Campaign Overview
The campaign’s backbone is the Main Quest Line: the Echoes of the Fracture arc that compels the party to move between locations to gather the Cradle’s heart, awaken the living wards, recover shard memories, and perform a culminating ritual that could rebind the stream or unleash a new catastrophe. Each major region boasts its own major locations, secret histories, side quests, and a cast of characters whose memories and loyalties can swing the story’s direction. The major locations provide a heavy dose of exploration, political intrigue, and combat; the side quests deliver opportunities to accumulate resources, upgrade the party’s capabilities, and build or break alliances.
The world’s lore hinges on memory, names, and the delicate balance of magic. After the War of Fire, the world’s very fabric holds onto the idea that magic must be restrained; that constraint is the campaign’s thematic core. The players will learn from the Wardens that magic is a living thing that needs care, not a weapon, and that the past’s memory may hold the key to healing the future. They will learn from the Veiled Conclave that knowledge and curiosity can be dangerous, and that sometimes the best path to salvation is a measured, patient approach. They will learn from the Ember Court of Ash that action and courage must be tempered by the land’s pain and memory. Throughout their journey, the players will uncover secrets of the Shadow Lord and the world’s origin, and their choices will write the new history that Althessia will remember when it finally speaks its own name again.
This campaign is built for a party that enjoys dense world-building, moral ambiguity, and a broad arc spanning continents and ages. It rewards careful planning, diplomacy, and the patient gathering of knowledge as much as it rewards daring combat and spectacular magic. The story is designed to be used by a DM who loves to sculpt moments of wonder, fear, and joy into an experience that leaves players asking what will come next, and what name they will give to a world that has learned to speak again.
Starting Location
Verdant Edges of Lydell
Secrets
- The Verdant Edges are thinning: a hidden malign influence siphons magic away from the land, slowly starving it into a lifeless plain.
- The Silent Temples contain a sealed archive of the Shadow Lord’s confession, written in a long-dead script that rewrites itself when read aloud.
- The Azure Spring’s healing can be weaponized to forge temporary allies; a single draught can cure a plague, but the cost is a memory that the drinker must repay later.
Key Locations
The Silent Temples of Lydell
Additional Notes
The Living Root Gate
Additional Notes
The Azure Spring
Additional Notes
The Lantern Orchard
Additional Notes
Cradle of the Shattered Flow
Secrets
- The Cradle’s seam is not a wound but a living bridge, connecting the world’s heart to its afterlife; closing it could erase a memory that is essential to the realm’s identity.
- A hidden tunnel network beneath the Vault connects to a subterranean city that houses a library of sorceries from before the war.
Key Locations
Spires of Glass
A field of tall glassy spires that refract the sky into prismatic arrays. The spires are formed by a crystalline-magical growth that forms a lattice of pathways within which the old wards still breathe. Those who scale the spires risk losing track of time as the wind carries whispers that sound like a remembered childhood. The highest spire is capped by a glass shrine to Eldath, though memory of Eldath’s presence here is fragmented. Those who climb to the summit may glimpse the true shape of the Cradle’s seam, which might help or harm, depending on the traveler’s heart.
Additional Notes
Mountaineering skill checks are required, and those who stay silent while climbing can hear the region's memory singing to them.
Mirror Lake
A lake that shows what the world could have been if the Shadow Lord’s art had never broken. The surface is a flawless mirror, capable of showing a possible past, present, or future depending on moonlight and the observer’s truth. The lake’s edges shimmer with a smell of rain and copper. Those who gaze into it may see an alternate path to a quest’s objective or catch glimpses of a past event that changes their character’s beliefs. The memory images are vivid and compelling, often driving the viewer into action or doubt.
Additional Notes
The Mirror Lake cannot lie; its visions are true but shrouded in the viewer’s own desire.
The Vault of Quiet Fire
A cavern of lava and glass where a civilization once bled their power to imprison a dangerous force. The Vault is guarded by a living furnace that speaks in heat and ash. The chamber’s core contains a sealed container that might contain the last shards of the Shadow Lord’s essence, a fragment that can be used to undo the world’s fracture if freed in a ritual.
Additional Notes
The guard is pacified by quiet words and offerings; otherwise the furnace will wake fully and cast the region into a disaster.
Ashen Crown of the Endfire
Secrets
- The Ashen Crown is a ritual seat; whoever sits there will become the world’s steward, but doing so binds them to the land’s fate for eternity.
- One of the citadel’s murals shows a different possible future; it hints at a ritual that could repair the flow if performed by the right heirs.
- The end of the war was not an accident; it was orchestrated by a remnant of the Shadow Lord’s power that survived in a hidden dimension and now seeks to rejoin the world.
Key Locations
The Obsidian Citadel
A fortress carved from living stone that drinks blood-light and consensus; its corridors twist in impossible patterns. The Citadel’s central hall houses a throne room built for a king who never returned. The walls show fading murals of the Shadow Lord’s final act and the empire’s descent. The citadel’s wards can be stabilized by a ritual conducted at a specific hour, but the ritual must be performed by those who show humility and restraint when wielding power.
Additional Notes
The throne is a memory of a king who must be awakened in order to complete a ritual; negotiations with the throne’s memory may be necessary.
The Ashen River Narrows
Rushing streams of ash-tinted water cut through the landscape, their banks lined with ironwood and glassy obsidian stones. The Narrows are home to scavengers, exiles, and scholars who seek to understand the final days of the war by listening to the river’s whispering current. A stone bridge here is rumored to contain a path to a hidden chamber where the world’s first incantation is carved in a language older than memory.
Additional Notes
Crossing the Narrows is perilous; the river can straighten the path or twist it unpredictably depending on the party’s alignment with the flow of magic.
The Embered Gardens
A network of gardens that bloom with glowing coals rather than flowers. The flora here thrives in heat and smoke; some plants harbor tiny, living shards of the world’s past. The gardeners are a sect of druids who attempt to preserve life by feeding it with heat and ash; they will call upon adventurers to help prevent a catastrophe where the gardens’ heat becomes too intense for even the locals to bear.
Additional Notes
The Embered Gardens hold seeds that, if planted properly, may restore the land’s fertility or doom the land to burn again.
NPCs in Verdant Edges of Lydell
Eiram Lethryn
A grave, careful elf scholar who has spent decades guarding the Azure Spring.
Other Details: Eiram believes the living runes surrounding the gate hold the key to mending the world’s fractured flow; he is wary of adventurers who seek to weaponize the spring.
Lyra Windrow
A pragmatic half-elf guide who runs the outer market near the Gate and has a knack for getting people through tight spots.
Other Details: Lyra knows the history of suspects who vanished near the Gate and will trade information for favors.
Garon Thorne
A veteran ranger with deep knowledge of the valley’s tracks and the old wards that hold the land together.
Other Details: Garon distrusts any magic-user with a grand plan; he will test the players’ resolve before granting access to old secrets.
Nyra Thimblewatch
A halfling orchard keeper with a sunny smile and a stubborn streak; she guards a living map of memory within her trees.
Other Details: Nyra speaks softly of the land’s pain and will reveal paths through the Lantern Orchard if treated with respect.
NPCs in Cradle of the Shattered Flow
Ilyndra Vos
A mage-scavenger, part investigator, part archivist, who has survived by trading dangerous artifacts for favors.
Other Details: Ilyndra is convinced that the Cradle holds keys to the world’s restoration; she is careful with whom she shares her knowledge and wants to see the flow return for personal and greater purposes.
Torek Valon
A pragmatic ranger who knows every tunnel and trap in the Cradle; he’s wary of outsiders and distrustful of those who claim to know the “truth” about the Shadow Lord.
Other Details: Torek has a personal stake in discovering the Vault’s truth; he’s willing to guide PCs through dangerous routes if a mutual trust can be formed.
Sela Loras
A priestess who channels the long-dormant wards of the Cradle; she is a gentle force of memory and a stubborn defender of the land.
Other Details: Sela is wary of people who would use magic to force the Cradle’s heart; she will guide the players toward the right ritual paths if they prove worthy of her trust.
Bren Stormwatch
A mercenary captain who has formed an ad hoc group to protect caravans and travelers crossing the Cradle.
Other Details: Bren’s loyalty is to the land above money; he seeks allies to ensure a safe route to Eldath’s memory and to watch for those who seek to weaponize the Shattered Flow.
NPCs in Ashen Crown of the Endfire
Kalara Amberwing
A emboldened exiled queen who leads a resistance to unbind the flood of magic and reestablish the flow in a manner that doesn’t erode the world’s soul.
Other Details: Kalara is a pragmatic leader who values the people above power; she is willing to negotiate with outsiders if it serves the realm’s long-term stability.
Dorian Vex
A former sorcerer king’s steward who believes the only way to fix the world is to enforce a new order and seize the last of the world’s magic.
Other Details: Dorian wants the magic back for his faction’s dominance and will use deception, traps, and alliances to subvert the players.
Mirael of the Mist
A mystic who can read the flow of magic through the ash and mist; Mirael’s ability to read the world’s currents makes her a valuable ally or dangerous foe.
Other Details: Mirael respects balance and sees the main quest as a chance for the world to choose its own future; she has multiple paths in mind.
Gale Brightspear
A battle-scarred captain who commands a small fleet of airships; he’s native to the Crown’s skies and knows every safe route through the region’s volatile zones.
Other Details: Gale wants to ensure safe passage for travelers but demands fair terms for any alliance and a stake in any plan to use magic’s power.
Vespera Kade
A scholar who studies the language of wards; Vespera believes that ancient wards encode the key to the healing of the world and the restoration of the flow.
Other Details: Vespera is cautious but helpful; she will guide the party if they prove trustworthy and bound to the land’s future.
Factions
The Wardens of the Stream
Goals
Relationships
With Other Factions
They see the Veiled Conclave as dangerous scholars who may unleash the old power; they oppose Dorian Vex and his faction’s pragmatic dominance. They seek careful alliances with the player’s party as they protect the Cradle’s wards.With Players
They will be cautious at first, but eventually become allies if players show reverence for the wards, treat the land with respect, and help stabilize the Cradle.The Veiled Conclave
Goals
Relationships
With Other Factions
They view the Wardens as obstacles to their freedom; they see Dorian Vex as a useful tool but unreliable ally. They respect Mirael’s insights and often collaborate with the players if it serves their long-term aims.With Players
Potential allies or dangerous influences; they will reveal critical information only when it benefits their own research and when the players prove their worth.The Ember Court of Ash
Goals
Relationships
With Other Factions
They clash with the Wardens and are distrustful of the Conclave’s risky ambitions. They consider Mirael and the Mist a potential ally if that ally’s goals align with their cause.With Players
They can be strong allies if the players agree to their terms, but their methods and hunger for power can lead to dangerous decisions that threaten the players’ safety.Main Questline
Echoes of the Fracture
Given by: Sela Loras
Goals
Locate the Cradle’s heart; gather shards; complete the ritual at the Vault of Quiet Fire; begin restoring the world’s flow.Reward
A channeling staff that can stabilize a weak magical surge; 1,000 XP; access to all region’s maps as the quest progresses.Secrets
- The Cradle’s heart is a living memory bound to a ritual that can either restore balance or break the world’s memory beyond recall.
- The Shadow Lord’s true motive lies not in domination but in a misdirected attempt to preserve something the world needed.
DM Notes
The ceremony will require the party to make choices about power’s use; the wrong choice will cause a cataclysmic event.Guardians Reborn
Given by: Garon Thorne
Goals
Recover the wards; awaken them in designated sanctuaries; rebind the Cradle’s hearts.Reward
Ward artifacts that grant resistance to magic and a major boon to perception checks; 1200 XP.Secrets
- Several ward artifacts contain a memory of the world’s creation; unsealing them reveals a truth about the Shadow Lord’s origin.
- One ward artifact calls out to a specific person’s bloodline; the party’s leader may be chosen as a successor to a ward’s legacy.
DM Notes
The wards are sentient and will resist being bound to outsiders; players must prove their worth.The Flow’s Renewal
Given by: Ilyndra Vos
Goals
Harvest the world’s memory; perform the ritual across key sanctuaries; ensure that the ritual’s balance returns the land to stability.Reward
A Ring of Memory that can reveal a memory once per day; 1,800 XP; a permanent increase to Charisma (Persuasion).Secrets
- One site’s blessing requires a personal sacrifice; the party must choose which part of their past to offer for the world’s healing.
- The ritual’s completion could resurrect a long-lost deity who will judge the party’s actions.
DM Notes
The ritual’s success is not guaranteed; players must maintain discipline and avoid the temptation to use the power for personal ends.The Shadow Lord’s Confession
Given by: Mirael of the Mist
Goals
Unseal the confession; interpret its meaning; decide how to use the knowledge to influence the main quest’s outcome.Reward
A fragment almanac that reveals a path to win the world’s trust; 1,200 XP; a cursed item that can be transformed by time.Secrets
- The confession is not a truth measured in words but in the world’s memory; reading it may rewrite the party’s perception of the world.
- The confession implies there is a way to fix the world without erasing its memory—if the party can find the right ritual.
DM Notes
The confession’s truth might be dangerous; players must weigh the moral implications of its revelation.Mending the World
Given by: Kalara Amberwing
Goals
Unite the factions; lead the ritual; marshal the power of the Shattered Flow to restore a living world.Reward
The world’s vitality restored; leadership role among the factions; 2,500 XP.Secrets
- The final ritual is a negotiation as much as a spell; if players fail to unify factions, the ritual could fail and unleash a greater disaster.
- A hidden pact among factions could force the players to choose sides or risk losing everything they attempt to rebuild.
DM Notes
The party’s failure will doom the world; triumph will create an era of renewed magic and peace—or a fragile balance that must be maintained.A New Name for the World
Given by: Eiram Lethryn
Goals
Craft a new name for the world; secure the consent of major factions; ensure the name carries hope and stability.Reward
Crown of Memory (a symbolic item granting insight into the world’s future), 1,000 XP.Secrets
- The world’s new name may be created, but naming may awaken old powers that had slept.
- The Crown of Memory has a hidden price: memory itself might be traded to shape reality.
DM Notes
The final naming ceremony should be a roleplay-heavy affair; the players’ choices will shape the region’s future politics and the world’s memory.Side Quests in Verdant Edges of Lydell
Riddles in the Gate
Given by: Garon Thorne
Goals
Decode the Gate’s runes; set the words in the proper order; pass through to the tunnel behind the Gate.Reward
Access to a concealed tunnel behind the Gate; a Map Fragment that shows a hidden route to a key location.Secrets
- One rune is a trap; it must be spoken aloud to reveal its hidden path.
- The Gate’s language is a subset of a long-forgotten language of the Shadow Lord, offering hints about the world’s origin.
DM Notes
If players fail repeatedly, the Gate’s boundaries will shrink, requiring them to perform a ritual at the Azure Spring to restore its patience.The Orchard’s Debt
Given by: Nyra Thimblewatch
Goals
Secure repayment to Nyra; banish the ghost; plant a new memory fruit in the orchard to restore balance.Reward
A glowing seed that allows the party to glimpse future paths for a day; 150 gp each; a permanent +1 to Nature checks in Verdant Edges.Secrets
- The debt is a trap: if unresolved, Nyra’s orchard slowly drains the village’s life and magic.
- The memory-fruit is a link to the Shadow Lord’s last act; tasting the fruit reveals a hidden truth about the world’s origin.
DM Notes
The memory seed can be used to reveal a safe route to a hidden vault under the Silent Temples.The Silent Archive’s Keeper
Given by: Eiram Lethryn
Goals
Gain Aranwe’s trust; retrieve the sealed scroll; avoid triggering a ward that seals the archive forever.Reward
Access to a sealed scroll that reveals a major clue for the Main Quest; a minor blessing of clarity that improves Insight checks for a day.Secrets
- Aranwe is not a memory but a spirit bound to the archive.
- The archive contains a corrupted page that reveals the Shadow Lord’s confession to have been a misdirection—the true cause of the world’s ruin lies elsewhere.
DM Notes
Many ardent scholars have perished attempting to outwit Aranwe; a respectful approach is essential.Breath of the Blue River
Given by: Lyra Windrow
Goals
Stop the toxin; retrieve the memory of the river; restore the river’s breath with a ritual at the Azure Spring.Reward
A silver-scaled map that leads to a hidden cache; minor magic item of water-bending nature; 100 gp per player.Secrets
- The river’s breath is not water but a memory of the world’s old power.
- Poisoning the river invites a storm that will devastate nearby settlements; stopping it preserves the valley and earns the party a local ally.
DM Notes
The toxins require a specific antidote that is only produced at the Lantern Orchard during a full moon.A Debt to the Moon
Given by: Nyra Thimblewatch
Goals
Drive the thieves out; reclaim the moon’s glow; return it to Lantern Orchard and ensure its growth is stable.Reward
A vial of moonlight that can heal or hurt based on intent; a magical +1 shield; 50 gp each.Secrets
- The Moon’s Glow is a living thing and can be shaped by will.
- The rival faction wants to use the glow to awaken a long-dormant entity beneath the temple.
DM Notes
Moonlight is dangerous: misuse will attract a powerful foe — the last of the Shadow Lord’s living archive.Side Quests in Cradle of the Shattered Flow
The Vault’s Choice
Given by: Sela Loras
Goals
Choose to release or seal; perform the ritual with a specific set of components gathered from other regions.Reward
Access to a ritual that can stabilize a wounded region for a year; a permanent +1 to Wisdom saving throws; 400 XP total per party member.Secrets
- The trapped entity is a remnant of the Shadow Lord’s power misused in the past.
- The ritual to release or seal it has consequences beyond the Cradle’s borders.
DM Notes
The decision will ripple outward and influence future quests and region stability.The Once-East Caravan
Given by: Bren Stormwatch
Goals
Safely escort the caravan to its destination; uncover the guard’s true motive; ensure artifact reaches a safe hand.Reward
A share of the caravan’s profits; a +1 weapon that resonates with the artifact; 300 XP total.Secrets
- A caravan guard is a disguised assassin who has a hidden motive.
- The artifact itself has a subtle curse that only the worthy can bear.
DM Notes
The artifact’s power grows with acts of mercy and restraint, rewarding the party if they choose diplomacy over force.Moonlit Salt Mines
Given by: Ilyndra Vos
Goals
Free the miners; decode the carvings; secure the mine’s secret for the people living near the Cradle.Reward
A map to a hidden cache of ancient scrolls; 200 XP; a minor warding charm that protects against mind-affecting magic.Secrets
- The mine’s carvings are a map of the Cradle’s forgotten gates.
- The miners are bound by magical contracts that can be broken by a ritual during the full moon.
DM Notes
Failure may empower the faction; success will raise the players’ standing with local communities.The Lantern’s Betrayal
Given by: Lyra Windrow
Goals
Find the vendor, recover the lantern, decide the fate of the lantern’s power.Reward
A blessing of illumination that reveals hidden doors; 150 XP; a unique item with a hidden function.Secrets
- The vendor sold the lantern to a corrupt faction seeking to open a rift to a dark realm.
- The lantern’s light can reveal the true shape of enemies that hide in shadows.
DM Notes
The lantern’s light is temperamental; use it only when needed and never in the presence of direct magical corrosion.Guardians’ Test
Given by: Ilyndra Vos
Goals
Complete the test or reset it for later access; prove that they can handle the Cradle’s hidden truths.Reward
Permanent boon to skill checks related to ancient magics; 350 XP; a unique minor artifact.Secrets
- The Guardians’ test is a test of character, not power.
- Failing the test awakens an ancient sentinel that will pursue the party.
DM Notes
The boons align to the characters’ strengths and past actions, rewarding thoughtful decisions over brute force.Side Quests in Ashen Crown of the Endfire
A King’s Echo
Given by: Kalara Amberwing
Goals
Locate the memoir; verify its authenticity; decide how to use it to influence the region’s future.Reward
Linguist’s Kit (allows reading of ancient scripts with ease), 200 XP.Secrets
- Dorian Vex forged parts of the memoir to claim legitimacy; a single page reveals the truth.
- The memoir’s truth could incite peasant revolts or harm a major ally.
DM Notes
The memoir’s truth should lead to a major decision that shapes the final arcs.The Ward’s Whisper
Given by: Vespera Kade
Goals
Investigate the whisper; locate the hidden door and choose whether to reveal its contents.Reward
A warding sigil that can be activated to reveal hidden doors for a day; 120 XP.Secrets
- The ward’s whisper is a living memory bound to the Citadel; it will fade if ignored.
- The door behind the hidden wall contains a treasure that may break or restore the flow.
DM Notes
Careful conversation with the ward can yield safe outcomes; aggressive action may trigger a ward’s curse.Ritual of Clear Skies
Given by: Gale Brightspear
Goals
Gather required elements; perform the ritual; secure calm skies for travel.Reward
Access to the sky routes for future travel; 300 XP; a compass that always points toward the next main quest location.Secrets
- The ritual’s harmony depends on the party’s kindness and patience; if rushed, it will fail with a dangerous backlash.
- The ritual’s success reveals a hidden map that leads to a powerful artifact.
DM Notes
The ritual has a time window; delays will invite a storm that will test the party’s survival.The Cradle’s Promise
Given by: Mirael of the Mist
Goals
Retrieve the essence shard; decide how to use it; ensure it does not corrupt the user.Reward
A shard of essence that can empower a spell or weapon; 250 XP.Secrets
- The shard is a part of the Shadow Lord’s memory but not its truth; it stores the world’s potential futures.
- The shard’s powers work best when used in ceremonial rites rather than in hurried combat.
DM Notes
The shard resists control; if misused, it will reshape reality in unpredictable ways.Encounters
Riftwalkers in the Cradle
MediumSuggested Level: 5–7
Creatures
- Riftspawn (3)
- Rift Warden (1)
Terrain Features
The Riftwalkers warp the ground around them; the area is a tremor pit, quivering every few moments. Magical effects in the area become unstable—spells can appear twice or fizzle unpredictably.
Treasure
A shard of the Cradle’s essence; a temporary +1 to AC shield.
DM Notes
Keep track of the shifting geography; the Rift can alter the battlefield, providing tactical opportunities for clever players.
Ember Wyrm Ambush
HardSuggested Level: 6–9
Creatures
- Ember Wyrm (2)
- Lava Spirit (2)
Terrain Features
Lava tubes radiate heat; some stones release scalding steam; the ground occasionally shifts to reveal hidden pockets of lava.
Treasure
Plumed scales that grant resistance to fire; a ring of warmth.
DM Notes
The elves who still dwell in these tubes fear the Wyrms; diplomacy may avoid combat if offered a vial of water blessed by the Azure Spring.
The Whispering Vault
MediumSuggested Level: 5–7
Creatures
- Warder (2)
- Memory Shade (1)
Terrain Features
The Vault’s door is carved with living runes; the walls whisper events from the party’s past.
Treasure
One memory fragment that reveals a personal secret for a party member; a small cache of gemstones.
DM Notes
The Memory Shade is vulnerable to silence; the party can mute its chorus with music of a specific cadence.
Gate’s Test
Easy–MediumSuggested Level: 4–6
Creatures
- Root Guardian (1)
- Riddle Echo (1)
Terrain Features
The Gate’s living runes rearrange the ground and near objects; footprints vanish and reappear in the same pattern.
Treasure
A gate-shard that reveals a new route to a hidden library.
DM Notes
The test should emphasize cunning and patience; fast, brute force fails the trial.
Harbingers in the Gatehouse
HardSuggested Level: 7–9
Creatures
- Harbinger (2)
- Shade of Memory (2)
Terrain Features
The Gatehouse is a rotating, shifting arena; the floor can tilt and reveal hidden platforms.
Treasure
A forged key that opens a secret library in the Cradle.
DM Notes
The Harbingers fight to the death; killing them may cause a ripple effect in the Gatehouse’s behavior.
Echoes of the Shadow Lord
MediumSuggested Level: 6–8
Creatures
- Echo of Shadow Lord (1)
Terrain Features
The ruin’s air vibrates with whispers; players must hold a certain mental focus to resist the echo’s lure.
Treasure
A half-forgotten confession that hints at how to heal the land.
DM Notes
The Echo’s whispers attempt to sway the party; resist the call and maintain unity.
Magic Items
Shard of Eldath’s Eye
Very RareLocation
Vault of Quiet Fire
Attunement
Attunes to a wielder who wishes to restore rather than dominate magic; grants 1d6 healing once per long rest and enhances communication with ward spirits.
Mantle of the Flow
RareLocation
Cradle’s Heart
Attunement
Attuned to a magic-user who maintains balance in times of stress; grants advantage on Concentration checks and reduces magical fatigue.
Censer of the Falling Silence
RareLocation
Azure Spring
Attunement
Attuned to a healer or diplomat who uses magic to prevent harm; can suppress a spell on a target within 60 feet once per long rest.
Latticebow of Echoes
Very RareLocation
Spires of Glass
Attunement
Attuned to a hunter who excels in long-range control; arrows deal extra psychic damage and ignore some resistances.
Gem of Bound Ward
RareLocation
Warder’s Vault
Attunement
Attuned to someone dedicated to protecting the vulnerable; grants +2 to AC in protective stance.
Flamefetter Ring
UncommonLocation
Ember Wyrm Caverns
Attunement
Attuned to a person who uses fire with caution; offers resistance to fire damage and reduces burn damage from fights.
Tidewright’s Compass
RareLocation
Gale’s Skyport
Attunement
Attunes to a traveler who seeks the main quest’s heart; reveals the next quest’s general direction and shows false leads as harmless tricks.
Crown of Memory
Very RareLocation
Moonlit Salt Mines
Attunement
Attunes to a leader who carries the weight of the people’s memory; grants an aura that guides the party’s decisions and clarifies choices.
Robe of the Living Ward
RareLocation
Cradle’s Vaults
Attunement
Attunes to a spellcaster who uses wards to protect others; grants advantage on saves against magical effects and increases resistances.
Luminous Key
LegendaryLocation
Gatehouse
Attunement
Attuned to those who hold the world’s well-being in their hearts; can unlock a sealed door that reveals the Cradle’s deepest secret.
Player Characters
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