Contents
Introduction
Chapter 1: Character Backgrounds
Dorns
Sarcosans
Erenlanders
Dwarves
Kurgun Dwarves
Gnomes
Dwarrow
‘Wood Elves
Sea Elves
Jungle Elves
Snow Elves
‘Nomadic Halflings
‘Agrarian Halflings
Ores
Dworgs
Channelers
Defenders
Wildlanders
Chapter 2: New Heroic Paths
Beast
Elementalborn
Felihunter
Hunter
Jack-of-all-trades
Mountainborn
Northblooded
Painless
Pureblood
Seaborn
Speaker
Spellsoul
Sunderborn
Tactitian
Chapter 3: New Prestige Classes
Ancestral Bladebearer
Aradil’s Eye
Avenging Knife
Bane of Legates
Elven Raider
Herbalist
Sarcosan Knight
‘Smuggler
Warrior Arcanist
Whisper Adept
‘Wogren Rider
Chapter 4: Legendary Classes
‘Avatar of Aradil
Bleak Knight
Living Nexus
Chapter 5: Feats, Spells, & Equipment
Feats
Spells ‘
‘Weapons
Equipment
Chapter 6: Covenant Items
& Power Nexuses
Covenant Items
Power Nexuses.
Chapter 7: Herbalism.
Basics of Herbalism
Gathering Natural Ingredients
Preparing Concoctions
Using Coneoctions
Storing Conco¢tions
Herbal Tattoos
Herbal Concoction Summary
Herbal Ingredients Table
Herbal Terrain Table
Blood Garden
Index
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42
45
49
50
54
57
39
61
63
65
68
69
70
n
14
TW
81
86
89)
95
103
103
104
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109
110
U2
123
125
126Introduction
orld
mbt
Che
of
A World In Shadow
With Againse the Shadow, Fantasy Flight Games contin-
ues fo explore the world of Minwiortr, a dark and des
perate fantasy campaign setting designed for use with
the d20 System,
Mibvicitr is a world of grim survival and epic
rebellion, It focuses on the wartorn and subjugated con-
tinent of Eredane, where the dying peoples of ancient
races and cultures fight a hopeless battle against the
darkness, These once peaceful and proud folk have been
trampled under the heel of a divine warlord of hatred
and evil. This being, Izrador, was barred from the heav-
ens and cast down by his fellow gods to the world of
Aryth . and in the ultimate trickery stole their world
from undemeath the
Three times the dark god rose and threatened the
jons of Aryth with iron and fire. Three times the
ions of elves, dwarves and men rose up against him,
At the end of the Third Age, four of the greatest heroes
of Aryth were corrupted by the Shadow. These new ser-
vants, the Night Kings, led Izrador’s foul hordes across
all the lands of the world during the third war.
The dark god won,
A hundred years have passed since the Shadow
fell across Eredane. Izrador and the Night Kings are
consolidating their power and eradicating their enemies.
The elder races are being systematically hunted down
and exterminated. The great forest of Frethor has
become an island of light in a darkening world, as the
elves fight a never-ending battle against besieging
hordes of ores, ogres, trolls, and goblinoids. The surviv-
ing dwarven clans have locked themselves in their
mountain holdfasts, The lands of men are ruled with an
iron fist by the minions of the Shadow, Many cities lie
in ruins, and most common folk live in walled towns
where literacy and leaming are punishable by death, and
ignorance spreads across the land like a terrible plague,
\
Dow To Use This Book
Against the Shadow is a player's companion to the
world of Mipvictt. It provides expanded options for
players as well as useful background for DMs, Both the
MibNiGitr core rules and the player’s companion use the
20 System core rules. This book should be used as @
companion to the core rules and not a standalone game.
Note: the Seerets sections in Chapter I: Character
Backgrounds may contain spoiler information,
The Open Game License
Mupwicitr is published under the terms of the Open
Game License and the 420 System Trademark License.
The OGL allows us to use the 420 System core rules and
to publish game produets derived from and compatible
with those rules
In fact, all rules-related material is designated as
Open Game Content. You can use this material in yo
‘own works, as long as you follow the conditions of the
Open Game License. You can copy the material to your
Website or even put it in a book that you publish and sell,
The introduction to each chapter or Section identifies the
rules material that is designated as Open Game Content.
Not everything in this book is Open Game
Content, however. In general, game rules, statistics, and
‘mechanics are Open Game Content, but all introduction,
background, story, and setting ink
tent and cannot be republished, copied, or distributed
without the consent of Fantasy Flight Publishing, Inc:
The following are designated as Product Identity
pursuant (0 section 1(e) of the Open Game Licens
included in full at the end of this book: the MiDNiGit
name, logo, and trademark, the graphic design and trade
dress of this book and all other products in t
Mipstair line, all graphics, illustrations, maps, and dia-
rams in this book, and the following names and terms:
Aradil, Eredane, Izrador, Shadow inthe North, and
Night King.CHAPTER 1
Character
Backgrounds
Mipxicirr is a world with very few choices, and what
choices exist are often hard ones; but it is in making
them that a hero defines himself. One can lead, or one
can follow. One can serve, or one ean rebel, One can
bow to the Shadow in exchange for the chance at a few
more years of life, or fight and die for a just cause in the
service of good.
The heroes of MipviGitt are those who have cho-
sen to fight and, most likely, to die. Their reasons for
doing so are varied, but are often shaped by the races
‘and cultures by which they were raised,
Borgrim king fell at Calmwater, burly battle-lord, gold-
band giver Took ten ashore with strong shields and
blades, fire-edged, snow-bright, Held Hoden's Rock a
half-monsh — waves of war-ores crashed below.
His bane found him, his shieldbrothers broken, spear-
grim warrior bathed in gore. Seventeen arrows in his
breast, blood boiling into blackened earth
Then came Borhild: he fell to0 soon, bright child of a
brave man, Blessing 10 his kin. Rongad the boar robbed
the boy of life. Ground his bones into the earth. Six
spears the beast carried in his body; His bony head
hangs in Borseld still, lang-tusked kingslayer:
None claimed then the chair of Helmbor: Each looked to
his brother for aid, a lord 10 serve, a hand to guide.
Then Thalbor returned from long exile: he took the
throne, his brother's chair; mighty peacemaker, ender of
Giver of order, greeted alt godschildren: at his side
Gurshahi, black-robed, Wise in the wilt of the Lord of
Eredane. Peace forever came 10 the land.
—A fragment from a Dornish clan saga. The clan
in question ng longer exists, and is difficult to identify.
Dorns
The Doris péoplé of notthem Erealand have long
been seen as a hearly and indomitable race. The Ores
who now inhabit their homes teat them as powerful and
danpzrous adversaries, and larger men end women alike
will rarely be confused by ax ore or iol witht
assistance by his fellows. The Doms hold strongly 10
their culture and history, and itis said that a true blood-
ed Dom would rather die wearing the tates of @
Domish cloak than live in comfort in the coat of his
nem). This proud people chafts under the yoke ofthe
dark god radar aid as a whole they lng ta be few of
his bonds, Although scattered and desperate, each Dom
holds a piece of his civilization’s former glory within
himself and hopes to one day see his people free.
Motivations
Even after the rise of Izrador and the enslavement of the
people of the Northlands, the Doms remain a fiercely
independent people. The most obvious manifestation of
this trait ean be seen in the shaved heads of both male
and female Dorns—a symbol of their collective shame
at allowing Izcador’s hordes to pour out of the northem
wastes virtually unchecked. The ancestors of those who
died in the final war still earry this shame and seek to
reclaim the glory of their fallen civilization
Doing so under the watchful eye of lzrador is not
easy, however. While the most vicious ores have moved
fariher south after their vietory over the Northlands and
the Sea of Pelluria, those that remain grow ever more
bored and eager to seek entertainment by inflicting pain
om others. These ores have formed villages near or even
over the remains of those of the Domish refugees, and
they oflen mistreat the humans that sill attempt to eke
‘outa living in the harsh Northern wastes. Dorns in the
cities face similar problems and find themselves with
even fewer outlets for making a living other than
a
Chapter One: Chiindentured to an ore captain or associating
with traitorous company.
Strategies
Sinee the Dorms are now scattered all over the
Northlands, they have not developed any kind of organ.
ined resistance (othe forces of the dark lord. his legates,
and the Night Kings. Instead, each individual Dorn cor
siders it his responsibility to fight where and when he
can without endangering other lives or implicating oth-
cers in his plots, Groups of adventuring Doms do exist,
however, that take advantage of the northemers? group
fighting techniques and give them all a greater chance to
survive. These small, clannish groups refer to them-
S as sevelm, which means. something akin
‘extended family” when translated from ancient
Norther.
ince the Northlands are considered all but lost by
the elves and other resistance fighters in the south, con
tacts in these lands are few and far between, The Doms
aceept this fact with the same stoic determination with
t nearly everything else, and in fact
ome pride in their isolation; most do not fight for
ation of Erenland, but rather for the liberation of
ically. The Doms have been known to
refusing help whe
given, Some say those in the North are still
* the, shackles placed on them by their
Sarcosan masters, and perhaps look at this war as a
chance to become a completely fice people once again.
While some secrecy is necessary, the Dorns prefer
to fight as openly as possible. Eschewing. spies
the sevelm roam the northern plains acting as
riders, and strike teams bent on disrupting as
many of the occupiers’ plans as possible, Lone Doms
also stalk the northem wastes, searching for the physical
and emotional re:
Secrets
For the past 10 months a cult of Dornish barbarians has
begun to actively recruit young Doms into its fold, The
cult centers on the worship of a spirit known as Cendara
who claims to be one of the legendary First Dorns—the
ancestors of the entire Domnish civilization, Word of this
ed the cars of the Witch Queen,
able to neither
rious spirit
Whatever—or whoever—this spirit is, her power is
undeniable, Reports have her destroyin
patrol with a y
the base of the I
ar an ancestor ri
of Steel Hill outside an ancient village that has
empty for nearly 500 ySarcosans
The humans remaining in Souihern Erenland are
descended from the Sarcosans, a people who invaded
the continent several centuries ago, These people ate
slight of buld with dark skin and deck bait and they
Iaalsairthe rig edteystern under wich they have
always lived even while trying to survive under ta
torous princes and the ores of the dark lord. The
Sarcosans, like tei northem cousins the Doms, remain
devoted te ther tradition and long fora time when their
feltzation can ance agin be fest rs to ls greet
potential
Motivations
‘The Sarcosans are a people used to conquering rather
than being conquered, and their children are stil taught
this mindset even while they live under the oppressive
regime of the Night Kings and their dark lord. As they
grow, young Sarcosans ‘come to understand that the
fenemy they must conguer this time is an intemal one:
the corruption of their leaders and the complicity of
their people with the armies of ores and other creatures
that now live amongst them, Each new generation of
Sarcosans chafes more and more under the restrictions
of their conquerors, andthe outlaw bands that ride under
the rightful sussars grow in both strength and number by
the year. Soon there will be an army’ riding across the
plains of Erenland, but it is unlikely to be enough to dis-
lodge Tzrador's armies from the Sarcosan lands
Strategies
The swarms of Sarcos
upon the plains of Souther Erenland
shaleef. These riders se themselves as the protectors
riders that now live as bandits
re known as
of Sarcosan culture and hope to one day be its liberators
from the depredations of Izrador’s foul armies. They
have resurrected the near-dead Sarcosan language of
Courtier and adhere to their culture’s strictest social
mores in hopes of sparking the indignity of their people
and reminding them of all they have to fight for.
These groups of knights, their families, and their
followers roam the plains as outlaws, attacking supply
caravans as well as isolated companies of ore soldiers.
They do not operate too near the main force of Jahzir’s
armies in and around the forest of Erethor, choosing
instead to focus on outlying army camps and smaller
forces that have been tasked miscellaneous duties. Some
shaleefS were created by rebelling nobles from parti
lar cities and have remained near their patron cities 10
aid those who live under the false sussars and ore dicta-
tors. These horsemen see themselves as protectors and
avengers linked to their ancestral homes.
Secrets
The shaleefs that ride on the plains have been in contact,
with one another for some time now and the sussars that
lead them have a plan. Once their numbers grow large
‘enough and their men have been trained, they will attack
the forces of the dark lord on the plains west of Eisen,
They believe that if they can hold the Westlands for long,
enough, the resistance ean establish enough of a pres-
tence there to make it a permanent holding. The elves do
rot know of this plan, although word of it has leaked to
some of the Doms that travel the northlands. Dorns who
are able have slowly and seeretly begun t0 relocate to
the southem shores of the Sea of Pelluria. When this
attack will tke place only the Sarcosan leaders know,
but the aftermath could spel either the end of Sarcosan,
resistance or the establishment of a new base for
Brenland’s few remaining defenders.
Erenlanders
After the Sarcosan invasion of Erenland and their sub-
sequent domination of the Doms around the Sea of
Pelturia, both races began to intermingle despite the
Domn’s resistance to the concept of “diluted” Dornish
blood. The resulting lineage is a mixture of the traits of
both races—not quite as large or powerful as the Dorns
or as fast and agile as the Sarcosans, and not as dis-
ablingly proud as either. Instead the Erenlanders tend
toward diversity, relying on talent and training to
become adept at whatever path they choose to follow.
‘The Erenlanders long ago became a separate race and
while a few naturally gathered into their own sub-com-
munities, as a whole the cities and lands in which they
lived remained distinetly Dornish or Sarcosan. As such,
Erenlanders could be raised in either culture and became
a cultural bridge between the peoples of their ancestors.
‘That traditional role, as well as their undeniable skill
and ability at whatever they devote themselves to,
welcome in the lands of either of their
Motivations
Most Erenlanders’ motivations are determined by the
culture and lands they were raised in. Sarcosan-raised
Erenlanders are weleomed into the shaleefs as Support
personnel and in some cases even as knights. Those that
live farther north along the coasts of the Sea of Pelluria
and beyond share the individualistic outlook of their
Domish cousins. It is said by some of pure blood that
many Erenlanders welcomed the Shadow’s coming and
that the majority of the traitors were of Brenlander
blood, but this is 2 misconception that is not widely
held.
‘The Erenlanders see themselves, and rightfully so,
as the inspiration for a nation that never truly had a
chance to prosper. They represent freedom, determina:
tion, and individuality . . . all things that have been
squashed by the dark lord. As the heirs of a nation killed
in its infaney, they fight for that nation’s right to existExcerpts from “Young Raradin and the Orange
Rider,” a Sarcosan romance
One always rade in the fore of this band of brave
riders.
He paced twelve lengths ahead, banner held high
(on his lance.
But he was the youngest of all, with barely a
beard to wax.
He stood in the saddle, his keen gaze marked
every cloud
And every spot on the plain: he knew the wind
well
Anid the flight of birds. Never was any so eager
for war
As was young Haradin, the horse-lord’s son.
His edge was keen: he was eager fo show his
skills
A youngster so wise in the saddle
raves his companions’ acclaim
Seeks always to prove in battle
That their teaching has not been in vain.
Well-spoken he was not, this young raider
No pactry fell from his mouth; well had he
learned silence
And judicious praise, and no florid speech came
from him.
But he had loved a gir!—Faisa was her name—
Since the first day he had seen her in her
father's tem
She served him kamoukis with his Kinsmen
And gave him no notice. He in his turn thought
The drink had bested him, until a day later
He was still drunk from her dark eyes.
Drink and love have similar magic
For the young: at first, both are fire.
But larer both end, and the loss is tragic
Leaving pain and unhappy desire.
[aradin and his band are invited to a great
feast in Sharuun]
The great feast at Sharuun brought many bands
The city was crowded with riders, wide plazas
Sault,
Dancing and song and storyweaving brought all
of the cityfolk out,
ease crn
And the riders played games — ring-catch and
barrel-dance,
Lunge-thunp and lance-clash, Haradin mastered
them all
A glory 1o his band: at day's end he was set to
take the prize,
Until arider decked in orange:rode a black mare
(Onio the testing-ground. So well did this rider sit
his horse
That he drew the awe of all around — and so
mysterious was his aspect,
Masked in orange, that the plaza was a storm of
whispers.
Each game he played. and in every one he
excelled,
Bervreen the Orange Rider and Haradin, none
could judge the master.
Best from best is hard to deem:
Wise men tet only the gods so descry
When the best fight, one will seem
The victor, but the other will die
[The predictable occurs; Haradin and the
‘Orange Rider fight]
A day and a night the battle raged — curved
swords flashed in sparking ares
Each was cut a hundred times, and the plaza was
‘paved with dried blood.
The Orange Rider slowed and Haradin cut; the
orange-draped head bounced away
His sword elanged on the ground. Haradin took
the mask from the rider
And saw Faisa’s dear face, her dark eves under
the bright hood.
A black cloud drified up from the body, laughing,
‘nd flew on the wind to the North.
Haradin sat, silent, holding all of Faisa he would
hold: he would not be moved,
He would not eat, he did not sleep. Two days he
was there;
On the third he was gone, and was not seen
‘again.
So now I pass this song 10 you
A tale of strength come to woe;
That the dark watches always is all that is true,
And all that you need to knowStrategies
As with their motivations, Erenlanders tend to have the
same goals as the cultures in which they are raised, and
they tend to learn the same strategies as well. Those
raised by the Sareosans join forces with a shaleet or
‘work from within one of the conquered cities to aid their
outlaw brethren. Those in the north tak
‘wandering, either alone or with others, in order to find a
‘way to reclaim the lost honor of their people. Of all the
hhumans, F rs are most likely to join up with fe
races, fighters or a
family of gnome smugglers
y be elven resistanc
Secrets,
A group of Erenlanders are pretending to be vocals.
ratists from their Dornish and Sarcosan cousins and
vviding false information to the forces of the Night King
Jahzir. They hope to gain his favor and in doing so get
h to cause major damage to his rul
assassinate him. Thus fir only a few sussars of 1
lands ‘ir plan,
*s ride with the Erenlanders
Dwarves
The dwarven holdfasts of Eredane were once thriving
and vibrant communities that happily traded with the
other races of the world. Their metalworking skills
enhanced the military capability of the Sarcosans and a
strong relationship was formed with the human empire
that spanned nearly the entire continent, The dwarves
were present during each of the three wars against the
Shadow, and only after the second war did they start
retreating into their hold fasts to protect themselves from
the dangers of the surface world, Now the dwarves are
engaged in a fight for their lives deep within the
ladrun Mountains, a deathtrap that secs a
‘ores slaughtered for every yard of ground gai
forces of the fallen god.
Motivations
‘Most of the dwarves left under the
sd by a single yoal—proteetion of their homeland
in. The ore assault on the dwarven tunnels has
en relentless for well over a century and has shown no
slowing down, Over this time the dwarves have
consolidated somewhat and the two groups have fallen
into a pattern of assault and withdrawal that seems to be
ining neither side any ground. Some of those that live
ndemeath the stone believe that their only chance to be
Kaladruns are moti-
Chapter One: Character Backgrounds
_ ;
SPfree lies in aiding those above, while others prefer to
slay in their rocky warrens and fight it out until they can
no longer wield axe or hammer.
Strategies
While the orcs continue to fight their war of attrition, in
‘hich they suffer casualties that would be unfathomable
10 other races, the dwarves hold them off by making
stands in those passages that are easily defended and
sealing off those that are not. This tactic has allowed
them to survive fora hundred years, and for long before
that if one were to include the constant ore incursions
‘curing the years in which Lzrador did not goad his chile
«ren into battle. While many see this as a dwarven faile
ure to confront the common enemies of all Aryth, the
dwarves ignore such complaints and continue to whittle
down their foes where they ean. After all, they reason,
‘without the constant slaughter of ores throwing them:
selves against the dwerves’ defenses, Izrador’s armies
‘would be half again as large and would be able to focus
all oftheir efforts to the west and south.
Secrets
One clan of dwarves has created a powerful artifact
using the combined magic of their own shamans with
that of magic items and nearby power nexuses. This art
fact can be used to collapse every shallow tunnel in the
entire range, while leaving the larger eaverns unaffect-
ed. This action would certainly mean the deaths of many
thousands of dwarves and would seal off the survivors
for centuries deep beneath the world’s surface. So far
the device has sat unused in a secret cavern far from the
front lines of the orcish assault, but should it ever
become clear that the dwarves have lost their final bat
ile, this powerful artifact is likely to be activated as a
last resort.
Kurgun Dwarves
The Kurgun dwarves of the southern Kaladruns have
always enjoyed a closer kinship to the other races of
Aryth than that shared by their cavern-dwelling
brethren. AS a result they were far more influential dur-
ing the final battles with Izrador’s troops as they rolled
across the southern plains. Rather than retreating into
the depths of the mountains as did the other dwarves, the
Kurgun dispersed among the communities across’ the
land to try to help where they could. As a result, many
Kurgun can be found aiding the resistance movements
across southern Erenland, even in the forest of Brethor
‘where they act as stalwart defenders at key points while
the elves use their stealth and speed as scouts and
ambush units,
One: Character Backgrounds
Motivations
The Kurgun dwarves are torn between two worlds—the
besieged underground clanhomes of their cousins and
the surface world that has been ravaged by the forces of |
‘the Night Kings. They feel that it is their duty to help
both sides, but their numbers are truly too small to help
either. Thus they often strike out as individuals with
their own missions, perhaps to save a friend on the
Kedunni Plains from the orcs who now live there or to
free a passage that will lead several of the trapped clans
to safer caverns, Whatever the motivation of an individ-
ual Kurgun, he sets off with a mind to complete his task
or die trying.
‘The Kurgun were used to a much more peaceful
life than their cousins beneath the mountains, and their
desire to return to this life is perhaps just as strong.
Some have tried to retum to this life, ignoring the
Shadow for as long as it is content to leave them be.
‘These farmers and peaceful crafismen have congregated
into small communities at the sites of abandoned
Kurgun towns and essentially wait there to die, although
they say that this is not so, Still, these communities draw
litle attention from the Night Kings and are known to be
excellent havens for outlaws and those on the run from
the ores that patrol the northern and central mountains.
Strategies
‘As stated, many Kurgun determine their own tasks and
then set out about to do them, "These individuals travel
oross the continent to reach destinations as far and
diverse as the tunnels beneath the Icewall Mountains
and the deepest parts ofthe forest of Erethor. There is a
permanent Kurgun force stationed just miles upriver
fiom the Keep of the Cataracts and several individuals,
are known to seek out ancient artifacts among the Isles
of Eman.
The Kurgun do nat always strike out alone, how-
ever, Groups of two or more surface dwarves, often
childhood friends or the remnants of village, often set,
‘ut together to perform some set of tasks or deeds inthe
‘name of the group. Such parties often take on evocative
names by which they wish to be remembered, such as
the fabled Party of the Last Cup who set out from their
village to slay “one thousand ores or more” before their
party was destroyed
Secrets
Many among the Kurgun talk of an exodus, perhaps
starting their lives anew in the shelter of the Kaladruns
at the edge of the White Desert; others talk of moving
across the seas to a new land. While the idea is general-
ly met with disdain, it is gaining momentum in some
Kurgun communities and a mass exodus may only be a
few years offGnomes
The gnomes of Aryth are surivivors, having come
through invasions by first the Doms, then the Sareosans,
and now domination by the ores under the Night King
Jahzir. They are an adaptable race of pragmatists who
have lived on the Eren River and its surrounding valley
for thousands of years no matter what was happenit
the world around them. Many see the gnomes as collab-
orators who would trade any liberty or ideal for their
survival, but this is not so. Under the Doms and
Sareosans the gnome way of life was not much disrupt-
ed; not nearly as much as it has been under the forees of |
lzrador. The gnomes have since tumed much of their
smuggling toward helping the resistance fighters that
‘oppose the dark lord and they endanger themselves
daily to carry information and illegal passengers up and
‘down the river. True, their lives have not changed much
since the invasion, but their motives have. They know
that their days are numbered under the Night Kings’ rule
ling back the best way they know how.
My boats been seized, you say? Okay! Today's
stil oda, T say
The mast was rotten and the ke
‘and the damned thing leaked anyway.
ll sign on as crew on another fine craft or set up
seraped bottom
on a road and waylay
It already over, my bovo
our eares fly away!
An ore’ run away with my gal, you say? Today's
still today, say
Her hair was like twine and her kisses like brine
and she smelied like a chwarf anyway
Tl find a new gal, or three, or twenty
‘and so grow rich and gray.
118 already over, my boyo
‘our cares fly away!
The battle ts lost, you say? Okay! Today's still
today, I say
The fighting and scuffle were infinite trouble and.
made for bad trade anyway.
The river still carries us, the sien still shines, the
night still follows the day:
Its already over, my boyo — pour the beer and
our cares fly away!
pour the beer and
‘pour the beer and
11 Already Over, My Boyo (a gnomish ditty
heard in Swift Water)
Motivations
‘Many gnomes are motivated to continue working the
Eren River on their barges just to keep their lives as
unchanged as possible. They enjoy working the river
eee cmc reyand as long as the goblinoids that now patrol its shores
allow them to do so unmolested, they are happy. Others,
however, are actively working with the resistance to
cary information and contraband up and down the river
undetected. These brave gnomes are fighting the enemy
from within, placing themselves in grave danger to help
the cause of the resistance against the Night Kings and
their master
Strategies
Most gnomes who fight against Izrador do so by equip-
ping their barges to smuggle people and equipment past
the river checkpoints that are manned by bugbears and
goblins in Jahzir’s army. They know a variety of tricks
that allow them to escape detection when they are ear-
rying contraband on their barges, and their river captains
ave become quite adept at confusing the checkpoints
‘with verbal and visual misdirections.
Very few gnomes choose fo strike out on land in
support of the resistance movements, and if they do so it
is often because everyone around them has been killed
or enslaved as punishment for smuggling or some other
crime against the laws of Izrador. These gnomes have a