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Scarred Lands has been a favorite fantasy setting since the release of the Creature Collection for the d20 System in Now, Onyx Path Publishing and Nocturnal Media have partnered to bring this cherished fantasy setting back to your gaming table! Log In. New Account or Log In. Hide my password. Get the newsletter.

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Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. From Onyx Path Publishing. Selected Option:. Hardcover, Premium Color Book. Hardcover, Standard Color Book. Average Rating 55 ratings. Begin your adventure with the free adventure Gauntlet of Spiragos!

Customers Who Bought this Title also Purchased. Reviews 5. Please log in to add or reply to comments. Does anyone have an example of the premium color compared to standard color? The flavor and feel of the setting has been sapped away, plot hooks resolved, and history retconned. This is really only good for 5E conversions of monsters and mechanics from 3E. And even the mechanical updates are dubious because the authors decided that the PC races should be more powerful than 5E player races typically are.

Like playing in Star Wars, where if you are very lucky, you may get to watch Luke destroy the Death Star or be personally killed by Darth Vader.

It was stunning when the novelizations came out, effectively solving the Forsaken Elf situation with the introduction of a 60th level NPC! Dinesh is most likely young, so his Wisdom is probably not so great yet due to his lack of worldly experience. Therefore, the 10 goes to Wisdom. Lastly, we have Strength. I debated this for some time — whether to give Dinesh extra damage in combat and good athletic skills, or to go with a higher Intelligence so he would have some mental faculties to call on when needed.

Dinesh is clearly a physical being, and being a rogue reflects this to a degree. Slitherin are roughly human-sized, perhaps a bit smaller. This impression is reinforced by their crouching, hunched posture, making them seem shorter than they actually are. Dinesh is no different. With good Strength and Dexterity, he is clearly well put together, perhaps a bit on the larger side of the slitherin height range.

Slitherin tend to favor chaotic or neutral alignments, so I opt for Dinesh to be Chaotic Good. This allows Dinesh to have his lawless tendencies take center stage, while still shying away from truly selfish or evil acts. Initially, the slitherin were created as servants of the titan Chern, being fed his foulness to maintain their artificially induced madness. Born in the years that followed, Dinesh has never known what it was like to suffer and serve under such a yoke, and his curiosity in general — specifically his interest in learning more about those times — leads him to explore places where the titans once held sway.

He As with all deities, Corean attracts followers who exhibit wishes only to establish power over others, and as long as his personalities similar to his own.

Corean eschews compromise, control is accepted, he is a strong, decisive, and fair leader. Though he is not the arbiter of While he espouses slavery and the liberal use of corporal justice for that mantle belongs to his brother, Hedrada punishment as a teaching method, Chardun does not toler- Corean is frequently the instrument of its delivery.

Yet, ate gratuitous brutality; in fact, because of his unwarranted as the champion of good as well as fair dealing, he favors punishment at the hands of Mormo and Gormoth, Chardun punishment tempered by mercy and understanding.

He is just as likely to punish a mistress for unfairly mistreating tolerates any followers who demonstrate fairness, decency, her slave as he is a slave for disobeying his master.

The Birth of Enkili When Enkili was an infant, he experienced a great hunger. He cried until his mother, Lethene, could bear the sound no more. She raised her hand, but before it fell, the infant god cried out, Do not strike me, Mother, for I am your ward, and I only desire to be fed.

Your power is immense, your strength unmatched. Surely the effort is a trifle for one such as you? Why, you could see me fed forever with a wave of your hand and be rid of my cries more with more ease than a swat.

The Dame of Storms stayed her hand. Young Enkili smiled, sure his argument had been won. But the titans momentary hesitation turned to wrath, and she tumbled the infants crib, sprawling the Trickster naked to the floor. Ungrateful thing, horrible wretch! You seek to sway me with honeyed words. New to the world you are, and already you show yourself to be a coward and a manipulator. You carry the stink of Gulabens ways. I will tolerate no such weakness in my house.

I cast you out. May you die upon the rocks of the sea, as all imperfect things. Lethene scooped the infant up and hurled him miles away with the force of a hurricane, onto the jagged shore. He fell upon rocks, cracking boulders and sending up a spray of stones.

Enkili cried out again, though not from broken bones for he was only bruised , but from despair and from the hunger still in his stomach. The winds carried his cries to his mother, Gulaben. She appeared and picked the child up in her arms, a breeze to Lethenes gust. Hush, said the titan. Why do you cry? And why were you expelled from the house of tempests so soon?

Young Enkili replied, I cry because I am defenseless and hungry. I am banished because I have only words to protect me, which the Lady of Typhoons deemed weakness.

Do not cast me out as well, Mother, for I am helpless. The Lady of Winds laughed. You are my son. You are neither weak nor helpless. I do, however, believe you are hungry. Look to the rocks over there.

You will find a swans nest. The creature is cherished by me, so you may take only two of her eggs. No more. The rest you will leave in the nest. Take these stones, and replace them for the eggs.

She will not notice the theft. With that, Gulaben set the child god down and placed a small, smooth stone in each of his hands. Young Enkili crept toward the swan, his stomach growling in hunger. He reached a hand under the swan, and the creature did not stir. Upon feeling the size of the swans eggs, the young god frowned.

He pulled his hand back and said, Mother says I am to have two of your eggs, but they are small, and my hunger is great. This will not do. I will not take more eggs, as my mother commanded. However, favored swan, you have a great deal more to give. Then, hoisting up one of the smooth stones, he struck the swan in the head, killing it. He fell upon the creature and began plucking it, but in moments the furious Gulaben had returned and snatched him away in her arms.

She screamed in his ears, Horrible thing. Disobedient child! You have wit and words, the tools to make others give willingly. Yet you would rather disobey to take what you want.

I would banish you from my sight, but all the world exists beneath my gaze. Instead, I curse you now to forever carry that hunger, never to be filled. No food, drink, or comfort will sate you. You will be forever a slave to it, despite your mothers gifts. With that, the Wind Mistress pushed young Enkili away, off toward the world of mortals. From that day on, he cried no more honest tears. His hunger gnaws at him still. Tanil fought bravely in the Divine War, and her peerless skills at archery and tracking were instrumental Titles: Shapeshifter, Storm God or Goddess , Trickster, in defeating many of the titans.

Unlucky Enkili is an enigma, even to the other gods. Though Vangal [VAN-gahl] he was born male, he does not identify as such. In truth, Titles: Reaver, Ravager Enkili does not seem to have a preference either way, and The eldest of the gods, Vangal is more like his titanic often presents as either gender, sometimes as both, and parents than any of his siblings and cousins. He thrives sometimes neither. He cherishes everything, but is also well known for greed and gluttony.

Enkili is also a favored deity of he is worshipped not in churches, but on the battlefield, sailors, who invoke the Tricksters blessing in the hopes of when blades run red and villages are sacked and burned. Doing so is a risky business, of For Vangal, violence itself is the ripest fruit of divine labor, course, as one can never be sure if the Unlucky will impart and his followers are of a similar mind: ruthless, vicious, a blessing or a curse and in any case, it is said that such a cruel, and often sadistic.

During Scarn is a broken world, one torn apart by catastrophe. Though the land is in tatters, their authority once too often. He is not at all merciful, but there is redemption to be found: The gods have proven that neither is he needlessly cruel; devotion to Hedrada means fact.

Now, a century and a half after the divine victory, the accepting a rigidly dispassionate world view. Scarred Lands may be starting to heal.

Hedrada is the protector of the city of Hedrad, whose This book should provide you with the basic information citizens espouse his virtues; his devout are sought after as youll need to run a campaign in the Scarred Lands. Chapter 2 provides you with all the information you need Madriel [MAD-ree-el] about the player races of Scarn, both those who have ever been loyal to the gods and the former titanspawn races.

Titles: Angel of Mercy, Archangel, First Angel, Redeemer Chapter 3 offers many new class archetypes, primal paths, Madriel is the polar opposite of her twin sister, Belsameth sacred oaths, arcane traditions, and more, as well as a few the Slayer. Though her intention is always to bring succor prestige classes for players to choose from.

Her armor shimmers with divine Chapter 4 details the new starting backgrounds and op- light, and her spear is made from sunlight itself. Still, she is tional feats available to characters on Ghelspad.

Chapter 5 provides new weapons, armor, and equipment If she feels she can help a wretched creature overcome its for Scarred Lands characters, complete with racial starting own wickedness without resorting to violence, she will seek packages.

Chapter 6 offers new spells and true rituals unique to Scarn and to Ghelspad specifically. The goddess of travel, good fortune, hunting, and person- Chapter 8 comprises a wide-ranging overview of the al freedom, Tanil is the very essence of being a free spirit.

She is fond of taking the form of an And finally, Chapter 9 details organizations that might elf warrior-maiden or a fierce manticora when she is not in be found in Ghelspad, and also includes a list of some noteworthy groups to consider for your campaign.

However, the victory quickly presented a new problem: What should Out of habit, these races are collectively referred to as the Redeemed, though in fact there are many individuals and groups among them who remain loyal to the titans. There be done regarding the enemy survivors, collectively referred are still tribes and sects of rogue serpentfolk, orcs, and to as titanspawn?

The victors debated eradicating all of the slitherin, for example, who serve the titans and oppose titans foul creatures, but the wiser among them knew that the gods and their worshipers. Yet any former titanspawn this would be a long and costly affair, if not perhaps an act who forsakes the titans and swears Hedradas vows may of outright evil. The Divine Races and the Redeemed On Core Races After the war, the gods, under the auspices of the Lawgiver, The various peoples of the Scarred Lands are necessarily offered asylum to any titanspawn who sought it, as long as a hardy bunch.

Most of the races from the core rules that they abandoned their loyalty to the titans, agreed to worship appear in this chapter dwarves, elves, and halflings have the gods instead, and sought peace with the divine races of been given one or more extra racial traits. In addition, the Scarn. Many titanspawn scoffed, wishing to continue the new races appearing here asaatthi, hollow legionnaires, war rather than defect to the other side.

Yet a surprising manticora, orcs, and slitherin are built to be similarly number sought peace. Those who agreed to these terms were known as the If you plan to use the new races from this chapter in an- Redeemed, and as far as the gods are concerned, they have other non-Scarred Lands campaign, be sure to look closely equal standing with the divine races.

This law is recognized at their relative power, and consider removing one or two in most cities and nations of Ghelspad. One notable excep- racial traits to balance them with other standard races.

For instance, for a On Ghelspad, there are four races from which most of half-orc, you might add either Orcish Weapon Training or the Redeemed hail: asaatthi, ironbred, orcs, and slitherin. Created by Mormo millennia ago, the asaatthi were one of the first races to conquer Ghelspad. For years, they served Mormo and lived to propagate the Serpent Mothers wishes throughout the Scarred Lands. But following her defeat, the asaatthi were freed from Mormos fell will for the first time, a prospect both invigorating and terrifying, and today many asaatthi still struggle with their freedom among the divine races.

Physical Description: Shaped in the image of the Serpent Mother, an asaatthi stands upright on two legs, but has a snakelike head and a long tail. Roughly the size of humans, asaatthi are thinner and have looser musculature. Asaatthi skin is scaled, with dark coloration throughout.

The serpentfolk also have large fangs, and it is said that they could once secrete venom with their bite. Most asaatthi prefer loose clothing, such as dark-hued silk robes or tunics cut to allow for a tail. Society: As a people, asaatthi are clannish, and they live and travel in large social units.

Politics play an important role in asaatthi life, since numerous varieties and philosophies exist among the many clans found throughout Scarn. Each is governed according to strict hierarchies, and larger clans are often feudal in nature. Their culture was splintered during the Divine War, though, and today, in many places, the old clan structures are failing.

In their larger cities, the most famous of which is the Jeweled City known to many non-asaatthi as the Great Lost City this traditional feudal control has not been prevalent for many centuries; instead, their urban society is calcified into very strict social classes governed by a robust and elegant bureaucracy, often serving either a monarch or an elected prime minister.

Although the race itself is fractured, or perhaps because it is, asaatthi tend to live a rigidly structured life. For the serpentfolk after the death of the Serpent Mother, perhaps structure is the only way to keep from devolving into chaos. Relations: Other races still tend to view most asaatthi with varying degrees of apprehension, although that sen- timent has softened somewhat in recent decades.

Asaatthi leaders have identified and challenged this issue among. Noyaom, Ssyusa, Tendaa, Yovui, Zomanja Relations with the other Redeemed races may have aided the serpentfolks efforts, for the asaatthi were able to test Asaatth Racial Traits their diplomatic acumen on less entrenched races, such Mormo created the asaatthi to share numerous similar as the slitherin and the ironbred.

Of particular interest to traits. You increase your Dexterity score fascinating breed of disorderly rebels waiting to be tamed. Alignment and Religion: For millennia, the asaatthi Age. Asaatthi mature slightly slower than humans, worshiped Mormo to the exclusion of every other deity. An asaatth can But Mormo is silent now, a fact that has caused no few live to be over years old. Since ancestor worship was Size. Asaatthi are typically 5 to 6 feet tall, and they average always prevalent among them, most Redeemed asaatthi pounds.

See the Random Height and Weight table have turned to this spirituality as their personal form of at the end of this chapter if you wish to roll randomly for worship. Others have come to follow Chardun, the son those features. Your size is Medium. And Speed. Your base walking speed is 30 feet. Due to your some remain intent on finding Mormo and piecing her long, sinuous body, you can swim at the same speed.

You back together, viewing Denev as a hated traitor and the dont need to spend extra movement to swim. Asaatthi Resistance. You have advantage on saving throws The asaatthi can have a variety of alignments, although against poison, and you have resistance to poison damage.

Asaatthi Weapon Training. You have proficiency with the falchion, scimitar, and war fan. Asaatthi monks can Adventurers: Asaatthi adventurers are common. For treat the war fan as a monk weapon. You have a bite attack that acts as a finesse weapon asaatthi empires of yore. In fact, many asaatthi seek out with which you have proficiency. This attack deals 1d4 ancient ruins to recover the relics of their ancestors and piercing damage.

Other asaatthi Darkvision 30 ft. You can see in dim light within 30 perceive adventuring as a diplomatic exercise, providing feet of you as if it were bright light, and in darkness as if exposure of their tribes to the other races in an effort to it were dim light. You cant discern color in darkness, only blend in better with the other peoples of Ghelspad. Still, for some asaatthi, the Divine War is not truly Keen Senses. You have proficiency in the Perception skill.

You have advantage on saving throws divine races openly, there are still some scores to settle and against being charmed. You speak Asaatth and any one other lan- guage. Most dwarves live a long life; there are still plenty who remember the war and even some who fought alongside their divine leaders, though they may not wish to talk about those days. They are renowned for their crafting skills, especially stonework, smithing, and gemcrafting.

There are two main ethnicities among dwarves on Ghelspad: the charduni and the Kelder dwarves also known as mountain dwarves. Physical Description: Dwarves are short and stocky, regardless of their ethnicity or origin, and they are known for their great fortitude and toughness. The most important part of a dwarfs appearance is facial hair, especially ones beard.

Males and females alike cultivate and groom their facial hair with delicate grace, often adorning it with elaborate braids, brooches, or bands. Society: Dwarf society is built upon artisans and craftspeople although the charduni favor conquest as well.

They pride themselves on the complexity and ornateness of their products, ranging from elaborate structures to the most deftly crafted tools, weapons, and suits of armor on Ghelspad. Burok Torn, the largest dwarf settlement, is a testament to this fact. It is unknown outside of dwarven society how deep the halls of Burok Torn go, but tales suggest that the underground dwelling is filled with miles and miles of exquisite dwarven craftsmanship.

Relations: Other races tend to perceive dwarves as gruff or serious-minded. Kelder dwarves, in general, still relate well with most races. Charduni, on the other hand, came to Ghelspad as cruel imperialists when they first arrived from Termana; for some races, particularly the halflings and the orcs, who were the main victims of charduni slavery, bad blood remains.

Yet the charduni have made strides toward repairing this relationship. In most places today, charduni are not considered an immediate threat to personal liberty, even if they do still seem harsh, ill-tempered, or even cruel to the other races. Alignment and Religion: The main deity of the Kelder dwarves is Goran, a dwarven hero from centuries ago who rose to godhood. Some foreign religious scholars consider Goran to be nothing more than an aspect of Corean or.

As a whole, dwarves are good or Kelder Dwarves neutral, tending toward lawful neutral. Members of the most common racial stock among the Nearly all charduni worship Chardun, whom they regard dwarves found on Ghelspad are referred to as Kelder as the most important of the gods. He is both their pro- dwarves, or sometimes just mountain dwarves although genitor at least according to charduni origin myths and the latter designation is often inadequate.

In truth, these their namesake. This is not to say, though, that charduni dwarves can be found throughout much of the land, but are exclusively evil. Since the Divine War, the Slaver is they find a common ancestral home in the Kelder Moun- content with their maintaining order in their own lands, tain range, and especially Burok Torn, a vast city carved without the rampant expansionism of bygone ages. Some out of the rock beneath the Kelders.

Still, many reside in charduni have come around to a more neutral alignment, other cities and nations throughout Ghelspad, perhaps depending on how progressive their outlook. Adventurers: Kelder dwarf adventurers are fairly com- Burok Torn is currently besieged by two enemies, mon.

Oftentimes, a dwarf chooses to join an adventuring including the armies of the Calastian Hegemony and party as a means to hone her skills in battle or to seek out the drendali also called deep elves or dark elves of some new or ancient magical knowledge. Others view Dier Drendal, who wage a prolonged guerilla war in the adventuring as a chance to escape their underground abandoned tunnels linking their city to Burok Torn.

The cities and see the vast world around them. Regardless of dwarves have held firm thus far, rallying in the names of motivation, mountain dwarves are common in adventuring King Thain the Just and Goran, their god-hero, but it is parties and often provide a critical skill set for these groups. Some seek to please Chardun Kelder dwarves are short and stocky, with rough skin by eliminating the remaining titanspawn infesting the land.

Hair and Others seek the fame and fortune that might grant them beard colors vary as do those of humans, though the ma- a higher station within their strict society. Still others, the jority of them are dark-haired; blond hair is uncommon, more conventional among them, view the world as a thing and red-haired dwarves are rare. Lucella, Mrisha, Rashilde, Venne They first arrived on Ghelspad in the centuries before the Divine War, and for a time before that great conflict broke Dwarf Racial Traits Dwarves have an inborn nature and a rich culture, as out, the Charduni Empire ruled most of the continent.

As borne out by their traits. Rather, theirs is a brutally Ability Score Increase. Your Constitution score increases strict society in which every person knows his or her place. Charduni are renowned for their adherence to order Age. Dwarves mature at the same rate as humans, but and station. Their society is very hierarchical.

Social theyre considered young until they reach the age of Slavery, Size. Dwarves stand between 4 and 5 feet tall and average especially of other races, is practiced widely. However, like about pounds.

See the Random Height and Weight Chardun himself, charduni do not treat their slaves cruelly table at the end of this chapter if you wish to roll randomly without good reason, nor do they tolerate such behavior for those features.

Your base walking speed is 25 feet. Wearing heavy Charduni have dark, ruddy skin, usually some shade of armor doesnt reduce your speed. Accustomed to life underground, they have light-colored hair ranging from pure white to dirty you can see in dim light within 60 feet of you as if it were blond.

Their eyes range from flint grey through dark hazel. You have proficiency with Ability Score Increase. Your Strength score increases by 1. Charduni Combat Training. You have proficiency with Stonecunning. You have advantage on any Intelligence the light hammer, warhammer, warscepter, and spiked History , Intelligence Investigation , or Wisdom Percep- chain. Your hit point maximum increases by 1, to determine the origin of such construction.

Tool Proficiency. You gain proficiency with one set of artisans tools chosen from among brewers supplies, Kelder Dwarves jewelers tools, masons tools, or smiths tools. Kelder dwarves are natives of Ghelspad, and they have traits distinct to their kind. You speak Dwarvish and any one other language. Ability Score Increase. Your Wisdom score increases by 1. Dwarven Combat Training. You have proficiency with Charduni Dwarves the battleaxe, handaxe, light hammer, and warhammer.

Charduni originated on the continent of Termana, and Steadfast. You have advantage on saving throws against they have traits different from those of other dwarves on being charmed or frightened. Elves live very long lives, often many hundreds of years. As Denevs chosen, they are tied to the earth and the life that exists throughout Scarn. Though they can live peacefully with other races, most elves prefer natural landscapes such as mountain caves or forests, and they often exist in seclusion from other races.

There are several enclaves and racial types of elves across Scarn, although only two are common on Ghel- spad: the pale-skinned drendali and the wood elves of the Ganjus. Physical Description: Elves are about as tall as hu- mans, though considerably more slender. Tattoos are common among them, and many cover their skin with elaborate, graceful arcane patterns.

Wood elves prefer fine leathers and cloths in their clothing, often dyed in bright colors and stark tones. Drendali are so pale they seem almost albino; they also wear leather and cloth garments, but favor deep hues richer in tone than their Ganjus cousins.

Society: Many of the nations and city-states of Ghelspad are home to some number of elves. Though they prefer the wilderness, they adapt easily to city life; ideally, though, they seek to retain and support nature in their urban development. Elven settlements and towns within Vera-Tre grow in conjunction with the sacred forest, demonstrating a harmony with nature that the other divine races have never attained. Drendali culture is known for its wealth and its magical might.

The few drendali encountered outside of their city, Dier Drendal, tend to be seeking asylum, or else they are unfortunate prisoners in Burok Torn. Unfortunately, the resulting quality of these books is not as high.

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