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A mysterious being only found through oddball trinkets here and there. They are someone of a different world or a pocket like dimension. Very few people have seen or heard of this figure, but tales of their extraordinary powers can be heard in the odd tavern here or there. 

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A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.

Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.

In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”

War Magic Features

Wizard LevelFeature
2ndArcane Deflection, Tactical Wit
6thPower Surge
10thDurable Magic
14thDeflecting Shroud

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.

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Instigator
Copper

Striking a deal with Copper you are now bound in a pact with him. 

He agreed to keep an eye out for the ones who took the magical essence that made up your golem in exchange for you to tell him of anything interesting that you have found. 

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After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.

This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

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The large city where palace resides for the princess. The city has a large marketplace and is also home to a black market as well. This city houses a lot of pirate individuals and is often referred to as the vacation destination.

Population:

  • Approximately 35700; mixed races

Government:

  • Governance of the city is shared by a council of women and several wealthy aristocrats of the main palace.

Notable Places:

  • The Inn of a Thousand Names: A shabby commoner's inn, which is said to have a thousand doors in a thousand towns, each under a different sign and name. Anyone who enters through a particular door can only leave through that same door, unless they know the innkeeper's secret.
  • A statue of weathered stone, placed to honor a local god of luck.


Crow's Wharf

Notable Places:

  • The Elysian House: A two-storey stone-walled theatre, home of a thieves' guild pretending to be acrobats.


Falcon Market


Upper Greatarch Village

Notable Places:

  • Tjediamy's Tattoos: The workshop of a male Lizardfolk artist named Tjediamy, who was once a great wizard, but retired to marry and raise a family.
  • Desert Blades: The workshop of a male Jackal weaponsmith named Amonsin


Temple Market


Rosescepter Borough

Notable Places:

  • The Golden Eye: A modest commoner's tavern, kept by a retired knight named Mereti.
  • Magic of the Oasis: The workshop of a male dwarf stonemason and arcanist named Nymu, known for his vast knowledge of runes and glyphs.
  • Amufet's Armor and Shields: A large armorer's workshop, built within the walls of an iron-banded stone tower.


Old Charger's Village

Notable Places:

  • The Scoundrel's Cup: A neglected commoner's inn, decorated with monstrous skulls from across the seas.
  • A large open indoor and outdoor bath pool.
  • Desert Flavors: The ice cream shop of a male Yuan-Ti named Notmere, who also brews potions and elixirs.


Lighthouse

Notable Places:

  • The Desert Songs: The workshop of a female Lizardfolk bard named Nefere, who was once the best swordsman in the kingdom.


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The only known time where Unknown left the Wolf Islands. They came in a time of need as those from Kawit had sought after the area for the magic of the Wolf Islands. The Guardian took care of the invaders alongside allies of Yeezla

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