Tal'Dorei Campaign Guide PDF

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68 Chapter 2: Gazetteer of tal’Dorei


noble dwarves; he tries his best to oversee every major
construction project in the Bottom Slab.

lanDmarKs
the starshrine
Most dwarves worship the Allhammer, and his teachings of
community and ancestral piety have been all but completely
subsumed into Kraghammer’s culture at large. For outland-
ers with different faiths, however, the monolithic religious
culture can feel inescapable. When the world shook at
the coming of the Chroma Conclave, tremors rocked the
upper layers of Kraghammer, causing certain caverns to
collapse—and in some cases, reveal places of great beauty.
The Starshrine was established near the Otherwalk inside a
grotto whose granite walls mysteriously shine with a perfect
replica of the stars in the night sky. Here, marginalized
people of all faiths can worship in peace. If a character prays
to a Good or Neutral deity here, there is a 1% chance per
character level that their prayer is answered, as the cleric’s
Divine Intervention feature.

cr acKsacKle he aDqUarters
The Gnomish-designed Cracksackle guildhall looks unlike
anything in Kraghammer. It is made of a dozen glistening
steel domes, like sleek, metal igloos, and the light of unusual
experiments flicker through its slitted windows at all hours
of the night. While intrinsically tied to the Bronzegrip
Metalworks for resources, contacts, and distribution, the
Cracksackle gnomes’ inventive contributions to mining and
masonry technology have made them indispensable to the
dwarven elite.
On any working day, a dozen gnomish tinkerers will
set up shop in the courtyard, selling strange and untested
devices they have made in their workshops. The GM
determines which non-magical curiosities can be pur-
chased here, but some include:


  • Dynamite (50 gp), range 30 ft., 4d6 fire damage to
    all creatures and objects in 20 foot radius (DC 12
    Dexterity save for half ), detonates at the start of
    the thrower’s next turn after 6-second fuse

  • Glue bomb (50 gp), range 30 ft., creatures within
    20 foot radius must make a DC 12 Strength or
    Dexterity saving throw (target’s choice) or be
    restrained. A creature may make another DC 12
    Strength check as an action to escape.

  • Stink bomb (25 gp), range 30 ft., creatures within
    20 foot radius must make a DC 12 Constitution
    saving throw or be poisoned for 1d6 rounds, deto-
    nates after 6-second fuse

  • Wind glider (200 gp), requires 1 minute to harness.
    While harnessed and falling, the bearer falls at
    30 feet per round, and the wind glider carries the
    bearer 40 feet in a line each round until they land.
    You can change direction each round. While har-
    nessed, your movement is halved, and you have
    disadvantage on attack rolls. A wind glider has an
    AC of 10, and 5 hit points.


hall of bUrninG MUshrooMs
The Bronzegrip Metalworks just carved deeper into the
mountain to expand their furnaces, only to discover the
most magnificent cavern; a mile-wide cave filled with
bioluminescent purple mushrooms. Industry had to move
in, and the Bronzegrips hired Wyrmhide Thunderbrand
and his pyromancer brigade to torch the cavern. The
mushrooms never stopped burning, and the myconoids
that lived in the fungal forest never stopped fighting. PCs
known within Kraghammer may be requested by House
Bronzegrip or Thunderbrand to cut through the inferno
and destroy the myconoid monarch.

Lyrengorn, the Elvenpeaks

Small City • Population: 5,430
(85% Wood Elf, 10% High Elf, 3% Dark Elf,
1% Dwarf, 1% Human)
Every year, dozens of travelers from across Tal’Dorei
travel past the far northern reaches of the Cliff keep
Mountains to see the Moonweaver’s Ribbons twist around
the Elvenpeaks, pulled through the sky by those myste-
rious figures on wyvernback. The Elvenpeaks are a single
mountain split perfectly in the center, with ice-sheeted
forests topping both peaks. While the exterior of these
forest canopies appear frozen and without life, the inte-
rior is instead a warm and humid wood, blooming with
flowers of all colors and roamed by living plants and wild
game. In the boughs of these thick tropical trees also lives
a society of wood elves, some of those wild folk who broke
away from Yenlara’s pact and the city of Syngorn. Their
city of Lyrengorn—l y re n’g o r n literally meaning “mountain
city” in elvish—is the last bastion of safety before the end-
less ice of the Neverfields to the north.
The wild elves call themselves friends of none, enemies
of fewer; they welcome all who manage to make it to their
home—provided they come in peace—and take no sides
in any conflict. In ages past, they were highly sought-af-
ter as mercenaries because their warriors had learned the
impossible art of wyvern riding. When Warren Drassig’s
empire marched to conquer Tal’Dorei, the elves of Lyren-
gorn refused to die for anyone else’s war, and retreated to
their mountaintops and lush forests.
Today, few wild elves are actually warriors, though many
among them are hunters. In the intervening centuries
wyvern riding has transformed from a martial art into a
ceremonial one; great athletes called skyswimmers train
year-round for the annual coming of the Moonweaver’s
Ribbons, great streaks of multicolored light that illuminate
the northern sky on the winter solstice. The skyswimmers
and their wyvern mounts seize the strands of light on their
spears and paint radiant, esoteric portraits in the wintry sky,
drawing intrepid outsiders from across Tal’Dorei to camp
on remote mountains and marvel at their visual poetry.
Beyond the ceremony’s artistic merit, it is also a ritual to
the goddess known as the Moonweaver, chief deity of these
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