Battle for Wesnoth world illustration - Fantasy theme
Fantasy

Battle for Wesnoth

M
Moshavlaitzim

An Extended Battle for Wesnoth World map full of Political Conflicts and Legends.


Author's Note: A work in progress. Will be updated regularly. Many map locations, even including the green isles. Set in the main years of the Wesnoth Kingdom. Many map areas, 110+ poi, 24 races, 15 factions, and more! Special thanks to all Wesnoth campaign creators and cartographers, as well as to the devs and content creators of this platform.
Played30 times
Cloned2 times
Created
21 days ago
Last Updated
1 days ago
VisibilityPublic
Shadowy Broker (Merchant)
6

Shadowy Broker (Merchant)

You leverage your network to acquire rare goods. Over 1 hour in a populated area, you meet with a shadowy contact in a back alley, exchanging whispers as coins jingle softly. You can acquire one rare item (up to 500 gp value, DM discretion, e.g., a minor magical trinket or exotic material) at market price, even if it’s not normally available. You can use this once per long rest.

Appraise Value (Merchant)
1

Appraise Value (Merchant)

You assess the true worth of goods with a glance. As an action, you examine an object or collection of goods within 10 feet, flipping through a mental ledger as your keen eyes spot imperfections or hidden value. You instantly learn its market value in gold pieces, its quality (e.g., common, masterwork), and whether it’s magical (but not its specific properties). You can use this a number of times equal to your Intelligence modifier (minimum 1), regaining all uses on a long rest.

Bargain Hunter (Merchant)
4

Bargain Hunter (Merchant)

You find the best deals in any market. When purchasing goods or services, you can haggle with a vendor, flipping through your ledger as you negotiate with a shrewd smile. You reduce the cost by 20% (rounded down), as long as the total value is 100 gp or less. You can use this a number of times equal to your Charisma modifier (minimum 1), regaining all uses on a long rest.

Contract Seal (Merchant)
5

Contract Seal (Merchant)

You draft a binding agreement with economic leverage. Over 10 minutes, you write a contract on parchment, sealing it with a wax stamp as you mutter terms of trade. A willing creature signs it, agreeing to a deal (e.g., provide a service, deliver goods). If they fail to uphold their end within 1 week, they suffer a -2 penalty to Charisma checks for 1 month due to a tarnished reputation. You can have one active contract at a time and can use this once per long rest.

Trader’s Intuition (Merchant)
8

Trader’s Intuition (Merchant)

Your instincts guide you to hidden opportunities. As an action, you focus on your surroundings, your mind calculating as you hear the distant jingle of coins in a bustling crowd. For the next hour, you have advantage on Wisdom (Insight) checks to detect lies or hidden motives and on Intelligence (Investigation) checks to find hidden goods, deals, or contacts in a market or urban area. You can use this once per long rest.

Elite Negotiator (Merchant)
9

Elite Negotiator (Merchant)

Your mastery of negotiation secures unparalleled deals. When buying or selling goods or services worth up to 1,000 gp, you can negotiate with unmatched finesse, your voice commanding as you present a ledger of past successes. You reduce the cost by 25% when buying or increase the sale price by 25% when selling. You can use this once per long rest.

Smuggler’s Cache (Merchant)
9

Smuggler’s Cache (Merchant)

You create a hidden stash for your goods. Over 10 minutes, you conceal up to 100 pounds of non-living material (e.g., coins, gems, trade goods) in a secure location, whispering trade secrets as you seal it with a mundane disguise (e.g., a false wall). The cache is undetectable without a Wisdom (Perception) or Intelligence (Investigation) check against your Merchant DC (8 + your proficiency bonus + your Charisma modifier). You can maintain one cache at a time and can use this once per long rest.

Silver Tongue (Merchant)
2

Silver Tongue (Merchant)

Your charm and wit sway others in negotiations. As an action, you engage a creature within 30 feet in conversation, your voice smooth and persuasive as you gesture with a coin pouch jingling softly. For the next 10 minutes, you gain advantage on Charisma (Persuasion) checks against that creature, and its initial attitude toward you improves by one step (e.g., hostile to neutral). You can use this twice per long rest.

Market Gossip (Merchant)
3

Market Gossip (Merchant)

You tap into the buzz of the market to gather information. Over 1 hour spent in a market or populated area, you mingle with traders, your ears attuned to whispers as you scribble notes in a ledger. You learn one piece of local news, rumor, or secret (DM discretion), such as a noble’s financial troubles or a smuggler’s hideout. You can use this once per long rest.

Market Influence (Merchant)
7

Market Influence (Merchant)

You manipulate market trends to your advantage. Over 1 hour in a market, you spread rumors and adjust prices, charming vendors with a knowing smile. For the next 24 hours, you can increase or decrease the price of a specific type of good (e.g., weapons, potions) in that market by 10%, affecting all transactions. You can use this once per long rest.

Alarm Ward
0

Alarm Ward

The caster conjures a basic ward, to alert them if anything approaches within 200 feet if cast outdoors, and 50 feet if cast indoors. The ward persists until triggered or the caster leaves the area. The ward persists while the caster is asleep.

Melodic Zephyr
1

Melodic Zephyr

Some bards have mastered the art of playing the wind like an instrument. They manipulate the wind through their instrument, shaping it with every phrase of the song. The wind flows within range, responding to the music's rhythm and mood, swirling, pushing, or lifting as you play. As long as you continue to perform, the wind remains active, echoing your tune in breath and movement. The more powerful the bards magic, the stronger the wind can be.

Lumina
0

Lumina

Upon uttering the incantation 'Lux aeterna, lumen appare,' the caster conjures a small, radiant ball of light that hovers in the air. This light can illuminate dark areas, providing bright light in a 20-foot radius and dim light for an additional 20 feet, and can be moved up to 30 feet away from the caster as a bonus action. The most basic of mage spells. An experienced mage can also form unique and intricate shapes with the light, as well as change the color.

Wind summoning
0

Wind summoning

Wind summoning. The most basic air element spell, it summons a gentle breeze in a very small area. More powerful mages can create larger and more powerful gusts of wind, and use it in very creative ways.

Shadow Clone
0

Shadow Clone

Summon a shadowy doppelganger of yourself, complete with your appearance, equipment, spells, and racial abilities. This clone embodies the spirit of a deceased warrior, possessing its own personality while obeying your commands. The shadow clone lasts until it is destroyed or the end of combat, and can also be summoned outside of combat until it is defeated.

Gate (Portal)
0

Gate (Portal)

(Cantrip – Mythic Tier) - This cantrip is treated as a 9th-level spell when cast. You tear open a rift in space itself. This portal is absolute — unsealed by force, unblocked by magic, and untraceable by any divination. As an action, you can open a portal to any previously visited location, even across planes or dimensions. You and any number of willing allies can travel through the portal instantly. The portal remains anchored for as long as you wish, allowing free passage both ways. This Gate cannot be blocked, countered, sealed, or dispelled by any magical, divine, or planar ward. Once opened, you may maintain the portal indefinitely without concentration or restriction, and you can choose to close it at any time as a free action. While this spell is active, you are considered to be under the effect of a non-detection ward, and any attempts to track, scry, or teleport to your location automatically fail.

Divine Beam
4

Divine Beam

A radiant beam of white light descends from the heavens, striking a target with divine energy.

Radiant Bolt
1

Radiant Bolt

You conjure a bolt of pure radiant energy and hurl it at a target within range. On a hit, the target takes radiant damage and

Radiant Beam
3

Radiant Beam

You conjure a concentrated beam of radiant energy that strikes a single target. The target must make a saving throw or take radiant damage, illuminating the area around them with a brilliant light.

Small Radiant Bolt
0

Small Radiant Bolt

You conjure a small bolt of pure radiant energy and hurl it at a target. The bolt strikes with blinding light, dealing radiant damage to the target and illuminating the area around it.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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