Runeterra - Shurima Setting Guide and Adventure

by Lumenel

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Rise of Shurima

Introduction

Welcome to Shurima, a land rich with history destined to return to its former glory in the world of Runeterra!

Even though this version of Shurima is described in great detail, and adheres to Runeterra canon as frequently as possible, the adventures and story hooks in this source aren’t canon. Let this free you from the need to create stories that stick to canon details. Make up as many new stories, dangers, and characters as you please! Your version of Shurima is the only one that’s important, so long as you and your friends are having fun.

Shurima is resurrected, and Runeterra's future is forever altered. Xerath and Renekton have been unleashed from the Tomb of the Emperors. Nasus, haunted by his brother's heroic sacrifice, is relentlessly pursued by Renekton in his mad thirst for vengeance. Bristling with power and resentment, Xerath plots to reforge Valoran in the fires of revolution. The serpent's curse is the terrible price of Cassiopeia's ambition, but it also promises a power she never imagined. Azir, Ascended ruler of a fallen civilization, envisions a new Shuriman empire, while his descendant Sivir, ever the mercenary, looks to turn the situation to her advantage. Rogue sentinel Akshan stalks the cities and settlements of eastern Shurima, slaying criminals and murders on his hunt for the warlord who killed his mentor. Young hero Taliyah has returned home to witness the rise of the ancient Empire. Ancient myths tell tales of Skarner and Rammus roaming the vast deserts. Shurima is a land of mystery... but some mysteries refuse to remain buried.

These champions are far from the only people making waves in Shurima, however. You now have the chance to create your own characters and explore Runeterra’s expansive desert lands, exploring the tombs of heroic warriors, or delving into the unknown mysteries of the Void that threaten the southern borders.. If you’re a player, start by reading the introduction of chapter 2: Heroes and Legends of Shurima and start making your character.

Once you have your characters, your Dungeon Master (DM) can use chapter 3: Call of the Void to start your heroes’ adventures in Runeterra. This adventure is a pre-made story set in Shurima to start your group’s stories. This adventure assumes that your characters are mercenary adventurers seeking profit and excitement amongst the desert sands.

After you complete this adventure, your DM can use the rest of this source to create brand-new adventures for your group. Once your first adventure is over, start thinking of a backstory and traits for your character and show that to your DM. Those will help your DM create a story that positions you and your friends’ characters as the story’s heroes, not just glorified errand-runners for high-level NPCs.

Shurima is filled with opportunities for adventurers to explore. Maybe your party is against the expansion of the Shuriman Empire and joins factions to rebel against it. Or maybe you're completely indifferent to the Empire and choose to aid the rebel factions fighting to liberate the North from Noxus control.

Buried Sun Disk by Kudos Productions

Chapter Descriptions

This source is your portal to Shurima, allowing you to tell your own tales of high adventure with your friends. It’s split into five chapters:

Chapter 1: Shurima Setting Guide

This guide breaks down the history, factions, and politics of Shurima to give players and Dungeon Masters all the backstory they need to play characters and NPCs from this arid landscape. Beyond this, the region's main cities are described in enough detail to create their own NPCs and locations within them. Finally, a bounty of plot hooks and small encounters are placed here for DMs to plunder and adapt to their own stories.

Chapter 2: Heroes and Nomads of Shurima

This chapter describes how to quickly create a character that you can use to adventure in Shurima, starting at 3rd level (the right level for the “Call of the Void” adventure). Six subclasses have been rethemed to fit within the Shuriman Empire: the cleric's Sun Domain, the fighter's Sand Crafter archetype, the paladin's Oath of Radiance and Oath of Ascension, the rogue's Tomb Raider, and the sorcerer's Void Touched. Two new subclassesare also presented here: the barbarian's Path of the Trifarian the wizard's Stoneweaving arcane tradition.

Chapter 3: Spells

This chapter describes new spells and a new spell tag: geomancy. Use these spells and spell tag feature to shake up the battlefield and command the power of the earth and sands.

Chapter 4: Call of the Void (For the Dungeon Master’s Eyes Only!)

An adventure to introduce the growing threats of Xerath and the Void ever present in Shurima.

Chapter 5: Treasures of Shurima

This chapter includes the game statistics for all of the monsters used in “Call of the Void", plus a few extras. Dungeon Masters can use these monsters and NPCs in conjunction with the monsters found in the free D&D Basic Rules to put their players in grave peril!

Chapter 6: Champions of Shurima (For the Dungeon Master’s Eyes Only!)

Shurima is filled with many well-known champions. These living legends, such as Azir and Xerath, are key figures in Shuriman society. Their influence spreads to all corners of the continent and being within the presence of one is a great honor, or terrible misfortune. This chapter provides the game statistics for these famous Shuriman champions.

Chapter 7: Beastiary (For the Dungeon Master’s Eyes Only!)

This chapter includes the game statistics for all of the monsters used in “Call of the Void", plus a few extras. Dungeon Masters can use these monsters and NPCs in conjunction with the monsters found in the free D&D Basic Rules to put their players in grave peril!

Using this Source

To use this book, you need a free copy of the D&D Basic Rules. Your D&D games will be enhanced by owning the D&D fifth edition core rulebooks: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual, but they aren’t necessary.

Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text.

Abbreviations

The following abbreviations appear in this book:

hp = hit points
AC = Armor Class
DC = Difficulty Class
XP = experience points
NPC = nonplayer character
DM = Dungeon Master
pp = platinum piece(s)
gp = gold piece(s)
ep = electrum piece(s)
sp = silver piece(s)
cp = copper piece(s)

Chapter 1: Shurima Setting Guide

Shurima is an arid territory that covers most of the southern continent, also called Shurima. Many men have gone mad beneath the glare of the Shuriman sun, the source of the power of the Ascended.. It is also the location of the newly resurrected Shuriman Empire, a vast civilization that bloomed millennia ago and is now rising again. A few of the cities on its northern coast are Noxian territory.

History of Shurima

The empire of Shurima was once a thriving civilization that spanned an entire continent. Forged in a bygone age by the mighty god-warriors of the Ascended Host, it united all the disparate peoples of the south, and enforced a lasting peace between them.

Few dared to rebel. Those that did, like the accursed nation of Icathia, were crushed without mercy.

However, after several thousand years of growth and prosperity, the last emperor, Azir, was betrayed by his closest friend, Xerath, and the empire fell to ruin. Its gleaming capital was all but destroyed in an earth-shaking cataclysm, its people scattered, and its mighty cities devoured by the sand. Tales of the empire’s former glory became little more than myth.

Shurima became a barren wasteland, an unforgiving desert where only the strongest survived and its people clung to the few remaining oases and strips of fertile land around the coast.

Rise of the God-Warriors

Guided by the divine Aspects of Targon in preparation for some unknown future war, the ancient Shurimans used the Sun Disc at Nerimazeth to create the first Ascended. After the fail in Nerimazeth, the Shurimans built a bigger Sun Disc in the Shuriman capital, likely with the help of Ixtal mages. After its construction, the Oasis of the Dawn appeared inside the structure. Its life giving water poured into the surrounding area, giving life to the desert. Later on the Oasis would form the Mother of Life river system.

In ancient times the rite of Ascension was a ritual usually decided upon by Sun Priests, who were a clergy of specialized dignitaries devoted to an all powerful sun deity. Using an enormous artifact known as the Sun Disc, the priesthood would decree which noble citizen had selflessly served their empire and granted them the chance to do so even after what would normally be their time to die. Because of this many warriors of the Ascended Host were once, if not common, then at least much more prevalent during this era.

Eventually two brothers named Nasus and Renekton underwent the Ritual of Ascension. Described as 'even ancient then' by Nasus, it bathed the brothers in its arcane energies. Transformed, they took their place alongside the other rare Ascended beings of Shurima, and became its protectors.

But over time, the ritual had become less successful: more and more folk being offered Ascension weren't surviving the ceremony, becoming deformed in the process. By the time of Azir such a ritual had not been undertaken for centuries.

Sun Disk by Riot Games

The Fall of Shurima

Approximately three thousand years ago, an adolescent emperor named Azir ruled Shurima. A benevolent and well-meaning ruler ― if overconfident - Azir believed the entire world would benefit from Shurima's culture and way of life. The Imperial Magus, Xerath, consulted Azir, and presented to him the prospect of Ascension. With the power of the Ascended driving Shurima's expansion, Xerath said their great nation would further flourish and grow to influence the world at large - a prospect ambitiously seized by the young emperor, despite ancient warnings against Ascension in all but the direst times of need.

The ritual went underway soon after.

Atop of the ritual platform, Azir awaited his Ascension as the Sun Disc collected the morning sunlight and began focusing it onto him. The allure of power quickly incited dissension within Azir's ranks: Xerath befouled the ritual at a critical stage, shoving his emperor aside and taking the power of Ascension for himself. The outcome would be either immortality or self-destruction. The violent magics obliterated them in an instant and wreaked destruction across Shurima, but when the dust settled, Xerath re-materialized as an aberration - a being of raw arcane energy.

Free of flesh and bone, Xerath held nearly infinite power at his command. In the wake of his actions, Nasus and Renekton sensed something had gone wrong, rushed to the Sun Disc, and confronted Xerath, fearing his careless disregard for life would bring further ruin to Shurima. A terrible struggle ensued, and though they could not destroy the Magus Ascendant, they managed to seal Xerath within an enchanted sarcophagus. It was not a permanent solution, for Xerath's vast power was already tearing away at his confines, so Renekton bore Xerath into the Tomb of the Emperors, and told Nasus to seal the door behind him. Nasus reluctantly complied, and entombed his brother with the madman.

Bereft of its emperor and devastated by Xerath's folly, Shurima collapsed and its empire turned into dust. The Ascended warred with each other, causing a cataclysmic conflict that would last for hundreds of years.

An Empire Reborn

In time, Shurima's history would become myth, but some were bold enough to explore deeper, to uncover the mysteries of the fallen empire for themselves. When the Noxian noblewoman Cassiopeia Du Couteau began her search for the Tomb of the Emperors, she hired the Battle Mistress Sivir to be her guide, knowing full well her jeweled crossblade was the key to open the tomb. Upon arriving at their destination, Cassiopeia struck Sivir down, snatching up the weapon and opening the tomb for the first time in centuries. While she was attacked by the tomb's stone guardian for her intrusion, Xerath and Renekton were able to finally leave, and set about on their own individual goals of freedom and fratricide.

 As Sivir fell, suddenly at death's door from the wound her Noxian benefactor had given her, her blood sparked an ancient magic within the city, resurrecting Azir. His first thoughts were drawn to Sivir, and he immediately remembered how she could live. Picking her up in his arms he carried her to what remained of the Oasis of the Dawn, and prayed that it was not too late for the pool's healing powers to save her. Sivir's wounds were healed, and this act granted Azir his Ascension. With his newfound power, he raised the ruined Shuriman Capital from the sands.

With the Sun Disc floating above the city anew, and with the Ascended walking the sands once more, a new era has dawned on Shurima.

Shurima Today

In the millennia since Shurima's fall, tales of its glorious capital and gleaming sun disc became little more than myths and debased religions among the descendants of the empire's few survivors. Most of Shurima's inhabitants now dwell in small tribal outposts clustered near water or built upon the bones of ancient cities, venerating the glories of the past. These nomadic people eke out a meager existence from the unforgiving land. Some delve into long lost catacombs in search of the untold riches that must surely lay buried there. Others earn a living as sellswords, warriors for hire who fight for rich paymasters before disappearing into the sands. Then there are those who try to forget the past, looking to the future and nations across the ocean as partners in trade.

Yet the ancient myths of Shurima do not rest easy and are stirring once more. Whispering winds from the heart of the desert speak of mighty cities rising from the earth, of a golden warrior marching at the head of an army of sand. Rumors spread of ancient heroes reborn, of a war between gods that will shake the very foundations of the world.

The empire of Shurima has risen, and nothing will ever be the same.

Factions

Shurima currently has no centralized government; most regions are controlled by local leaders due to the isolation of many settlements. While the Shuriman Empire reigned, all regions were governed by feudal lords who answered to the Emperor of Shurima in the capital. Azir intends to reunify Shurima after his resurrection. His motivation to bring the golden light of Shurima to other nations as he truly believes that Shurima was the height of civilization, and could only continue to grow more wonderful.

Shuriman Empire

Led by ressurected ascended Emperor Azir, the capitol is the risen city built upon the Sun Disk. Wish his return, Azir has made it his mission to revive the old empire. Marching at the head of a legion of sand, Azir intends to reclaim and consolidate the cities and settlements of Shurima under his rule. Only time will tell how the Emperor’s conquest will shape the political landscape of the Shuriman continent.

Sandthrashers

A reaver band of bloodthirsty warriors mounted on giant sauren lizards, they terrorize the dust roads of the Sai-Kahleek for coin, and hunt Shakkal marauders in the Valley of Song for amusement. Led by the fearsome Raz Bloodmane atop the vicious Ma’kara, a massive, three-headed sauren, the Sandthrashers are ambush predators, erupting from desert storms to raid in a frenzy of snapping jaws and stabbing spears. Any who fight back are hacked apart, and those that surrender are fed to their hungry mounts. They respect strength and worship Renekton as their deity after he killed their previous leader, Sai-Surtha, in combat.

Suns of Bel'Zhun

Although the city of Bel’Zhun is under Noxian control, there is a large rebel insurgency led by an organization known as the Suns of Bel’Zhun. Members of this group wish to return Bel’Zhun of Noxian influence and return the city to the Shuriman people. Armed with experimental weaponry from Clan Medarda of Piltover, they often carry out acts of sabotage, thievery, and open violence against the Noxus military units within the city.

Cult of the Void

The Cult of The Void is a cult that first began when Malzahar claimed that Runeterra will be ended by the Void. Many of its followers have surrendered themselves to this fate and simply do what is asked of them, including being used as a sacrifice to the Void. In the years since the cults formation, Malzahar's legend has spread even to the northern ports. As followers of “the Prophet” grow in number, nearby settlers are said to experience malefic visions grasping at their hearts, and fear gives rise to superstition—even the hardy villagers of the far wastes now make offerings of livestock to appease the voidling creatures below.

Disciples of the Armordillo

The Disciples of the Armordillo is by far the only cult that does not have any detriments. The cult revolves around the legendary being known as Rammus, whom they believe to be a god, Ascended, oracle, or something along those lines. Disciples yearly conduct ceremonies wherein they will imitate his famous roll, and somersault across their respective cities in droves. Many pilgrims roam the desert, in the hopes that they will find him and answer a single question. Knowing his cravings for sweets, they often fill all of their caravans with treats and sweets, usually finding their caravans exhausted of it all first thing in the morning.

Raiders

The raiders of Shurima survive not through trade, but through violence. These bands of marauders often attempt to blend into the environment in order to lure unsuspecting travelers into traps before killing them, taking their belongings, and (in very rare cases) eating them.

The fiercest of the nomadic raiders, the Shakkal Raiders, are known for their agility, using hardened bone-braces and polearms to vault towards their victims at terrifying speeds.

Ruin Runner by Grafit Studio

Allies

Noxus

A number of otherwise independent ports and cities in northern Shurima have voluntarily assimilated into Noxus. The original inhabitants of these settlements live in relative peace, seeing Noxian trade taxes as a price worth paying for military protection from raiders. By hiring Shuriman scavengers for a pittance and selling the artifacts they found to the occupying Noxians, some unscrupulous merchants grew very rich, very fast.

Piltover

Shuriman, mostly northern coastal cities, often trade with Piltovers wealthy clans. Clan Medarda had trade connections across multiple political connections with Shuriman city rulers across the clans history. Clan Ferros was the first Piltover clan to harvest brackern crystals for the creation of Hextech devices.

Targon

Since its inception Shurima has had deep political and social ties with both Mount Targon and celestial Targon itself. The knowledge of how to create the first Ascended, the blueprints on how to create the Sun Disc, and the means to revert ascension, was given by Targonians.

During the Darkin War, Targonian Aspects aided Shurimans in both defeating and imprisoning the warring darkin.

Enemies

Followers of Xerath

With the return of the archmage Xerath, he has proclaimed himself the new Emperor of Shurima and made the decayed city of Nerimazeth his capital. Using his powerful magic to twist the minds of individuals, he enslaves followers to aid him in his quest to destroy the Sun Disk and destroy Azir. His most powerful follower, Renekton, had his mind corrupted after spending thousands of years sealed in the Tomb of the Emperors with Xerath. Now, Renekton commands Xerath’s forces and raiding tribes to convert the inhabitants of Shurima to Xerath’s side, willingly or by force.

The Void

Screaming into existence with the birth of the universe, the Void is a manifestation of the unknowable nothingness that lies beyond. It is a force of insatiable hunger, waiting through the eons until its masters, the mysterious Watchers, mark the final time of undoing.

To be a mortal touched by this power is to suffer an agonizing glimpse of eternal unreality, enough to shatter even the strongest mind. Denizens of the Void realm itself are construct-creatures, often of only limited sentience, but tasked with a singular purpose - to usher in total oblivion across Runeterra.

At the start of the Icathian rebellion against Shurima, the reformed Kohari order fought against an Ascended in Bai-Zek, a city on the Icathian borders with Shurima. Half of a mountain was toppled and many died, but at the end, Saijax Saijax beheaded the Ascended.

Soon after in the capital, the resentment for centuries of laws intended to eradicate Icathian culture came to a head in one blood-filled day as every servant of the Sun-Emperor were chased and killed. A new Mage King rose together with his reformed Kohari warrior order. The corpse of the Ascended killed in Bai-Zek was shown in the capital as proof that Shurima's "god-warriors" could still die.

The Empire sent its vast army upon Icathia with riders on golden mounted chariots and hundreds of floating chariots ahead of the main force. Heavy wagons the size of river barques bore spinning globes orbited by flaming spheres and lightning. Nine Ascended lead by Setaka came on the heart of the army. Between those Ascended were Nasus, Aatrox, Shabeke, Shabaka, Ta'anari, and Enakai.

The Icathians were winning against the enslaved and mercenary army of Shurima, but they began to be overrun by the might of the god-warriors. What happened next sealed Icathia's fate. A "weapon", found in the underground after an earthquake, was used. With an explosion, arcs of purple energy ripped into the sky and lashed down into the Shurimans. A nightmarish light, sickly blue, and ugly purple smothered the world, pressing down from above and blooming up from somewhere far below.

Obelisk of Power by Chris Kintner

An abyss that bled purple light tore open amid the Shurimans, and Setaka was overcome by whipping cords of matter. She fought to free herself but the power of the Void proved too much for her. A pulsing light spread over her body like a hideous cocoon. Slick coils rose from the earth and from the air to seize the flesh of mortals. Men and women were swept up and enveloped, bodies dissolve as the tendrils of foul energy overwhelmed them.

Booming cracks echoed as more and more chasms tore the landscape open. The walls of Icathia were shattered by a note that split the earth. Geysers of dust and smoke erupted from within the city. Rock fell and earth split. Ancient towers and palaces were swallowed whole by the ever-widening chasms. Only rubble and shattered fragments remained, the Icathian capital reduced to a charred skeleton. The landscape before the city was twisting with unnatural motion, light spilled from the colossal rents torn in the ground, and alien sounds echoed from far below. The flesh of the Shuriman army had been obscured by pale, coiling ropes of hideous matter, its surface was undulant, and swelling blisters of glistening matter burst open with frothing birth-sacs that twisted and unfolded. Their surface darkened, splitting where it hardened like a carapace. Viscous ichor spilled out as countless Voidborns came to this damned landscape.

The Shuriman Ascended fought against it for years, many god-warriors and even more mortals died at this war, but through the heroic actions of Horok, who found a way to end Void corruption destroying the Void hearts found far below the ground, where unknowable horrors were hidden, the Ascended were able to seal the greatest rifts. Even though those were some of the most affected, all the Sunborn (self-given name to the Ascended who survived the war) lost something on that victory. Nightmarish memories of this war would haunt them and reinforce their fall into Darkin.

In the aftermath, the lands all around the damned city became deserted wastes, and its very existence was struck from the maps of Shurima. It was hoped, perhaps foolishly, that the horrors unleashed there would eventually be forgotten...

Void Rifts

In the abyssal darkness, deep underground, it is believed that the first great Void creatures to walk the surface of Runeterra now lie, dormant and unseen. If that is true, then they have waited patiently through the millennia, and it must surely now be time for them to rise once more. Over the centuries, many mortals from the world above have answered the Void's call, or been dragged down against their will. There are those among them—few and far between—who have survived the encounter... though not a single one of them returned unchanged.

After the fall of Icathia, Voidborn spread all across Shurima. Despite the sealing of The Rupture, countless smaller Void Rifts opened across the deserts of Shurima, most near Icathia itself. To this day the land is still littered with underground Void corrupted caves and tunnels. Below those, the Prophet, Malzahar, is opening even more Void rifts across Shurima. The opening of such rifts is said to cause powerful quakes opening up the bedrock of Shurima in new fault lines hundreds of miles long, corrupting the underground of Shurima similar to the void rifts.

Economy and Trade

Tomb Raiders

The deserts of Shurima are littered with ruins of the fallen empire. From sunken cities to forgotten tombs, many riches lie in wait beneath the sweltering sands. Those seeking profits and glory venture out into the unknown hoping to stumble across lost treasures. Some of Runeterra’s most noteable champions found their signature possessions in these wastelands. Ezreal claimed an Ascended artifact of incredible mystical power in a perilous tomb, while Sivir pried her cross-shaped blade, the “Chalicar”, from the sarcophagus of some hero of the old Shuriman Empire.

Mercenaries

Those inhabitants skilled with a blade make their living as sellswords, fighting for warlords or wealthy merchants looking to cross the sands. Others band together to form raiding tribes and ambush travelers, caravans, and small settlements to plunder riches.

Trade

In Northern Shurima, trade with Noxus and Piltover can provide a lucrative living for skilled craftsmen, merchants, and scavengers. From gold and Azirite to sun-stones, salts, and woven clothes, many Northern cities specialize in a certain trade good as their primary export.

Religion in Shurima

The Sun Disk

The Sun, and by extension, the Sun Disk, served as the heart of the thriving Shuriman Empire, both old and new. The Sun’s blessing brought life and prosperity to an otherwise arid wasteland. It was through this power that the Shuriman’s transformed their most devout followers into God-like Ascended.

Rammus

The enigmatic armordillo that roams the deserts of Shurima. Rammus comes and goes, appearing to the people of Shurima at random, usually by accident, looking for food, or because of some other agenda. However, this hasn't stopped the people from creating wild theories about his origin, race, and goals. Some say he is harbinger of change, others say a god, and still others claim him to be a guardian of Shurima. Whatever the case, he will continue to roam the desert, and mystify all who come across him.

The Great Weaver

The Great Weaver is a Shuriman deity which weaves the lives and destinies of each individual and holds individual triumph into consideration, since even the smallest rock is important in weaving the larger tapestry of life. Belief in the Great Weaver started sometime after the fall of Shurima and is widely practiced by nomads and shepherds.

Regions, Cities, and Locations

The Sun Disk

Fashioned under the guidance of the Targonians, the great Sun Disc brought the favor of divine, celestial powers to Shurima. Once it was complete, it is said the waters of life flowed through the canyons surrounding the city, bringing life to the desert. For eons, the sun worshippers of Shurima owed their society's prosperity to the incredible power of the sun. Thanks to the prodigious disk that hovered above the capital city, ancient Shurimans could wield raw celestial magic to make their land more bountiful. The Sun Disc was the center of all Shuriman culture; it permeated every aspect, from religion to icons to dress and so on.

An oasis in the desert, it fell to ruins after Azir's failed Ascension, but has risen again since the emperor was revived by Sivir's blood. In its prime, it was the center of Shuriman society. Because of its immense importance as the center of trade and culture of the empire, many cultural, educational centers and markets bringing goods from all over the Empire sprung up. It also housed special burial grounds for the most influential of its citizens, such as The Tomb of the Emperors.

The city is divided by ringed districts and city levels. The city's wealthiest citizens lived in the top rings of the city, while middle and lower classes (with slaves) lived mostly in settlements built on the rocky cliff sides of the outer and lower rings. The Palace of Ten Thousand Pillars, Scholar's Palace, Temple of the Sun and Oasis of the Dawn are located at the center of the city. The most important road in the city was the Emperor's Way.

The city was built around the ancient Sun Disc that floats above The Circle of Ascension and the city itself. The city also had the most advanced irrigation system of its time, seemingly unsurpassed until recently. Floating gardens decorated with palms and other flora protected its many terraces from the burning sun.

Cutthroat Politics (mid level)

Players learn of an assassination attempt on a high ranking General within Azir's army. If the party thwarts the assassin without killing him, they have the opportunity to learn of 2 other assassins hired to kill other key Generals. If the party kills the first assassin and doesn't investigate further, 2 other Generals are assassinated within the month.

Circle of Ascension

Located at the very center of the city, above the Grand Temple, Oasis of the Dawn and the Imperial Place, The Circle of Ascension is the main focal point from which the privileged and accomplished harnessed the powers of the Sun Disc and became Ascended beings. It was also the epicenter of Ancient Shurima's destruction and its modern rise from the grave. The circle is accessible via the Stairs of Ascension and the Emperor's Way.

Tomb of the Emperors

Deep in the capital city lies the Tomb of the Emperors. For the last millennium it has acted as the makeshift prison of Xerath and Renekton. It is guarded by the statue of a huge serpent. When the tomb opened the serpent came to life, impaling Cassiopeia on its fangs, its venom transforming her into a terrifying half-snake creature.

Obelisk of Power (low level)

Deep within the Tomb of Emperors, a ruinous acolyte is attempting to establish an Obelisk of Power to increase Xerath's power. The party must fight through the tomb filled with endless devout to thwart this plan. Upon inspection, a successful DC 17 Intelligence (Arcana) check reveals the Obelisk's function. Or the party can have a Shuriman mage or priest examine the Obelisk to determine its purpose.

Restored Sun Disk by Kudos Productions

Oasis of the Dawn

Described as the Mother of Life, the oasis is located near The Tomb of the Emperors and is the city's main source of fresh water. The water is infused with unknown magical properties and has immense healing powers. It is said that any edge dipped into this pool will stay sharper and strike truer than any other sword. It had almost all dried up until the newly resurrected Azir brought a dying Sivir to what little remained. The waters' powers healed her fatal wounds. This act of selflessness from Azir made him worthy of Ascension, which ultimately revived his broken city.

Tainted Waters (low level)

Rumors have been spreading around the city of foul water tainting the wells and canals. Upon investigation, party members discover an independent Noxian legion saboteur has been poisoning the Oasis in an attempt to setback Azir's rise to power and gain favor with Noxus.

The Great Sai

The Great Sai, or Shuriman Wastes is a large desert spanning most of east, south, and west Shurima. The fallen empire has littered the dunes with ruins.

Stretching out for hundreds of miles, the Endless Plain is a desolate wasteland that has claimed countless lives over the centuries. Few who attempt to cross it are ever seen again—if the relentless, burning heat and lack of water doesn't kill them, the predators and savage raiders that emerge under the cover of darkness likely will.

A mysterious creature can be found wandering the desert. Skarner defends the entrance to a realm deep beneath the Shuriman wastes; what he protects, no one knows. Buried tombs also hold ancient secrets; Amumu rose from such a tomb, and in another, Ezreal claimed an Ascended artifact of incredible mystical power.

North Shurima

Bel'Zhun

This northern city is currently controlled by Noxus, under the stewardship of Dorrik, but has a large rebel insurgency against Noxus. Known as the Suns of Bel'Zhun, the group frequently trades weapons with Clan Medarda of Piltover. The organization is led and largely funded by the former ruler of Bel'zhun, Valif, who was disposed when Noxus annexed the city.

Embers of Rebellion (low level)

A bartender keys you in to a meeting of the Suns of Bel'zhun happening later that night. If the party is interested and attend the meeting, they learn of a plot to break in to the Noxus shipyards and sabotage the ships to prevent Noxus from requesting additional reinforcements.

Kalamanda

The closest city to the Crystal Scar, situated on the northwestern coast of Shurima, Kalamanda was once a sleepy non-descript village only moderately known as a decent place to fish for Valoran trout. Recently, discovery of deposits of gold and gems have evolved the city into a mining center. The city's primary exports are gold and sing-stones (or sun-stones). It's currently led by Councilman Reyes.

Forced Occupation (mid level)

A Noxian galleon has pulled into port unannounced. An invasion force consisting of 10 legion marauders, 3 Trifarian shieldbreakers, and a legionnaire are making their way from the shipyard slaughtering local guards and officials. The soldiers intend to seize control of the city and lay claim to its wealth of gold and gem mines. Whether they are acting under Noxus orders or for their own selfish agenda remains unknown.

Bel'Zhun by Riot Games

Nashramae

This northern coastal city, currently run by Hagyett Sabja. The people of Nashramae are devoted to preserving the ways of the past, celebrating their ancestors and the Ascended. It holds a festival yearly celebrating Rammus, where thousands gather to roll and somersault around the city. Its primary exports are woven goods, like mats and bolts of cloth. Traveling on the back of a dormun from Nashramae to the capital of Shurima would take approximately 65 days.

Market of Illumination

It is believed that an elderly mason was inspired by a profound, yet brief conversation with Rammus, and constructed an enormous marketplace which became the bustling heart of Nashramae. That market is connected to Vekaura streets.

Sun Disk Replica

The prize of the city is the ornate, non-magical, replica of the Sun Disc, built to honor Shurima's fallen and as a statement of hope that the sun might one day bless them again.

Tereshni

This Shuriman port city is currently controlled by Noxus and led by Steward Ta'Fik. The city's best-known export is Shuriman Azirite (aka blood glass), named after the current Shuriman Emperor, Azir. Expert blacksmiths use this Azirite in the forging of deadly weapons and reinforced are available for a hefty amount of gold. Traders, foreign diplomats, and criminals alike are vying for control over the blood glass market.

Trouble in the Mines (Mid Level)

Something slaughtered gold miners and has taken residence in the mine. Players can question survivors or explore the mines themselves. Inside the mines lurks a sandstone chimera attracted to the cool temperatures the blood glass provides beneath the sands.

Uzeris

Located in the northern coast of Shurima, this port city is currently occupied by Noxus, and its current governor is Steward Zikka Taum'Vin. Its most well-known trade good is Urzeris Salt. Marcus Du Couteau with his family was stationed close to the governor of Uzeris before his assassination. Both Katarina and Cassiopeia lived here during their younger years.

Missing Shipments (Low Level)

Shipments of Urzeris Salts going missing enroute to foreign nations. Players must investigate the town and harbor to discover the fate of the missing trade goods. Maybe it's corrupt customs officials, or rogue Noxian soldiers. Or maybe it's a faction of Shurimans selling the Salts for profits to fuel their resistance effort against Noxus.

Zuretta

An ancient city that was destroyed countless times during its history. Originally the city was located in Sai Faraj. After some period of time the city was relocated to its current location in The Great Sai. The city is is ruled by Hierophant Hadiya Nedjem, who believes herself to be a descendant of the Setaka, the ancient Queen of the Ascended Host.

East Shurima

Kenethet

An eastern desert city where Taliyah performed her weaving abilities during her initial travels beyond Shurima. A girl named Shoorai, who would later met Malphite, witnessed Taliyah's weaver performance.

Nashramae by Riot Games
Righteous Avenger (High Level)

The party encounters the Akshan, the Rogue Sentinel, who enlists their help hunting local warlords in an effort to avenge his mentor and caretaker, Shadya. If successful in eliminating all the warlords and reviving Shadya, Akshan will give the party his holy weapon, the Absolver.

World Rune Archives

Long before Shurima rose again from the sands, Ryze and the Ascended scholar Nasus delved into a ruined archive beneath the Great Sai... and awakened its protector.

South Shurima

Sai Kahleek

The Sai is a harsh, southern desert defined by rolling plains of sand, sharp stones and eerie silence. Located between the edge of the jungles and the capital, it is for the most part, completely uninhabited besides the Xer'Sai Voidborn and their queen Rek'Sai, who have claimed vast swaths of the desert. Traders and armed caravans will go hundreds of miles out of their way to avoid her territory, though cunning bandits have been known to lure the unwary into her killing grounds. The ancient nation Kahleek may have been located here.

Gateway to the Void (High Level)

Deep beneath the sands, through endless twisting Xer'Sai tunnels, Rek'Sai has been building a gate to the void to usher in oblivion. Players must venture deep within her territory to stop this monstrosity from completing her mission.

Many landmarks and ruins dot the Sai Kahleek, including the following:

Kahleek River

A river flows from the Mother of Life river from Vekaura, it recently sprung to life after the capitals rise from the sand.

Vekaura

A city built on the confluence of Mother of Life and Kahleek rivers, it was the birthplace of Azir's mother. It was recently decimated by Xerath after he was freed from the Tomb of the Emperors.

Marrowmark

Trader Settlement erected in the ribcage of some long-dead desert behemoth. It is said that anything under the sun can be found in the bazaars of the Marrowmark Market, for the right price..

River of Life (Mid Level)

Merchants have been complaining about increased Void activity in the area and more attacks on caravans. They blame the River Kahleek's inability to reach the settlementfor their misfortune. Without the waters divine properties, Void creatures have been encroaching on the territory.  Merchants recruit the party to travel North up the riverbed to investigate why the River isn't flowing South. Depending on the player characters' levels, the party will encounter a variety of Void and bandit threats within the desert wilderness.

Marrowmark by Riot Games

Fall of Icathia by Riot Games

Icathia

Located south of the Sai Kahleek, the ancient kingdom of Icathia was once a vassal state under the authority of the Sun Empire during the height of their dominance across Shurima millennia ago. In time, the Icathians began an uprising against their oppressive masters. In a desperate attempt to save themselves from the Sun Empire's wrath, they foolishly opened a rift into the Void, which unleashed itself upon every living thing it came in contact with. The lands all around the damned city are still a deserted waste, and its very existence has been struck from the history records and maps of Shurima.

Sai Faraj

Once a vassal state of Shurima known for its astromancers, after the fall it became a barren desert also called as "Endless Plain". Few who attempt to cross it are ever seen again—if the relentless, burning heat and lack of water doesn't kill them, the predators and savage raiders that emerge under the cover of darkness likely will. The ancient nation Faraj may have been located here.

Renek River

A river that flows from the Oasis of the Dawn, it shared the name with the ancient nation Renek which may have been located in its river bank. Nasus and Renekton may have been from the area surrounding it, the latter may have been named after the river itself.

City of Gardens

This once thriving, beautiful city was destroyed during the apocalyptic Rune Wars. It is described as once being the jewel of this desert, with ivy and flowers hanging from white marble walls. Its entire population was annihilated in one terrible night, the city utterly leveled... and all that remains now lies in ruin. Kala and Ryze ventured to through this city during the events of The Burning Lands.

Whispers in the Night (Mid Level)

When night falls upon this desolate, ruined city, ghosts, specters, banshees, wraiths, and shadows stalk the empty streets. These are spirits of those who perished here during the Rune Wars. The spirits can be granted peace by casting the hallow spell at the ruined fountain in the center of the city.

Zoantha Cascade

The shifting tides of the desert has been known to carve paths through bare rock, tumbling over the cliff faces in massive sandfalls. Traditionally, Shurimans toss beloved objects into the sands as gifts to the Ascended. As a result, such falls are often lucrative spots for treasure hunters.

Zoantha Cascade by Riot Games

Zirima

A merchant camp in southern Shurima where traders and explorers often gather before venturing into the Great Sai. Kassadin resided here for a long time after the destruction of his home, before he found out about the Void Prophet, Malzahar.

Valley of Song

This remote pass takes its name from the disorienting whistling that results when the wind blows hard enough through the hollow rock structures. Many unwary travelers have found themselves at the mercy of the deafened marauders who prowl the valley by night.

Sandthrashers (Mid Level)

Parties who spend the night in the valley are ambushed by Raz Bloodmane, his mount, Ma'Kara, and his Sandthrashers bandit gang riding their sauren mounts. A party member keeping watch detects the ambush with a successful DC 17 Wisdom (Perception) check. If defeated, players may loot Raz's weapon, the Preystalker's Falcata.

West Shurima

Unleashed Power (Mid Level)

Upon venturing into the sands of West Shurima, the party encounters fissures crackling with arcane energy originating from buried ruins. Upon investigating the ruins, the party discovers an Obelisk of Power has been erected and is channeling energy to Xerath and his followers. During the first round of combat, a herald of the magus interacts with the Obelisk and summons a Dami'Yin, the Unbound.

Saikhal

A settlement located in western Shurima. Its river is a tributary that connects to the Mother of Life River. It is the birthplace of Xerath.

Path of Dust

Once called the Water Road during the times of ancient Shurima, this is the main road that leads from the town square to the river shores of Saikhal.

Nerimazeth

In a time before the Sun Empire rose to prominence, the old city of Nerimazeth was the capital of Shurima. It was here that Sun Worshipers made the first iteration of a Sun Disc. Due to unspecified reasons, this was unsuccessful and the city became a vassal state enslaved to the rising Empire which had accomplished the Ascension ritual. It wasn't until Azir's death that spurred surviving Ascended warriors to seek revenge for the collapse of their glorious empire. Enraged with spite the Ascended massacred Nerimazeth's inhabitants and burned the city that produced the very slave who assassinated their emperor. With his return, Xerath has proclaimed himself the new Emperor of Shurima and made the decayed city of Nerimazeth his capital.

Tomb of Ne'zuk

A lost Tomb of a once powerful Ascended warlord. It is the location where Ezreal found his gauntlet. Rumors say there are still countless treasures buried within waiting to be discovered.

Lost Riches (High Level)

While Ezreal may have looted his gauntlet from this tomb, he left countless other artifacts behind. Chief among them is a coveted spellbook which holds the key to a rare discipline of magic: geomancy. Buried in this tomb is the Lost Tome of Ne'Zuk, but it's still heavily trapped, filled with monsters, and guarded by a fearsome Sanctum Conservator

Raz Bloodmane by JiHun Lee

Beyond Shurima

Ixtal

Located in the Eastern part of the Shuriman Continent and renowned for its mastery of elemental magic, Ixtal was one of the first independent nations to join the Shuriman Empire. In truth, Ixtali culture is much older—part of the great westward diaspora that gave rise to civilizations including the Buhru, magnificent Helia, and the ascetics of Targon—and it is likely they played a significant role in the creation of the first Ascended.

But the mages of Ixtal survived the Void, and later the Darkin, by distancing themselves from their neighbors, drawing the wilderness around them like a shield. While much had already been lost, they were committed to the preservation of what little remained...

From the hinterlands of Kalduga to the ageless beauty of the Amarantine Coast, the Ixtal jungles beyond the desert wastes remain shrouded in mystery. Once part of Shurima's vast empire, these verdant forests are home to many strange and terrifying creatures.

Secluded deep in the jungles of eastern Shurima, the sophisticated arcology-city of Ixaocan remains mostly free of outside influence. The Ixtali view the other factions of Runeterra as little more than upstarts and pretenders, and use their powerful elemental magic to keep any intruders at bay.

Mt. Targon

Mount Targon is a mountain found in the Western part of the Shuriman Continent and borders with Shurima. Located far from civilization, Mount Targon is utterly remote and all but impossible to reach save by the most determined seeker. It is highest and mightiest peak in Runeterra, a towering mountain of sun-baked rock amid a range of summits unmatched in scale anywhere else in the world. It is the site of many sacred pilgrimages.

Mount Targon can be broken into distinct regions, as delineated by patterns in the rock and a marked increase in hazardous weather conditions, difficulty of the climb, and increased death rate. The upper levels of the mountain expand and contract as if the land itself were alive, making it impossible to map a reliable pathway to the top. Each ascent is different, as the mountain magically stretches–some climbs can last for months while others reach the peak in just a day. Its rocky heights have been twisted and elongated, some say drawn upward, by powers beyond mortal comprehension.

In the rare event when a worthy mortal successfully ascends Mount Targon's peak, the heavens open in a dazzling display of cosmic aurorae. Few ever bear witness to the radiant sight far above the cloudline and beneath the glittering stars, where a beam of light emerges from the peak. Beyond the mountain's summit, it is said that immortal godlike beings dwell in a city of gold and silver.

Mount Targon by Riot Games

Golden Ambassador by Kudos Productions

Random Encounters
in Shurima

City Enounters

d10 Encounter
1 Pilfered Goods
2 Golden Ambassador
3 Shady Proposition
4 Double Trouble
5 Backalley Profiteer
6 Rampaging Ralsiji
7 Lucky Find
8 Prowling Cutthroat
9 Violent Discontent
10 Void Assault

Desert Encounters

d10 Encounter
1 Desert Respite
2 Merchant Caravan
3 Crumbling Sands
4 Sai Express
5 Ruin Runner
6 Sandswept Tomb
7 Bloodthirsty Marauders
8 Salt Spires
9 Fury of the Sands
10 Prey Seeker

Sandswept Tomb by Kudos Productions

Encounters A - E

Backalley Profiteer

The party hears a raspy voice coming from the shadows say: “Looking for something extra special?”

A sun-withered vendor by the name of Idu beckons the party into a side alley. If interested, the merchant ushers the party into his shop where he claims to be selling rare magical items found throughout the ruins of Shurima. A successful DC 15 Intelligence (Insight) check reveals that what he sells are mostly decorative common items. There is a 20% chance he has the spearhead of a Sand Craft’s Pyke and doesn’t realize what it is; He’ll sell it for 200 gp.

Bloodthirsty Marauders

As you continue your trek across the sands, you hear a high pitched battle cry. A group of raiders crests the sand dune in front you and charges.

A group of 6 bandits and a bandit captain charge at the party and initiate combat. If defeated, the party can find the raiders camels hitched up 2 dunes over with a successful DC 15 Wisdom (Survival) check.

Crumbling Sands

The sand beneath you begins to shift and churn as you suddenly sink beneath the surface.

The lead party member must succeed on a DC 15 Wisdom (Survival) check or stumble into a pit of quicksand. The pit covers an area of 10 square feet and is 10 feet deep. When a creature enters the area, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature's turns, it sinks another 1d4 feet. As long as the creature isn't completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the target creature has sunk into the quicksand. A creature that is completely submerged in quicksand can't breathe (see the suffocation rules below from the Player's Handbook).

A creature can pull another creature within its reach out of the quicksand pit by using its action a succeeding on a Strength check. The DC 5 plus the number of feet the target creature has sunk into the quicksand.

Suffocation

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath, it can survive for a number of rounds equal to its Constitution modifer (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying.

Double Trouble

A pair of kids pickpocket two party members while they are distracted in the streets. A party member with a passive Wisdom (Perception) score of 14 and within 10 feet notices the crime.

Profiteer by Grafit Studio

Encounters F - L

Fury of the Sands

On the horizon, you see a massive sandstorm rapidly approaching your location.

In front of the party, a sandstorm is rapidly approaching. Have the party make a group Wisdom (Perception) or Intelligence (Nature) check. The average result determines the party's ability to accurately assess how long until the sandstorm hits them:

Roll Time to Sandstorm
30+ 10 minutes
25 8 minutes
20 5 minutes
15 3 minutes
10 2 minutes
1-9 Number of rounds equal to roll

The sandstorm is one mile high and covers 10 square miles. Inside the sandstorm, ranged weapon attacks are impossible. Unprotected flames are extinguished and unsecured items less than 2 lbs are blown away. Every hour, exposed creatures must make a Constitution saving throw. The DC is 14 + the sandstorm's intensity level. Roll a d4 to determine the sandstorm's intensity, which affects the duration, visibility, and movement within the storm.

d4 Sandstorm Effects
1 1 hour, lightly obscured, 2 feet per one foot
2 1d4 hours, lightly obscured, 2 feet per one foot
3 1d6 hours, heavily obscured, 3 feet per one foot
4 1d8 hours, heavily obscured, 3 feet per one foot

Constitution saving throws are made with advantage if creatures are sheltered in an open structure, such has ruins, shallow cave, tents. A creature within a permanent structure which provides total cover, the saving throw automatically succeeds. A creature who covers their eyes and mouth with fabric, googles, or by other means, can make a Wisdom (Survival) check instead of the saving throw at the same DC.

On a failure, a creature takes slashing damage equal to a number of d4s equal to the storm's intensity level. A creature takes half damage on successful save.

Golden Ambassador

While walking down the street, you see a small crown gathered around a woman in flowing white robes with brilliant gold trim. You hear her loudly proclaim: "We live in hallowed times! The golden empire in the desert will rise again!"
The party enounters a herald preaching to a crowd. She proclaims that Azir has been resurrected, the Sun Disk restored, and the Empire reborn in the heart of the desert. If the party is interested, she will inform them that a escorted caravan is departing in the morning in three days. They will be crossing the Great Sai to travel to the Sun Disk and witness the rise of the new empire.

Lucky Find

You stumble upon the body of a recently murdered merchant. Clad in rich silks, you can see that whoever killed him stripped his jewelry and coin and fled.

The party encounters the body of a wealthy Shuriman merchant. While he has no gold or jewelry, a Sun Disk Medallion lies hidden around his neck, tucked beneath his tunic. A party member can find this trinket with a successful DC 12 Intelligence (Investigation) check.

Sandstorm by Jerome Sion

Encounters M - R

Noble Caravan

Traveling amongst the sands you see a merchant caravan with camels and a Ralsiji. Atop the Ralsiji, a comfortable looking room houses someone important.

The party encounters a wealthy noble transiting between the Sun Disk and a nearby city. There is a 25% chance that the caravan is not guarded. Otherwise, 1d6 veterans escort the caravan and will fight to the death to protect their patron.

Pilfered Goods

A hooded man shoves past you as he runes down the street. From behind, you hear a woman shout: "Thief! Thief! Stop that man!"

The thief (use the spy stat block) has stolen goods from this merchant. If the party catches the thief and returns the goods, the merchant gives the party a 20% discount at her shop for all future purchases.

Prey Seeker

You see a purple fin burst above the sands nearby shortly before a grotesque purplish creature breaches the surface and attacks!

The party is attacked by a Xer'Sai caller that has been tracking their movements. A passive Perception score of 15 or higher prevents the party from being surprised at the start of combat.

Prowling Cutthroat

You hear a crossbow bolt wizz through the air and a voice proclaim: "My warlord offered a hefty bounty for your heads!"

A local warlord feels threatened by the party's presence in his territory and sent a bounty hunter to kill them. The bounty hunter (use the veteran stat block) ambushes the party from a building above, firing its crossbow at a party member. The party is surprised at the start of combat.

Rampaging Ralsiji

A merchant stand in front of you explodes into a cloud of wares, dust, and wooden boards. People begin screaming and running toward you as a massive animal rampages into the street!

A Ralsiji has broken free of its chains and is rampaging through the streets. Party members must succeed on a DC 10 Strength saving throw or take 1d6 bludgeoning damage as a crowd of people tramples over them.

If the party slays the beast, they gain favor with the local guards.

Xer'Sai Callers by Kudos Productions

Encounters R - S

Ruin Runner

Jutting out of the sands, you see the crumbled stone wall of an ancient settlement. Destroyed towers and collapsed buildings litter the desert; There presence a constant reminder of the cataclysmic event which toppled a glorious empire ages ago.

The party discovers ruins of a city from the ancient Shuriman Empire. The buildings have been looted long ago, and no treasures remain within the city.

During the day, the city is empty. At night, forlorn spirits roam the ruins, trapped in the moment their home was obliterated. They are not aggressive to the party, and will plea for help. A creature who casts bless on a spirit allows its soul to pass on to the afterlife. Before fading away, a spirit tells the party of a nearby tomb that still contains its treasure, but to be weary of ancient evils that dwell beneath the sands.

Sai Express

Off in the distant, you see sands shifting and parting as you witness a massive creature steadily making its way through the desert. The creature appears like it will cross your path ahead.

The party comes across a creature who's making its way past the party. A successful DC 12 Wisdom (Nature) check allows the party to identify this creature as a sandswimmer. A successful group DC 12 Wisdom (Animal Handling) check allows the party to hop on the sandswimmers back to speed up their travel.

Salt Spires

In the distance, you see massive silvery spires reaching toward the sky.

The party discovers a cluster of rare salt spires. Party members with suitable tools can mine some of the valuable salt. However, within these spires are 1d4 hibernating rockbears. If a party member physically interacts with a salt spire that contains a sleeping rockbear, the creatures wakeup and attack the party.

Sandswept Tomb

Amongst the sands, you see a stone archway jutting toward the sky. The stones of the arch are carved with intricate runes and ornate symbols. Beneath the arch, stairs descend into the darkness.

The party discovers a lost tomb from the fallen kingdom. Unbeknownst to the party, this tomb is a prison containing the beings who failed the Ascension ritual: the Baccai. Depending on the party's average level, a number of Baccai Reapers, Baccai Sandspinners, or Rampaging Baccai are guarding a treasure.

Salt Spire by Polar Engine

Encounters S - Z

Shady Proposition

A cloaked figure clad in black leather approaches the party. Beneath his cloak, you a curved scimitar and a pair of daggers.

The party is approached by a member of a local organization. It can be a member of the Suns of Bel'Zhun, a Noxian soldier, mercenary, etc. The figure claims to have been observing the party and impressed with the actions. If interested, he says he will contact them in the near future with a "business" opportunity to prove their skills.

Shimmering Mirage

On the horizon, you see a shimmering image with a hint of green.

To the side of party is an oasis that has a 50% chance of being a mirage. Any party member who succeeds on a DC 16 Wisdom (Perception) or DC 16 Wisdom (Nature) check is able to discern if the oasis is real.

Violent Discontent

Shouting is heard from a nearby alley. You see a group of rowdy mercenaries have cornered a pair of knights wearing the colors of Noxus.

1d4 + 4 mercenaries (use bandit state block) have cornered 2 Noxian knights. As tensions rise, the mercenaries begin drawing weapons. If the party does not intervene, the two knights are slaughtered. The party gains favor with Noxus if they aid the knights.

Void Assault

You hear screams ahead and watch as two townsfolk are wrestled to the ground by a writhing purplish creatures. The creatures quickly eviscerate the townsfolk in before you before turning in your direction.

Somewhere nearby, in the basement of a building, a void rift has opened. 1 + 1d4 voidlings have come through and made their way to the street to attack people.

Every minute, the void rift spawns 1d4 voidlings which make their way to the street and attack the nearest targets.

In order to close the void rift, a character must target it with a dispel magic spell. If no party members have access to this spell, they must enlist the help of a Sun Priest within the town.

Sai Scout by Dao Le

Chapter 2: Heroes and Nomads of Shurima

There are twelve classes in D&D, and seven of them have Shurima-specific subclasses. You can find all these classes in the D&D Basic Rules. There are even more subclasses for all twelve classes in the Player's Handbook, some of which would fit Shurma perfectly, like a warlock whose patron is a Great Old One (like Xerath).

The heroes of Shurima don't simply survive the harsh conditions of the Shuriman desert; they thrive on it. Merciless mercenaries and ascended warriors alike grow strong with the blessings of the sand and sun. Are you ready to summon your own inner strength?

Races of Runeterra

There are beings of all shapes and sizes that live across Runeterra. While most of the common D&D races don’t perfectly fit these varied peoples, you can use these races as a starting point. A dragonborn might be a good template for a character that’s half-dragon, half-human. Most of the magical beings of Runeterra vary widely in form, so you can use the game statistics of any of these races to create any sort of character you want, with any appearance—as long as your Dungeon Master says it’s okay in their campaign.

  Other than humans, there is one other race that appears all across Runeterra: the strange and unpredictable spirit creatures called yordles. Usually covered in thick fur and standing about three feet tall, and filled with otherworldly caprice, the gnome race in D&D is a great fit for yordles.

Character Options

Below are seven subclasses which give the barbarian, cleric, fighter, paladin, rogue, sorcerer, and wizard classes powers that make them particularly well-suited to the arid desert atmosphere of Shurima. It’s highly recommended that new D&D players choose one of these subclasses.

Golden Herald by Kudos Productions

Primal Path

At 3rd level, a barbarian gains the Primal Path feature. The following option is available to the barbarian, in addition to those offered in the Player's Handbook: the Path of the Trifarian.

Path of the Trifarian

Barbarians that walk the Path of the Trifarian thrive in the heat of battle and serve in the most elite force of Noxus. They disregard person safety to wreak havoc on their enemies. The more damage these Barbarians take, the hotter their rage burns. On the brink of death, these fearsome warriors are the most lethal force on any battlefield.

Bloodlust

Starting when you choose this path at 3rd Level, you thrive in the heat of battle, using your injuries to fuel your rage and become a deadly warrior. While raging, you gain the following benefits while you have less than or equal to half your maximum hit points:

  • Your weapon attacks score a critical hit on a roll of 19 or 20.
  • When you make a melee weapon Attack using Strength, you gain double the rage damage shown in the barbarian table to the damage roll.

Head Smash

Also at 3rd level, you learn to swiftly execute a head bash against your opponent. As a bonus action, make a melee attack roll on a creature within 5 feet of you. On a hit, you can take damage up to your barbarian level (minimum of 1) and deal bludgeoning damage to your target equal to the damage you took.

You can use this feature a number of times equal to your Strength modifier. You regain all uses of this feature when you finish a short or long rest.

Trifarian's Revelry

Beginning at 6th level, you relish at the demise of creatures that you slay. When you reduce a creature to 0 hit points or a creature you damaged on your last turn is reduced to 0 hit points, you enter a frenzy.

You gain the benefits of bloodlust, even if you aren't below half your hit point maximum, until the end of your next turn.

Emboldened Bloodlust

Additionally at 6th level, your bloodlust feature grants the following additional benefit:

  • When you deal damage to a creature with a melee weapon attack, you gain temporary hit points equal to your barbarian level.

Onslaught

Starting at 10th level, your bloodlust feature grants the following additional benefit:

  • When you take the Attack action on your turn, you can make an additional melee attack as a bonus action.

Executioner

Also at 10th level, the first time you deal damage to a creature and its hit points are below half its hit point maximum, you deal an additional 1d10 weapon damage to that creature.

Eviscerate

At 14th level, you find your opponents' weak points more efficiently. Your bloodlust feature allows your weapon attacks to score a critical hit on a roll of 18-20.

Also, when you hit a creature with a melee weapon attack and its hit points are less than or equal to your strength score after the damage roll, you can use your reaction to reduce that creature to 0 hit points as you eviscerate it with a brutal flourish.

Twinblade Revenant by Wild Blue Studios

Divine Domain

At 1st level, a cleric gains the Divine Domain feature. The following option is available to the cleric, in addition to those offered in the Player's Handbook: the Sun Domain.

Sun Domain

Clerics of this domain, or Sun Priests, assisted with the ancient Ascention ritual. They believe the radiance of the sun, channeled through the empire's holy Sun Disk, will guide the arisen civilization to reclaim its homeland. The suns rays imbue life and fervor into the people, and with its radiant blessing, there's no end to the glory of Shurima.

Domain Spells
Cleric Level Spells
1st Burning Hands, Faerie Fire
3rd Flaming Sphere, Scorching Ray
5th Daylight, Fireball
7th Guardian of Faith, Wall of Fire
9th Flame Strike, Scrying

Bonus Cantrip

When you choose this domain at 1st level, you gain the light cantrip if you don't already know it.

Radiant Aegis

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

 You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Light of Shurima

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Aegis

Starting at 6th level, you can also use your Radiant Aegis feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Blessing of the Sun Disk

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Voice of the Risen by Eunice

Martial Archetype

At 3rd level, a fighter gains the Martial Archetype feature. The following option is available to a fighter, in addition to those offered in the Player's Handbook: the Sandcrafter.

Sandcrafter

A mysterious and feared frontline warrior of the Shuriman Empire, a Sandcrafter is chosen and blessed by Azir to lead his legions into battle. A Sandcrafter is gifted the ability to summon sand soldiers to aid them in battle. But don't let this fool you, even if an enemy cuts down these sand soldiers, a Sandcrafter is equally deadly.

Arise!

At 3rd level, you can use a bonus action to magically manifest a sand soldier in an unoccupied space you can see within 15 feet of you. This sand soldier is a magical copy of you made of sand that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another sand soldier, or until you're incapacitated.

Your sand soldier has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the sand soldier to move up to 30 feet in any direction (no action required). If your sand soldier is ever more than 30 feet from you at the end of your turn, it is destroyed.

  • As a bonus action, you can teleport, dissolving into sand and magically swapping places with your sand soldier at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the sand soldier's space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your sand soldier moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the sand soldier's space.

Conquering Sands

At 3rd level, you can heighten your sand soldier's fury. Whenever you take the Attack action, you can make one additional melee attack from the sand soldier's position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Eyes of the Desert

Starting at 7th level, you can temporarily transfer your consciousness to your sand soldier. As an action, you can see through your sand soldier's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your sand soldier is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Shifting Sands

Starting at 10th level, you can make your sand soldier throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the sand soldier to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your sand soldier.

Once you use this feature, you can't use it again until you finish a short or long rest.

Desert's Shield

By 15th level, you've learned to absorb the fleeting magic of your sand soldier. When a sand soldier of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Legion of Sand

At 18th level, you can use a bonus action to create two sand soldiers with your Arise! feature, and these sand soldiers can co-exist. If you try to create a third sand soldier, the previous two sand soldiers are destroyed. Anything you can do from one sand soldier's position can be done from the other's instead.

In addition, when you roll initiative and have no uses of your Conquering Sands feature left, you regain one use of that feature.

Sandcrafter by Kudos Productions

Sacred Oaths

At 3rd level, a paladin gains the Sacred Oath feature. The following options are available to a paladin, in addition to those offered in the Player's Handbook: the Oath of Ascension and the Oath of Radiance.

Oath of Radiance

Paladins who take the Oath of Radiance swear their allegiance to the Sun Disk and Shuriman Empire, not to any one Emperor. These radiant warriors dedicate their lives to the protection of the Empire. A shining and stalwart presence within the legions of Shurima, a Paladin of this Oath leads and inspires Shuriman soldiers under their command.

Tenets of Radiance

The tenets of the Oath of Radiance drive a paladin to lead the armies of Shurima to glory.

Actions over Words. Strive to be known by glorious deeds, not words.

Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.

Champion of the Sun Disk. Like raw stone, your body must be worked so its potential can be realized.

Eternal Glory. As an emmissary of Shurima, your actions and deeds must

Oath Spells
Paladin Level Spells
1st Guiding Bolt, Heroism
5th Enhance Ability, Magic Weapon
9th Haste, Protection from Energy
13th Compulsion, Guardian of Faith
17th Dawn, Flame Strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Will of Shurima. As a bonus action, you can use your Channel Divinity to call out to one creature you can see within 60 feet of you. If it can hear you, the creature can use its reaction to take the Attack (one weapon attack only), Dash, Dodge, or Use an Object action.

The number of creatures you can call out to when you use this Channel Divinity increases when you reach higher levels in this class, to two creatures at 7th level, three creatures at 15th level, and four creatures at 20th level.

Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

Aura of Alacrity

At 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

Glorious Retribution

When you reach 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +l). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Champion of Shurima

At 20th level, you can empower yourself with the divine radiance of the Sun Disk. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with a divine aura, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Inspiring Marshal by Kudos Production

Oath of Ascension

Paladins who take the Oath of Ascension pledge their servitude to the might of the Ascendant God-Warriors. These fearsome warriors often serve a specific Ascended as a leader of their elite personal guard. Imbued with divine energies from their Ascended, they carry out the most personal, and often dangerous, missions for the Empire.

Tenets of Ascension

The tenets of the Oath of Ascension drive a paladin to serve an Ascended.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. Like raw stone, your body must be worked so its potential can be realized.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Oath Spells
Paladin Level Spells
1st Bane, Hunter's Mark
5th Hold Person, Misty Step
9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

  • On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
  • On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Ascendant's Might

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Once you use this feature, you can't use it again until you finish a long rest.

Eternal Gladiator by Kudos Production

Roguish Archetype

At 3rd level, a rogue gains the Roguish Archetype feature. The following option is available to the rogue, in addition to those offered in the Player's Handbook: the Tomb Raider.

Tomb Raider

You make a living hunting ancient relics of a fallen empire. Your unique set a skills make you invaluable in any expedition into the desert ruins of Shurima. Having experienced the dangers and foes that lie in wait beneath the sands, you eagerly seek out your next adventure. Armed with the knowledge of unfamiliar languages, ability to artfully handle unique Magic Items, and the physical prowess necessary for delving into ancient ruins, you skillfully navigate your way to buried treasures amongst the sands.

Fleet Footwork

When you choose this archetype at 3rd Level, your experience delving into ruins enables you to climb faster; climbing no longer costs you extra Movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Fast Hands

Starting at 3rd Level, you can use the Bonus Action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to Disarm a trap or open a lock, or take the Use an Object action.

Supreme Sneak

Starting at 9th level, you become adept at evading ancient guardians tasked at guarding the treasure you seek. You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device

By 13th level, you have recovered so many magical relics and artifacts buried beneath the sands that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.

Daredevil Impulse

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature when you are surprised.

Sivir by SIXMOREVODKA

Sorcerous Origin

At 1st level, a sorcerer gains the Sorcerous Origin
feature. The following option is available to the
sorcerer, in addition to those offered in the Player's Handbook: Void Touched.

Void Touched

Legends sing of those gifted the ability to weave
stone from the Great Weaver herself. Wizards of this
tradition tap into elemental magics to command stone,
dirt, and sand. Extremely rare and highly sought after throughout the deserts of Shurima, they often
safeguard their magic out of self preservation.

Void Touched Origins
d6 Origin
1 You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.
2 A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.
3 You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.
4 You were implanted with a mind flayer tadpole, but the ceremorphosis never completed.
5 As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature.
6 Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!
Psionic Spells
Sorcerer Level Spells
1st Arms of Hadar, Dissonant Whispers, Mind Sliver
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Summon Aberration
9th Rary's Telepathic Bond, Telekinesis

Telepathic Speech

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

 The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Psionic Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Psychic Defense

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh

Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Writhing Implosion

At 18th level, You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.


Fantasy landscape by Danielju

Arcane Tradition

At 3rd level, a wizard gains the Arcane Tradition feature. The following option is available to the wizard, in addition to those offered in the Player's Handbook: Stoneweaving.

Stoneweaving

Legends sing of those gifted the ability to weave stone from the Great Weaver herself. Wizards of this tradition tap into elemental magics to command stone, dirt, and sand. Extremely rare and highly sought after throughout the deserts of Shurima, they often safeguard their magic out of self preservation.

Geomancer

Starting at 2nd level, while standing on unworked stone, dirt, or sand, you can use the earth as a spellcasting focus. Additionally, you no longer suffer a movement speed penalty due to difficult terrain caused by stone, dirt, or sand.

Armor of Earth

Also at 2nd level, you learn to channel the strength of stone to bolster your defenses. When you cast a spell with the geomancy tag, you can use a bonus action to raise a number of large stones from the ground equal to your proficiency bonus. These stones slowly orbit you and move with you. While you have at least 1 stone raised, you gain a bonus to your AC equal to +1.

When a creature misses you with an attack roll that would normally hit, you lose 1 stone as it blocks the attack.

At certain levels in this class, the bonus to your AC increases. At 5th level, it becomes +2, at 11th level, +3, and at 17th level, +4.

You may use this feature once, and regain its use when you finish a short or long rest.

Shaped Stone

At 6th level, you learn to shape the earth while channeling the magic from your spells. When you cast a spell or cantrip with the geomany tag, you gain a burrowing speed of 30 feet and tremorsense out to a range of 30 feet until the end of your next turn.

This burrowing speed allows you to move through solid, unworked stone at half your burrowing speed and you leave a 5·foot·diameter tunnel in your wake.

Unsteady Ground

At 10th level, you learn to manipulate the ground around you to hinder your foes and aid allies. While within 30 feet of you, hostile creatures have disadvantage on savings throws to resist being knocked down. Your allies have advantage on saving throws to resist being knocked prone.

Additionally, a hostile creature that is prone within 30 feet of you must succeed on a Strength saving throw (DC 10+ your proficiency bonus + your Intelligence modifer) in order to stand up.

Obsidian Flesh

At 14th level, as a bonus action, you can harden your skin into impenetrable obsidian. For 10 minute, or until dismissed (no action required), you gain the following benefits:

  • You have resistance to all damage except psychic damage.
  • Any critical hit against you becomes a normal hit.
  • You can not be knocked prone against you will.
  • You have advantage on Strength and Constitution saving throws.

You may use this feature once, and regain its use when you finish a short or long rest.


Taliyah by SIXMOREVODKA

Chapter 3: Spells

This chapter presents new spells to supplement those in the Player's Handbook. These spells allow your character to manipulate earth and sand while wreaking havoc on the battlefield.

Geomancy

Certain spells in this chapter have the special tag: geomancy. Spellcasters with the Geomancer feature or Geomancer feat can access a new way of casting spells.

Each spell with the geomancy tag also notes radius, in feet, which is the spell’s geomancy radius. If you use the earth as a spellcasting focus when casting a spell with this tag, you can choose a point within the geomancy radius that is on unworked earth. The spell is cast as if you were at the chosen point, but you must use your own senses.

Unworked earth is any surface covered by sand, dirt, or natural stone that has not been altered outside of nature.

For example, if you cast a geomancy spell with a range of touch, you can choose to touch unworked earth as you cast the spell. When you do so, you can target any creature that is within reach of a point who is also standing on unworked earth that is also within the geomancy radius, rather than only being able to target creatures within your normal touch range.

Optional: adding the geomancy tag

The DM can choose to give the geomancy tag to the following spells:

  • Bones of the Earth XGE
  • Earth Tremor XGE (60 feet)
  • Erupting Earth XGE (240 feet)
  • Maximilian's Earthen Grasp XGE (60 feet)
  • Mold Earth XGE (60 feet)
  • Transmute Rock XGE (240 feet)
  • Wall of Sand XGE (180 feet)
Geomancy Mechanic

Credit for the geomancy mechanic goes to the Haven Discord server and their commenpendium "A.B.Y.S.S.". Geomancy is an adaptation of their hydromancy mechanic found in this book. For those interested in Haven or their brews, check them out at havenbrews.com, or head over to their discord server: https://discord.gg/vzhVBVRw

Taliyah by SIXMOREVODKA

Aftershock

3rd-level evocation (geomancy 30 feet)


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You trigger a massive aftershock in the area around you. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is knocked prone. A creature who is already prone takes an additional 3d10 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage to prone creatures increase by 1d10 for each slot level above 3rd.

Churning Earth

7th-level evocation (geomancy 180 feet)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You unearth massive boulders in a sphere with a 30-foot radius within range, causing them to swirl wildly. The area becomes difficult terrain for hostile creatures and each hostile creature must make a Dexterity saving throw. On a failed save, a creature takes 11d8 bludgeoning damage and is knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 1st.

Earthen Shackles

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause the earth to rise up and restrain four creatures of your choice in a 40-foot square within range. Each target must succeed on a Strength saving throw or be Restrained by this spell for the duration. A creature who is prone makes this saving throw with disadvantage.

A creature affected by this spell makes another Strength saving throw at the end of its turn. On a successful save, the effect ends for it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Fissure

4th-level evocation (geomancy 60 feet)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You sunder the earth in front of you, ripping a fissure through the ground in a line originating from you that is 60 feet long, 1d8 × 10 feet deep, and 10 feet wide. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

The fissure remains for 1 minute before filling up with dirt and stone. Any creature within the fissure when it closes begins suffocating at the start of its turn.

Structures. The fissure deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell. If a structure drops to 0 Hit Points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to Escape. The DM can adjust the DC higher or lower, depending on the Nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

At Higher Levels. When you cast this spell using a spell slot of 5th level, the fissure's depth increases to 1d10 × 10 feet deep and the range increases to 90 feet. If you cast this spell using a spell slot of 6th level, the fissure's depth increases to 1d12 × 10 feet deep and the range increases to 120 feet.

Lava Font

9th-level evocation (geomancy 240 feet)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause the earth to erupt and spew lava into a circle with a 30-foot-radius. Each creature within range must make a Dexterity saving throw. On a failed save, a creature takes 10d10 fire damage, or half damage on a successful save. The area becomes difficult terrain and creature must spend 3 feet of movement for every 1 foot it moves there.

A creature who enters the area for the first time or starts its turn there must make a Dexterity saving throw. A creature who starts its turn there makes the Dexterity saving throw with disadvantage. On a failed save, a creature takes 10d10 fire damage, or half damage on a successful save.

Structures. The lava deals 80 fire damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to Escape. The DM can adjust the DC higher or lower, depending on the Nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

Sandstorm

6th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a blinding sandstorm in a 30-foot-radius sphere within range. The sphere spreads around corners, and its area is heavily obscured. The area becomes difficult terrain and a creature must spend 3 feet of movement for every 1 foot it moves there. At the start of its turn, a creature in the area must make a Constitution saving throw. On a failed save, a creature takes 11d6 piercing damage, or half damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Additionally, the duration increases to 10 minutes for a 7th level spell slot, 1 hour for an 8th level spell slot, and 12 hours hours with non concentration for a 9th level spell slot.

Shockwave

5th-level evocation (geomancy 30 feet)


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Instantaneous

 You unleash a massive shockwave in the area around you. Each creature other than you in that area must make a Dexterity saving throw.

Any creature within 10 feet of you has disadvantage on its saving throw. On a failed save, a creature within 10 feet of you takes 6d8 bludgeoning damage and is knocked down. A creature within 20 feet of you takes 5d8 bludgeoning damage and is knocked prone. A creature within 30 feet of you takes 4d8 bludgeoning damage. On a successful save, a creature takes half damage and is not knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Stoning

1st-level evocation (geomancy 180 feet)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You unearth a massive stone and hurl it at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 bludgeoning damage and is knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Fissure by Curious George

Chapter 4: Adventure

Chapter 5: Treasures of Shurima

This chapter presents new magic items scattered throughout the sands of Shurima for characters to unearth! This source’s adventure, “Call of the Void,” includes several of these magic items scattered throughout. Beyond that adventure, the Dungeon Master can place these magic items throughout their own homebrew adventures as rewards for the characters.

Dawnbringer

Weapon (staff), very rare (requires attunement by a sorcerer, warlock, or wizard)


This golden staff is topped with a ornate replica of the Sun Disk. This staff can be wielded as a magic quarterstaff that grants a +2 to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls, but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Radiant Strike. Attacks made with this staff deal radiant damage. When you hit with a melee attack using this staff, you can expend 1 charge to deal an extra 1d6 radiant damage to the target.

Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast of of the following spells from it, using your spell save DC and spell attack bonus: daylight (3 charges), fireball (5th-level version, 5 charges), flame strike (5 charges), guiding bolt (3rd-level version, 3 charges), or sunbeam (6 charges).

Sun Disk's Blessing. As your action, you can expend 10 charges to summon the Sun Disk's divine light in a location within 120 of you. A 20-foot-radius, 60-foot-high cylinder of sunlight fills the area. Friendly creatures gain 2d8 temporary hit points. This holy light recharges any magic item, except this staff, that regains expended charges at dawn. Once can use this feature once, and regain its use after 7 days.

Desert's Wrath

Weapon (staff), rare (requires attunement by a sorcerer, warlock, or wizard)


The staff is a silvery marble. Along its length, sand swirls in intricate, flowing patterns. While you are holding the staff, you can use it as a spellcasting focus for your spells.

The staff has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following way while holding it:

  • When you cast a spell on a creature that requires a saving throw, you can expend 1 charge and force the creature to roll the saving throw with disadvantage.
  • You can expend 2 charges and use your action to summon a sand soldier (page 5). The sand soldier is controlled by you and takes its turn immediately after yours.

Lost Tome of Ne'Zuk

Wonderous item, very rare (requires attunement by a wizard)


The cover of this ancient spellbook is engraved with intricate patterns filled with gleaming sand. The pages are made out of sheets of papyrus and sand shifts over the pages.

A newly discovered spellbook contains the following spells:

Spell Level Spells
1st earth tremor, stoning
2nd earthen shackles, maximilian's earth grasp
3rd aftershock, erupting earth, wall of sand
4th fissure, stone shape, stoneskin
5th transmute rock, shockwave
6th bones of the earth, sandstorm
7th churning earth
8th earthquake
9th lava font

These spells are wizard spells for you.

Transversal of Sand. While attuned to this spellbook, you may use a bonus action to cause it to crumble into sand. Additionally, you may perform a ritual over the course of 10 minutes over a bowl of sand to summon this spellbook.

Shard of the Monolith. You can use an action to open the spellbook and speak one of its command words to conjure a earth elemental, which appears within an unoccupied space 30 feet of you. If there isn’t enough space for the earth elemental, it fails to manifest.

The earth elemental is friendly to you and your companions, and obeys your commands. It vanishes after 1 hour or if it is reduced to 0 hit points.

Once you use the spellbook in this way, you can’t do so again until the next dawn.

Medallion of the Sun Disk

wonderous item, uncommon


This gold medallion is engraved with an intricate Sun Disk and gleams in the sun. The wearer of this medallion has resistance to fire damage and always knows the correct direction toward the Sun Disk.

While holding this medallion, you can use a bonus action to speak its command word, causing the medallion to emit bright light in a 15-foot radius an dim light for an additional 15 feet. Once this ability is used, you can not use it again until the next dawn.

Prowler's Claw

Weapon (dagger or shortsword), rarity varies (requires attunement)


This weapon is fashioned from the claw of a Xer'Sai. While predominantly black, the contains streaks of purplish void energy. Claws can be harvested from a variety of Xer'Sai, and weapon's rarity and properties depend on its origination. The following Xer'Sai's claws make suitable weapons: Xer'Sai hunters, Xerxa'Reth, and Rek'Sai.

In order to harvest the claws from a Xer'Sai, a player must make a DC 14

Void Assault. While wielding a Prowler’s Claw, you can use your action to leap onto a creature within 30 feet of you, and make a melee attack against it as a part of this action. This movement provokes opportunity attacks at a disadvantage. If the attack hits, it is a critical hit. Once you use this feature, you must finish a long rest before using it again.

Depending on its source, the Prowler's Claw has the base feature plus the additional properties listed below:

Xer'Sai Rarity Additional Properties
Hunter Rare None.
Xerxa'reth Very rare +1 to attack and damage rolls. When using the Void Assault feature, prior to the attack, a Medium or smaller creature you target must succeed on a DC 16 Strength saving throw or be grappled by you and knocked prone. The Void Assault feature can now be used after you finish a short or long rest.
Rek'sai Legendary +2 to attack and damage rolls. When using the Void Assault feature, prior to the attack, a Medium or smaller you target must succeed on a DC 18 Strength saving throw or be grappled by you and knocked prone. The attack deals an additional 4d8 necrotic damage and you regain hit points equal to the damage dealt. Additionally, you have advantage on melee attack rolls against any creature that doesn't have all its hit points.

Sand Soldier's Pike

Weapon (any pike), uncommon (requires attunement)


This pike is carved with glyphs of ancient Shurima that swirl along its length, allowing it to transfer its movements through the desert sands. You have a +1 bonus to attack and damage rolls made with this magic weapon.

When you make an attack with this pike while you are standing within 5 feet of a body of sand, you can choose a point within 30 feet of you that is also within 5 feet of the same body of sand. The attack is made as if you were at the chosen point, but you must use your own senses.

Scarab Key

wonderous item, uncommon


This key is adorned with a silver scarab beetle. The key can be used as thieves’ tools for the purpose of opening locks. When using the key, you are considered proficient in thieves’ tools and you have advantage on ability checks made to open locks.

As an action, you can speak the command word to animate the scarab on this key. The scarab remains animated for 1 minute and must remain within 30 feet of you. At the end of 1 minute, or if you end your turn more than 30 feet from the scarab, the scarab reverts back to an inanimate decoration. You can use a bonus action to mentally command the scarab to pick a lock or disarm a trap within 30 feet of you. You have advantage on ability checks you make for your scarab.

Staff of Flowing Water

Weapon (staff), rare (requires attunement by a cleric, druid, or sorcerer)


This polished silver staff is topped with an ornate figure of water flowing into a continually cresting wave. While you are holding the staff, you gain a +1 bonus to Armor Class and you can use it as a spellcasting focus for your spells.

The staff has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following way while holding it:

  • When you would normally roll one or more dice to restore hit points with a spell, you can expend 1 charge and instead use the highest number possible for each die.
  • As an action, you can expend 1 charge to have the staff produce up to 10 gallons of fresh water or salt water (your choice).
  • You can expend 2 charges and perform a ritual over the course of 1 hour to cleanse and purify a body of water (excluding oceans, seas, and rivers) of any negative effects. For 24 hours after your ritual, the body of water is holy water identical to the waters of the Oasis of the Dawn. Creatures who drink from the pool's water regain 2d10 hit points once per day. A Weapon dipped in the water gains a +1 bonus to its attack and damage rolls for 24 hours.

Sun Dance

Weapon (any glaive, greatsword, or halbert), rare (requires attunement)


Attacks with this magic weapon deal radiant damage and you have a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a creature with an attack with this magic weapon, it becomes marked with radiant light. Any attack roll against a marked creature has advantage if the attacker can see it, and the affected creature can’t benefit from being invisible.

Sun Burst. As an action, you can expend 1 charge to cause your next projectile to explode in a violent burst of sunlight. Choose a point within 120 feet of you to target with a projectile. Each creature within 15 feet of the point must make a DC 16 Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage and is blinded until the start of your next turn. On a successful save, the creature takes half damage and is not blinded.

The next attack to hit the creature consumes the mark, dealing an additional 2d8 radiant damage to the creature.

Vase of the Oasis

wonderous item, rare


This magical vase contains water from the Oasis of the Dawn. Even though it is uncovered, the water never spills or becomes soiled. By speaking the command word and tilting the vase, you can pour out the sacred waters to form a pool of freshwater with a 10-foot radius. The pool lasts for 12 hours.

Creatures who drink from the pool's water regain 2d10 hit points once per day. This effect lasts until the pool disappears. A weapon dipped in the water gains a +1 bonus to its attack and damage rolls for 24 hours.

Once you pour out the waters, the vase loses its magical properties until it is submerged within the Oasis of the Dawn.

Vekuran Grappling Hook

Weapon (any hand crossbow), uncommon (requires attunement)


This grappling hook is made from the finest metals with leather from a sauren wrapped around the hilt. The mechanisms inside propel a 4-pronged silver hook at a target. This weapon has a range of 20/40 feet and deals 1d8 piercing damage. On a hit, a creature is grappled. If the target creature is Medium or smaller, it can be pulled up to 20 feet toward you. If the creature is Large or bigger, you can pull yourself up to 20 feet toward the creature.

If the hook attaches to a building or another surface, you can keep the rope taut and swing a distance up to your movement speed. Additionally, you can retract the hook, thereby pulling yourself up.

The Absolver

Weapon, legendary (requires attunement)


This grappling hook gun was imbued with an ancient enchantment that granted it a strange, unspeakable power—it could take the life of a killer and, by doing so, restore their most recent victims to life. This weapon has a range of 30/60 feet and deals 1d10 piercing damage. On a hit, a creature is grappled. If the target creature is Medium or smaller, it can be pulled up to 20 feet toward you. If the creature is Large or bigger, you can pull yourself up to 20 feet toward the creature.

If the hook attaches to a building or another surface, you can keep the rope taut and swing a distance up to your movement speed. Additionally, you can retract the hook, thereby pulling yourself up.

Scoundrel. This weapon detects the presence of humanoids within half a mile who has slain another humanoid within the past 30 days. The weapon will guide its wielder to the location of the killer and mark them as a scoundrel. While hunting a scoundrel, you gain advantage on Dexterity (Stealth) checks.

Absolution. When you attack a humanoid marked as a scoundrel, they take an additional 1d6 radiant damage. If you kill a scoundrel, any humanoids they have slain within the past 30 days are resurrected, as if targeted by the true resurrection spell.

Sun Bow

Weapon (shortbow or longbow), very rare (requires attunement)


This ivory bow is adorned with golden streaks resembling the rising sun. This magical bow grants a +2 bonus to attack and damage rolls you make with it. This bow does not require ammunition. Instead, when the wielder draws this bow, a projectile of pure sunlight forms on the drawstring. These projectiles deal radiant damage instead of piercing damage.

Radiant Dawn. When a creature is hit by a projectile from this bow, the projectile emits a bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. The next Attack roll made against this target before the end of your next turn has advantage, thanks to the sunlight emanating from the projectile until then. While marked by this sunlight, the affected creature can't benefit from being invisible.

Rising Sun. As a bonus action, you can cause the bow to emit bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. No action is required to extinguish the light.