Cavalry Leads C

Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago


To folk from other parts of Faerûn, the Shaar seems to be a vast expanse of nothingness that presents an unfortunate obstacle to trade among other lands. The fierce barbaric nomads and dangerous beasts that roam its grassy plains appear to spend all their time attacking caravans and fighting over precious water. Indeed, many feel that everyone would be better off if the Shaar just disappeared.


But this immense sea of gently rolling hills is far more diversified and wondrous than most people understand. The Shaar is a land of hardship and fierce people, certainly, but it also, offers a bounty of unusual cultures, varied resources, and trade opportunities found nowhere else. Humans are not the only nomadic creatures living on the plains. Wemics, Centaurs, Thri-kreen, and Loxo also roam the Shaar, hunting the great herd animals for food and constantly squabbling over water rights. From time to time, Gnolls, Perytons, Manticores, Wyverns, and Dragons challenge the nomads for supremacy of the area.


Of all the regions of the Shining South, the Shaar is perhaps the most complex in terms of its great variety of races and cultures. Some races - such as the gold dwarves, of the Great Rift, the humans in the trading centers, or the reclusive wild elves and ghostwise halflings of the various forests - are firmly entrenched in their ancestral homes. Many others - including humans, wemics, centaurs, and others - roam the grasslands as nomadic tribes, coexisting in a never-ending cycle of hunting and gathering. Still other races visit the Shaar only occasionally, yet their presence impacts every native creature's way of life in profound ways. Few outsiders fully understand the delicate balance that maintains the Shaar, but the grassy sea has been the same for many centuries, and all who are part of it accept it as an intrinsic element of their very existences.

Click to toggle

The Shaar is a most effective barrier between the Heartlands and the Shining South, effective through its own emptiness. The Shaar is dominated by miles upon miles of thick grassland, and peopled only by nomads, herdsmen, and raiders. Yet, strange temples and abandoned shrines to lost gods dot the lands, and some of the wanderers encountered wield great mystical powers. Mighty winds powerful enough to overturn wagons and lift mounts into the air are common. The region known as Eastern Shaar is sparser, less green, and more of a wasteland. Larger than the Shaar in area and more arid, it is separated from the Shaar by a ridge known as the Landrise. The Eastern Shaar is free of any major features save for the huge chasm known as the Great Rift.

Click to toggle

The Beastlands are a region of plains at the eastern end of the Shaar. It was home to various non-human monstrous tribes who were allied in a loose confederation for self-defense. The eastern edge of this region was formed by the Giant's Belt Mountains, a range which separated the plains from the desert to the east.


Veldorn is a savage land of poorly defined borders. To many, it is considered the Beastlands, a home of monsters. Each clan of monsters is said to be ruled by a “beast lord”, who plot and scheme against each other for control over the Beastlands and the lands beyond. Travelling through these lands is unsafe to do unarmed. Caravans without guards are invariably attacked and the monsters of Veldorn see little problem with attacking anyone who stumbles into what they consider to be their territory. As such, most folk tend to steer far clear of these barbaric lands.


Yes, those tales your mother told you were true: There is a land of monsters, ruled by monsters, and this is it. They eat caravans whole along the Trade Way, love to raid the camps of outlanders who will all be too dead to hit back, and dream of ruling all Faerûn. Avoid the place or be eaten, as the old maps say.

— Anonymous Harper agent

Click to toggle

The Toadsquat Mountains, or the Little Mountains, formed the northern border of Luiren in the Shining South in 1367 DR.


This mountain range was infested with ogres. Attracted by the mountain's rich silver deposits, dwarves helped clear some of the ogre tribes in the east to gain access to mines. The western Toadsquats were known to be full of goblins that harried the trade roads around Delzimmer. Rage drakes were also commonly found as far south as the Toadsquats. Criosphinxes were also sometimes encountered in the region.


The Toadsquat Mountains were slumped alongside the Beastlands' southern shore. Among their secrets, the fortress of Castle Al'hanar, which resided on the west bank of Blood Lake.


The Toadsquat Mountains used to be known as a range of short mountains, home to many goblins and ogres. During the Spellplague, much of the mountain range was transferred to Abeir; only returning during the Second Sundering. Those few who have dared to visit the mountains since their return have spoken of the many strange monsters that now inhabit it, most notably the wyvern-riding tribe of hobgoblins who patrol the mountain passes.

Click to toggle

Sharawood Investigation

Sometimes referred to as the Drakewood, the Sharawood sits between Azulduth, Lake of Salt to the northwest and the Toadsquat Mountains to the south. Thick and overgrown with tropical vines and flowering creepers, the Sharawood holds many secrets, since few sentient beings have ventured into its murky interior. The nomads of the plains occasionally come to the edge of this forest to gather herbs, hunt for food, or hide from their enemies, but they rarely venture deeper into the woods because of the many Sword Spiders that dwell there.


As if the spiders didn't present enough danger, a traditional story says that a terrible undead creature that steals people's bodies and turns them into zombie slaves haunts the Sharawood. In fact, this tale is not far removed from the truth. An extremely old and powerful Dracolich known only as the Everlasting Wyrm inhabits the darkest, deepest part of the Sharawood, ruminating on its nefarious plots and slowly collecting a brood of minions. Though it keeps to itself and tries to remain unnoticed by the nomads of the plains, it does not hesitate to enslave any tribesfolk who discover its existence. The Dracolich's worst enemies are the Knights of the Eternal Dragon, a group of undead stalwarts hidden away in the ruins of the Castle Al'hanar, just south of the Sharawood. Once every century, the knights arise and charge into the woods to do battle with the Dracolich and its horde of living spawn. Though the knights always destroy the Dracolich and all its minions, this battle seems doomed to play out over and over until the end of time because true to its name, the Everlasting Wyrm simply reforms over a decade or two and begins its machinations again.


Since the Spellplague, hidden deep inside it is a city ruled over by Xavarathimius, the Everlasting Wyrm, an Ancient Green Dracolich. The city is largely populated by Lizardfolk, who revere the Everlasting Wyrm, as well as the Dracolich's numerous undead slaves.

Click to toggle


Castle Al'hanar was a ruined fortress located in the Toadsquat Mountains on the border of the Sharawood, built during the time of the Kingdom of Eltabranar. It was rumored to contain more magic in one location than any other place since the reign of the Imaskari.


This castle was once the base of the Order of the Undying Dragon, an order of Myrkul, who swore themselves to the destruction of the Everlasting Wyrm.

Click to toggle

Cavalry Quests C

Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago

Cavalry Organizations C

Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago

Cavalry Associations C

Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago

Cavalry Locations C

Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago
Reyka Ravenwood 1 year ago

Death's Vanguard


"The Five Fingers of the Sacred hand that reaches from the grave."


Myrkulite clergy preach stories of past and future "Doombringers" - mortals reborn from entities who roam the land, avenging dead friends, masters, and blood kin to whom they had sworn oaths.

Doombringers are said to slay those who scoff or held other gods above the Lord of Bones.

Click to toggle

Rise of the Reaper

Legendary Horned Harbingers were those followers of Myrkul who continued to practice our faith following his demise during the Time of Troubles and the Avatar Crisis. They were all unique in the fact that at one point of their life or another, they had each touched the artifact known as the Crown of Horns, which carried the essence of the "deceased" Myrkul. Thus showing his death, time amongst the dead and restoration was all by his own design.

Harbingers developed powers and were granted the use of magic from the Death domain, learned how to reanimate dead bodies over long distances, and could both rebuke as well as create undead creatures. As they grew in power, Harbingers gained control over undead thralls at a rate unknown to typical clerics. Horned Harbingers were selected from divine or arcane spellcasters, but most were expert necromancers or undead. While some of them had begun to worship other deities associated with death, such as Jergal, Cyric, and even Kelemvor, they all returned to the rightful worship of Myrkul.

Horned Harbingers grew a circlet of horns out of their heads, which somewhat resembles the Crown of Horns.

If any of the church are ever able to be in the presence of one, they must show the respect Harbringers deserve as the Chosen Dead of Myrkul.

Click to toggle

Prepare Yourself

Understanding your Deity: The Timelessness of Divinity - Myrkul - Myrkul, the Reaper


Understanding your Organization: Cavalry of Bone** - Doombringers of the Bone Lord

**You are a Night Rider, recently arisen - your connection with Myrkul is steady and ever present, but you can not tell where he is. This is much different from the when he raised you during the Time of Troubles. Your unit has spread out far and wide to find him and gather his scattered Faithful. You do not feel a connection to the Doombringers and do not know where they are.


Understanding your Home: Castle Al'hanar - Toadsquat Mountains - Eltabranar



Understanding your Allies:
Horned HarbringersGrey Ones, Church of the Bone Lord - Conclave of DoomElder DoomDeathbringerWithering LordUndead MasterCrypt CarverRitual ConsecratorBone DancerShroud WearerBone TalkerNight WalkerDaring DeathDaring OneThe Noble "Still Alive-For Now"

Order of the Undying Dragon - Eternal Knight Lords

Way of the Long Death - Bone Fists


Understanding your Enemy: Xavarathimius (Dracolich)(Green Dragons)


Understanding the Crystal Sphere: Great Wheel Model - World Axis Model - Elemental Planes - The Time of Magic


Understanding the Current Events: History of Abeir-Toril - Currency - Calendar of Harptos


Understanding your Starting Area: Toril - Faerun - The Shaar - Eastern Shaar - Beastlands - Sharawood - History of the Shaar


Understanding your Mission: Rise of the ReaperArise Faithful of Myrkul

Understanding your Gear: Scythe of Wounding - Pick [1] Rare Magic Permanent Item, [2] Uncommon Magic Permanent Items, [5] Common Magic Consumable Items, [3] Uncommon Magic Consumable Items. 750gp for mundane

These items, you were interred with specifically as yours. While the crypt underneath Castle Al'hanar was raided of all other magic items, that you would typically equip yourself with before you would leave to deliver Myrkul's will, your crypt was warded against intruders by a lone mortal Ritual Consecrator that continued her duty and devotion to Myrkul despite his death in 1358DR.

She had stayed hidden alone in the darkness of the crypt for the past 140 years of Myrkul's death, guarding the Undying Knights and the few Night Riders that were entombed here. Over that time she had fought off many adventurers, monsters and the Everlasting Wyrm's minions looking to desecrate your coffin for loot. When this area was ripped from the material plane and joined with Abeir during the Wailing Years, she endured and fought off even elementals, but she was slain and her body burnt to ash during the events of the Second Sundering in 1482DR as the area was pulled out of Abeir and placed back into Toril by the Overgod Ao.

When the Reaper walked through the area in his pilgrimage in 1498DR, he raised and blessed her as a Banshee Ghost Deathbringer, charged with the responsibility of continuing her care of his Faithful. After finding a suitable consenting host as a consort of sorts to become the entity known as the Honored "We", she has resumed her duties and has released you and others like you. The Doombringers of the Bone Lord were not safely interred at this crypt, and must be found.

Click to toggle

The Scythe of Wounding shines like a piece of night sky filled with stars. Its black leather wrapped haft is decorated with pieces of cut obsidian, onyx and jet. Scythes of Wounding are only ever found on Night Riders under the command of Myrkul.


(State: Slumbering) Beneficial Properties. While you are holding the scythe and attuned to it, you gain the following benefits:

  • Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
  • Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

(State: Stirring)(Level 16) Beneficial Properties. While you are holding the scythe and attuned to it, you gain the following benefits:

  • Bonus to Attack and Damage rolls changes to +2
  • Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead.
  • The Scythe can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
  • You regain hit points equal to the amount of necrotic damage dealt from wounds.

(State: Waking)(Level 20) Beneficial Properties. While you are holding the scythe and attuned to it, you gain the following benefits:

  • Bonus to Attack and Damage rolls changes to +3
  • Devour Soul. If you score a critical hit against a creature that has fewer than 50 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its soul from its body, (a construct or an undead is immune). Whenever you use it to reduce a creature to 0 hit points, the scythe slays the creature and devours its soul. A creature whose soul has been devoured by the scythe can be restored to life only by a wish spell. These souls are delivered to Myrkul directly, no matter which deity the soul worshipped.
  • This weapon has the stirring of sentience within it.

(State: Ascendant)(Unknown)

  • (Replaces Wounding) When it devours a soul, the scythe grants you temporary hit points equal to the slain creature’s hit point maximum up to 50 maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep the Scythe of Wounding in hand, you have advantage on attack rolls, saving throws, and ability checks.


Bonus: Magic, Damage, Combat, Finesse, Reach, Two Handed

Click to toggle

You magically summon a Gaunt, which draws strength from your bond with Myrkul. The Gaunt is friendly to you and your companions and obeys your commands. Its stat block uses your proficiency bonus (PB) in several places. The Gaunt bears necromantic markings, indicating its arcane origin.


In combat, the Gaunt acts during your turn. It can move, attack and use its reaction on its own. If you are incapacitated, the Gaunt can take any action of its choice. The Gaunt also vanishes if you die.


When you finish a long rest, you can re-summon the Gaunt and it appears in an unoccupied space within 5 feet of you.

Click to toggle