Tal'Dorei Campaign Guide PDF

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Chapter 2: Gazetteer of tal’Dorei 59

Crime


A well-rooted faction of the Clasp has controlled and
efficiently run their shadowy trades for decades right
under the Shields’ noses. Their network of fences runs
from coast to coast, Stilben to Emon, and they are
known to deal with humanoids, orcs, and gnolls alike if
it means a profit. Their hideout is secreted away behind
the storefront of the Wayward Pony, a popular inn
owned entirely by Clasp agents.


Geo Graphy


Miles of farmland and fields surround Westruun’s tower-
ing walls—except to the west, where the city is bordered
by the Bramblewood and dwarfed by the mist-shrouded
peak of Gatshadow. The city’s interior is divided into
six wards.


the schol ar WarD


The Scholar Ward is Westruun’s northwestern ward,
and is home to the Cobalt Reserve, Tal’Dorei’s largest
library and repository of information. This vast archive
is defended and maintained by a live-in monastery of
Knowing Mistress-worshiping monks known as the
Cobalt Soul. Across the way lies the comparably small
College of the Savvy, a school for the arts founded by
the renowned bard and champion of intuition referred
to only as the White Duke. Beyond the Reserve, the
Scholar Ward also holds Tal’Dorei’s newest (and
the Dividing Plains’ only) general university, the
Westhall Academy.


the teMple WarD


The Temple Ward is a small, southern ward where all
people are afforded free worship within various sanctu-
aries. Though the most important gods of the Dividing
Plains are the Lawbearer, the Wildmother, and the
Platinum Dragon—and they certainly have the Temple
Ward’s largest shrines—the residents of the Temple
Ward welcome all faiths. Westruun’s smallest temple is
the Ruiner’s “Empty Socket,” maintained by the handful
of orcs in Westruun, and its largest is the Lawbearer’s
“First Bastion,” an opulent temple supported by a steady
influx of gold from the local government. The First
Bastion was a secret home for refugees during Kevdak’s
occupation, and many Westruun survivors have turned
to the faith of the Lawbearer after being protected by
her grace.


the opal WarD


The Opal Ward is the center of the city and the heart of
its law and governance. The ward has no residential hous-
ing, but is home to Margrave’s Keep, the Hall of Reason,
and the public square. Margrave’s Keep, a squat mansion
that houses the Margrave , is buttressed against military
barracks and housing for Margrave Zimmerset and his
family. The Hall of Reason is a beautiful courthouse in
High Elven style, and bears a marble statue of the Plati-
num Dragon, God of Justice, before its steps. The public


square is a forum for public gatherings and bears a foun-
tain depicting Palest Westruun, the founder of the city,
atop an onyx horse.

the resiDenti al WarD
The Residential Ward fills the northeastern section of
Westruun, and is the city’s most densely-populated—
some would say overpopulated—ward, housing over
two-thirds of its population. There are no major locations
in this ward, though countless petty criminals make their
homes here, and the Shields are stretched too thin to
properly deal with them. Unlike in the Temple Ward, free
expression of religion is frowned upon here, even within
the privacy of one’s own home. Though the Lawbearer,
the Wildmother, and the Platinum Dragon are all benev-
olent deities, many of their Westruunian followers are not
particularly tolerant of other faiths.

PlainSCoW

Native to Dividing Plains is the hulking plainscow, an
exceptionally sturdy beast of burden and used by the
people of central Tal’Dorei for centuries. Though herds
of wild plainscows still roam the prairies, domesticated
plainscows are now used as mounts, pack animals, and
sometimes even livestock. Plainscows are unusually
empathetic for beasts, and often bond with a rider
for life. Plainscows stand 6 feet tall, weigh about two
tons, and live for 70 years. They can be bought in
Westruun for 200 gp and have a carrying capacity of
1,500 pounds.

Plainscow
Large beast, unaligned

Armor Class 13 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 40 ft.

str Dex con int Wis ch a
1 8 (+4) 8 (-1) 1 6 (+3) 2 (-4) 1 0 (+0) 6 (-3)

Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Skills Insight +2
Senses passive Perception 10
Languages —
Challenge 2 (450 XP)

Trampling Charge. If the plainscow moves at least 20 feet
straight toward a creature and then hits it with a hooves
attack on the same turn, that target must succeed on a DC 14
Strength saving throw or be knocked prone. If the target is
prone, the plainscow can make another attack with its hooves
as a bonus action.

actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
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