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War of the Burning Sky Player’s Guide

Introduction

War Begins Welcome to the War of the Burning Sky About the Content
While once news reached the Free City- Player’s Guide. Where the Campaign Guide The Player’s Guide presents rules and
State of Gate Pass by weekly teleporting is intended for the Game Master (GM) and campaign information compatible with the
courier, that channel has gone silent, and now contains material players should not read, this Dungeons & Dragons® 4th Edition (D&D
what little news there is must travel by the old document has nothing that will spoil the game. 4E) Core Rulebooks. As a group, you will need
routes of rumor — travelers from the outside Of course, the new rules material in this Player’s access to the primary game references: the
world. You might be one of those travelers, or Guide is available only at the GM’s discretion, D&D 4E Player’s Handbook®, the D&D 4E
a concerned native of the city, but you have and the details of the region and its politics Dungeon Master’s Guide®, and the D&D
heard the rumors. may change based on the setting of your game, 4E Monster Manual®.
Emperor Drakus Coaltongue, ruler of the so think of everything here as optional. Additionally, the D&D 4E Player’s Hand­
mighty Ragesian Empire which lies to the In War of the Burning Sky, you will have the book® 2, the D&D 4E Monster Manual® 2,
west of Gate Pass, has been slain in a distant chance to fight in a war of mythic proportions, and the D&D 4E Adventurer’s Vault™ all
nation, or so the rumors say. Of course, the and determine the fate of many nations in its provide useful additions, though these books
rumors once said that Coaltongue was aftermath. Ever-escalating conflicts, powered by are not required to play. However, using the
immortal. However, no one doubts the tales mighty magic and fervent faith, threaten your classes and races detailed in the D&D 4E
of armies mustering in Ragesia, with orders freedom and lives, and even the world itself. Player’s Handbook  2 will provide a richer,
to secure the borders of the empire at this Driven by the dogs of war, you will head for more natural play experience.
time of weakness and uncertainty. And from a distant safe haven, a mages’ school named
Shahalesti, the eladrin nation east of Gate Lyceum, which has sent up a rallying cry for Organization
Pass, the rumors say its ruler seeks to claim those who wish to resist the warmongers. You The Player’s Guide is divided into three main
the vulnerable Ragesia for his people. will have a chance to form alliances, to build an sections. Section One provides a number of
And so Gate Pass sits, alone in its mountain army, and to uncover the strange secrets that details about the city of Gate Pass, where the
pass, one of the few safe routes between these underlie the conflict. As the war reaches a climax, campaign begins. Section Two includes game
two belligerent and antagonistic nations. For powerful magic will threaten to scorch nations, rules changes and additions usable by player
weeks the people of Gate Pass have been or sunder them into nothing but nightmares. characters. Section Three adds even more
saying war would inevitably come to the city, It will be up to you to bring the war to an end information about the region that will come
and now the rumors are coming true… before only embers and ruins remain. to be known as the Lands of the Burning Sky.

Dungeons & Dragons, the Dungeons & Dragons Compatibility Logo, Stephen Schubert and James Wyatt; Player’s Handbook 2,
D&D, Player’s Handbook, Player’s Handbook 2, Dungeon Master’s written by Jeremy Crawford, Mike Mearls, and James Wyatt;
Guide, Monster Manual, Monster Manual 2, and Adventurer’s Monster Manual 2, written by Rob Heinsoo, and Chris
Vault are trademarks of Wizards of the Coast in the USA and other Sims; Adventurer’s Vault, written by Logan Bonner, Eytan
countries and are used with permission. Certain materials, including 4E Bernstein, and Chris Sims. © 2008, 2009 Wizards of the Coast.
References in this publication, D&D core rules mechanics, and all D&D All rights reserved.
characters and their distinctive likenesses, are property of Wizards of
the Coast, and are used with permission under the Dungeons & Dragons
4th Edition Game System License. All 4E References are listed in the 4E
System Reference Document, available at www.wizards.com/d20.
Dungeons & Dragons 4th Edition Player’s Handbook, written by
Rob Heinsoo, Andy Collins, and James Wyatt; Dungeon Master’s Guide,
written by James Wyatt; and Monster Manual, written by Mike Mearls,

• 1 • War of the Burning Sky (Detail) — Art by Claudio Pozas

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War of the Burning Sky Player’s Guide

Section One: Gate Pass

The Free City-State of Gate Pass All sagas begin somewhere, and Gate city, interrupted only by the district walls every
A medium-sized city built within a rocky Pass is the starting point of this story. What half mile or so. The city’s natural landscape rises
mountain pass, Gate Pass is the bridge of trade is contained herein is common knowledge. in the center to a broad hill called Summer’s
and travel between the Ragesian Empire and Anyone visiting the city and staying for about Bluff. In addition to being home to dozens of
Shahalesti, the kingdom of the eladrin. a week would either know these facts by gated estates for the city’s politicians and rich
Population 17,000; another 2,000 or so live experience or could easily learn by asking merchants, Summer’s Bluff is the site of the city’s
on the countryside and upper mountain questions in local gathering places. grand square, where various annual holidays are
slopes within a few miles of the main gates. Gate Pass lies in a rocky mountain pass celebrated. The grand square can easily hold
The citizens of Gate Pass are mostly human. running east to west between Ragesia and several thousand people, and it is dotted with
A sizeable orc and half-orc population Shahalesti. Sheer cliffs mark its northern and dozens of small groves, statues, and ornamental
represents about 20% of the city. A small southern borders, and fortifications built over gate arches, with staircases people can climb
elven refugee population is the only other centuries have made the city highly defensible, to get a better view. In the center of the grand
significant group, with half-elves, dwarves, making it difficult to be annexed by either nation square is a high stone dais, its surface carved in a
and gnomes filling out the rest. that surrounds it. These same fortifications, massive relief that depicts several local legends.
Government A half-orc individual named likewise, make it equally difficult for anyone The rest of the city consists of various
Merrick Hurt is the city’s governor. He to leave without going through any of the districts of skilled workers, common housing,
presides over a city council represented numerous gates that give the city its name. warehouses and businesses, and slums.
by individuals from each ward and district Though the city’s borders to north and Each district has representation in the city
in the city. The council is responsible for south are tightly limited — less than a mile government. By city ordinance, every fourth
managing the military, commerce, and wide at the widest point — the mountain pass district must contain a park at least a quarter
public projects. According to most of the is nearly twenty miles long, giving the city a mile to a side, though entrance to these
populace, the council is largely ineffectual lot of room to grow eastward and westward. typically requires payment of a few coppers.
and is easily swayed by citizen groups, The older districts of the city lie in the center The city grew outward from its central
wealthy merchants, religious concerns, and of the pass, with different eras of development districts, with a new district and new outer
military groups. sprawling out gradually in both directions. wall springing up every decade or so. Because
Defense Numbering in the hundreds, the Additionally, various small farms and ranches of this, it is possible to see the changing styles
guards also act as constables. Most guards dot the mountains around the city proper, of construction and defense over the centuries
are responsible for watching the gates and though these people are generally hostile to of the city’s existence, like reading the rings
kill zones around the city. A small unit of foreigners and relatively well-armed. Gate Pass of a tree. In older districts, built before the
twenty griffon riders patrols the farms in has only been conquered once, and its citizens development of the city’s underground sewer
the outlying area and represents the only managed to drive out the invaders and regain system, countless reservoirs and aqueducts
cavalry (see page 7) their freedom, so many of the farmers and rise above the rooftops, designed to catch
Inns Inns are most often found at the ranchers view themselves as the first line of rainwater and direct sewage to dumps outside
outermost districts of the city with the defense for their city. the city. The current sewers flow into an
exception of a few around the grand square. underground river before being swept into
The quality of accommodations lessens the Traditions and Culture endless, uncharted caves.
farther away the inn is from the Emelk Way. The city’s architecture tends to multistory In the past few decades, clerics have blessed
Famous locations: Dassen Arms (5 stars, the buildings with bridges between roofs, creating the gates of new districts in expensive rituals,
best); Griffon Suites (4 stars); Harrigan’s Inn thousands of “gateways” along roads and alleys. and a tradition has developed for respected
(1 star, the worst). Even in poorer districts, buildings are usually citizens to be buried in the sanctified ground
Taverns Some well-known taverns are at least two stories tall. Many merchants, made near the gate of their district. Most graveyards,
Flaming Forest Alehouse (5 stars); Seaquen’s wealthy from the traffic that passes through however, lie outside the city, either fenced in
Spirits (3 stars); One-to-Go tavern (1 star). the city, own vast ranges of adjacent buildings, atop hills, or in gated crypts.
Supplies Two-Winds Trading; Menash’s all of them connected with high bridges. An
Provisions; Adventurer’s Trove. expression of the city — “a coin for every Orcs, Half-Orcs, and
Temples The Saraswatin (knowledge); gate” — both refers to the wealth of the city, Humans in Gate Pass
Aquiline Cross (healing); Stronghold and serves as a warning to visitors to avoid Gate Pass freely accepts orcs as citizens, in
(strength); The Bacchanal (revelry); Dessen poorer areas where buildings lie unconnected. stark contrast to most other human settlements,
Stone (dwarven); Fertile Fields (hearth and A broad, twenty-foot wide thoroughfare and many have adapted well to the civilized life
home) (see pages 6–7). called the Emelk Way runs the length of the that is so different from their tribal culture.

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War of the Burning Sky Player’s Guide • Section One: Gate Pass

Gate Pass is also widely known as a haven Gate Pass is divided into districts. Each day, though the guards are known to perform
for half-orcs, and many come to the city to district is about a half mile square with natural random inspections. The High District, in the
find their identity. In the formative years of the stone walls to the north and south and inner center of the city, is much more heavily guarded:
city, the half-orcs’ origins were hotly debated walls to the east and west. typically twice the usual number of guards is on
and both orcs and humans questioned their hand, and those guards have orders to randomly
standing. For humans, half-orc signaled a North and South Walls inspect someone every few minutes (especially
lesser breed, and became a pejorative phrase. The northern and southern borders of the those who look like outsiders).
The orcs, however, saw an increase in their city have walls built from the natural cliffs,
influence and power and elevated the odd race. averaging 40 feet tall. A district usually has a The Pass Gates
The divisions between all three races were wide, small gate either to the north or south, and a Most traffic passes through the easternmost
but in the earlier battles for Gate Pass, the half- wide swath of clear land (about 30 feet) on the and westernmost districts, which have major
orcs fought and bled like the rest and the walls wall’s outer side which makes any approach by gates that lead out of the city to Shahalesti and
of prejudice fell quickly. Today, there is little an individual easy to see. The walls are only a Ragesia respectively. These gates are much
prejudice and the half-orc population enjoys token defense, since a devoted military press more heavily guarded: the exits have two sets
an equal stand amongst the humans and orcs. could easily overwhelm them, but Gate Pass of doors with a wide kill zone between them,
relies on the fact that reaching it through the and city taxes pay for a variety of magical
Walls, Gates, and mountains is slow and treacherous. defenses on the gates.
Districts Only a handful of districts have gates that
lead to actual roads, and most of these are used Ghettos
With all the jaw about Gate Pass, me’s for deliveries by farmers and miners. Each day In a few districts are found smaller walled
thought that it was somethin’ mag. But it’s groups of Gate Pass soldiers patrol the northern areas populated predominantly by a single race.
same as other rumvilles; all innocents and cool and southern borders, looking for signs of Most common of these ghettos are those of
ladies and budges. Everyone’s a pigeon, just like illegal passage and occasionally apprehending the elves, who tend to shun outsiders. Elvish
elsewhere; and now I’m here fighting a war … criminals who try to hide in the craggy hills. ghettos are renowned for having no visible
… but I must say the districts impress me, each entrances through their walls — all the doors
a half mile wide and walled all around — over East and West Walls are secret, which elves can intuitively notice.
a dozen of them. I could climb the walls easily The Gate Pass inter-district walls are 30
enough; they’re only about thirty feet tall and feet tall, 6 feet thick, and made of hewn stone. City History and
made of hewn stone, but those grates at the Scaling a wall requires a series of Athletics Myths
top stick out — I would have to be a far better (DC 20) checks to reach the grate (at 30 feet).
acrobat. I wish there were some rooftops near An Acrobatics (DC 25) check is needed to gain We stand at a crossroad of destiny. Our
the walls, but there’s nothing within ten feet. the top of the grate from underneath. Each side future is defined by the lessons of the past and
This is probably by design. Maybe a massive is symmetrical, so the same checks would be the course of our present. Two nations stand
ladder, like Rory suggested, would work, but done on the other side. None of the buildings ready to take our hope from us and battle to
finding the timber would be hard and the near the walls are more than two-stories, so this very minute with us — even though we
Ragesians would be quite suspicious. a long leap towards a grate would require an are not at war.
So, I think my focus must be on the gates. Athletics (DC  30) check, then an Acrobatics Scoff if you will, but we are in a battle. It’s not
Steeleye is right; they’re all similar in design. A (DC 25) check to grab and hold on to a grate. fought with sword and bow, but with ideas; the
pair of reinforced wooden doors 20 feet tall The jump might be noisy, so a Stealth –5 check idea that we are only happy when we are equal;
by 8 wide stay open in the day and closed at against a nearby guard’s Perception is needed the idea that we must be neighborly to those in
night. There is a small steel access door to allow to avoid being heard. need at the expense of our own; the idea that
passage for individuals after sunset, and I’ve the needs of the many outweigh the one.
never seen vehicles or beasts allowed through Typical Gates What good is a collective destiny if yours
at night. There are the standard arrow slits A small guardhouse, which extends is destroyed? What benefit does giving one
and murder holes where the gate is, but they outward over the gate, is large enough to penny to the poor give? What peace do
are easily avoided. The guards are so typical: comfortably hold eight soldiers. The floor we secure if we trade and barter with the
they never think of guarding the gatehouse as has murder holes and there are arrow slits Shahalesti and the Ragesians… None!
heavily as the gate. Even with 8 guards inside, along the outside walls. Stairs on the inside Remember! Remember the lessons of forty
it should be easy to sneak around from the wall (the center-most side) lead to the upper years ago. Strength is saintly! Resist and thrive!
window and leave through the other side… barracks and a window that can be squeezed — Helda Claearcall
… the Rags are so hoddypeaked. We’ll get through allows a guard to see the area around Sermon to the faithful in Stronghold,
them foot wabblers hiking soon. the gate. More guards typically watch the temple to the god of Strength
— Kerain, King of Rogues ground level by day.
Private journal, written during Passing between districts is relatively easy Gate Pass has the distinction of being the
the Ragesian occupation if one takes the main thoroughfare during the only city to successfully drive out occupation

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War of the Burning Sky Player’s Guide • Section One: Gate Pass

Players’ Map

by the Ragesian Empire. Forty years ago, Gate Pass and Ragesia, that of the Dragon and the goal of making sure everyone knew he
Emperor Coaltongue defeated the city’s army, the Eagle. A series of myths tell of an ancient was the one sponsoring their heroism. His
set up a military government, and erected time when the lands that are now Ragesia personal manor is painted vivid green, yellow,
a 90-foot-tall statue of himself in the grand and its neighbors were the domain of four and purple.
square on Summer’s Bluff before moving on elemental spirits — the Tidereaver Kraken, The current governor is Merrick Hurt, a half-
to his next conquest. For two years, citizens the Worldshaper Worm, the Flamebringer orc who has kept relationships with Ragesia
waged an insurgency against the occupying Dragon, and the Stormchaser Eagle, and these warm in the past, though many worry he will
army, until finally Coaltongue decided the city four beings are common motifs in the art and be too agreeable to demands by the new ruler
wasn’t worth the loss of men. architecture of Gate Pass (as well as in Ragesia). of Ragesia. Rumors say that he bitterly loathes
Shahalesti and Ragesia, once allies, were Some famous myths are presented in the elves and eladrin and that he has a vast lexicon
approaching open war, and Coaltongue sidebar on the following page. of insults for them, a vice that relatively few in
declared that he would withdraw from Gate the city worry about.
Pass if the Lord of Shahalesti agreed to leave Organizations and
the city as a neutral buffer between their two Power Groups The Temples
nations. The elves agreed, the city celebrated The religious community of Gate Pass is
its victory, and profit from trade between the City Council diverse, owing to the interaction of cultures
two nations began to flow. The government of Gate Pass is a council flowing through the city. Eight major temples
The city still sports numerous indications of representatives from each of the districts represent the religious core of the community,
of the occupation, and many citizens purchase and a few other locations, with a city governor and though each religion has its own interests,
busts or paintings of the aged emperor, as if chosen every ten years. Many different groups they share common ground through the
both to mock the Ragesians for their failure and hold sway with the government, ranging annual Festival of Dreams, during which the
to respect Coaltongue’s wisdom in deciding to from citizen groups to wealthy merchants to temples all briefly work to provide for the
leave their city alone. Even the emperor’s statue religious and military groups. greater good.
remains; it is decorated and painted gaudily on One of the more colorful characters in the Numerous temples of smaller religions dot
various holidays. council is Erdan Menash, a former merchant the city, and though they lack the same sway
Because of his name, Drakus Coaltongue is and tailor who used to sell well-crafted but as the major eight, they still put a lot of effort
often associated with a myth that is native to ridiculous-looking gear to adventurers, with into New Year’s festivities.

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War of the Burning Sky Player’s Guide • Section One: Gate Pass

Selected Regional Myths


The Wavering Maiden creating a song more powerful than the Dragon, and did not realize until too late
This myth tells how the Tidereaver Kraken Eagle’s thunder. The myth explains the that it had been tricked into flying down a
sought to explore the land by making a various monsters that live in the depths of tunnel into the depths of the world, where
human body for itself out of the surface of the world, saying that they were lured by the Eagle did not have enough room to
the seas. In the form of a beautiful young the Worm’s eerie, whistling song, only to be maneuver.
woman with rolling black hair, the Kraken trapped when the arrogant Worm decided The Dragon bit the Eagle’s throat and
explored the world. However, because the to sing even louder, causing an earthquake. began to drink its blood for its power, when
tide is not constant, sometimes her fake This, it is said, is why the bodies of the dead the Worldshaper Worm came upon the
form would pull away, and the Kraken would are filled with worms when they are found scene. The Worm was blind, but the Dragon
be forced to spend an evening in a lake or in the ground. knew that it could feel the beating hearts of
river in its true form. The myth is a series both the Dragon and the Eagle. To avoid its
of comic events based around numerous The Aquiline Heart treachery being discovered, the Dragon tore
suitors who fall in love with the Kraken in its This myth is a morality tale about the out the Eagle’s still-beating heart and hid
woman form, and who often seek to destroy dangers of both pride and power. The it in a place from where it would never be
it in its Kraken form. Flamebringer Dragon had never, after tempted to retrieve it.
many years of chase, been able to catch the The myth of the Aquiline Heart explains
The Trilling Stone Stormseeker Eagle, so it preyed instead on how dragons became the strongest creatures
“The Trilling Stone” tells of how the the Eagle’s pride, bragging that the Eagle in the world and teaches that those with
Worldshaper Worm sought to prove its was too weak and cowardly to ever chase too much power risk being turned upon by
superiority to the Stormchaser Eagle by the Dragon. The angered Eagle pursued the those around them.

• 5 • Creation of the Aquiline Heart — Art by Claudio Pozas

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War of the Burning Sky Player’s Guide • Section One: Gate Pass

Major Temples

The Saraswatin
Library of the God of Knowledge
Located in Summer’s Bluff, this four-story
building is the central repository of knowledge
for the city. Along with stacks and cubbyholes
full of tomes and scrolls, the building has an art
gallery and a five-hundred-seat theater.
Researchers using the library are expected
to offer 1 gp to the god of knowledge, as well as
give generous tips to the many librarians who
keep things organized and easy to find.

Mercineum
Temple of the Healing God
This temple is a small, twenty-foot circular
building of ancient design. Once there were
multiple temples across the city, many quite
large that served as hospitals and clinics
for the citizens, but this simple building
was considered the holiest of all those. Its
veneration is related to the miracle of Tench
Marber, an event that took place forty years
ago during the Ragesian occupation.
Coaltongue declared the predominant
Mercinea Church a heretical cult and
attempted to replace the sect with the Ragesian
Hospitalers. Within a month of the invasion, all
the temples were converted to the Hospitalers,
with the exception of the small Mercineum.
The head priest of the Mercineum, Tench
Marber, was unwilling to relinquish control to
the Ragesian clergy and simply sat on the center
altar as the Hospitalers demanded he leave.
Tench declared that he would not leave; instead,
he would stay on as a reminder to all that the
Hospitalers were not truly blessed by the gods.
The Festival of Dreams The Ragesian healers, outraged at his
Though Gate Pass has its share of holidays, her urn and reads the prayer held within, then insolence, tried to rush inside the building and
the most prominent is the Festival of Dreams, pledges to fulfill that dream if possible during attack, but they were mysteriously blocked at the
a holy day observed by all of the city’s major the next year. Selfish requests are frowned upon, door. No magic or any other power could gain
temples, taking place on New Year’s Day. and often the city takes great glee in perverting entrance, so the invading priests decided to wait
Parades march from either end of the city, the words of selfish prayers, fulfilling the adage until Tench either left or died before they took
stopping at the grand square on Summer’s Bluff “be careful what you wish for.” possession of the temple. Seizing an opportunity,
just before sunset for a ceremony in which the The rest of the urns are left in the center of the besieged priest made a proposal: if, after a
high priests of each of eight different temples the square, and citizens are encouraged to pick year and a day, Tench was still alive within the
“offer up the dreams of the people.” one up and try to fulfill someone else’s wish. The temple, the Ragesians would acknowledge the
Every citizen is encouraged to write a prayer or morning after the festival, those left unopened god’s blessing on the Mercinea Church. They
hope on a slip of paper and place it in a small clay are carted en masse to the countless small caves agreed, and the bargain was struck.
urn, which the city produces by the thousands that dot the cliffs around the city, where they are For a full year, Tench sat, neither eating nor
every year. People deliver urns to Summer’s Bluff buried. Many folk tales involve stories of these sleeping, but he lived, and on the last day, the
in the days leading up to the festival, and on the buried dreams coming to life and bringing good frantic Hospitalers waited until the sun set,
holiday itself, each high priest chooses one from fortune, though most adults of the city just view which would mark the end of the agreed-upon
amid the thousands. Each breaks open his or these as merely superstition. time period. As the last rays of light slipped

• 6 • The Festival of Dreams (Detail) — Art by Brandon Leach

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War of the Burning Sky Player’s Guide • Section One: Gate Pass

beyond the horizon, Tench stood up and are regularly offered and the city guard is often connected by covered bridges and surrounded
walked to the exit, the bargain won. seen training there. Rumors that the dwarves by a moat and fence is jokingly known as The
From that day on, the Ragesians grudgingly keep treasures mined from the deep during the Castle. Gabal’s students — identifiable by their
recognized the church, and acknowledged the construction of Gate Pass abound. red robes — are generally viewed as arrogant
god’s blessing. It is suggested by historians that and hot-tempered, but their mentor forces them
the downfall of Coaltongue’s control of the city Shrine to the God of Sorcery to sell their services for low prices, particularly
started with this miracle. A few living resistance Located across the street from Gabal’s in matters of defense and construction, and a
fighters agree, noting that the Mercineum School, this shrine is a holdover from the handful of wizards serve in the city military.
provided a safe haven for the resistance to Ragesian occupation. Its existence is a sore Gabal is said to scorn magic-users who do
gather and plan, free from the probing eyes of point with Gabal, who hates the warlock and not study spellbooks for their powers, and has
the Ragesian priests. sorcerer philosophy, so it is frequently the a particular dislike for sorcerers and warlocks,
Today, there are no priests of the Mercinea target of “stray” spells. It is uncertain how commonly saying he doesn’t trust people
Church in Gate Pass. A new order, the Aquiline many sorcerers live in Gate Pass, but they have who have that much charisma. Charm is a
Cross, has been around for a decade and uses considerable influence on the City Council, personality flaw Gabal proudly lacks.
all the facilities of the old religion. There are largely through the actions of the Shrine’s
differences between the old church and the President (no one is sure what that term means Thieves’ Guild
new order, but most folk don’t notice. within the council), Gratanus Helicomb. Everyone knows that thieves operate in the
city, often with the aid of bribed councilmen
Stronghold Fertile Fields who turn blind eyes. The thieves tend to prey
Temple of the Strength Goddess Temple to the Goddess of Hearth and Home on wealthy merchants, especially foreigners,
This medium-sized temple is located one Simply constructed, this building is a favorite and so many commoners view them favorably.
district in from the western gate. Helda meeting place of the farmers and ranchers One particularly well-known rogue, a
Claearcall, the priestess, also serves on the City of the outlying area. The city council almost dashing scoundrel named Rantle, came to
Council. She preaches that “Strength is Saintly” always bows to the wisdom of the temple elders, fame because of an elaborate confidence game.
and that people must choose their own way in especially after the food riots of twenty years ago, One night, when his scam was near fruition,
life. Once a rallying cry for the occupied city, when a gate tax was imposed on all people and he was with his mark, a merchant, when she
the phrase is now sneered at, as Gate Pass’s animals (even dead ones) entering the city. The was attacked by a trio of common thugs who
cultural attitude leans towards government farmers revolted and stopped delivering goods intended to have their way with her. Rantle
direction of individual lives. and supplies. A week later, the situation within fought them off, and then stayed around to
Gate Pass was so desperate that the townsfolk protect her while the city guard arrived, even
The Bacchanal rushed the council and deposed them. The tax though he knew he would be recognized and
Inn of the God of Revelry was instantly repealed. Since then, a temple arrested. Public support for his heroism got
This is one of the fastest-growing cults elder has always been assigned to the council to him pardoned, and many people have begun
within Gate Pass. The temple is styled like a represent the population outside the walls. calling for him to join the city council.
huge beer hall and worship is a rowdy affair It is said the clientele of One-to-Go, a tavern
with dancing, drinking and song. Once a week, The Military in one of Gate Pass’s slums, is composed
the building opens and for a few coppers tithe, While the Gate Pass military answers to the entirely of former thieves who have lost a hand
adherents can enjoy limitless food and drink. city council, their opinion carries great weight as punishment for stealing.
Many tavern-keepers have seen their profits given how much attention the city pays to its
drop as a result and have voiced their opinions defense. Gate Pass’s military is trained in urban The Resistance
to the city council. warfare and takes advantage of enclosed terrain. Devoted to keeping the city of Gate Pass free
Shakur Biggs, the head priest, is currently Commander Harmand Fletcher, a veteran of from the rule of both Ragesia and Shahalesti,
the master of ceremonies for this year’s festival. the rebellion against Ragesia, recently retired the resistance is composed of a huge variety
He was apparently planning to head a large as leader of the armed forces; his replacement, of people from many of countries, since many
musical performance, but his plans have been Brant Sawman, is if anything even more gruff nations have a vested interest in keeping the
dampened by the threat of a hostile Ragesia. and brooding than his predecessor. current balance of power. Mostly they work to
A small unit of twenty griffon riders patrols bolster pride among the citizens of Gate Pass,
Dassen Stone the far reaches of Gate Pass’s domain, but though occasionally a spy is turned over to
Temple to the Dwarf God of Ancestors and otherwise the city has little in the way of a the authorities by unknown persons, and the
Temple to the God of Battle cavalry tradition. resistance is credited with the capture.
Second only to the Saraswatin in size, this Many farmers and ranchers who live in the
temple serves as two temples now that the dwarf Gabal’s School mountains surrounding the city claim to have
population is almost completely gone from the Gabal, a famed evoker who helped drive spoken to members of the resistance, who
city. The large edifice also houses the public the Ragesians out forty years ago, maintains a encouraged them to be prepared to fight to
works offices. Lessons in fighting and leadership school of war. This large cluster of squat towers defend their lands.

• 7 •

Robert Kirschenbaum (free product) 7


War of the Burning Sky Player’s Guide

Section Two: New Rules

The magic-rich Lands of the Burning Character Races and Sky, “Shahalesti” is synonymous with
Sky  have a complex history that will unfold Backgrounds “eladrin.” Always vigilant, the Shahalesti
as you play in the saga. If you are making new Within the Lands, the great races have remember well the conquests of
characters native to the Lands, a number of special histories and regional strongholds. If Emperor Coaltongue. Sorcery, spying,
new options and rules are available to help you create a new character, you may wonder and military/mercenary prowess are all
them fit well within this world. where others of your race may be found. reasons for a Shahalesti to adventure in
The Lands are far more dangerous than the The following section identifies the areas the Lands.
average D&D world. Spells can affect whole where each race is concentrated and some * Elves: Of late, the elven tribes have come
cities, monsters are rumored to be able to likely motivations for adventuring. Those to fear Ragesian encroachment upon
possess and charm for years, and ancient races not mentioned exist in the Lands, but their forests. While the Shahalesti are
artifacts and devices frighten the gods. The are exceptional to see and require a more more or less united in that they jealously
Lands are harsh and unremitting and heroes customized treatment by the GM and player. guard their fey-touched land, the elves
are often blessed beyond normal character The GM may allow background benefits for are divided: some seek isolation, others
development. What follows in this section is each race as described in the D&D 4E Player’s want to establish new alliances, and still
a list of new options, powers, equipment, and Handbook 2. If you wish to play a gnome or others simply see a changing world and
physical differences from the standard D&D half-orc, please refer to their descriptions in desire to be a part of it. All these reasons
world. The rules do not reveal every mystery the D&D 4E Player’s Handbook 2. bring out many elves to the cities and
of the Lands, but new characters will have * Dragonborn: A few small clans of towns where adventures often begin.
enough information to feel truly immersed dragonborn inhabit the mountains * Gnomes: If history is any indicator of
in a unique campaign world. As you progress between the Ostalin and Ragesian the future, the gnomes continue to seek
through the War of the Burning Sky campaign border. Loosely in communication with being ignored as a threat. Seeing the
saga, many more new powers, feats, and items each other, the predominant goal is to success of Coaltongue in using magic
will become available to you. Your GM will solidify the creation of a new republic to secure his throne, the gnomes of
inform you when this happens. of dragonborn within the mountains. the Lands strive to gather all manner
As you create new characters and increase in Those who adventure often do so to lay of history and magic in order to avoid
levels, use this section as a reference alongside foundations for future diplomacy, learn becoming slaves to the might and
the core books. and improve on the latest technologies power of Ragesia … or Shahalesti.
of war and combat, or seek riches and To the gnomes, knowing how one
glory to advance the dragonborn legacy could capture and enslave another
and become the future leaders of the new allows the knowledgeable to avoid the
empire. possibility altogether. Their quick wit
* Dwarves: Once plentiful and well and seeming mockery of the Ragesians
represented across the lands, the mighty and the Shahalesti is vexing to orcs and
dwarf nation has become insular and eladrin alike. Most gnomes come from
isolated from the rest of the world. Shahalesti, but some small groups can
Those who venture beyond the tunnels be found in almost any land. If a gnome
and caverns of their mountain realm character encounters other gnomes, he
(near Gate Pass), do so in an effort to will strive to spend at least a few hours
fight against the resignation that seems with his brethren before continuing to
to be overtaking the older generations. adventure.
Convinced that the isolationism is just * Half-Elves: More fully integrated with
as imprisoning as their ancient servitude their human side, most half-elves come
to the giants, the adventurous dwarves from the great cities of the Lands: from
venture out to build an inspiring legacy, Gate Pass and Seaquen to the many cities
rekindle the pride of the Dwarven of Ostalin, Dassen, and Sindaire. The
nation, or restore faith in the ancient motivation for adventure is as varied in
gods that seem to be forgotten in this a half-elf as it is in a human. Some do
modern day. see the latest bellicose attitude of the
* Eladrin: Eladrin are found in Shahalesti Ragesians troubling and seek to help
lands. In the Lands of the Burning fend them off in the impending conflict.

• 8 • Rantle, Famous Resistance Hero— Art by Claudio Pozas

Robert Kirschenbaum (free product) 7


War of the Burning Sky Player’s Guide • Section Two: New Rules

* Half-Orcs: No matter what their Gate Pass Character


racial origin may be, the half-orcs of Creation Benefits
the Lands enjoy a unique position; The following rewards are available to
fully realized citizens in Ragesia, Gate characters invested in the campaign’s conflict
Pass and Dassen. The other kingdoms from the beginning. The first adventure, The
are less cordial, and so most half-orc Scouring of Gate Pass, introduces the player
adventurers are found from the middle characters to a variety of organizations in the
part of the Lands. Always struggling with city of Gate Pass. At the GM’s option, if you
their heritage, the adventuring life is create a character with one of the affiliations
often a way to throw off subtle, lingering listed below, you gain the associated feat as a
prejudices or find a place in a group of bonus, in addition to your normal feats at 1st
allies and equals. level. You may also select one of these feats
* Halflings: Found mostly along the rivers normally. These affiliations are used instead of
and byways of Ostalin and Sindaire, the Backgrounds rules found in the D&D 4E
the halflings of the Lands sometimes Player’s Handbook 2.
leave the west in search of adventure
and treasure. Though once halflings * City Council: While most of the
were generally quite well traveled, the politicians in Gate Pass wish to surrender
unrest in Ostalin has concentrated the to Ragesia, some want to take a stand.
population in that country because it A character involved in the government
presents the best hope for them to start and politics of Gate Pass gains Civic
a nation of their own. As the country Minded as a bonus feat.
continues in strife, the halflings work
with some factions in Sindaire to * The Temples: The religious community
destabilize the kingdom even further. of Gate Pass fears the heretical zealotry
* Humans: As the greatest population in of the Ragesian inquisitors. An associate
the lands, human characters can come of one of the temples gains Blessed by
from anywhere and their motivations for Dreams as a bonus feat.
adventure are limitless. Those originating Background Skills
from the Gate Pass area have access to * The Military: Elements of the Ragesian Characters are more than combat prowess
some ready-made regional benefits, and military are displeased with their or their ability to climb; they have interests,
the city is diverse enough for almost any orders and their new ruler Leska, while hobbies, and backgrounds. These things fill out
character type to be made. commanders of Gate Pass’s military the character, giving him more depth.
* Tieflings: Ostalin is a haven for tieflings. desire reinforcements. A member of Every character in the War of the Burning
The designs of Ostalin’s ambitious ruler, either military gains Mounted Combat Sky campaign saga gets one free bonus skill.
Khagan Onamdammin, have created (see the D&D 4E Player’s Handbook) This skill is a new skill created by the player
a sort of demand for the skills of those as a bonus feat. with the GM’s guidance. It should answer the
who struggle with their darker nature, question “What did your character do before
while the unstable government makes * Gabal’s School: Gabal, a famed evoker, he became an adventurer?” or “What does your
it hard for anyone to act against the maintains a school of war, and he intends character do for pleasure?” Examples include
tieflings as they strive to survive in a to make a stand against Ragesia. An singing, carpentry, painting — even origami!
world that doesn’t trust them. In recent apprentice of Gabal gains Student of
decades, the gregarious nature of Gate War as a bonus feat. Planning Your Character
Pass merchants traveling the Lands has Later in the War of the Burning Sky campaign
impressed some tieflings, and a few * Thieves’ Guild: The guild in Gate saga, you will gain access to advanced character
have set up a small merchant house Pass is nervous about the prospect options. These include paragon paths such as
within the fifth district of the capital, of Ragesian martial law. One of their Disciple of the East Wind, Aspirant of the West
the mountain city of Kistan. The small members or agents gains Thieves’ Guild Wind, Solei Palancis, and Spellduelist. Some of
but cosmopolitan city offers charms Sympathizer as a bonus feat. the feats in this chapter are prerequisites for
and temptations that make it enticing to these paragon paths: Initiate of the East Wind,
those who struggle between good and * The Resistance: A small group of Gate Initiate of the West Wind, Shining Warrior, and
evil and, though small, the merchant Pass natives are taking up arms to defend Spellduelist, in particular.
house is growing, both in legitimate their home against both Ragesia and You will see these, and more, in the
trade and in their less noble underworld Shahalesti. A member of this group gains upcoming player’s supplement for paragon
dealings. Blade of the Resistance as a bonus feat. level characters.

• 9 • Lyceum Arcanist — Art by J. L. Jones

Robert Kirschenbaum (free product) 7


War of the Burning Sky Player’s Guide • Section Two: New Rules

These skills tend to be craft, profession, or Character Classes Hit The target loses the insubstantial quality
performance related. All classes described in the D&D 4E Player’s until the end of your next turn.
The GM and the player decide together which Handbook and the D&D 4E Player’s Hand­ Sustain Minor You sustain the effect until the
ability score is appropriate for that skill, and the book 2 are available in the Lands of the end of your next turn.
character receives it as a Trained skill at creation. Burning Sky. Additional powers unique to the
war-ravaged world are provided here for four Wizard
Spelldueling character classes. As the campaign progresses,
The students at Gabal’s school in Gate other powers may be revealed; your GM will Gabal’s Superior Missile
Pass — as well as the mages of Lyceum — inform you when they are available. With a wizard’s sight, you become instantly aware
practice spelldueling as a way to better their art. of every foe around you and launch bolts of force
The techniques of spelldueling are particularly Cleric their way.
useful in combat against inquisitors. Students Wizard Attack 1 * Arcane, Force, Implement
of these schools may also select Primordial as Reactive Counterspell Standard Action; Encounter
a bonus language. With a dismissive wave, your opponent’s spell Close Blast 5
Spellduelists are introduced to the Spell­ loses power and dissipates into nothingness. Target(s) Up to three creatures within blast
duelist and Spellduelist’s Counterspell feats Cleric Utility 6 * Divine Attack INT vs. Reflex
and may learn a unique spell. There are rumors Immediate Interrupt; Encounter Damage 2d4 + INT modifier force
that inquisitors have perverted versions of Trigger You are hit by an arcane spell Special The bolts of force can be cast as if the
these feats and spells in their repertoire. Personal targets had no cover or concealment as long
Effect Your attacker rolls his attack roll twice, as a clear path within the blast can be traced
using the lower of the two rolls as his actual to the target. A clear path is one where line
attack roll. This effect only applies to attacks of effect can be successively determined from
against you; if the attacker’s spell includes one square to the next starting from you and
additional targets, his attack rolls against them ending at the target. You do not need to have
are unaffected. line of sight. This means that the bolt can turn
Special You spend your next standard action corners and go through windows.
doing nothing. This spell can only be learned at Gabal’s
School of War in Gate Pass (see page 9).
Sorcerer Consult your GM for details.

Ghost Phase Attack Wayfarer’s Step


A force missile phases in and out of reality, You create a doorway before the target and
passing through the target’s cover and protection. he steps through, reappearing somewhere else
Sorcerer Attack 7 * Arcane, Implement nearby.
Standard Action; Encounter Wizard Utility 2 * Arcane, Teleportation
Ranged 10 Standard Action; Daily
Target One creature Ranged 10
Attack CHA vs. Reflex; ghost phase attack Target You or one ally
ignores any penalty for cover or superior cover Effect Teleport the target creature 5 squares.
Damage 1d10 + CHA modifier Special This spell can only be learned from the
Hit If the target is insubstantial, it loses the Wayfarers (see page 17). Consult your GM for
insubstantial quality until the end of your next details.
turn. Otherwise, it is slowed.
Enforced Flesh
Warlock You manipulate the planar energies surrounding a
creature, making it painful to stay insubstantial.
Curse of Flesh Wizard Attack 13 * Arcane, Implement,
With a shout, you force the glimmering creature Polymorph
to manifest itself. Standard Action; Encounter
Warlock (Star) Attack 9 * Arcane, Implement, Ranged 10
Polymorph Target One insubstantial creature
Standard Action; Daily Attack INT vs. Fortitude
Ranged 10 Damage 2d6 + INT modifier psychic
Target One insubstantial creature Hit The target loses the insubstantial quality
Attack CHA vs. Fortitude until the end of your next turn.

• 10 • A Spirit Takes Flight (Detail) — Art by Claudio Pozas

Robert Kirschenbaum (free product) 7


War of the Burning Sky Player’s Guide • Section Two: New Rules

Feats Benefit: You gain a +2 bonus to Diplomacy Detect Presence of Evil or Good
checks. Whenever an ally within 5 squares of Standard action usable once per encounter
Heroic Tier Feats you uses the Aid Another action, the bonus he (choose which alignment to detect).
provides increases by +1. Up to 3 allies with * Close Burst ½ level
Blade of the Resistance the Civic Minded feat can contribute for any * DC 20 minus ½ the prominent power
[Gate Pass] one skill check. source’s level.
Fed up with Ragesian and Shahalesti oppression, Special: You gain this feat as a bonus feat if * Success Evil or Good power is detected
you wage a discreet war against them. your character begins at 1st level affiliated with within the burst’s area. The source is not
Benefit: You gain a +2 bonus to Insight the Gate Pass City Council. defined.
checks. Once per encounter you can select an * Failure No knowledge is gained.
intelligent creature who has dealt damage to you Initiate of the East Wind * Overwhelming Aura If the level of the
or your allies as your preferred foe. Until the end Your vicious, tempestuous fighting style makes prominent power source is at least twice
of the encounter, you gain a +2 bonus to your you a storm upon your foes. your level, you are stunned until the end of
damage rolls against your preferred foe. Prerequisites: Trained in Arcana, studied at your next turn.
The foe you select need not have dealt the Monastery of Two Winds
the damage during the current encounter; a Benefit: Your unarmed attacks deal an extra Ragesian Whip Proficiency
previous encounter will suffice. 1d6 lightning damage. [Martial]
Special: You gain this feat as a bonus feat if Special: This feat is a prerequisite for the Prerequisite: DEX 13, martial power source
your character begins at 1st level affiliated with Disciple of the East Wind paragon path, which Benefit: You gain proficiency with the
the Gate Pass resistance. will be introduced later in the saga. Ragesian whip (detailed on page 13). When
using a Ragesian whip, you may choose to grab
Blessed by Dreams [Gate Pass] Initiate of the West Wind with it instead of inflicting damage. A grab attack
You have helped the Gate Pass temples to manage Your graceful, windy fighting style makes you a with a Ragesian whip ignores its proficiency
the annual Festival of Dreams holiday parade, and breeze among your foes. bonus and uses STR vs. Reflex; if you hit, the
last year you were promised good fortune. Prerequisites: Trained in Acrobatics, studied target is pulled into a space adjacent to you and is
Benefit: You gain a +2 bonus to Religion at the Monastery of Two Winds grabbed. You may not move, shift, or attack with
checks. Once per day you may reroll a single Benefit: If you are adjacent to only one the Ragesian whip while a target is grabbed.
saving throw made by you or any ally within enemy at the start of your turn, you may shift
5 squares of you, taking the second result 1 square as a free action, as the first action Shining Warrior [Eladrin]
instead. This saving throw uses your own during your turn. You possess the luminous power of the Solei
bonuses or penalties to the roll, even if you Special: This feat is a prerequisite for the Palancis, the elite warriors of the Shahalesti army.
are making it for an ally. Using this feat does Aspirant of the West Wind paragon path, which Prerequisite: Eladrin, trained in Arcana
not trigger any effects normally triggered by will be introduced later in the saga. Benefit: If you wield a magical weapon that
making a saving throw. sheds light, you can choose to intensify that
Special: You gain this feat as a bonus feat if Moral Insight light, doubling its radius as a standard action
your character begins at 1st level affiliated with You gain insight into the moral force of people once a day. The intensified light lasts until the
the Gate Pass temples. and things. end of the encounter. If you make a critical
Prerequisite: Trained in Religion hit with your weapon while it is emitting
Cavalry Errant Benefit: You can use your Religion skill to intensified light, the creature struck is blinded
You are (or were) a member of Ragesia’s or Gate identify the alignment of sentient creatures until the end of your next turn.
Pass’s military where you trained as a cavalryman. and detect the presence of good and evil things In a brightly illuminated area, you gain a +2
Prerequisite: Mounted Combat feat in an area. The Religion skill is used in a similar bonus to saves against fear and negative energy.
Benefit: You gain the ability to help your fashion to the way Arcana is used to Detect You cannot be dazed or blinded by bright light.
mounted allies. As a minor action, you may Magic. See the D&D 4E Player’s Handbook Special: This feat is a prerequisite for the Solei
apply your Mounted Combat feat to an ally for more information. Palancis paragon path, which will be introduced
within 5 squares of you, giving him the benefit later in the saga.
until the end of your next turn. Identify Alignment
Special: You gain Mounted Combat (see One minute. Spellduelist [Arcane]
the D&D 4E Player’s Handbook) as a * DC 10 + Will defense of the creature. The You have studied the art of spell dueling,
bonus feat if your character begins at 1st level creature must be able to speak a language. perhaps under the famed evoker Gabal in the
affiliated with the Gate Pass military. * Success You correctly identify the small school he maintains in Gate Pass, or at the
alignment of the creature. Lyceum academy in Seaquen.
Civic Minded [Gate Pass] * Failure You identify the creature as being Prerequisite: Arcane power source
Involved in the politics of Gate Pass, you know Unaligned and the creature detects the Benefit: You gain a +2 bonus to Bluff checks.
your way around the city’s laws and government. attempt to determine its alignment. You may negate an opportunity or immediate

• 11 •

Robert Kirschenbaum (free product) 7


War of the Burning Sky Player’s Guide • Section Two: New Rules

action triggered by you, including a readied Special: You gain this feat as a bonus feat if injured living creature who asks you for
action. Make an opposed Bluff vs. passive your character begins at 1st level affiliated with healing, though you are not obligated to
Insight check before the action occurs. If you the Gate Pass thieves’ guild. provide more than Vow of Healing, and you
win, the action is negated — it is not expended are not required to heal enemies unless they
and has no effect — otherwise, the action Vow of Healing surrender and you are reasonably sure they
occurs normally. You may use this feat in an You have pledged yourself to heal all those in cannot betray you. You cannot perform a
encounter a number of times equal to your INT need, friend or foe. coup de grace on a living creature, nor can you
bonus (minimum 1). This feat may be used only Prerequisites: Trained in Heal, must be a target damage against a dying living foe (you
to negate actions by creatures; it cannot be used member of the Aquiline Cross may deal damage to them with area attacks,
to negate actions by traps or hazards. Benefit: When you make a Heal check to though you must make a best effort to avoid
Special: This feat is a prerequisite for the administer first aid, add your CHA modifier doing so).
Spellduelist paragon path, which will be to the hit points the character you aid regains If you violate this oath, you lose the benefit
introduced later in the saga. from a second wind. You also gain a +2 feat of this feat for 24 hours. Repeated or flagrant
bonus to Heal checks. transgressions can result in permanent loss of
Spellduelist’s Counterspell Special: You cannot refuse to heal any this benefit until you receive atonement.
[Arcane]
Prerequisites: Arcane power source, DEX
15, trained in Insight
Benefit: You gain the counterspell feat power.

Counterspell
Feat Power * No Keywords
Immediate Interrupt; Encounter
Trigger You are targeted by a spell
Personal
Effect If you choose, you may spend a healing
surge to add ½ your level + 1 to your defense
against the spell. If you do this and the spell
misses, it does no damage and has no effect
on you, and it is expended as if it had been
successfully cast. This failure includes powers
with the Reliable keyword.

Student of War [Gate Pass]


You have studied the art of war at Gabal’s
wizard’s school, and have practiced battling many
foes at once.
Benefit: You gain a +2 bonus to History
checks. Additionally, you can strengthen your
spells for use in large-scale battles. You gain a
+1 bonus to your attack rolls with blast attacks.
Special: You gain this feat as a bonus feat if
your character begins at 1st level affiliated with
Gabal’s School in Gate Pass.

Thieves’ Guild Sympathizer


[Gate Pass]
You have had dealings with the Gate Pass thieves’
guild, and you suspect they might owe you a favor,
though it might not be safe to push your luck.
Benefit: You gain a +2 bonus to Bluff checks.
Your experience as a lookout helps some of
your allies stay more alert. Each ally within 3
squares of you gains a +2 bonus to their passive
Perception check.

• 12 • Mission to the Monastery of Two Winds (Detail)


— Art by Rick Hershey and Linda Luksic

Robert Kirschenbaum (free product) 7


War of the Burning Sky Player’s Guide • Section Two: New Rules

Equipment above), shatterspell grants you resist 5 against not affected). The fan can be used for up to
damage from spells, lasting for 5 minutes or 8 hours. It does not function on land.
Weapons until the end of the encounter. Boat Conjures a boat capable of moving on
Lvl 10: Resist 10 against damage from spells. water at a speed of 60 feet. It can carry eight
Ragesian Whip Lvl 15: Resist 15 against damage from spells. horses and gear or thirty-two Medium
One-handed superior melee weapon Lvl 20: Resist 20 against damage from spells. characters or any equivalent combination.
Prof. +3 The boat lasts for one day.
Damage 1d4 Tree Conjures a great oak (5-foot diameter
Price 1 gp Magic Items trunk, 60-foot height, 40-foot top diameter).
Weight 2 lb. This is an instantaneous effect.
Group Flail Arms Slot Items Whip Forms a huge whip and wields itself
Properties Off-hand, reach against an opponent of your choosing
Special If you are proficient with the Ragesian Potion Bracer Level 6 within 5 squares of you. The whip remains
whip, you may use it to make a grab attack. See Item Slot Arms 1,800 gp for one encounter or 5 minutes.
the Ragesian Whip Proficiency feat on page 11. Property This bracer stores up to 10 potions or m Dancing Whip (free, at-will) * Weapon
similarly sized items in an extradimensional +11 vs. AC, 1d6+1 damage or +5 vs. Reflex,
Alchemical Equipment space. You can retrieve any stored item from grab (Medium-sized or smaller creature). The
the potion bracer as a free action. You can whip has a Reflex 16 and Fortitude 18 defense
Shatterspell only wear one potion bracer at a time; wearing for the purposes of escaping a grab. It cannot
Level 5 a second causes both to cease functioning. be attacked or damaged and cannot damage
Category Volatile (Most potion bracers are worn on the user’s or move an opponent while grabbing.
Time 1 hour weapon arm so the user does not have to drop
Component Cost See below a weapon to retrieve a potion.) You may drink
Market Price 840 gp (difficult to find outside of directly from the potion bracer as a minor Rituals
Ragesia) action that provokes an opportunity attack.
Key Skill Arcana (no check) Arcane Servant
Shatterspell is a black compound infused Wondrous Items Level 1
with antimagic when extremely chilled. As it Component Cost 10 gp, plus a focus worth at
warms, it turns gaseous, so that when the vial is Feather Token Level 4+ least 30 gp
opened or shattered, it fills a burst with wispy A small feather or scale of magical power that Market Price 50 gp
black gas. If a vial of shatterspell takes any cold aids you in your quest. Category Creation
damage, the contents turn liquid again and Lvl 4 Anchor 40 gp Lvl 10 Whip 200 gp Key Skill Arcana (no check)
remain so for one minute. Lvl 6 Fan 75 gp Lvl 12 Boat 500 gp Time 10 minutes
Lvl 8 Bird 125 gp Lvl 16 Tree 1,800 gp Duration Through the next extended rest or until
Shatterspell Level 5+ Wondrous Item dismissed
Lvl 5 840 gp Lvl 15 21,000 gp Power (Consumable) Minor Action. Hold the A Medium-sized, invisible force performs
Lvl 10 4,700 gp Lvl 20 105,000 gp token and spend a healing surge. The token small tasks at your command. It can fetch
Alchemical Item disintegrates, and releases its power, conjuring objects, open unstuck doors, move furniture
Power (Consumable) Standard Action. As a an object that performs a function based on (up to 100 pounds), make camp and perform
gas, shatterspell creates a burst of magical its type. basic functions like mending and cleaning. It
disruption (Area Burst 1 within 10). A magical Anchor Moors a craft in water so as to render may perform the same task repeatedly, but can
zone or area within the burst must make an it immobile for up to one day. only perform one task at a time. It is limited to
unmodified saving throw or end immediately. Bird Conjures a small flying creature tasks that require a skill check of DC 10 or less.
The shatterspell burst lasts until the end of (appropriate to the token source) that The arcane servant has a speed equal to the
your next turn. If the magical zone or area delivers a small written message unerringly caster’s native speed. It occupies no space and
overlaps the shatterspell burst, only the to a designated target as would a carrier cannot attack or be attacked. It cannot move
portion of the magical zone or area which pigeon. The power lasts as long as it takes to more than 20 spaces from the focus.
intersects with the shatterspell burst is carry the message. Focus: A small mannequin held in hand or
affected; outside the shatterspell burst, the Fan Forms a huge flapping fan, causing a otherwise in possession of a creature. The arcane
magical zone or area continues normally. breeze of sufficient strength to propel servant will disappear if it fails an unmodified
Lvl 10: Saving throw penalty –2. one ship (about 25 mph). This wind is not saving throw when its focus is abandoned or
Lvl 15: Saving throw penalty –4. cumulative with existing wind speed. The dropped. The saving throw is made each round
Lvl 20: Saving throw penalty –6. token can, however, be used to lessen that the focus is not in a creature’s possession.
Power (Consumable, Potion) Standard Action. existing winds, creating an area of relative If  the mannequin is destroyed, any arcane
Made liquid and swallowed as a potion (see calm or lighter winds (wave size in a storm is servants bound to it will immediately disappear.

• 13 •

Robert Kirschenbaum (free product) 7


War of the Burning Sky Player’s Guide • Section Two: New Rules

Continual Light creates a subtle defensive barrier against magical Hallowed Ground is mechanically identical
Level 2 attacks, magically muting all damage from spells to the Forbiddance ritual (see D&D 4E
Component Cost 10 gp and summoned creatures in the area of effect. Player’s Handbook), excepting its effects,
Market Price 100 gp Any creature reduced to 0 hit points within the which are are as follows:
Category Creation spell’s area is automatically knocked out. 1. Good-aligned creatures gain a +2 bonus
Key Skill Arcana (no check) Whenever a creature enters the warded to all defenses.
Time 10 minutes area, it must consciously choose to accept this 2. Evil creatures cannot teleport in the
Duration 24 hours (special) restriction, or else the spell ends. If at any time burst area.
You imbue an object no larger than a fist a creature inside the area wishes to no longer 3. Charm attacks by evil creatures
with a torchlike glow that illuminates a 5 square abide by the duelist’s etiquette, he can spend automatically fail.
radius with bright light. a standard action to concentrate and end the 4. Divine casters gain a +4 ritual bonus to
Special: The ritual can be extended ritual. All creatures in the area of effect are Channel Divinity: Turn Undead rolls.
indefinitely by spending two healing surges immediately aware the ritual has ended. 5. Creatures inside the burst cannot be
during the casting. This ritual is primarily used to ensure that turned into undead.
spell duels are not fatal, without forcing mages
Duelist’s Etiquette to hold back their strongest powers. Magicsense
Level 1 The area shimmers and ripples as a magical item
Component Cost 5 gp, plus 2 healing surges Hallowed Ground enters its covering area.
Market Price 100 gp Level 20 Level 5
Category Warding Component Cost 5,000 gp plus 5 healing surges Component Cost 100 gp
Key Skill Arcana (no check) Market Price 25,000 gp Market Price 250 gp
Time 10 minutes Category Warding Category Divination
Duration 1 hour Key Skill Religion Key Skill Arcana
The ritual’s area (6 × 6 squares) is traced Time 30 minutes Time 1 hour
with a faintly glowing line of energy. The ritual Duration 24 hours (special) Duration 24 hours (special)

• 14 • The Indomitable Fire Forest of Innenotdar (Detail)


— Art by John McSweeney

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War of the Burning Sky Player’s Guide • Section Two: New Rules

Any magical item entering the area begins to Teleporting Troubles The Burning Sky
glow and sparkle. Since Coaltongue’s rumored assassination, All powers with the Teleportation keyword
Your Arcana check determines the size of something has gone wrong with teleportation: deal 1 point of fire damage to the creature
the warded area, which is a burst. Use the same teleporting couriers appear ablaze and die fiery teleported for each square teleported, and the
procedures as the Forbiddance ritual in the deaths. Spellcasters at the Lyceum Academy creature arrives ablaze. Arcane scholars suggest
D&D 4E Player’s Handbook. in Seaquen and at Gabal’s School of War are various methods for avoiding this damage,
If the ritual’s effect is sustained without assiduously researching the mysterious cause including transforming into a creature immune
interruption for a year and a day, the effect of this problem, which they have dubbed the to fire or using a spell to grant fire resistance.
becomes permanent. “Burning Sky.” The effects of the Burning Sky After you teleport, and until the start of your
(see below) have become common knowledge next turn, your melee weapon gains a +5 fire
Stand the Heat for all characters who can teleport. damage bonus.
Level 8 The researchers believe that the Burning Sky is Teleporting 100 feet or more increases the
Component Cost 135 gp related to the unusual weather, which has taken fire damage, but not the accompanying damage
Market Price 3,400 gp a sudden and worrisome chill turn. Divinations bonus for melee weapons.
Category Warding regarding the weather seem to indicate that no Distance Damage
Key Skill Arcana or Nature spring is in sight for the Lands of the Burning 100–1,000 ft. 50 fire damage
Time 10 minutes Sky. Even without divinations, druids and others 1,000 ft.–1 mile 100 fire damage
Duration Special connected to the natural world sense something 1–10 miles 150 fire damage
When you perform this ritual, you can amiss with the coming winter, and the sky is 10–100 miles 200 fire damage
select up to eight recipients to receive the filled with flocks of confused birds trying to flee 100–1,000 miles 300 fire damage
spell’s benefits. Each recipient creature and all a cold snap that is more severe than usual. 1,000 miles or more 500 fire damage
the equipment it carries suffers no harm from
even extreme heat. Each can exist comfortably The History of Emperor Drakus Coaltongue
in temperatures as high as 500 degrees and the Torch of the Burning Sky
Fahrenheit. This protection is sufficient to The Old Dragon, some called him, since For a time, Emperor Coaltongue and his
endure the oven-like heat of a forest fire, but he seemed immortal and he only grew more allies coexisted in relative peace. Coaltongue
damage from actual fire, whether natural or cunning and powerful with age. was content with his new homeland, and did
magical, is treated normally. Decades ago, a warlord arose among the orc not want to jeopardize it by reaching too far
A ritually affected creature that has ongoing tribes of what is now Ragesia. Drakus Coaltongue, and falling before the might of many nations, as
fire damage (save ends) may use a move action half-orc son of a human noblewoman, brought Morrus had fallen before him.
to automatically save at the end of its turn. a level of patience and political cunning rarely But slowly, almost surreptitiously, Ragesia
Arcana Check Effect Duration seen among the savage orcs. He united many expanded its borders. It took years for events
14 or lower 2 hours tribes, slew a gold dragon and took its child as a to play out, and always in a way that made
15–19 4 hours prize, and prepared his people for glory. Ragesia’s imperialism seem justified: either
20–24 8 hours And then, to everyone’s surprise, he did as a response to enemy attacks, or in the
25–29 24 hours not sweep into human lands for a bloody name of providing aid to another nation
30 or higher 72 hours but ultimately short-lived rampage. Instead, that was being threatened. With the benefit
Coaltongue allied with various poor human of hindsight, many suspect that somehow
True Form nations, helping them drive back the Coaltongue provoked these conflicts. Finally,
Level 6 predations of the strongest country in the when Coaltongue was far older than any half-
Component Cost 140 gp region, Morrus. Coaltongue even gained orc had right to be, all the lands that had once
Market Price 600 gp the aid of the insular elves of Shahalesti, belonged to his allies were his.
Category Divination until finally he was ready to lead a coalition Recently, after nearly a decade of relative
Key Skill Arcana or Religion army against Morrus. For this great assault, inactivity, Coaltongue offered to help the
Time 1 minute Coaltongue revealed a devastatingly powerful Exarchate of Sindaire put down a rebellion
Duration 10 minutes artifact that would lead him to victory, the within its borders, and the nation nervously
Within 20 squares of the ritual’s casting, Torch of the Burning Sky. accepted, fearful of being swallowed up by
you see creatures’ and objects’ true forms and The power of the Torch was to call down fire another trick. What Coaltongue was planning
precise locations. Mundane concealment and from the sky, and to carry Coaltongue’s army may never be known, because a few weeks
cover remains effective and may hide creatures hundreds of miles in an instant, plucking them into his military campaign, something went
and items as normal. Illusions, transmutations, up with one pillar of flame, and depositing them wrong. Ragesia has not heard from its emperor
and invisibility are ignored and the actual with another. Coaltongue and his allies easily in over two months, or if they have, they have
shapes, sizes, and locations of magically defeated Morrus, and from the nation’s burning hidden the news.
modified things are revealed. remains, Coaltongue created a new kingdom for Some dread it, and some cautiously hope for
himself and his orcish followers: Ragesia. it, but it seems the Old Dragon has been slain.

• 15 •

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Section Three: Lands of the Burning Sky


Ragesia is the largest nation in the Ragesia Ragesia is conventional in its political
region, and four other nations commonly The Ragesian Empire (capital city Ragos) is organization; mayors and town councils
interact with it. The politics and history of the located on central lowlands dominated by many are found in nearly every community. The
region are relatively simple, though the recent lakes. While the core of the empire is populated focus of their governance though, is power
power vacuum in Ragesia threatens to make heavily by orcs and half-orcs, the outer regions and subjugation. Evil hearts are encouraged
things much more complicated. have wildly diverse cultures and populations, to define and execute the letter of the law
the result of having once been many separate with scant regard for compassion or quarter,
nations, conquered by sword and torch. though it is occasionally given, if only to
Overview Every region has a large component of orcs underscore the power of the empire. Like
The Ragesian Empire lies in the northwest in the population, along with heavy military the tribal beginnings of the orcs who now
of the region, spanning several hundred miles presence to ensure loyalty and peace. Though rule, strength and position is gained through
north to south and east to west. To the east the people of Ragesia have been conquered, depravity and guile. The populace has grown
of Ragesia is the Shining Land of Shahalesti, most are content that they live today in relative used to the occasional suspicious death or
a tenuous ally with whom relations have safety. Given the power of the empire, rebellion mysterious fire or robbery.
frayed of late. To the south lie the Exarchate just doesn’t seem worth it. The majority of the The northern reaches are home to people
of Sindaire, the Kingdom of Dassen, and the population is still human however, or half-orc, known as the Kelaquois, who live in frigid
Khaganhold of Ostalin, three nations which and different ethnic groups remain mostly lands that are frozen for most of the year, where
so far have managed to avoid being conquered concentrated in their old homelands, which are they coexist with frost giants, mastodons, and
by Ragesia. often separated by low, long mountain ranges. vast herds of bison.

• 16 • Cartography by Sean Macdonald

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War of the Burning Sky Player’s Guide • Section Three: Lands of the Burning Sky

The western plains were once the nation


of Latia, its renowned ship-building now
benefiting Ragesia and its navy.
The southern lands are craggy, with cold
rocky deserts dominating what was once
Chathus, a land of nomads and traders who
nevertheless defended their lands with great
vigour, using cavalry and mobility to wage a
protracted war, allowing their home to be the
last conquered by Ragesia.
The central heartlands once belonged to
the powerful nation of Morrus, and numerous
old castles, forts, and walls dot the landscape,
defenses which were easily bypassed with
Emperor Coaltongue’s Torch.
An ocean borders Ragesia to the west, with
rocky mountains marking Ragesia’s borders
with the nations to the south — Sindaire and
Dassen. The northern border is a high, frigid
mountain range, separating Ragesia from most
of the rest of the world. The same mountains
curve down to form the eastern border, rising
high enough that Ragesia never saw much
value in trying to conquer beyond them.
The capital city of Ragos stretches along
a vast lake, and the imperial palace lies safely
offshore on a fantastically-defended island. At
night its walls burn with thousands of torches,
making the lake look like it is on fire. Ragos
seethes with intrigue and unrestrained evil.
Plots and counter-plots are the norm and any
kind of vice can be had for a few coppers. The
city is intimidating and no-one, not even the
guards can be trusted to keep one safe. Inquisitors possess alternate class abilities. During Ragesia’s annexation of its neighbors,
If you are interested in playing an inquisitor Lord Shaaladel even lent his aid, he and his
The Inquisitors or a character who has managed to learn their trusted aides participating personally in battles
Dressed in bear skins, their faces concealed secret techniques, talk to your GM. by Coaltongue’s side. A canny and charismatic
by bear-skull masks, inquisitors are the feared Inquisitors are rumored to be adept at commander, he is respected even by the Ragesian
blade of Ragesia, expert in cutting out those cancelling and countering spells. army, and many expected him to succeed after
who resist its rule. They fervently serve Ragesia’s Coaltongue’s death. Rumors say that the eladrin
supreme inquisitor, an aged witch named Leska, lord had been quite displeased that the old half-
who until recently was a loyal servant of the Shahalesti orc was refusing to die of old age.
emperor. Now Leska desires to rule, and her On the far side of the mountains that mark Shahalesti is not an entirely eladrin nation.
inquisitors are her greatest weapon. Ragesia’s eastern border spreads the Shining The majority of its population is human, but
Stories tell of inquisitors sent to hunt down Land of Shahalesti, ruled by Lord Shaaladel, they live as commoners with little real power.
disloyal mages who completely ignore powerful a middle-aged eladrin who rose from being The aristocracy is almost exclusively eladrin,
spells, or even turn spells against their casters. a military commander to the nation’s ruler as well as the higher ranks among the military.
The few who have been captured by inquisitors during the ascension of the Ragesian Empire. Despite a grudging alliance with Ragesia,
and have lived to tell the tale recount being Shahalesti was in danger of being conquered however, orcs and half-orcs are despised
tortured, their wrists slashed by an inquisitor’s like Ragesia’s other neighbors, and Shaaladel’s and persecuted, unable to hold any public
clawed gauntlets, then being left to a slow, cold aggressive displays of force — including the positions, often horribly exploited as nearly
death unless they betrayed their allies. Other conquest and destruction of two nearby elven slave labor. A few outposts of wealthy orcs
rumors warn that inquisitors can devour souls, lands that were hostile to him — are credited as with ties to Ragesia have tried to start their
stealing a mage’s power before raising the slain major reasons why Ragesia has so far not looked own communities, and this is a steady source
mage as an undead follower. east for conquest. of strife.

• 17 • Tears of the Burning Sky — Art by Brandon Leach

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War of the Burning Sky Player’s Guide • Section Three: Lands of the Burning Sky

The capital of Shahalesti, Calanis, is built over borders defined by craggy mountains defended Gate Pass. They were relatively unknown in the
a crescent rift carved by a waterfall. The city is by hundreds of small dwarven strongholds. region until recently, when Simeon, headmaster
forbidden to non-eladrin except by invitation Dassen’s people, a swarthy assortment of of the school, sent out a call to all the people in
from one of the royal family which, as of now, humans and dwarves, cherish their land, to and around Ragesia, asking for them to stand up
consists only of Shaaladel and his daughter the point that superstitious cavalrymen even against the threat posed by the Ragesians and
Shalosha. The population of Calanis is mixed put dirt in their boots so never have to stop their new leader Leska.
(45% eladrin, 35% human, 10% elf or half-elf, touching the soil of their homeland.
5% halfling, 2% orc, 2% half-orc, 1% other). King Steppengard rules a patchwork of eight The Wayfarers
Shahalesti is viewed by most politically- feudal holdings, many of them controlled by Every port in the region has at one time or
minded sages as an opportunistic country. It distant relatives with claims to the throne of another been host to the Wayfarer Theater, a
will ally and war according to advantages it sees numbing complexity. To assure that he never beautifully-decorated ship that is both home
through the weaknesses and strengths of its has to worry about untangling these claims, and base of operations for the Wayfarers. The
neighbors. In general, Shahalesti is a good and Steppengard has had a huge family with eighteen Wayfarers are both master acrobats and skilled
peace-loving country that respects its borders, children, all legitimate on the word of his oath. mages, prone to dress in elaborate and eclectic
but as the winds of war blow, it is perceived that There are no mighty cities in Dassen, only costumes with elements cobbled together from
the Shahalesti people will seize opportunities to thousands of farms and towns growing out dozens of lands.
advance itself, even to the detriment of its allies. from the nine castles of the king and his Wayfarers can teach a wizard a limited
dukes. The largest city, Bresk, lies on a major teleportation spell at second level (wayfarer’s
The Solei Palancis river beside Steppengard’s castle, and is a hilly step, q.v.). The Wayfarers will only teach this
The Shahalesti military, including its navy, community built both above and below ground. spell to a friend; friendship may be gained
focuses on quality rather than quantity. Most It’s population is a mix of humans and dwarves through adventuring or a skill challenge.
soldiers are equipped with at least minor magic with a small number of orcs (65% human, 28%
items, and arcane magic in general is key to most dwarf, 5% orc, 1% half-orc, 1% other).
of the nation’s tactics. Their most famed soldiers Sindaire
are the Solei Palancis, the shining legion, whose Lyceum Academy The national government of the Exarchate of
swords shed light as bright as the sun. At the end of a swampy isthmus on Dassen’s Sindaire is officially run by a representative from
southern tip, the town of Seaquen is home to a Ragesia, but in practice the Exarch has limited
school called Lyceum, devoted to teaching magic power. The people of Sindaire — mostly humans
Dassen of all kinds. Students of Lyceum are encouraged with some caravans of nomadic gnomes — pay
The Kingdom of Dassen lies to the south of to learn a variety of magical styles, and are trained some taxes to Ragesia, but maintain their own
Ragesia, and the southwest of Shahalesti, its in spelldueling techniques similar to Gabal’s in armies and laws. They take mild comfort in

• 18 • The Mad King’s Banquet (Detail) — Art by Shannon White

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War of the Burning Sky Player’s Guide • Section Three: Lands of the Burning Sky

knowing that, should Ostalin, their neighbors


to the south, ever attempt to claim more land,
Ragesia will come to their defense.
Recently a vocal group of city mayors in
the center of the nation began to protest the
taxes to Ragesia, and refused to pay. Unlike the
coastal cities, they little benefited from trade
with Ragesian ships, and they called for the
removal of the Exarch, a half-orc woman named
Horstea. Despite protests from the government
ministers, the Exarch sent a plea to Ragesia, and
Coaltongue’s army reponded, traveling by Torch
to the central prairies to put down the rebellion.
Sindaire has a long-established druidic
tradition, coming from a time when a group of
refugees fleeing a catastrophe in what is now
Shahalesti settled in Sindaire’s warm forests,
converting many of the locals through their
generosity and their disciplined devotion to
nobler ideals. The refugees revered lions, and
lions now fill the role of pets to the aristocracy
and guard dogs for the common folk.
The large capital city of Turinn lies on two
sides of a long rock spur. The western side has
ports on the sea, while the bulk of the city lies
safe on the east.

Knights of the Aquiline


Cross
The Order of the Aquiline Cross originally
emerged in Sindaire a decade ago. Since then,
small chapels that teach the order’s doctrine of
mercy, sacrifice, and a fierce defense of life have
sprung up throughout the lands of Ragesia
and its neighbors. Knights of this order dress with many wives, but ultimately he left his Khagan is also intent on finding his remaining
in white and red tabards marked with a cross nation to his half-elf son Onamdammin, in three half-brothers; he is obsessed with securing
surrounded by a halo of feathers. whom he saw the same fire of obsession that his throne through a program of elimination.
led him to conquer. The Khagan hoped his son The capital city of Kistan is relatively small,
would be the one to topple Coaltongue and since the city that used to occupy the land was
Ostalin rule Ragesia, but he did not see that the young burned down only a few decades ago by the
For many years, the small island people of ruler had no honor underneath his veneer of original Khagan. The nation’s diverse landscape
Ostalin battled among themselves, before finally respectability. With deep regret, he denounced is renowned for its beauty, and Sindaire still
a warlord conquered his foes and proclaimed Onamdammin and fled along with his family to seeks to reclaim it.
himself Khagan. He then led his people to the the mountains, vowing to correct his mistake.
mainland, conquering lands from Sindaire He died from an assassin’s arrow before he The Monastery of Two
with the aid of hippogriff aerial archers until he could carry out his coup. His remaining sons Winds
reached a mountain range and met resistance are now seeking help from other nations to The Monastery of Two Winds lies in the
from a clan of dragonborn. Impressed with depose their half-brother. mountains that form the main border between
the honor the dragonborn exhibited on the The Khaganhold of Ostalin is a violent state, Ostalin and Dassen, near to the large town of
battlefield, the Khagan decided to learn from ruled poorly by Khagan Onamdammin, whose Eresh. The monastery teaches two different
this strange race and sued for peace. The passions and desires far outstrip his talents. approaches to harnessing the power of air
dragonborn accepted and the Khagan became He has broken relations with the dragonborn magic, the gentle west wind style, and the fierce
a disciple of the dragonborn culture, even because they refuse to relinquish his siblings. east wind style. Some monks of the two winds
changing his name to Barazar. In response, he has become sympathetic to the feel compelled to travel the world, letting the
During this time, Barazar had many children many tieflings chased out of other countries. The wind guide their journeys. =

Original Design by Ryan Nock * Updated and Edited by Steve Muchow • 19 • Shelter from the Storm (Detail) — Art by Ian Mullen
Layout and Typesetting by Eric Life-Putnam

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• 20 • Faces of the Burning Sky — Art by Claudio Pozas

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