da3","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":310,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-troll-limb":{"articleId":"import-xmm-troll-limb","title":"Troll Limb","label":"2024 revised rules · Monster Manual (2025), p. 310","classification":"Small giant, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"14 (4d6)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Habitat","description":"arctic, forest, hill, mountain, swamp, underdark"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":9,"modifier":"-1","save":"-1"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Traits","body":"***Regeneration.*** The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't regenerate.\n\n***Troll Spawn.*** The limb uncannily has the same senses as a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away."},{"heading":"Actions","body":"***Rend.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 9 (2d4 + 4) Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3141a563951dd497a345d0e1a83b6284eecedef7a405923edd422dcec1dd3185","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":310,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-twig-blight":{"articleId":"import-xmm-twig-blight","title":"Twig Blight","label":"2024 revised rules · Monster Manual (2025), p. 43","classification":"Small plant, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"7 (2d6)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Skills","description":"Stealth +4"},{"name":"Condition Immunities","description":"deafened"},{"name":"Languages","description":"understands Common but can't speak"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":4,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The blight has Advantage on an attack roll against a creature if at least one of the blight's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Claw.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Slashing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b21c7cbef6e1b8090bc7f600019afff368f08acadd16c64839744300a81391c6","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":43,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-tyrannosaurus-rex":{"articleId":"import-xmm-tyrannosaurus-rex","title":"Tyrannosaurus Rex","label":"2024 revised rules · Monster Manual (2025), p. 372","classification":"Huge beast (dinosaur), Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"136 (13d12 + 52)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Skills","description":"Perception +4"},{"name":"Habitat","description":"grassland"},{"name":"Senses","description":"; Passive Perception 14"}],"abilities":[{"name":"Strength","score":25,"modifier":"+7","save":"+10"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":19,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+4"},{"name":"Charisma","score":9,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The tyrannosaurus makes one Bite attack and one Tail attack.\n\n***Bite.*** *Melee Attack Roll:* +10, reach 10 ft. *Hit:* 33 (4d12 + 7) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition and can't be targeted by the tyrannosaurus's Tail.\n\n***Tail.*** *Melee Attack Roll:* +10, reach 15 ft. *Hit:* 25 (4d8 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2ebb7e28a887377945ad94b7d742caf5151c473329f7667e9bbe52943aba8a70","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":372,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-ultroloth":{"articleId":"import-xmm-ultroloth","title":"Ultroloth","label":"2024 revised rules · Monster Manual (2025), p. 311","classification":"Medium fiend (yugoloth), Neutral Evil","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative","description":"+8 (18)"},{"name":"HP","description":"221 (26d8 + 104)"},{"name":"Speed","description":"30 ft., fly 60 ft. (hover)"},{"name":"CR","description":"13; PB +5"},{"name":"XP (derived from CR)","description":"10000"},{"name":"Skills","description":"Deception +9, Perception +7, Stealth +8"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"acid, poison"},{"name":"Condition Immunities","description":"charmed, frightened, poisoned"},{"name":"Languages","description":"Abyssal, Infernal; telepathy 120 ft."},{"name":"Habitat","description":"planar, lower"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Truesight 120 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":19,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+2"},{"name":"Charisma","score":18,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Traits","body":"***Fiendish Restoration.*** If the ultroloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in Gehenna.\n\n***Magic Resistance.*** The ultroloth has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The ultroloth uses Hypnotic Gaze and makes two Mercurial Whip attacks.\n\n***Mercurial Whip.*** *Melee Attack Roll:* +9, reach 15 ft. *Hit:* 25 (6d6 + 4) Force damage, and the ultroloth can teleport the target up to 10 feet to an unoccupied space the ultroloth can see that isn't in the air.\n\n***Hypnotic Gaze.*** *Wisdom Saving Throw:* DC 17, each creature in a 30-foot Cone. *Failure:* 10 (3d6) Psychic damage, and the target has the Stunned condition until the start of the ultroloth's next turn. *Success:* The target is immune to this ultroloth's Hypnotic Gaze for 24 hours.\n\n***Spellcasting.*** The ultroloth casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 17):\n\n**At will:** Alter Self, Clairvoyance, Detect Magic\n\n**1/day each:** Dimension Door, Fireball (level 5 version), Wall of Fire"},{"heading":"Bonus Actions","body":"***Fiendish Guile (Recharge 4-6).*** The ultroloth casts Dispel Magic, Invisibility (self only), Misty Step, or Suggestion, requiring no Material components and using the same spellcasting ability as Spellcasting."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0dfd5af21910b8925f918b065539d4b55206ec5d445215ec8c8b1a0325780a21","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":311,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-umber-hulk":{"articleId":"import-xmm-umber-hulk","title":"Umber Hulk","label":"2024 revised rules · Monster Manual (2025), p. 312","classification":"Large monstrosity, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"93 (11d10 + 33)"},{"name":"Speed","description":"30 ft., burrow 20 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Languages","description":"Umber Hulk"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Darkvision 120 ft., Tremorsense 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":9,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Tunneler.*** The umber hulk can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."},{"heading":"Actions","body":"***Multiattack.*** The umber hulk makes three Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 12 (2d6 + 5) Slashing damage."},{"heading":"Bonus Actions","body":"***Confusing Gaze (Recharge 5-6).*** *Wisdom Saving Throw:* DC 14, each creature in a 30-foot Cone. *Failure:* The target can't take Reactions until the start of the umber hulk's next turn, and the target rolls 1d8 to determine what it does on its next turn:\n\n- **1-4.** The target does nothing.  \n- **5-6.** The target takes no action or Bonus Action and uses all its movement to move in a random direction.  \n- **7-8.** The target makes a melee attack against a random creature within its reach or does nothing if it can't make such an attack."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"84f8e96296c64e01f532518043f71c97012b19ef6e85bc082d2ce3f20592778a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":312,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-unicorn":{"articleId":"import-xmm-unicorn","title":"Unicorn","label":"2024 revised rules · Monster Manual (2025), p. 313","classification":"Large celestial, Lawful Good","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative","description":"+8 (18)"},{"name":"HP","description":"97 (13d10 + 26)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"charmed, paralyzed, poisoned"},{"name":"Languages","description":"Celestial, Elvish, Sylvan; telepathy 120 ft."},{"name":"Habitat","description":"forest, planar, feywild"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":17,"modifier":"+3","save":"+3"},{"name":"Charisma","score":16,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day).*** If the unicorn fails a saving throw, it can choose to succeed instead.\n\n***Magic Resistance.*** The unicorn has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The unicorn makes one Hooves attack and one Radiant Horn attack.\n\n***Hooves.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 11 (2d6 + 4) Bludgeoning damage.\n\n***Radiant Horn.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 9 (1d10 + 4) Radiant damage.\n\n***Spellcasting.*** The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):\n\n**At will:** Detect Evil and Good, Druidcraft\n\n**1/day each:** Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall"},{"heading":"Bonus Actions","body":"***Unicorn's Blessing (3/Day).*** The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3. Immediately after another creature's turn, the unicorn can expend a use to take one of the following actions. The unicorn regains all expended uses at the start of each of its turns.\n\n***Charging Horn.*** The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.\n\n***Shimmering Shield.*** The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The region containing a unicorn's lair is changed by its presence, creating the following effects:\n\n**Obscuring Foliage.** The unicorn and its allies have Advantage on Dexterity (Stealth) checks while within 1 mile of the lair.\n\n**Positive Energy.** Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it regains the maximum number of Hit Points possible. Additionally, the effects of curses are suppressed within 1 mile of the lair.\n\nIf the unicorn dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2c6073cd02648f8c99830b5eca2664301d207ab86c5681256f166004be9a1b28","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":313,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-vampire":{"articleId":"import-xmm-vampire","title":"Vampire","label":"2024 revised rules · Monster Manual (2025), p. 317","classification":"Small or Medium undead, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+14 (24)"},{"name":"HP","description":"195 (23d8 + 92)"},{"name":"Speed","description":"40 ft., climb 40 ft."},{"name":"CR","description":"13; PB +5"},{"name":"XP (derived from CR)","description":"10000"},{"name":"XP in lair (source)","description":"11500"},{"name":"Skills","description":"Perception +7, Stealth +9"},{"name":"Resistances","description":"necrotic"},{"name":"Languages","description":"Common plus two other languages"},{"name":"Habitat","description":"underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+9"},{"name":"Constitution","score":18,"modifier":"+4","save":"+9"},{"name":"Intelligence","score":17,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+7"},{"name":"Charisma","score":18,"modifier":"+4","save":"+9"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the vampire fails a saving throw, it can choose to succeed instead.\n\n***Misty Escape.*** If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed.\n\nWhile it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.\n\n***Spider Climb.*** The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\n***Vampire Weakness.*** The vampire has these weaknesses:\n\n- **Forbiddance.** The vampire can't enter a residence without an invitation from an occupant.  \n- **Running Water.** The vampire takes 20 Acid damage if it ends its turn in running water.  \n- **Stake to the Heart.** If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.  \n- **Sunlight.** The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks."},{"heading":"Actions","body":"***Multiattack (Vampire Form Only).*** The vampire makes two Grave Strike attacks and uses Bite.\n\n***Grave Strike (Vampire Form Only).*** *Melee Attack Roll:* +9, reach 5 ft. *Hit:* 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.\n\n***Bite (Bat or Vampire Form Only).*** *Constitution Saving Throw:* DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. *Failure:* 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control."},{"heading":"Bonus Actions","body":"***Shape-Shift.*** If the vampire isn't in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.\n\nWhile in bat form, the vampire can't speak. Its game statistics, other than its size and Speed, are unchanged.\n\nWhile in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.\n\n***Charm (Recharge 5-6).*** The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire's Bite, the damage of which doesn't end the spell. When the spell ends, the target is unaware it was Charmed by the vampire."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.\n\n***Deathless Strike.*** The vampire moves up to half its Speed, and it makes one Grave Strike attack.\n\n***Beguile.*** The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The region containing a vampire's lair is warped by its presence, creating the following effects:\n\n**Children of the Night.** The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.\n\n**Looming Shadows.** Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.\n\n**Mists.** The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire and any creatures of its choice are unaffected by the fog.\n\nIf the vampire dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"d345eb26c0838a99fca6f8b7b6d2527c32fe4d01fe4503f131965747912be49f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":317,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-vampire-familiar":{"articleId":"import-xmm-vampire-familiar","title":"Vampire Familiar","label":"2024 revised rules · Monster Manual (2025), p. 314","classification":"Small or Medium humanoid, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"65 (10d8 + 20)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +4, Persuasion +4, Stealth +7"},{"name":"Resistances","description":"necrotic"},{"name":"Condition Immunities","description":"charmed (except from its vampire master)"},{"name":"Languages","description":"Common plus one other language"},{"name":"Gear","description":"ten daggers"},{"name":"Habitat","description":"underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+5"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+2"},{"name":"Charisma","score":14,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Vampiric Connection.*** While the familiar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can perceive through the familiar's senses."},{"heading":"Actions","body":"***Multiattack.*** The familiar makes two Umbral Dagger attacks.\n\n***Umbral Dagger.*** *Melee  or Ranged Attack Roll:* +5, reach 5 ft. or range 20/60 ft. *Hit:* 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition."},{"heading":"Bonus Actions","body":"***Deathless Agility.*** The familiar takes the Dash or Disengage action."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"252c3beebd912fd8f7a8b6a201eb25d764c387576e0ae98ff887c10821ce951f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":314,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-vampire-nightbringer":{"articleId":"import-xmm-vampire-nightbringer","title":"Vampire Nightbringer","label":"2024 revised rules · Monster Manual (2025), p. 316","classification":"Small or Medium undead, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"+4 (14)"},{"name":"HP","description":"142 (19d8 + 57)"},{"name":"Speed","description":"30 ft., fly 30 ft. (hover)"},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Skills","description":"Perception +5, Stealth +7"},{"name":"Damage Immunities","description":"cold, necrotic"},{"name":"Condition Immunities","description":"charmed, exhaustion, frightened"},{"name":"Languages","description":"Common plus one other language"},{"name":"Habitat","description":"underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+7"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+5"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Sunlight Hypersensitivity.*** The vampire takes 10 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks."},{"heading":"Actions","body":"***Multiattack.*** The vampire makes one Bite attack and one Shadow Strike attack.\n\n***Bite.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 7 (1d6 + 4) Piercing damage plus 10 (3d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.\n\n***Shadow Strike.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 7 (1d6 + 4) Slashing damage plus 14 (4d6) Cold damage."},{"heading":"Bonus Actions","body":"***Shadow Stealth.*** While in Dim Light or Darkness, the vampire takes the Hide action."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"21f880eea005537ab5370e2e62c1d3ca65b54e758a6e13b8d1cbd52a334af31a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":316,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-vampire-spawn":{"articleId":"import-xmm-vampire-spawn","title":"Vampire Spawn","label":"2024 revised rules · Monster Manual (2025), p. 315","classification":"Small or Medium undead, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"90 (12d8 + 36)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +3, Stealth +6"},{"name":"Resistances","description":"necrotic"},{"name":"Languages","description":"Common plus one other language"},{"name":"Habitat","description":"underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+6"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+3"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Spider Climb.*** The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\n***Vampire Weakness.*** The vampire has these weaknesses:\n\n- **Forbiddance.** The vampire can't enter a residence without an invitation from an occupant.  \n- **Running Water.** The vampire takes 20 Acid damage if it ends its turn in running water.  \n- **Stake to the Heart.** The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition.  \n- **Sunlight.** The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks."},{"heading":"Actions","body":"***Multiattack.*** The vampire makes two Claw attacks and uses Bite.\n\n***Claw.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.\n\n***Bite.*** *Constitution Saving Throw:* DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. *Failure:* 5 (1d4 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount."},{"heading":"Bonus Actions","body":"***Deathless Agility.*** The vampire takes the Dash or Disengage action."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3328c136f79eea4d0e1be5c129fc3eaaf991daa4b645f7a1acb62e3c724b4b53","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":315,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-vampire-umbral-lord":{"articleId":"import-xmm-vampire-umbral-lord","title":"Vampire Umbral Lord","label":"2024 revised rules · Monster Manual (2025), p. 318","classification":"Small or Medium undead, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+14 (24)"},{"name":"HP","description":"187 (22d8 + 88)"},{"name":"Speed","description":"40 ft., climb 40 ft., fly 40 ft. (hover)"},{"name":"CR","description":"15; PB +5"},{"name":"XP (derived from CR)","description":"13000"},{"name":"XP in lair (source)","description":"15000"},{"name":"Skills","description":"Arcana +9, Perception +13, Stealth +9"},{"name":"Damage Immunities","description":"cold, necrotic"},{"name":"Condition Immunities","description":"charmed, exhaustion"},{"name":"Languages","description":"Common plus three other languages"},{"name":"Habitat","description":"underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 120 ft.; Passive Perception 23"}],"abilities":[{"name":"Strength","score":20,"modifier":"+5","save":"+10"},{"name":"Dexterity","score":18,"modifier":"+4","save":"+9"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":19,"modifier":"+4","save":"+4"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+8"},{"name":"Charisma","score":21,"modifier":"+5","save":"+10"}],"sections":[{"heading":"Traits","body":"***Legendary Resistance (3/Day, or 4/Day in Lair).*** If the vampire fails a saving throw, it can choose to succeed instead.\n\n***Shadow Escape.*** If the vampire drops to 0 Hit Points outside its resting place, it teleports into its resting place unless it is in running water or sunlight. If it can't teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Point.\n\n***Vampire Weakness.*** The vampire has these weaknesses:\n\n- **Forbiddance.** The vampire can't enter a residence without an invitation from an occupant.  \n- **Running Water.** The vampire takes 20 Acid damage if it ends its turn in running water.  \n- **Stake to the Heart.** If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.  \n- **Sunlight.** The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks."},{"heading":"Actions","body":"***Multiattack.*** The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.\n\n***Grave Strike.*** *Melee Attack Roll:* +10, reach 5 ft. *Hit:* 9 (1d8 + 5) Slashing damage plus 13 (3d8) Necrotic damage.\n\n***Sickening Ray.*** *Ranged Attack Roll:* +10, range 120 ft. *Hit:* 16 (2d10 + 5) Necrotic damage, and the target has the Poisoned condition until the start of the vampire's next turn.\n\n***Hunger of Hadar (Recharge 5-6).*** The vampire casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18)."},{"heading":"Bonus Actions","body":"***Sanguine Drain.*** *Constitution Saving Throw:* DC 18, one creature the vampire can see within 30 feet that isn't a Construct or an Undead. *Failure:* 14 (4d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the damage taken, and the vampire regains Hit Points equal to that amount."},{"heading":"Legendary Actions","body":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the vampire umbral lord can expend a use to take one of the following actions. The vampire umbral lord regains all expended uses at the start of each of its turns.\n\n***Umbral Strike.*** The vampire moves up to half its Speed, and it makes one Grave Strike or Sickening Ray attack.\n\n***Beguile.*** The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18). The vampire can't take this action again until the start of its next turn."},{"heading":"Regional Effects","body":"The region containing a vampire's lair is warped by its presence, creating the following effects:\n\n**Children of the Night.** The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.\n\n**Looming Shadows.** Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.\n\n**Mists.** The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire and any creatures of its choice are unaffected by the fog.\n\nIf the vampire dies or moves its lair elsewhere, these effects end immediately."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1300d8d428772dca3cc248a77c403f23db24c625ba6ca929f40806f3eee77007","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":318,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-venomous-snake":{"articleId":"import-xmm-venomous-snake","title":"Venomous Snake","label":"2024 revised rules · Monster Manual (2025), p. 372","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"5 (2d4)"},{"name":"Speed","description":"30 ft., swim 30 ft."},{"name":"CR","description":"1/8; PB +2"},{"name":"XP (derived from CR)","description":"25"},{"name":"Habitat","description":"coastal, desert, forest, grassland, hill, swamp"},{"name":"Senses","description":"Blindsight 10 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":2,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f15cb88e1ad6a581fe0a6077bd205ecb61b666e28e0da7303a98d37cc84fec6e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":372,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-vine-blight":{"articleId":"import-xmm-vine-blight","title":"Vine Blight","label":"2024 revised rules · Monster Manual (2025), p. 44","classification":"Medium plant, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"-1 (9)"},{"name":"HP","description":"19 (3d8 + 6)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Stealth +1"},{"name":"Condition Immunities","description":"deafened"},{"name":"Languages","description":"Common"},{"name":"Habitat","description":"forest"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":8,"modifier":"-1","save":"-1"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Actions","body":"***Constricting Vine.*** *Melee Attack Roll:* +4, reach 10 ft. *Hit:* 6 (1d8 + 2) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 12). Until the grapple ends, the target takes 4 (1d8) Bludgeoning damage at the start of each of its turns, and the blight can't make Constricting Vine attacks.\n\n***Entangling Plants (Recharge 5-6).*** The blight casts the Entangle spell, using Constitution as the spellcasting ability (spell save DC 12)."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"18beb735dfc9dec1c0a0cbd23fa104125938a6710a09bdb384243078ad2e87f7","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":44,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-violet-fungus":{"articleId":"import-xmm-violet-fungus","title":"Violet Fungus","label":"2024 revised rules · Monster Manual (2025), p. 126","classification":"Medium plant, Unaligned","visibility":"player","core":[{"name":"AC","description":"5"},{"name":"Initiative (derived: Dexterity)","description":"-5 (5)"},{"name":"HP","description":"18 (4d8)"},{"name":"Speed","description":"5 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Condition Immunities","description":"blinded, charmed, deafened, frightened"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 6"}],"abilities":[{"name":"Strength","score":3,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":1,"modifier":"-5","save":"-5"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":1,"modifier":"-5","save":"-5"},{"name":"Wisdom","score":3,"modifier":"-4","save":"-4"},{"name":"Charisma","score":1,"modifier":"-5","save":"-5"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The fungus makes two Rotting Touch attacks.\n\n***Rotting Touch.*** *Melee Attack Roll:* +2, reach 10 ft. *Hit:* 4 (1d8) Necrotic damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f3f13298c84471c71c22e25f5ab0c559cd6b30f940fbdd9bee5a246a8521d3a1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":126,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-violet-fungus-necrohulk":{"articleId":"import-xmm-violet-fungus-necrohulk","title":"Violet Fungus Necrohulk","label":"2024 revised rules · Monster Manual (2025), p. 126","classification":"Large plant, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"123 (13d10 + 52)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"blinded, charmed, deafened, frightened, poisoned"},{"name":"Habitat","description":"underdark"},{"name":"Senses","description":"Blindsight 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The necrohulk makes two Rotting Slam attacks.\n\n***Rotting Slam.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 9 (1d10 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage.\n\n***Spore Bomb (Recharge 5-6).*** *Constitution Saving Throw:* DC 15, each creature in a 20-foot-radius Sphere centered on a point the necrohulk can see within 60 feet. *Failure:* 28 (8d6) Necrotic damage, and the target has the Poisoned condition until the start of the necrohulk's next turn. While Poisoned, the target can't regain Hit Points. *Success:* Half damage only."},{"heading":"Bonus Actions","body":"***Absorb Body.*** *Strength Saving Throw:* DC 15, one Medium or Small creature the necrohulk can see within 5 feet. *Failure:* The target is pulled into the necrohulk's space and becomes grafted to its body. The necrohulk can have only one target grafted at a time.\n\nWhile grafted, the target has the Restrained condition and Disadvantage on Constitution saving throws. When the necrohulk moves, the grafted target moves with it. If the target dies while grafted, its body is destroyed, and the necrohulk regains 10 Hit Points.\n\nThe grafted target or a creature within 5 feet of the necrohulk can take an action to make a DC 15 Strength (Athletics) check. On a successful check, the target is no longer grafted and moves to an unoccupied space within 5 feet of the necrohulk."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e0d04ad217d8c65f0e531befcf223eacfff3543f31f45c56d815ef51a77addd4","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":126,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-vrock":{"articleId":"import-xmm-vrock","title":"Vrock","label":"2024 revised rules · Monster Manual (2025), p. 319","classification":"Large fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"152 (16d10 + 64)"},{"name":"Speed","description":"40 ft., fly 60 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal; telepathy 120 ft."},{"name":"Habitat","description":"planar, abyss"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 11"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+5"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+4"},{"name":"Charisma","score":8,"modifier":"-1","save":"+2"}],"sections":[{"heading":"Traits","body":"***Demonic Restoration.*** If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.\n\n***Magic Resistance.*** The vrock has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The vrock makes two Shred attacks.\n\n***Shred.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 10 (2d6 + 3) Piercing damage plus 10 (3d6) Poison damage.\n\n***Spores (Recharge 6).*** *Constitution Saving Throw:* DC 15, each creature in a 20-foot Emanation originating from the vrock. *Failure:* The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. While Poisoned, the target takes 5 (1d10) Poison damage at the start of each of its turns. Emptying a flask of Holy Water on the target ends the effect early.\n\n***Stunning Screech (1/Day).*** *Constitution Saving Throw:* DC 15, each creature in a 20-foot Emanation originating from the vrock (demons succeed automatically). *Failure:* 10 (3d6) Thunder damage, and the target has the Stunned condition until the end of the vrock's next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"08da8f78ff03f956a281fa2d939cfb6a446611b2720df00be7292f01543ee0a0","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":319,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-vulture":{"articleId":"import-xmm-vulture","title":"Vulture","label":"2024 revised rules · Monster Manual (2025), p. 372","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"10"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"5 (1d8 + 1)"},{"name":"Speed","description":"10 ft., fly 50 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Perception +3"},{"name":"Habitat","description":"desert, grassland, hill"},{"name":"Senses","description":"; Passive Perception 13"}],"abilities":[{"name":"Strength","score":7,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Beak.*** *Melee Attack Roll:* +2, reach 5 ft. *Hit:* 2 (1d4) Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6e3ec0b2ddec8947f68ebf911bda711f2b2e6dff42293d10aea9cefc881fa118","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":372,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-warhorse":{"articleId":"import-xmm-warhorse","title":"Warhorse","label":"2024 revised rules · Monster Manual (2025), p. 373","classification":"Large beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"19 (3d10 + 3)"},{"name":"Speed","description":"60 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Habitat","description":"urban"},{"name":"Senses","description":"; Passive Perception 11"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+3"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Hooves.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f7c447699823d1d4f2491c6a99b20063eb79a79c52823a378b051059d442a139","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":373,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-warhorse-skeleton":{"articleId":"import-xmm-warhorse-skeleton","title":"Warhorse Skeleton","label":"2024 revised rules · Monster Manual (2025), p. 282","classification":"Large undead, Lawful Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"22 (3d10 + 6)"},{"name":"Speed","description":"60 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned"},{"name":"Habitat","description":"planar, shadowfell, underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 9"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":8,"modifier":"-1","save":"-1"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Actions","body":"***Hooves.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"cda463b616c4ef73d6b6aedc2c6ec9c0d9ab320e7837446797d505435bb6c793","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":282,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-water-elemental":{"articleId":"import-xmm-water-elemental","title":"Water Elemental","label":"2024 revised rules · Monster Manual (2025), p. 322","classification":"Large elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"114 (12d10 + 48)"},{"name":"Speed","description":"30 ft., swim 90 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Resistances","description":"acid, fire"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious"},{"name":"Languages","description":"Primordial (Aquan)"},{"name":"Habitat","description":"coastal, planar, water, swamp, underwater"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Freeze.*** If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.\n\n***Water Form.*** The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."},{"heading":"Actions","body":"***Multiattack.*** The elemental makes two Slam attacks.\n\n***Slam.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.\n\n***Whelm (Recharge 4-6).*** *Strength Saving Throw:* DC 15, each creature in the elemental's space. *Failure:* 22 (4d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8) Bludgeoning damage at the start of each of the elemental's turns. The elemental can grapple one Large creature or up to two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. *Success:* Half damage only."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"076b552d78196811922d89430e781089335d958c4be146ee5c4c12aea42abc25","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":322,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-water-weird":{"articleId":"import-xmm-water-weird","title":"Water Weird","label":"2024 revised rules · Monster Manual (2025), p. 323","classification":"Large elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"65 (10d10 + 10)"},{"name":"Speed","description":"5 ft., swim 60 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Resistances","description":"fire"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious"},{"name":"Languages","description":"understands Primordial but can't speak"},{"name":"Habitat","description":"underdark, urban"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 30 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Invisible in Water.*** The water weird has the Invisible condition while fully immersed in water.\n\n***Water Bound.*** The water weird dies if it leaves the water to which it is bound or if that water is destroyed."},{"heading":"Actions","body":"***Surge.*** *Melee Attack Roll:* +5, reach 10 ft. *Hit:* 13 (3d6 + 3) Cold damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c9050e93f468dd16adec2e122a5808072f8594b862423074ea7e0e730cd37493","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":323,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-weasel":{"articleId":"import-xmm-weasel","title":"Weasel","label":"2024 revised rules · Monster Manual (2025), p. 372","classification":"Tiny beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"1 (1d4 - 1)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"0; PB +2"},{"name":"XP (derived from CR)","description":"10"},{"name":"Skills","description":"Acrobatics +5, Perception +3, Stealth +5"},{"name":"Habitat","description":"forest, grassland, hill"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":3,"modifier":"-4","save":"-4"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":8,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":2,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":3,"modifier":"-4","save":"-4"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 1 Piercing damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"c2b863c955be3ad5218294e6084f70152866ec72983bf484174cd79f8dd75f99","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":372,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-werebear":{"articleId":"import-xmm-werebear","title":"Werebear","label":"2024 revised rules · Monster Manual (2025), p. 324","classification":"Small or Medium monstrosity (lycanthrope), Neutral Good","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"135 (18d8 + 54)"},{"name":"Speed","description":"30 ft., 40 ft. (bear form only), climb 30 ft. (bear form only)"},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +7"},{"name":"Languages","description":"Common (can't speak in bear form)"},{"name":"Gear","description":"four handaxes"},{"name":"Habitat","description":"arctic, forest, hill"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack.\n\n***Bite (Bear or Hybrid Form Only).*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. *Constitution Saving Throw:* DC 14. *Failure:* The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werebear under the DM's control and has 10 Hit Points. *Success:* The target is immune to this werebear's curse for 24 hours.\n\n***Handaxe (Humanoid or Hybrid Form Only).*** *Melee  or Ranged Attack Roll:* +7, reach 5 ft or range 20/60 ft. *Hit:* 14 (3d6 + 4) Slashing damage.\n\n***Rend (Bear or Hybrid Form Only).*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 13 (2d8 + 4) Slashing damage."},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The werebear shape-shifts into a Large bear-humanoid hybrid form or a Large bear, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"77921e05fcab0739c3f5e8a142db053d8d9e22674ddf5bcdd908c1443637dfdd","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":324,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-wereboar":{"articleId":"import-xmm-wereboar","title":"Wereboar","label":"2024 revised rules · Monster Manual (2025), p. 325","classification":"Small or Medium monstrosity (lycanthrope), Neutral Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+2 (12)"},{"name":"HP","description":"97 (15d8 + 30)"},{"name":"Speed","description":"30 ft., 40 ft. (boar form only)"},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Perception +2"},{"name":"Languages","description":"Common (can't speak in boar form)"},{"name":"Gear","description":"six javelins"},{"name":"Habitat","description":"forest, grassland, hill"},{"name":"Treasure","description":"individual"},{"name":"Senses","description":"; Passive Perception 12"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":15,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.\n\n***Gore (Boar or Hybrid Form Only).*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. *Constitution Saving Throw:* DC 12. *Failure:* The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wereboar under the DM's control and has 10 Hit Points. *Success:* The target is immune to this wereboar's curse for 24 hours.\n\n***Javelin (Humanoid or Hybrid Form Only).*** *Melee  or Ranged Attack Roll:* +5, reach 5 ft. or range 30/120 ft. *Hit:* 13 (3d6 + 3) Piercing damage.\n\n***Tusk (Boar or Hybrid Form Only).*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 10 (2d6 + 3) Piercing damage. If the target is a Medium or smaller creature and the wereboar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition."},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The wereboar shape-shifts into a Medium boar-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"fc05d1d53ef10369cc5ec8eed48c34f07c6e1091f976d5e3c897cafbc653b25e","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":325,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-wererat":{"articleId":"import-xmm-wererat","title":"Wererat","label":"2024 revised rules · Monster Manual (2025), p. 325","classification":"Small or Medium monstrosity (lycanthrope), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"60 (11d8 + 11)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +4, Stealth +5"},{"name":"Languages","description":"Common (can't speak in rat form)"},{"name":"Gear","description":"hand crossbow"},{"name":"Habitat","description":"forest, urban"},{"name":"Treasure","description":"individual"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":10,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The wererat makes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite attack.\n\n***Bite (Rat or Hybrid Form Only).*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. *Constitution Saving Throw:* DC 11. *Failure:* The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wererat under the DM's control and has 10 Hit Points. *Success:* The target is immune to this wererat's curse for 24 hours.\n\n***Scratch.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Slashing damage.\n\n***Hand Crossbow (Humanoid or Hybrid Form Only).*** *Ranged Attack Roll:* +5, range 30/120 ft. *Hit:* 6 (1d6 + 3) Piercing damage."},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The wererat shape-shifts into a Medium rat-humanoid hybrid or a Small rat, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"cabe81788a634e6083fb51c000cf4e6036f1ed8a0e160866fb63d1449b2436d0","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":325,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-weretiger":{"articleId":"import-xmm-weretiger","title":"Weretiger","label":"2024 revised rules · Monster Manual (2025), p. 326","classification":"Small or Medium monstrosity (lycanthrope), Neutral","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"120 (16d8 + 48)"},{"name":"Speed","description":"30 ft., 40 ft. (tiger form only)"},{"name":"CR","description":"4; PB +2"},{"name":"XP (derived from CR)","description":"1100"},{"name":"Skills","description":"Perception +5, Stealth +4"},{"name":"Languages","description":"Common (can't speak in tiger form)"},{"name":"Gear","description":"longbow"},{"name":"Habitat","description":"desert, forest, grassland"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.\n\n***Bite (Tiger or Hybrid Form Only).*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. *Constitution Saving Throw:* DC 13. *Failure:* The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Weretiger under the DM's control and has 10 Hit Points. *Success:* The target is immune to this weretiger's curse for 24 hours.\n\n***Scratch.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 10 (2d6 + 3) Slashing damage.\n\n***Longbow (Humanoid or Hybrid Form Only).*** *Ranged Attack Roll:* +4, range 150/600 ft. *Hit:* 11 (2d8 + 2) Piercing damage."},{"heading":"Bonus Actions","body":"***Prowl (Tiger or Hybrid Form Only).*** The weretiger moves up to its Speed without provoking Opportunity Attacks. At the end of this movement, the weretiger can take the Hide action.\n\n***Shape-Shift.*** The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6c9d6ceabd95d0daa73a2bda8f3fd0655c7eaf08bce484b5d7529a9968fc7368","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":326,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-werewolf":{"articleId":"import-xmm-werewolf","title":"Werewolf","label":"2024 revised rules · Monster Manual (2025), p. 327","classification":"Small or Medium monstrosity (lycanthrope), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"71 (11d8 + 22)"},{"name":"Speed","description":"30 ft., 40 ft. (wolf form only)"},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +4, Stealth +4"},{"name":"Languages","description":"Common (can't speak in wolf form)"},{"name":"Gear","description":"longbow"},{"name":"Habitat","description":"forest, hill"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":10,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Multiattack.*** The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.\n\n***Bite (Wolf or Hybrid Form Only).*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. *Constitution Saving Throw:* DC 12. *Failure:* The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the DM's control and has 10 Hit Points. *Success:* The target is immune to this werewolf's curse for 24 hours.\n\n***Scratch.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 10 (2d6 + 3) Slashing damage.\n\n***Longbow (Humanoid or Hybrid Form Only).*** *Ranged Attack Roll:* +4, range 150/600 ft. *Hit:* 11 (2d8 + 2) Piercing damage."},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0f52ec7d108b1566fc56447faa8fd7e40e694dfeaafb9b04d2f4cdc38152af3d","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":327,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-white-dragon-wyrmling":{"articleId":"import-xmm-white-dragon-wyrmling","title":"White Dragon Wyrmling","label":"2024 revised rules · Monster Manual (2025), p. 328","classification":"Medium dragon (chromatic), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"16"},{"name":"Initiative","description":"+2 (12)"},{"name":"HP","description":"32 (5d8 + 10)"},{"name":"Speed","description":"30 ft., burrow 15 ft., fly 60 ft., swim 30 ft."},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Skills","description":"Perception +4, Stealth +2"},{"name":"Damage Immunities","description":"cold"},{"name":"Languages","description":"Draconic"},{"name":"Habitat","description":"arctic"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+2"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+2"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes two Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage.\n\n***Cold Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 12, each creature in a 15-foot Cone. *Failure:* 22 (5d8) Cold damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"34bdc993543b2617288ab6cd3786f5bc5cdb50c9dd059daabc9fc8a177f21633","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":328,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-wight":{"articleId":"import-xmm-wight","title":"Wight","label":"2024 revised rules · Monster Manual (2025), p. 332","classification":"Medium undead, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"82 (11d8 + 33)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +3, Stealth +4"},{"name":"Resistances","description":"necrotic"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned"},{"name":"Languages","description":"Common plus one other language"},{"name":"Gear","description":"studded leather armor"},{"name":"Habitat","description":"desert, planar, shadowfell, swamp, underdark, urban"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":10,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+1"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Sunlight Sensitivity.*** While in sunlight, the wight has Disadvantage on ability checks and attack rolls."},{"heading":"Actions","body":"***Multiattack.*** The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain.\n\n***Necrotic Sword.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage.\n\n***Necrotic Bow.*** *Ranged Attack Roll:* +4, range 150/600 ft. *Hit:* 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage.\n\n***Life Drain.*** *Constitution Saving Throw:* DC 13, one creature within 5 feet. *Failure:* 6 (1d8 + 2) Necrotic damage, and the target's Hit Point maximum decreases by an amount equal to the damage taken.\n\nA Humanoid slain by this attack rises 24 hours later as a Zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at a time."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"dd6c477a994cbef86a67f19db8aaa70644d93d131b4d8d1b659072887f9dee29","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":332,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-will-o-wisp":{"articleId":"import-xmm-will-o-wisp","title":"Will-o'-Wisp","label":"2024 revised rules · Monster Manual (2025), p. 333","classification":"Tiny undead, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative (derived: Dexterity)","description":"+9 (19)"},{"name":"HP","description":"27 (11d4)"},{"name":"Speed","description":"5 ft., fly 50 ft. (hover)"},{"name":"CR","description":"2; PB +2"},{"name":"XP (derived from CR)","description":"450"},{"name":"Resistances","description":"acid, bludgeoning, cold, fire, necrotic, piercing, slashing"},{"name":"Damage Immunities","description":"lightning, poison"},{"name":"Condition Immunities","description":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious"},{"name":"Languages","description":"Common plus one other language"},{"name":"Habitat","description":"forest, swamp, urban"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":1,"modifier":"-5","save":"-5"},{"name":"Dexterity","score":28,"modifier":"+9","save":"+9"},{"name":"Constitution","score":10,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Ephemeral.*** The wisp can't wear or carry anything.\n\n***Illumination.*** The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\n***Incorporeal Movement.*** The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."},{"heading":"Actions","body":"***Shock.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 11 (2d8 + 2) Lightning damage."},{"heading":"Bonus Actions","body":"***Consume Life.*** *Constitution Saving Throw:* DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. *Failure:* The target dies, and the wisp regains 10 (3d6) Hit Points.\n\n***Vanish.*** The wisp and its light have the Invisible condition until the wisp's Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"af34beae990f7ec0e4e02d712146ee614ada4a1f83b504851d5da7e4c23df55a","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":333,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-winged-kobold":{"articleId":"import-xmm-winged-kobold","title":"Winged Kobold","label":"2024 revised rules · Monster Manual (2025), p. 185","classification":"Small dragon, Neutral","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"10 (4d6 - 4)"},{"name":"Speed","description":"30 ft., fly 30 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"arctic, coastal, desert, forest, hill, mountain, swamp, underdark, urban"},{"name":"Treasure","description":"armaments"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":7,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":9,"modifier":"-1","save":"-1"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":7,"modifier":"-2","save":"-2"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The kobold has Advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\n\n***Sunlight Sensitivity.*** While in sunlight, the kobold has Disadvantage on ability checks and attack rolls."},{"heading":"Actions","body":"***Dragon-Tooth Blade.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 6 (1d6 + 3) Piercing damage.\n\n***Chromatic Spittle.*** *Ranged Attack Roll:* +5, range 30 ft. *Hit:* 6 (1d6 + 3) damage of a type chosen by the kobold: Acid, Cold, Fire, Lightning, or Poison."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"602468ea26afb2fe9a65b205719d16171286b323de27ce904921f06577aa9d66","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":185,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-winter-wolf":{"articleId":"import-xmm-winter-wolf","title":"Winter Wolf","label":"2024 revised rules · Monster Manual (2025), p. 334","classification":"Large monstrosity, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"75 (10d10 + 20)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +5, Stealth +5"},{"name":"Damage Immunities","description":"cold"},{"name":"Languages","description":"Common, Giant"},{"name":"Habitat","description":"arctic"},{"name":"Senses","description":"; Passive Perception 15"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":14,"modifier":"+2","save":"+2"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.\n\n***Cold Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 12, each creature in a 15-foot Cone. *Failure:* 18 (4d8) Cold damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0223e1267f866c62fe474073d85c00dfb1c8582fe093cb9e7a7ae37440f9c4b0","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":334,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-wolf":{"articleId":"import-xmm-wolf","title":"Wolf","label":"2024 revised rules · Monster Manual (2025), p. 373","classification":"Medium beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"11 (2d8 + 2)"},{"name":"Speed","description":"40 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Skills","description":"Perception +5, Stealth +4"},{"name":"Habitat","description":"forest, grassland, hill"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":14,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":15,"modifier":"+2","save":"+2"},{"name":"Constitution","score":12,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Pack Tactics.*** The wolf has Advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"5bf547d65cbd431b88395dadfe2df4f29112a44cce3e5d818d28841db758fc07","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":373,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-worg":{"articleId":"import-xmm-worg","title":"Worg","label":"2024 revised rules · Monster Manual (2025), p. 335","classification":"Large fey, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"26 (4d10 + 4)"},{"name":"Speed","description":"50 ft."},{"name":"CR","description":"1/2; PB +2"},{"name":"XP (derived from CR)","description":"100"},{"name":"Skills","description":"Perception +4"},{"name":"Languages","description":"Goblin, Worg"},{"name":"Habitat","description":"forest, grassland, hill, planar, feywild"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":7,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+0"},{"name":"Charisma","score":8,"modifier":"-1","save":"-1"}],"sections":[{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the worg's next turn has Advantage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"fbb9ee187d0a58ea039789ed84eb8b949bf8ae5131c1a103f1778d3c16340d92","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":335,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-wraith":{"articleId":"import-xmm-wraith","title":"Wraith","label":"2024 revised rules · Monster Manual (2025), p. 336","classification":"Small or Medium undead, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"13"},{"name":"Initiative (derived: Dexterity)","description":"+3 (13)"},{"name":"HP","description":"67 (9d8 + 27)"},{"name":"Speed","description":"5 ft., fly 60 ft. (hover)"},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Resistances","description":"acid, bludgeoning, cold, fire, piercing, slashing"},{"name":"Damage Immunities","description":"necrotic, poison"},{"name":"Condition Immunities","description":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious"},{"name":"Languages","description":"Common plus two other languages"},{"name":"Habitat","description":"planar, shadowfell, underdark"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":6,"modifier":"-2","save":"-2"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Incorporeal Movement.*** The wraith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.\n\n***Sunlight Sensitivity.*** While in sunlight, the wraith has Disadvantage on ability checks and attack rolls."},{"heading":"Actions","body":"***Life Drain.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.\n\n***Create Specter.*** The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target's spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at a time."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b0b5ee258bee19286dcc0c3257a23fe80d93a2610a621a5215e20b8f7ff2e061","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":336,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-wyvern":{"articleId":"import-xmm-wyvern","title":"Wyvern","label":"2024 revised rules · Monster Manual (2025), p. 337","classification":"Large dragon, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"127 (15d10 + 45)"},{"name":"Speed","description":"30 ft., fly 80 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Perception +4"},{"name":"Habitat","description":"hill, mountain"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":5,"modifier":"-3","save":"-3"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":6,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The wyvern makes one Bite attack and one Sting attack.\n\n***Bite.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 13 (2d8 + 4) Piercing damage.\n\n***Sting.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 11 (2d6 + 4) Piercing damage plus 24 (7d6) Poison damage, and the target has the Poisoned condition until the start of the wyvern's next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"f79e9947551d52d2de83c69943338b8aaca3866c3dccc92f650fd5b7b115af72","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":337,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-xorn":{"articleId":"import-xmm-xorn","title":"Xorn","label":"2024 revised rules · Monster Manual (2025), p. 338","classification":"Medium elemental, Neutral","visibility":"player","core":[{"name":"AC","description":"19"},{"name":"Initiative (derived: Dexterity)","description":"+0 (10)"},{"name":"HP","description":"84 (8d8 + 48)"},{"name":"Speed","description":"20 ft., burrow 20 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Skills","description":"Perception +6, Stealth +6"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"paralyzed, petrified, poisoned"},{"name":"Languages","description":"Primordial (Terran)"},{"name":"Habitat","description":"planar, earth, underdark"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":17,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+0"},{"name":"Constitution","score":22,"modifier":"+6","save":"+6"},{"name":"Intelligence","score":11,"modifier":"+0","save":"+0"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":11,"modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"***Earth Glide.*** The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.\n\n***Treasure Sense.*** The xorn can pinpoint the location of precious metals and stones within 60 feet of itself."},{"heading":"Actions","body":"***Multiattack.*** The xorn makes one Bite attack and three Claw attacks.\n\n***Bite.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 17 (4d6 + 3) Piercing damage.\n\n***Claw.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 8 (1d10 + 3) Slashing damage."},{"heading":"Bonus Actions","body":"***Charge.*** The xorn moves up to its Speed or Burrow Speed straight toward an enemy it can sense."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"1f38cfd4e892771da53535f205aa128ef260a8d6d9755fc0591735caa7d732ba","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":338,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-yeti":{"articleId":"import-xmm-yeti","title":"Yeti","label":"2024 revised rules · Monster Manual (2025), p. 339","classification":"Large monstrosity, Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"51 (6d10 + 18)"},{"name":"Speed","description":"40 ft., climb 40 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"Perception +5, Stealth +5"},{"name":"Damage Immunities","description":"cold"},{"name":"Languages","description":"Yeti"},{"name":"Habitat","description":"arctic"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":8,"modifier":"-1","save":"-1"},{"name":"Wisdom","score":12,"modifier":"+1","save":"+1"},{"name":"Charisma","score":7,"modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"***Fear of Fire.*** If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn."},{"heading":"Actions","body":"***Multiattack.*** The yeti can use its Chilling Gaze and makes two attacks, using Claw or Ice Throw in any combination.\n\n***Claw.*** *Melee Attack Roll:* +6, reach 5 ft. *Hit:* 7 (1d6 + 4) Slashing damage plus 3 (1d6) Cold damage.\n\n***Ice Throw.*** *Ranged Attack Roll:* +6, range 30/120 ft. *Hit:* 6 (1d4 + 4) Bludgeoning damage plus 2 (1d4) Cold damage.\n\n***Chilling Gaze.*** *Constitution Saving Throw:* DC 13, one creature the yeti can see within 30 feet. *Failure:* 5 (2d4) Cold damage, and the target has the Paralyzed condition until the start of the yeti's next turn unless the target has Immunity to Cold damage. *Success:* The target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"0f20959e65f89f99c7802dd0d627decbd15823cbde37b8f2262138f27cbbdf34","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":339,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-yochlol":{"articleId":"import-xmm-yochlol","title":"Yochlol","label":"2024 revised rules · Monster Manual (2025), p. 341","classification":"Medium fiend (demon), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+8 (18)"},{"name":"HP","description":"153 (18d8 + 72)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"10; PB +4"},{"name":"XP (derived from CR)","description":"5900"},{"name":"Skills","description":"Deception +11, Insight +6"},{"name":"Resistances","description":"cold, fire, lightning"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal, Elvish, Undercommon"},{"name":"Habitat","description":"planar, abyss"},{"name":"Senses","description":"Darkvision 120 ft.; Passive Perception 12"}],"abilities":[{"name":"Strength","score":15,"modifier":"+2","save":"+2"},{"name":"Dexterity","score":19,"modifier":"+4","save":"+8"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+5"},{"name":"Wisdom","score":15,"modifier":"+2","save":"+6"},{"name":"Charisma","score":17,"modifier":"+3","save":"+7"}],"sections":[{"heading":"Traits","body":"***Demonic Restoration.*** If the yochlol dies outside the Abyss, its body dissolves, and it gains a new body instantly, reviving with all its Hit Points in the Abyss.\n\n***Magic Resistance.*** The yochlol has Advantage on saving throws against spells and other magical effects.\n\n***Spider Climb.*** The yochlol can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\n***Web Walker.*** The yochlol ignores movement restrictions caused by webs."},{"heading":"Actions","body":"***Multiattack.*** The yochlol makes two Caustic Lash attacks, and it can use Spellcasting to cast Web or Dominate Person if available.\n\n***Caustic Lash.*** *Melee  or Ranged Attack Roll:* +8, reach 10 ft. or range 120 ft. *Hit:* 25 (6d6 + 4) Acid damage.\n\n***Spellcasting.*** The yochlol casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):\n\n**At will:** Detect Thoughts, Gaseous Form (self only), Web\n\n**1/day:** Dominate Person"},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The yochlol shape-shifts into a Medium Humanoid or a Medium spider or back into its true form. Its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."},{"heading":"Reactions","body":"***Toxic Escape.*** Trigger: The yochlol is hit by an attack roll. _Response:_ The yochlol halves the attack's damage to itself (round down), and it teleports to an unoccupied space it can see within 30 feet of itself. *Constitution Saving Throw:* DC 15, each creature within 5 feet of the yochlol's destination space. *Failure:* The target has the Poisoned condition until the end of its next turn. While Poisoned, it has the Incapacitated condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6ce270bc09dc503ff95ab89cf947aef4006e05aff377f5ad5b5bd43a2ae15ac6","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":341,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-young-black-dragon":{"articleId":"import-xmm-young-black-dragon","title":"Young Black Dragon","label":"2024 revised rules · Monster Manual (2025), p. 38","classification":"Large dragon (chromatic), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+5 (15)"},{"name":"HP","description":"127 (15d10 + 45)"},{"name":"Speed","description":"40 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Skills","description":"Perception +6, Stealth +5"},{"name":"Damage Immunities","description":"acid"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"swamp"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+5"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+3"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage.\n\n***Acid Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 14, each creature in a 30-foot-long, 5-foot-wide Line. *Failure:* 49 (14d6) Acid damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"368519203745fcba70bf31b1c40bf111bb2f9b63d1c8b3a3989c423503c7a738","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":38,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-young-blue-dragon":{"articleId":"import-xmm-young-blue-dragon","title":"Young Blue Dragon","label":"2024 revised rules · Monster Manual (2025), p. 48","classification":"Large dragon (chromatic), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"152 (16d10 + 64)"},{"name":"Speed","description":"40 ft., burrow 20 ft., fly 80 ft."},{"name":"CR","description":"9; PB +4"},{"name":"XP (derived from CR)","description":"5000"},{"name":"Skills","description":"Perception +9, Stealth +4"},{"name":"Damage Immunities","description":"lightning"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"coastal, desert"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19"}],"abilities":[{"name":"Strength","score":21,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+4"},{"name":"Constitution","score":19,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+5"},{"name":"Charisma","score":17,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +9, reach 10 ft. *Hit:* 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage.\n\n***Lightning Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 16, each creature in a 60-foot-long, 5-foot-wide Line. *Failure:* 55 (10d10) Lightning damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"683eb2a792e18ca2bc5fae99e9ab6fc2b611ffff4c29a999096cd4e424b82928","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":48,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-young-brass-dragon":{"articleId":"import-xmm-young-brass-dragon","title":"Young Brass Dragon","label":"2024 revised rules · Monster Manual (2025), p. 54","classification":"Large dragon (metallic), Chaotic Good","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"110 (13d10 + 39)"},{"name":"Speed","description":"40 ft., burrow 20 ft., fly 80 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Perception +6, Persuasion +5, Stealth +3"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"desert"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+3"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":12,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+3"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath.\n\n***Rend.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 15 (2d10 + 4) Slashing damage.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 14, each creature in a 40-foot-long, 5-foot-wide Line. *Failure:* 38 (11d6) Fire damage. *Success:* Half damage.\n\n***Sleep Breath.*** *Constitution Saving Throw:* DC 14, each creature in a 30-foot Cone. *Failure:* The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. *2Nd Failure:* The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"877ba095c4edc2f0db9e32353e1dba7f5651f0b4c69fbfbef40aa8cb01f3fde4","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":54,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-young-bronze-dragon":{"articleId":"import-xmm-young-bronze-dragon","title":"Young Bronze Dragon","label":"2024 revised rules · Monster Manual (2025), p. 58","classification":"Large dragon (metallic), Lawful Good","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"142 (15d10 + 60)"},{"name":"Speed","description":"40 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Skills","description":"Insight +4, Perception +7, Stealth +3"},{"name":"Damage Immunities","description":"lightning"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"coastal"},{"name":"Treasure","description":"implements"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":21,"modifier":"+5","save":"+5"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+3"},{"name":"Constitution","score":19,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+4"},{"name":"Charisma","score":17,"modifier":"+3","save":"+3"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath.\n\n***Rend.*** *Melee Attack Roll:* +8, reach 10 ft. *Hit:* 16 (2d10 + 5) Slashing damage.\n\n***Lightning Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 15, each creature in a 60-foot-long, 5-foot-wide Line. *Failure:* 49 (9d10) Lightning damage. *Success:* Half damage.\n\n***Repulsion Breath.*** *Strength Saving Throw:* DC 15, each creature in a 30-foot Cone. *Failure:* The target is pushed up to 40 feet straight away from the dragon and has the Prone condition."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e15146972d91585daf499b0abf8c1acadd450299b6647e223cb38c765ca8b9ea","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":58,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-young-copper-dragon":{"articleId":"import-xmm-young-copper-dragon","title":"Young Copper Dragon","label":"2024 revised rules · Monster Manual (2025), p. 78","classification":"Large dragon (metallic), Chaotic Good","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"119 (14d10 + 42)"},{"name":"Speed","description":"40 ft., climb 40 ft., fly 80 ft."},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Skills","description":"Deception +5, Perception +7, Stealth +4"},{"name":"Damage Immunities","description":"acid"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"hill"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+4"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+4"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath.\n\n***Rend.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 15 (2d10 + 4) Slashing damage.\n\n***Acid Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 14, each creature in a 40-foot-long, 5-foot-wide Line. *Failure:* 40 (9d8) Acid damage. *Success:* Half damage.\n\n***Slowing Breath.*** *Constitution Saving Throw:* DC 14, each creature in a 30-foot Cone. *Failure:* The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ead0ae589ab3d1a4646fc572fcd83e0d8dae7082baa71df0c6705f4de95b98f5","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":78,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-young-gold-dragon":{"articleId":"import-xmm-young-gold-dragon","title":"Young Gold Dragon","label":"2024 revised rules · Monster Manual (2025), p. 144","classification":"Large dragon (metallic), Lawful Good","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+6 (16)"},{"name":"HP","description":"178 (17d10 + 85)"},{"name":"Speed","description":"40 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"10; PB +4"},{"name":"XP (derived from CR)","description":"5900"},{"name":"Skills","description":"Insight +5, Perception +9, Persuasion +9, Stealth +6"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"forest, grassland"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+6"},{"name":"Constitution","score":21,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+5"},{"name":"Charisma","score":20,"modifier":"+5","save":"+5"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath.\n\n***Rend.*** *Melee Attack Roll:* +10, reach 10 ft. *Hit:* 17 (2d10 + 6) Slashing damage.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 17, each creature in a 30-foot Cone. *Failure:* 55 (10d10) Fire damage. *Success:* Half damage.\n\n***Weakening Breath.*** *Strength Saving Throw:* DC 17, each creature that isn't currently affected by this breath in a 30-foot Cone. *Failure:* The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"ccc80116be2f69e779cb5853d032d097282e8bb9d0066aefb7a5334610c5a3e1","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":144,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-young-green-dragon":{"articleId":"import-xmm-young-green-dragon","title":"Young Green Dragon","label":"2024 revised rules · Monster Manual (2025), p. 152","classification":"Large dragon (chromatic), Lawful Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"136 (16d10 + 48)"},{"name":"Speed","description":"40 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"8; PB +3"},{"name":"XP (derived from CR)","description":"3900"},{"name":"Skills","description":"Deception +5, Perception +7, Stealth +4"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"forest"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+4"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":16,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":13,"modifier":"+1","save":"+4"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Amphibious.*** The dragon can breathe air and water."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage.\n\n***Poison Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 14, each creature in a 30-foot Cone. *Failure:* 42 (12d6) Poison damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"daa38173b28e68f55cfeaaa3937d9e4929053f0a139fde2a1fa3a54f4c18356c","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":152,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-young-red-dragon":{"articleId":"import-xmm-young-red-dragon","title":"Young Red Dragon","label":"2024 revised rules · Monster Manual (2025), p. 254","classification":"Large dragon (chromatic), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"178 (17d10 + 85)"},{"name":"Speed","description":"40 ft., climb 40 ft., fly 80 ft."},{"name":"CR","description":"10; PB +4"},{"name":"XP (derived from CR)","description":"5900"},{"name":"Skills","description":"Perception +8, Stealth +4"},{"name":"Damage Immunities","description":"fire"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"hill, mountain"},{"name":"Treasure","description":"any"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+4"},{"name":"Constitution","score":21,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+4"},{"name":"Charisma","score":19,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +10, reach 10 ft. *Hit:* 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage.\n\n***Fire Breath (Recharge 5-6).*** *Dexterity Saving Throw:* DC 17, each creature in a 30-foot Cone. *Failure:* 56 (16d6) Fire damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"fc87e8cc01dda2698ce167827d6a670eeb5dbfd4f7b701323d6d6e04bad0cdd6","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":254,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-young-remorhaz":{"articleId":"import-xmm-young-remorhaz","title":"Young Remorhaz","label":"2024 revised rules · Monster Manual (2025), p. 258","classification":"Large monstrosity, Unaligned","visibility":"player","core":[{"name":"AC","description":"14"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"93 (11d10 + 33)"},{"name":"Speed","description":"30 ft., burrow 20 ft."},{"name":"CR","description":"5; PB +3"},{"name":"XP (derived from CR)","description":"1800"},{"name":"Damage Immunities","description":"cold, fire"},{"name":"Habitat","description":"arctic"},{"name":"Senses","description":"Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":13,"modifier":"+1","save":"+1"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":10,"modifier":"+0","save":"+0"},{"name":"Charisma","score":4,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Heat Aura.*** At the end of each of the remorhaz's turns, each creature in a 5-foot Emanation originating from the remorhaz takes 11 (2d10) Fire damage."},{"heading":"Actions","body":"***Bite.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 15 (2d10 + 4) Piercing damage plus 13 (3d8) Fire damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"fb396ada24d2bfc68b1586ebdab7905bffafaaa440c37d4dfc0cba9d953c7ee2","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":258,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-young-silver-dragon":{"articleId":"import-xmm-young-silver-dragon","title":"Young Silver Dragon","label":"2024 revised rules · Monster Manual (2025), p. 278","classification":"Large dragon (metallic), Lawful Good","visibility":"player","core":[{"name":"AC","description":"18"},{"name":"Initiative","description":"+4 (14)"},{"name":"HP","description":"168 (16d10 + 80)"},{"name":"Speed","description":"40 ft., fly 80 ft."},{"name":"CR","description":"9; PB +4"},{"name":"XP (derived from CR)","description":"5000"},{"name":"Skills","description":"History +6, Perception +8, Stealth +4"},{"name":"Damage Immunities","description":"cold"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"mountain, urban"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18"}],"abilities":[{"name":"Strength","score":23,"modifier":"+6","save":"+6"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+4"},{"name":"Constitution","score":21,"modifier":"+5","save":"+5"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+4"},{"name":"Charisma","score":19,"modifier":"+4","save":"+4"}],"sections":[{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath.\n\n***Rend.*** *Melee Attack Roll:* +10, reach 10 ft. *Hit:* 15 (2d8 + 6) Slashing damage.\n\n***Cold Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 17, each creature in a 30-foot Cone. *Failure:* 49 (11d8) Cold damage. *Success:* Half damage.\n\n***Paralyzing Breath.*** *Constitution Saving Throw:* DC 17, each creature in a 30-foot Cone. *1St Failure:* The target has the Incapacitated condition until the end of its next turn, when it repeats the save. *2Nd Failure:* The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"fc6fdfc8c6c1bc426cb189957d3cd6792e4c78cd4a8e712d9dc51a646d2cfa1f","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":278,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-young-white-dragon":{"articleId":"import-xmm-young-white-dragon","title":"Young White Dragon","label":"2024 revised rules · Monster Manual (2025), p. 328","classification":"Large dragon (chromatic), Chaotic Evil","visibility":"player","core":[{"name":"AC","description":"17"},{"name":"Initiative","description":"+3 (13)"},{"name":"HP","description":"123 (13d10 + 52)"},{"name":"Speed","description":"40 ft., burrow 20 ft., fly 80 ft., swim 40 ft."},{"name":"CR","description":"6; PB +3"},{"name":"XP (derived from CR)","description":"2300"},{"name":"Skills","description":"Perception +6, Stealth +3"},{"name":"Damage Immunities","description":"cold"},{"name":"Languages","description":"Common, Draconic"},{"name":"Habitat","description":"arctic"},{"name":"Treasure","description":"arcana"},{"name":"Senses","description":"Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16"}],"abilities":[{"name":"Strength","score":18,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":10,"modifier":"+0","save":"+3"},{"name":"Constitution","score":18,"modifier":"+4","save":"+4"},{"name":"Intelligence","score":6,"modifier":"-2","save":"-2"},{"name":"Wisdom","score":11,"modifier":"+0","save":"+3"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."},{"heading":"Actions","body":"***Multiattack.*** The dragon makes three Rend attacks.\n\n***Rend.*** *Melee Attack Roll:* +7, reach 10 ft. *Hit:* 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage.\n\n***Cold Breath (Recharge 5-6).*** *Constitution Saving Throw:* DC 15, each creature in a 30-foot Cone. *Failure:* 40 (9d8) Cold damage. *Success:* Half damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"056a0cdddb1d0b6ec867c4001414eb668502b723ad4f6ed81cb9e655ce273c87","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":328,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-yuan-ti-abomination":{"articleId":"import-xmm-yuan-ti-abomination","title":"Yuan-ti Abomination","label":"2024 revised rules · Monster Manual (2025), p. 345","classification":"Large monstrosity, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"15"},{"name":"Initiative","description":"+6 (16)"},{"name":"HP","description":"127 (15d10 + 45)"},{"name":"Speed","description":"40 ft., climb 30 ft."},{"name":"CR","description":"7; PB +3"},{"name":"XP (derived from CR)","description":"2900"},{"name":"Skills","description":"Perception +7, Stealth +6"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal, Common, Draconic"},{"name":"Habitat","description":"desert, forest, swamp, urban"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 17"}],"abilities":[{"name":"Strength","score":19,"modifier":"+4","save":"+4"},{"name":"Dexterity","score":16,"modifier":"+3","save":"+3"},{"name":"Constitution","score":17,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":17,"modifier":"+3","save":"+3"},{"name":"Wisdom","score":18,"modifier":"+4","save":"+4"},{"name":"Charisma","score":15,"modifier":"+2","save":"+2"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The yuan-ti has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The yuan-ti makes two Bite attacks, and it can use Spellcasting to cast Suggestion if available.\n\n***Bite.*** *Melee Attack Roll:* +7, reach 5 ft. *Hit:* 11 (2d6 + 4) Piercing damage plus 10 (3d6) Poison damage.\n\n***Constrict.*** *Strength Saving Throw:* DC 15, one Large or smaller creature within 5 feet. *Failure:* 28 (7d6 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends. *Success:* Half damage only.\n\n***Poison Spray (Recharge 5-6).*** *Constitution Saving Throw:* DC 14, each creature in a 30-foot Cone. *Failure:* 21 (6d6) Poison damage, and the target has the Poisoned condition until the end of the yuan-ti's next turn. While Poisoned, the target has the Blinded condition. *Success:* Half damage only.\n\n***Spellcasting (Yuan-ti Form Only).*** The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 15):\n\n**At will:** Animal Friendship (snakes only)\n\n**3/day:** Suggestion"},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The yuan-ti shape-shifts into a Large snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti's game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"2f15786f68da923969c7b8caf0c4996f2fa3cb921f695cd837698f0c05f1d2d0","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":345,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-yuan-ti-infiltrator":{"articleId":"import-xmm-yuan-ti-infiltrator","title":"Yuan-ti Infiltrator","label":"2024 revised rules · Monster Manual (2025), p. 342","classification":"Medium monstrosity, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"11"},{"name":"Initiative (derived: Dexterity)","description":"+1 (11)"},{"name":"HP","description":"40 (9d8)"},{"name":"Speed","description":"30 ft."},{"name":"CR","description":"1; PB +2"},{"name":"XP (derived from CR)","description":"200"},{"name":"Skills","description":"Deception +5, Perception +4, Stealth +3"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal, Common, Draconic"},{"name":"Habitat","description":"desert, forest, swamp, urban"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 14"}],"abilities":[{"name":"Strength","score":11,"modifier":"+0","save":"+0"},{"name":"Dexterity","score":12,"modifier":"+1","save":"+1"},{"name":"Constitution","score":11,"modifier":"+0","save":"+0"},{"name":"Intelligence","score":13,"modifier":"+1","save":"+1"},{"name":"Wisdom","score":14,"modifier":"+2","save":"+2"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The yuan-ti has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The yuan-ti makes two Scimitar attacks.\n\n***Scimitar.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 4 (1d6 + 1) Slashing damage.\n\n***Poison Ray.*** *Ranged Attack Roll:* +4, range 120 ft. *Hit:* 9 (2d6 + 2) Poison damage.\n\n***Spellcasting.*** The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):\n\n**At will:** Animal Friendship (snakes only)\n\n**2/day:** Suggestion"}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"3eb0ccd0621daefdb396220a519a36d5364f5d0444f8ed34144d74f45db92c71","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":342,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-yuan-ti-malison-type-1":{"articleId":"import-xmm-yuan-ti-malison-type-1","title":"Yuan-ti Malison (Type 1)","label":"2024 revised rules · Monster Manual (2025), p. 343","classification":"Medium monstrosity, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"66 (12d8 + 12)"},{"name":"Speed","description":"30 ft., climb 30 ft. (snake form only)"},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"+4 (+6 while in snake form)"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal, Common, Draconic"},{"name":"Habitat","description":"desert, forest, swamp, urban"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+3"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The yuan-ti has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The yuan-ti makes two attacks, using Bite or Poison Ray in any combination, and it can use Spellcasting to cast Suggestion if available.\n\n***Bite.*** *Melee Attack Roll:* +5, reach 5 ft. *Hit:* 5 (1d4 + 3) Piercing damage plus 7 (2d6) Poison damage.\n\n***Poison Ray (Yuan-ti Form Only).*** *Ranged Attack Roll:* +5, range 120 ft. *Hit:* 12 (2d8 + 3) Poison damage.\n\n***Spellcasting (Yuan-ti Form Only).*** The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):\n\n**At will:** Animal Friendship (snakes only)\n\n**2/day:** Suggestion"},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The yuan-ti shape-shifts into a Medium snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti's game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"6dfb6bbd9d88e1e2240671dfb18554a01c5a8eb31a958049f54c1642d8974bf3","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":343,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-yuan-ti-malison-type-2":{"articleId":"import-xmm-yuan-ti-malison-type-2","title":"Yuan-ti Malison (Type 2)","label":"2024 revised rules · Monster Manual (2025), p. 343","classification":"Medium monstrosity, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"66 (12d8 + 12)"},{"name":"Speed","description":"30 ft., climb 30 ft. (snake form only)"},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"+4 (+6 while in snake form)"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal, Common, Draconic"},{"name":"Habitat","description":"desert, forest, swamp, urban"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+3"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The yuan-ti has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The yuan-ti makes two Bite attacks, and it can use Spellcasting to cast Suggestion if available.\n\n***Bite.*** *Melee Attack Roll:* +5, reach 10 ft. *Hit:* 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.\n\n***Spellcasting (Yuan-ti Form Only).*** The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):\n\n**At will:** Animal Friendship (snakes only)\n\n**2/day:** Suggestion"},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The yuan-ti shape-shifts into a Medium snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti's game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"b8c46f730e1a5117a1b6a8f53594f7da217e95a3eab71884a0a975e83acb0fba","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":343,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-yuan-ti-malison-type-3":{"articleId":"import-xmm-yuan-ti-malison-type-3","title":"Yuan-ti Malison (Type 3)","label":"2024 revised rules · Monster Manual (2025), p. 344","classification":"Medium monstrosity, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"12"},{"name":"Initiative (derived: Dexterity)","description":"+2 (12)"},{"name":"HP","description":"66 (12d8 + 12)"},{"name":"Speed","description":"30 ft., climb 30 ft."},{"name":"CR","description":"3; PB +2"},{"name":"XP (derived from CR)","description":"700"},{"name":"Skills","description":"+4 (+6 while in snake form)"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"poisoned"},{"name":"Languages","description":"Abyssal, Common, Draconic"},{"name":"Habitat","description":"desert, forest, swamp, urban"},{"name":"Treasure","description":"relics"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"}],"abilities":[{"name":"Strength","score":16,"modifier":"+3","save":"+3"},{"name":"Dexterity","score":14,"modifier":"+2","save":"+2"},{"name":"Constitution","score":13,"modifier":"+1","save":"+1"},{"name":"Intelligence","score":14,"modifier":"+2","save":"+2"},{"name":"Wisdom","score":16,"modifier":"+3","save":"+3"},{"name":"Charisma","score":12,"modifier":"+1","save":"+1"}],"sections":[{"heading":"Traits","body":"***Magic Resistance.*** The yuan-ti has Advantage on saving throws against spells and other magical effects."},{"heading":"Actions","body":"***Multiattack.*** The yuan-ti makes two Poison Burst attacks, and it can use Spellcasting to cast Suggestion if available.\n\n***Poison Burst (Yuan-ti Form Only).*** *Melee  or Ranged Attack Roll:* +5, reach 5 ft. or range 120 ft. *Hit:* 12 (2d8 + 3) Poison damage.\n\n***Constrict.*** *Strength Saving Throw:* DC 13, one Medium or smaller creature within 5 feet. *Failure:* 21 (4d8 + 3) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.\n\n***Spellcasting (Yuan-ti Form Only).*** The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):\n\n**At will:** Animal Friendship (snakes only)\n\n**2/day:** Suggestion"},{"heading":"Bonus Actions","body":"***Shape-Shift.*** The yuan-ti shape-shifts into a Medium snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti's game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn't transformed."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"295896c591805aad6d7ab2d8781a6279413c8fef234abd942c19075dc4394f73","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":344,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"import-xmm-zombie":{"articleId":"import-xmm-zombie","title":"Zombie","label":"2024 revised rules · Monster Manual (2025), p. 346","classification":"Medium undead, Neutral Evil","visibility":"player","core":[{"name":"AC","description":"8"},{"name":"Initiative (derived: Dexterity)","description":"-2 (8)"},{"name":"HP","description":"15 (2d8 + 6)"},{"name":"Speed","description":"20 ft."},{"name":"CR","description":"1/4; PB +2"},{"name":"XP (derived from CR)","description":"50"},{"name":"Damage Immunities","description":"poison"},{"name":"Condition Immunities","description":"exhaustion, poisoned"},{"name":"Languages","description":"understands Common plus one other language but can't speak"},{"name":"Habitat","description":"planar, shadowfell, underdark, urban"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 8"}],"abilities":[{"name":"Strength","score":13,"modifier":"+1","save":"+1"},{"name":"Dexterity","score":6,"modifier":"-2","save":"-2"},{"name":"Constitution","score":16,"modifier":"+3","save":"+3"},{"name":"Intelligence","score":3,"modifier":"-4","save":"-4"},{"name":"Wisdom","score":6,"modifier":"-2","save":"+0"},{"name":"Charisma","score":5,"modifier":"-3","save":"-3"}],"sections":[{"heading":"Traits","body":"***Undead Fortitude.*** If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."},{"heading":"Actions","body":"***Slam.*** *Melee Attack Roll:* +3, reach 5 ft. *Hit:* 5 (1d8 + 1) Bludgeoning damage."}],"notice":"Source: Monster Manual (2025). Base XP is derived from challenge rating; explicitly supplied lair XP is retained.","sourceSha256":"e95209d6f4ecc37b1a1c05dfd1cd821e43e4d5cac6cd8b540479290b3b3381de","sourceMetadata":{"code":"XMM","bookYear":2025,"rulesEdition":"2024","page":346,"sourceRepositoryCommit":"8c026b807fac21862a309379a0c3228a0683198b"}},"race-narlins":[{"articleId":"race-narlins","title":"Narlin Bankguard","label":"Homebrew · 2024 rules · CR 1/4 (estimated)","classification":"Small Aberration, Neutral","visibility":"player","core":[{"name":"AC","description":"13 (natural armor)"},{"name":"Initiative","description":"+2 (12)"},{"name":"HP","description":"18 (4d6 + 4)"},{"name":"Speed","description":"25 ft., Swim 30 ft."},{"name":"Skills","description":"Perception +3, Stealth +4"},{"name":"Gear","description":"Dagger, javelins (3)"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 13"},{"name":"Languages","description":"Undercommon"},{"name":"CR","description":"1/4 (XP 50; PB +2)"}],"abilities":[{"name":"Strength","score":"12","modifier":"+1","save":"+1"},{"name":"Dexterity","score":"14","modifier":"+2","save":"+2"},{"name":"Constitution","score":"12","modifier":"+1","save":"+1"},{"name":"Intelligence","score":"9","modifier":"-1","save":"-1"},{"name":"Wisdom","score":"12","modifier":"+1","save":"+1"},{"name":"Charisma","score":"8","modifier":"-1","save":"-1"}],"sections":[{"heading":"Traits","body":"**Amphibious.** The narlin can breathe air and water."},{"heading":"Actions","body":"**Dagger.** Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) Piercing damage.\n\n**Javelin.** Melee or Ranged Attack Roll: +3, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) Piercing damage.\n\n**Territorial Strike.** Melee Attack Roll: +4, reach 5 ft., one target. Hit: 5 (1d6 + 2) Slashing damage from the narlin’s claws. This attack uses Dexterity."},{"heading":"Reactions","body":"**Bankward Skitter.** Trigger: A creature the narlin can see ends its turn within 5 feet of the narlin. Response: The narlin moves up to 10 feet without provoking Opportunity Attacks. It must end this movement in water or closer to a body of water it can see."}],"notice":"Original Dorn homebrew for the 2024 revised rules (5.5e); not playtested. Challenge Rating is an estimate.","id":"narlin","sourceSha256":"d2c6006136ea32ad61f1f632135373e3c13336dad5f928cc3267d88204411896"},{"articleId":"race-narlins","title":"Narlin Reedcaller","label":"Homebrew · 2024 rules · CR 1 (estimated)","classification":"Small Aberration, Neutral","visibility":"player","core":[{"name":"AC","description":"12 (natural armor)"},{"name":"Initiative","description":"+1 (11)"},{"name":"HP","description":"33 (6d6 + 12)"},{"name":"Speed","description":"25 ft., Swim 30 ft."},{"name":"Skills","description":"Nature +2, Perception +5"},{"name":"Senses","description":"Darkvision 60 ft.; Passive Perception 15"},{"name":"Languages","description":"Undercommon"},{"name":"CR","description":"1 (XP 200; PB +2)"}],"abilities":[{"name":"Strength","score":"10","modifier":"+0","save":"+0"},{"name":"Dexterity","score":"12","modifier":"+1","save":"+1"},{"name":"Constitution","score":"14","modifier":"+2","save":"+2"},{"name":"Intelligence","score":"10","modifier":"+0","save":"+0"},{"name":"Wisdom","score":"16","modifier":"+3","save":"+5"},{"name":"Charisma","score":"10","modifier":"+0","save":"+0"}],"sections":[{"heading":"Traits","body":"**Amphibious.** The narlin can breathe air and water."},{"heading":"Actions","body":"**River Lash.** Melee or Ranged Attack Roll: +5, reach 5 ft. or range 60 ft., one target. Hit: 10 (2d6 + 3) Bludgeoning damage from a magical ribbon of water. If the target is a Large or smaller creature, the narlin can push it up to 5 feet straight away from itself. This attack uses Wisdom.\n\n**Spellcasting.** The narlin casts one of the following spells, using Wisdom as its spellcasting ability (spell save DC 13; spell attack bonus +5) and requiring no Material components:\n\n- **2/Day:** Chaos Bolt (Lightning)\n- **3/Day Each:** Create or Destroy Water, Entangle, Fog Cloud, Thunderwave\n\nEach spell is cast at its lowest level and uses its normal casting time. Entangle and Fog Cloud require Concentration; the narlin can maintain only one of them at a time.\n\n**Chaos Bolt (Lightning).** This is a homebrew adaptation of the legacy Chaos Bolt spell from Xanathar’s Guide to Everything. All damage it deals is Lightning instead of a randomly determined damage type. Otherwise, use the original spell, including its normal attack rolls and leap rules. Determine leaps from the actual d8 results; fixed Lightning damage does not make those results count as matching. The spell uses the narlin’s +5 spell attack bonus and is cast at level 1."},{"heading":"Reactions","body":"**Bankward Skitter.** Trigger: A creature the narlin can see ends its turn within 5 feet of the narlin. Response: The narlin moves up to 10 feet without provoking Opportunity Attacks. It must end this movement in water or closer to a body of water it can see."}],"notice":"Original Dorn homebrew for the 2024 revised rules (5.5e), including a fixed-Lightning adaptation of legacy Chaos Bolt; not playtested. Challenge Rating is an estimate.","id":"narlin-reedcaller","sourceSha256":"fe59d1d61b592aa6346e4eaace5185eefedd3f49d9ee0f94cb72205996bea9b6"}],"creature-hovar":{"articleId":"creature-hovar","title":"Hovar","label":"Homebrew · 2024 rules · CR 2 (estimated)","classification":"Huge Beast, Unaligned","visibility":"player","core":[{"name":"AC","description":"14 (natural armor)"},{"name":"Initiative","description":"−1 (9)"},{"name":"HP","description":"68 (8d12 + 16)"},{"name":"Speed","description":"30 ft."},{"name":"Skills","description":"Perception +3"},{"name":"Senses","description":"Passive Perception 13"},{"name":"Languages","description":"None"},{"name":"CR","description":"2 (XP 450; PB +2)"}],"abilities":[{"name":"Strength","score":"20","modifier":"+5","save":"+5"},{"name":"Dexterity","score":"8","modifier":"-1","save":"-1"},{"name":"Constitution","score":"14","modifier":"+2","save":"+2"},{"name":"Intelligence","score":"2","modifier":"-4","save":"-4"},{"name":"Wisdom","score":"12","modifier":"+1","save":"+1"},{"name":"Charisma","score":"6","modifier":"-2","save":"-2"}],"sections":[{"heading":"Traits","body":"**Braced Stance.** The hovar has Advantage on saving throws to avoid or end the Prone condition.\n\n**Caravan Carrier.** The hovar can carry up to 1,200 pounds and can drag, lift, or push up to 2,400 pounds. These limits include any riders, harness, packframe, and cargo. While dragging, lifting, or pushing more than 1,200 pounds, its Speed can be no more than 5 feet."},{"heading":"Actions","body":"**Shoulder Slam.** Melee Attack Roll: +7, reach 5 ft., one target. Hit: 14 (2d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature and the hovar moved at least 20 feet straight toward it immediately before the hit, the target makes a DC 15 Strength saving throw. On a failed save, the target is pushed up to 10 feet straight away from the hovar and has the Prone condition. On a successful save, it suffers neither additional effect."}],"notice":"Original Dorn homebrew for the 2024 revised rules (5.5e); not playtested. Challenge Rating is an estimate.","id":"hovar","sourceSha256":"be3bf5f91c041bc9f42dbcd87e21be7cefd74eb9b300471f4d125b5d46cf6f0f"}},"partyProfiles":{"beacons-of-hope":{"title":"Beacons of Hope","summary":"The Beacons of Hope are an adventuring company whose story runs through the Moon Temple at Boâl, the rescue at Tsaris Bay and the journey to Valaria.","currentSituation":"Bane, Kael, Inaro and Judicator Avacyn Silef reached Valaria with Lily after the escape from Tsaris Bay.","members":[{"id":"141a88f1-9d94-4d1d-8058-004caaceda22","articleId":"141a88f1-9d94-4d1d-8058-004caaceda22","label":"Bane","role":"Goliath barbarian and celestial warlock","status":"Known member"},{"id":"a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","articleId":"a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","label":"Kael “Talon” Hawthorne","role":"Aasimar ranger; Chosen of Kethra","status":"Known member"},{"id":"inaro","articleId":"inaro","label":"Inaro","role":"Half-elf elemental sorcerer","status":"Known member"},{"id":"person-avacyn-silef","articleId":"person-avacyn-silef","label":"Avacyn Silef","role":"Judicator paladin","status":"Recent companion"},{"id":"baa0debb-4359-4643-ae8c-6d1e871e265f","articleId":"baa0debb-4359-4643-ae8c-6d1e871e265f","label":"Lily Everglen","role":"Accompanying ally; defected from the Clergy","status":"Accompanying ally"},{"id":"raven","articleId":"raven","label":"Raven","role":"Kovard warlock of Asmodeus","status":"Known member"},{"id":"kaldras","articleId":"kaldras","label":"Kaldras","role":"Dwarf forge cleric","status":"Known member"},{"id":"relas-winter-eladrin","articleId":"relas-winter-eladrin","label":"Relas","role":"Winter Eladrin blood hunter and monk","status":"Known member"},{"id":"mazikeen","articleId":"mazikeen","label":"Mazikeen","role":"Tiefling Wildfire Druid","status":"Known member"}],"achievements":[{"title":"Defeated Terandyn at the Moon Temple","status":"Achieved","body":"The party solved the mural puzzle, defeated Terandyn and his cultists, and recovered the tablets. Raven struck the fatal blow; Kaldras revived Ok’arish.","articleIds":["2606a474-a8cc-48e7-bb9e-27915126222b"]},{"title":"Earned a fort outside Boâl","status":"Deed awarded","body":"Grishara rewarded the party with a deed to a dilapidated fort roughly two hours outside Boâl. Restoration was left for later.","articleIds":["2606a474-a8cc-48e7-bb9e-27915126222b"]},{"title":"Escaped the Tsaris Bay warehouse","status":"Costly escape","body":"Inaro broke the cell ward and shielded the captives. Bane protected Lily after her defection. Five Tarsian children and one adult survived; two children died in the explosion. The companions escaped toward Valaria.","articleIds":["notebook-10"]},{"title":"Reached Valaria","status":"Achieved","body":"Bane, Kael, Inaro and Judicator Avacyn Silef arrived with Lily after their escape from Tsaris Bay.","articleIds":["a2aa551a-0450-4aa3-bf82-a4d03c64cdb5"]}],"quests":[{"title":"Bane and the Bloody Teeth","status":"Personal goal","body":"Bane seeks revenge for the murder of his wife and daughter by his former pirate crew, the Bloody Teeth.","articleIds":["141a88f1-9d94-4d1d-8058-004caaceda22"]},{"title":"Kael and the Clergy","status":"Open thread","body":"Kael’s escape with Lily brings his conflict with the Clergy to Valaria. Lily’s defection has opened the possibility of reconciliation between them.","articleIds":["a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","notebook-10"]},{"title":"Inaro’s taken name and divided family","status":"Open thread","body":"Lirael still holds the surname Inaro surrendered. His birth family’s fate and the pull of the Tealeaf household remain part of his story; Ebon Rose membership was offered, not confirmed.","articleIds":["inaro"]},{"title":"Raven’s bargain and the party’s debt","status":"Open thread","body":"Raven signed a contract with Asmodeus. Asmodeus’s partial translation of the tablets left the party owing him a debt, and the companions tease Raven about her patronage deal.","articleIds":["raven"]},{"title":"Stop Lilith’s second release ritual","status":"Last recorded objective","body":"The mission recorded at Boâl was to stop a second release ritual. Balmoral was a lead, and the recovered tablets still needed translation.","articleIds":["2606a474-a8cc-48e7-bb9e-27915126222b"]}],"evidence":[{"articleId":"2606a474-a8cc-48e7-bb9e-27915126222b","field":"sections[7].body","heading":"Terandyn’s address","quote":"Standing over Ok’arish’s fallen body, Terandyn flicked blood from his blade and mocked the adventurers as the “famed Beacons of Hope,” calling them dying embers struggling against eternal night. He stepped forward as the shadows around him seemed to writhe, lowering his voice into contempt. He asked whether their feeble lights could halt Lilith’s rise or pierce the abyss.\n\nHe claimed that Lilith’s return would undo the mortal world: mountains would crumble, seas boil and the sky tear apart. In his telling, her chains were already snapping and the Children of Unmaking would become instruments in her symphony of annihilation. He dismissed the party’s alliances and struggles as the movements of pawns upon a board shaped by incomprehensible powers.\n\nWith a cold, mirthless smile, he offered surrender: “kneel. Swear fealty to Lilith.” His promised mercy was only the possibility of a swift death when the unmaking came; resistance would bring horrors that broke their minds before their bodies. Dark energy gathered around his hands and brimstone filled the air as he declared the era of light over and warned that their flames would gutter out. He raised his arms and delivered the final challenge before the fight.","sourceIds":[],"visibility":"player"},{"articleId":"a2aa551a-0450-4aa3-bf82-a4d03c64cdb5","field":"sections[34].body","heading":"Arrival in Valaria","quote":"Kael reached Valaria with Bane, Inaro and a Judicator Paladin, with Lily—Direheart—accompanying them. The escape from Tsaris Bay had brought them to the city together. What they would do next, and what reconciliation between Kael and Lily might become possible, remained open.","sourceIds":[],"visibility":"player"}],"editorialNotes":["Do not identify the new Judicator Paladin as Astrion without confirmation.","Do not conflate the historical Boâl roster with the latest Valaria roster.","The Gleaming Tempest summit occurred in later lore; do not retain Call of the Dragons as an unqualified current quest.","Moonlit Mandate is Relas’s last-recorded personal objective, not a confirmed current-party quest.","No commander is established for the Beacons; layout members as peers, not subordinates. Do not interpret missing from a scene as former membership."],"membersTitle":"Known members & companions"},"9ab7fbef-3200-4d16-9544-033bcd0506ec":{"title":"Bladebreakers","summary":"The Bladebreakers, also called the Breakers, are an adventuring company recognized by their visible broken-blade tattoos. 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