Preach

  • Irregulars

    Irregulars

    Just as there is an important—if often academic—distinction between a pirate and a privateer, not every mercenary company on the Wraith Coast operates with the benefit and legitimacy of a charter. After all, acquiring and maintaining a charter takes money and time, and it’s easy enough for a mercenary company to lose its charter if

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  • Wastelander Company

    Wastelander Company

    Wastelander companies operate within the deserts. Wasterlands function in a wide variety of roles, working as mercenaries, merchants and often any odd job that catches their interest or will pay well enough. Downtime: Guard Duty Between contracts, you can earn extra funds by keeping watch over a client’s property. For each day your company spends

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  • The Forge of Omod

    The Forge of Omod

    The underfolk’s long history with magic predates that of the Fey and those of the Wraith Coast. Through the centuries, the conclaves of the Forge of Omod have passed down their traditions, indoctrinating all Aefvennen wizards into the Forge. Many of the members go on after their trainingto work in the arcane forges or as

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  • Retribution Remnant

    Retribution Remnant

    The Last Sun came and, with it, the end of the gods. The Eladrin and Shadar-kai were far from the streets of Daggerford, off at work driving driven the back the vicious hordes. But soon victory turned to madness as the priests within the ranks were driven wild by the death of the gods and

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  • Occult Bushwhackers

    Occult Bushwhackers

    Living on the fringes of civilization means subsistence drawn from the land. For many of the cultures and peoples living within the forests, deserts, and badlands of Faerun, the lands that they forage and hunt upon have been the home to their kin for many centuries. Through the oral history and traditional rituals of the

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  • Caravanner of the Ways

    Caravanner of the Ways

    While many of the people of Wraith Coast consider themselves citizens of the Realm and others claim kinship only to the societies and tribes on a kingdom’s edges, some claim neither as their own. These extended families travel the length and breadth of the Wraith Coast, transporting cargo and goods to settlements not easily reached

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  • Night Raiders

    Night Raiders

    A traveling caravan of traders has much to fear in their journeys as they plow a course from settlement to settlement. Out in the wilderness, roving bands of raiders prey on the weak, the foolhardy, and the naive. These brutal parties of opportunistic marauders stalk their quarry and launch surprise attacks that use the landscape

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  • Spy Ring

    Spy Ring

    You and the other members of your party are intelligencers employed by a kingdom, major organization, or private concern. You could be members of the a Reconnaissance Service, agents of a noble house, or simply freelancers in the employ of the highest bidder. In any case, all of you are professionals practiced in the art

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  • Pirate Crew

    Pirate Crew

    Whether pirates or privateers, you and your fellow characters are the ranking officers of a small frigate. You might be criminals of the sea, pillaging and looting the coasts of the Wraith Coast for your own purposes. Or you might be officially recognized privateers bearing a letter of marque issued by the naval authorities of

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  • Outlaws

    Outlaws

    Crime does pay, but sometimes in blood. This lesson is learned by criminals across the Wraith Coast, from the syndicates to the vicious guilds of the underworld to feral gangs. You and your fellow characters are members of a close-knit gang of criminals, ruffians, and thugs motivated by the promise of coin or blood for

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