TEXT: Codex of the 
  Infinite Planes
  The Essential Guide to the Planes of Existence
  Volume XIV:
  Peaceable Kingdoms of 
  Arcadia
  
  The Essential Guide to the Planes of Existence
  Volume XIV:
  Peaceable Kingdoms of 
  Arcadia
  Written & Designed by  “Weird Dave” Coulson
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  Codex of the 
  Infinite Planes
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  3
  Volume XIV: Peaceable 
  Kingdoms of Arcadia
  “There is no place in all the multiverse that is more 
  dedicated to the idea of harmony than the Peaceable 
  Kingdoms of Arcadia. And not only is it dedicated to that 
  ideal, it achieves it in many ways in large part because of 
  its system of laws and rigid structure. Nothing happens 
  without purpose on Arcadia, or so the residents would 
  have you believe, and all serve the grand purpose of 
  harmony. However, don’t let the Peaceable Kingdoms 
  name fool you. Conflict still exists, most fundamentally 
  around the plane’s core concept of harmony. When viewed 
  rigidly, harmony occurs when ‘you agree with me’ and does 
  not allow for the kind of civil discussion that moves the 
  situation closer to a broader harmony.”
  Issilda the Unbreakable
  Law and harmony are bedfellows in the Peaceable 
  Kingdoms of Arcadia, a strict rule-oriented plane where 
  everything has a purpose. Its rules and restrictions are 
  enacted to enforce a vision of true harmony for the greater 
  good of society itself, and the kingdoms that make up the 
  plane’s name all adhere to that philosophy. Of course, what 
  one kingdom sees as a move towards harmony may strike 
  a note of discord with a neighbor.
  Arcadians’ viewpoint on law walks in lockstep with its 
  ideas on military prowess. The Peaceable Kingdoms are 
  kept peaceable by strong standing armies and militias that 
  serve as the front lines of defense against the reckless 
  forces of chaos and disorder. Collectively, these militias are 
  known as the Perfect Order, and its soldiers – einheriars – 
  keep the peace and defend the laws with righteous zeal.
  Comparisons to the Infernal Battlefield of Acheron 
  are not out of place, and the two planes both operate 
  fundamentally on rules and laws with a military bent. But 
  where Acheron is strife personified with individual armies 
  clashing in a never-ending tumult of steel-on-steel, Arcadia 
  has well-defined laws, boundaries, and edicts that keep 
  the peace between the hyper-organized kingdoms. This 
  is largely due to the Lex, a group of powerful judges and 
  arbiters that debate and transcribe the various laws of 
  Arcadia. As befitting an organization of its size and scope, 
  the Lex is a rigid hierarchy of bureaucracy.
  Law-abiding citizens can do well on Arcadia, and 
  everyone has their place within the plane, their kingdom, 
  and their community. The borders between the Peaceable 
  Kingdoms are well-marked and maintained and each 
  enjoys its own political structure. Most follow the edicts 
  of a king, queen, or similar monarch, but democracies, 
  plutocracies, magocracies, and more are represented 
  among the myriad individual states. All are represented 
  in the Lex and each maintains a magical copy of the 
  Lexinomicon, the book of all Arcadian laws.
  As long as they are useful, citizens of Arcadia are treated 
  well, which reveals one of the surprising dark side to 
  the plane of law and harmony. Usefulness is determined 
  largely by the laws of the Lex and edge cases can be 
  brought before the Great Court to be argued and defended 
  in a process that takes months, years, or even decades of 
  time.
  Much of this planar bureaucracy occurs on Arcadia’s 
  first layer, Abellio, where everything is arranged according 
  to a pattern and a plan. Mountains, grasslands, forests, 
  lakes, fields, and more all stretch out in perfectly ordered 
  rows, squares, and other configurations. The Peaceable 
  Kingdoms occupy much of the infinite landscape, with 
  well-maintained stone roads connecting everything 
  together in a great grid. Neutral and unclaimed regions 
  are carefully marked and monitored. All of this occurs 
  beneath a brilliant sphere in the sky called the Orb of Day 
  and Night. During the 12-hour day, the orb is luminous and 
  white, while during the 12-hour night it turns abruptly to 
  dark. There is no twilight or dawn, only day and night.
  Arcadia’s second layer, Buxelos, is a very similar to 
  the first in geography and layout, with perfectly ordered 
  orchards, forests, fields, prairies, and the like. It is less 
  populated than Abellio, however, and the kingdoms 
  that do dot the layer are more heavily invested in their 
  militaries than the first layer. It is here where Arcadia 
  leans more towards law than good with the Court Castles 
  of Lex dominating great swaths of territory. It is rumored 
  that Buxelos is also where radical indoctrinations take 
  place within the closely guarded Spires of New Harmony 
  overseen by a special branch of the Lex, but little is known 
  about it for sure,
  One of the more curious inhabitants of Arcadia are the 
  formians. Diligent and ant-like, the formians have several 
  massive city-hives scattered above and below the plane. 
  They all pay homage to Queen Mother Clarity who rules 
  from the city-hive of Mandible. The formians have been 
  granted provisionary citizen status on Arcadia by the 
  Lex while their application for full kingdom status moves 
  through the courts (which it has for centuries).
  Breaking one of the many laws of Arcadia can have dire 
  consequences, especially since the passing of Great Law 
  Article #3929, stating that ignorance of Arcadian law does 
  not provide exemption from Arcadian law (a hotly debated 
  law article initiated when a clever wizard claimed she 
  could not break a law she did not know about). Einheriar 
  are sworn to uphold the laws of their kingdoms and that of 
  the Lex, while judgewraiths move about secretly to further 
  enforce certain planar laws.
  Nonetheless, wonders and treasures abound across the 
  Peaceable Kingdoms of Arcadia, including the glittering 
  mines beneath Mount Clangeddin, the Compass Citadels 
  of the Storm Kings that control Arcadian weather, the 
  arcane libraries of Nomos Prime, and the flawless magical 
  fruits that grow on mighty silver, gold, bronze, and copper 
  trees in certain protected groves.
  Lay of the Land
  Arcadia is comprised of two layers, Abellio and Buxelos. 
  Ancient Arcadian legends tell of a third layer whose name 
  has been lost to time, a place that fell ideologically into 
  the Clockwork Nirvana of Mechanus in the very distant 
  past (if it even happened in the first place). Most scholars 
  don’t give this story much credence beyond an allegory 
  around the dangers of valuing order and structure over the 
  common good of the people.
  
  Volume XIV |  Peaceable Kingdoms of Arcadia
  4
  Abellio
  Stretching out infinitely from a single solitary mountain 
  peak, Abellio is a layer of perfectly ordered wilderness 
  alongside well-maintained groves and fields. Rivers and 
  streams create natural gridlines across the layer, and 
  between these grids exist the bulk of the Peaceable 
  Kingdoms. Each kingdom is unique in some way though 
  each adheres to the rule of law established by the Lex (who 
  keep their territory on Buxelos, the second layer).
  Mountains with ordered valleys dot the landscape, but 
  they all fall short of Abellio’s two dominant peaks. The 
  first and tallest is Mount Today which sits at Abellio’s 
  center (how an infinite plane can have a center is a point 
  of some debate among planar scholars). Resting atop 
  Mount Today is the Orb of Day and Night, a massive 
  sphere that regulates day and night across Arcadia. Half 
  of the orb radiates soft white light, while the other half 
  sheds darkness. Which means that half of Arcadia is 
  bathed in day while the other half at night. By some planar 
  extrapolation not yet fully understood, Buxelos is affected 
  similarly though there is no orb in its sky.
  Just below the height of Mount Day is Mount Clangeddin, 
  home of the dwarf god Clangeddin Silverbeard. It forms 
  the heart of dwarven life on Arcadia and stands as one 
  of the strongest kingdoms across the plane, known as 
  the Kingdom of Silverbeard. The sound of ringing steel, 
  pounding hammers, dwarven chants, and more can be 
  heard for miles around the solitary mountain peak. The 
  kingdom extends far below ground as well.
  Weather on Abellio is controlled by four powerful entities 
  called the Storm Kings, dwelling in magnificent citadels 
  at each of the compass points around the Orb of Day and 
  Night. They meet regularly to manage Arcadian weather 
  according to their own rules and laws, many of which have 
  been recorded by sages.
  The various Peaceable Kingdoms that give Arcadia its 
  name are populated by all manner of creatures. Humans, 
  elves, gnomes, dwarves, halflings, and dragonborn are all 
  well represented, both in their own distinct realms and 
  more cosmopolitan regions. Less common inhabitants are 
  also known, including minotaurs, giff, goblins, lizardfolk, 
  and tortles. All of the kingdoms supply soldiers and 
  warriors to the Perfect Order, who in turn protect all of 
  the kingdoms from one another and outside invasions. 
  Members of the Perfect Order, known as einheriar, 
  are elite guards that keep the peace across the plane, 
  and sometimes beyond it as well if the Lex orders a 
  mobilization across the multiverse.
  Buxelos
  Arcadia’s second layer looks very similar to its first, though 
  it is less populated. No massive mountain marks its center, 
  though it is affected by the Orb of Day and Night along with 
  the laws of the Storm Kings the same as Abellio. Military 
  might is greatly prized across Buxelos and many of its 
  fields are filled with the disciplined march of warriors and 
  knights.
  The Lex hold the largest single territory of any kingdom 
  across Arcadia on Buxelos. The sprawling complex of 
  court castles stretches for hundreds upon hundreds of 
  miles, each imposing grey castle connected to its neighbor 
  via a long covered bridge that more resembles a tunnel. It 
  is said that one can walk from one end of Lex to the other 
  without letting the Orb of Day and Night’s light touch your 
  face.
  Much of this endless layer is uninhabited, though even 
  the wilderness is well-organized and keeps to a strict 
  grid pattern. Numerous dangerous creatures stalk these 
  regions, including gore worms and brekekexes, though 
  not all are threatening. The silver foxes known as cadmal 
  protect the harmony of nature but have been known to 
  offer aid to strangers that become lost or disoriented.
  The insectoid formians have several sprawling hives on 
  Buxelos, including the expansive hive-city of Mandible. 
  There, Queen Mother Clarity oversees all formian activity 
  on Arcadia. She has numerous consorts at her beck and 
  call, and the fighting force within Mandible rivals that of 
  any Peaceable Kingdom. Thus far the ant-like creatures 
  are content with integrating into Arcadian life with as little 
  disruption as possible, and they honor the decrees of the 
  Lex to the letter.
  The Lex keep a number of small outposts in the 
  wilderness of Buxelos known as Spires of New Harmony. 
  Exactly what transpires in these relatively hidden 
  sites isn’t precisely known, but rumors say the Lex are 
  experimenting with ways to indoctrinate non-lawful 
  creatures through unsavory means.
  Cycle of Time
  Arcadia runs on a 24-hour day similar to the Material 
  Plane. Its day and night is divided evenly, 12 hours each, 
  with no dusk or dawn period during the transition. The 
  Orb of Day and Night that hangs above Mount Today on 
  Abellio, which can be seen in the skies above Buxelos as 
  well, turns abruptly every 12 hours. This means that half 
  of the plane rests in a spectral darkness while the other 
  basks beneath pale white sunlight.
  Surviving
  There are no inherent dangers to traveling within Arcadia’s 
  borders. Creatures that flagrantly break the law will find 
  themselves facing the einheriar sooner rather than later, or 
  perhaps a vengeful judgewraith, but these are behavioral 
  responses not environmental.
  Getting There
  Permanent portals to Arcadia from elsewhere in the 
  multiverse are well documented by the Lex and watched 
  over diligently by the controlling kingdom. Usually these 
  portals take the form of arched trellises constructed of 
  intertwining white ivory and black steel, but other designs 
  are not uncommon as long as they are balanced between 
  two opposite colors or forms.
  Spontaneous vortices and gates are nearly unheard of 
  given the plane’s propensity for harmony and structure. 
  Some gates only open under certain time constraints 
  but these are always well documented by the Lex. Of 
  course, in a bureaucracy as sprawling as the Lex it is not 
  inconceivable for such documentation to become lost or 
  forgotten amidst all the paperwork.
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  5
  Traveling Around
  Well-maintained roads crisscross Arcadia’s terrain, making 
  travel relatively easy between the kingdoms and across the 
  landscape. The ordered structure of the plane makes maps 
  easy to understand and follow, and most kingdoms have a 
  shop representing the Order of Illustrated Landscape and 
  Structure Design and Layout (cartographers). The roads 
  are well-patrolled by the einheriar of the Perfect Order as 
  well.
  Moving between Abellio and Buxelos requires passing 
  through one of large standing stone gates that dot the 
  terrain. They are rare and the kingdoms that host them 
  usually maintain a strong presence on both layers in 
  order to protect their interests across the plane. A toll is 
  usually required to be paid in order for a foreign traveler 
  to access the gate. Alternately, high above the clouds, the 
  Storm Kings maintain massive circular stone gates that 
  float magically in the air allowing them easy access to the 
  two layers. They are not guarded but strong storms swirl 
  around them at all times, making them a dangerous option.
  The Powerful and Mighty
  No one single entity or power holds greater sway over 
  all Arcadia than the Lex, the sprawling behemoth-like 
  organization that debates, transcribes, and enforces the 
  laws that keep the harmonious axis of the plane spinning. 
  Nonetheless, other powerful groups exist, some of which 
  may be friend or foe to a band of adventurers from across 
  the planes.
  Burmussoith the Bold
  Long ago, in some distant Material Plane, the bronze 
  dragon Burmussoith hatched. He had several hatchmates 
  and together they lived in a hidden lair along a well-
  traveled coastline with their parents. Before Burmussoith 
  was old enough to contribute, a magical call was sent 
  out among dragonkind and the family of bronze dragons 
  answered, flying to a great campaign against a tyrannical 
  foe. Unfortunately, the forces were overwhelming and 
  the bronze dragons were defeated and Burmussoith was 
  captured and imprisoned.
  The bronze dragon grew up in the tight confines of a 
  lightless prison under the watchful eye of an order of dark 
  knights. Burmussoith flexed his mind as much as he could, 
  learning through eavesdropping everything about the iron 
  fist of his captors, though the magic of his prison kept him 
  firmly in place. Eventually, when Burmussoith had become 
  an adult, the dark knights and their code of tyranny 
  collapsed from an outside force and the bronze dragon 
  was freed. He aided the new force greatly as he shared his 
  considerable knowledge about the inner workings of the 
  black-hearted order.
  Freed, Burmussoith helped clean up the rest of the 
  evil forces, and then turned his considerable prowess 
  to learning about how laws could be used to help or 
  hinder societies. He traveled the length and breadth of 
  his Material Plane world, gaining much knowledge, but 
  he knew he had to go further. The bronze dragon, now a 
  venerable wyrm of considerable power, took to the planes, 
  and he found Arcadia to be a bastion for his research. 
  Burmussoith took up a residence at the Court Castles of 
  Lex and has an entire castle to his self now.
  The bronze dragon enjoys the litigation process of 
  the Lex and often finds himself aiding strangers that get 
  caught up in the byzantine system of laws, crimes, and 
  punishments.
  Clangeddin Silverbeard
  Many dwarves consider their deities within a trinity 
  framework. At the pinnacle is Moradin, god of creation, 
  but supporting him are Dumathoin, the keeper of secrets, 
  and Clangeddin Silverbeard, the patron of warfare. No 
  one point of the trinity is strong enough on its own to 
  survive without the other two, but all are made better by 
  their connection. Beneath Mount Clangeddin on Abellio, 
  Arcadia’s upper layer, Clangeddin keeps a dwarven army 
  ready for nearly any battle across the multiverse.
  The dwarven god of battle runs a complex organization 
  in the miles and miles of tunnels beneath the mountain. 
  He moves about constantly, inspecting troops, leading 
  formations, and running combat drills, while maintaining 
  information lines into the workings of the many foes the 
  dwarves face. Chief among these are the duergar who 
  have infested several underground realms in Arcadia. 
  Clangeddin sees it as his personal duty to defeat the dark 
  dwarves and drive them from the plane, but they have 
  somehow found a way in from Acheron and other realms.
  Lex
  The embodiment of Arcadia’s lawful nature is found wholly 
  in the Lex. This sprawling bureaucratic organization is 
  divided into countless orders, each with long and complex 
  titles denoting their fields of authority. The main function 
  of the Lex is to debate, write, and enforce the laws of 
  Arcadia that keep harmony in balance and the peace 
  between the kingdoms. These laws are transcribed into 
  a massive magical tome called the Lexinomicon. The 
  original is kept in the Court Castles on Buxelos in a well-
  fortified keep in the center of one of the better defended 
  castles, but it is magically linked to each copy that is kept 
  in the individual kingdoms.
  The Lex is made up of countless members, each called 
  a servant. Joining the Lex is a long and involved process 
  involving hearing committees, approval committees, 
  background checks, and more, but those that join its ranks 
  become immortal. Elves, humans, dwarves, gnomes, and 
  more are counted among the immortal servants of the Lex, 
  along with stranger and more powerful creatures including 
  angels, modrons, and dragons.
  Immortal servants dress in black robes with white 
  undershirts. Their designed order is marked on the 
  sleeves of the robe in intricate symbols. The pinnacle of 
  responsibility within the Lex is the Order of Peaceable 
  Laws, where the immortal servants debate and decide 
  upon the presentations that could eventually become laws. 
  There are 100 members of the Order of Peaceable Laws 
  and passing a law requires a two-thirds majority.
  
  Volume XIV |  Peaceable Kingdoms of Arcadia
  6
  Two types of laws exist on Arcadia. The first are the 
  Common Laws, and these edicts concern property, 
  behavior, and borders, among other more standard areas. 
  The second are the High Laws which are reserved for 
  indelible rights of people and creatures. Murder is a 
  crime against a High Law, while theft is a crime against a 
  Common Law. The difference can sometimes be unclear 
  especially to those outside the Lex, but the punishment 
  ranges are far more severe for the High Laws than for the 
  Common Laws.
  Most outsiders find dealing with the Lex an exercise 
  in utter frustration. Every action and request requires 
  documentation in the form of special scrolls that must 
  be signed by authorized individuals before they can be 
  processed by the Order of Scroll Reviewal. From there 
  they move into one of many different orders based on 
  the request, eventually ending up in the Order of Scroll 
  Archiving and Storage. Even seemingly simple requests 
  to the powerful organization can take days, weeks, or even 
  months to finally get processed.
  Nomos Prime
  Magic obeys its own set of internal laws. Wizards and 
  other arcane scholars have been deciphering those laws 
  since magic was discovered, but the underlying structure 
  has always eluded true understanding. For the singularly 
  powerful being known as Nomos Prime, however, such 
  understanding has been achieved and perfected.
  Who or what is Nomos Prime exactly? None know for 
  certain, but it is an immensely powerful being that controls 
  fantastic magical powers unheard of outside of the most 
  spectacular divine interventions. Some stories say that it 
  was a wizard that traveled the planes and unlocked the 
  magical code, while others maintain it is a manifestation 
  of that very code given voice and form. Nomos Prime is 
  genderless and sits in a vast tower constructed of magical 
  force on Buxelos. 
  It can manifest anywhere in the tower as a crackling 
  visage of magical energy, shaping it in any way conceivable 
  but always identifiable. Nomos Prime speaks in a calm, 
  measured whisper that is easily heard and understood 
  by any it so desires within its tower. Outside the tower, 
  magical ooze-like creatures called nomo enact the will of 
  Nomos Prime. The powerful magical entity offers to teach 
  any wizard its power that comes to its tower, and these 
  wizards – nomomancers – often take their knowledge out 
  to the multiverse.
  Perfect Order
  The Perfect Order is the military arm of the Lex. Its 
  members are einheriar, warriors in service to law and 
  justice across Arcadia, but they do not enjoy the immortal 
  benefits of being a Lex servant. Instead they are equipped 
  and trained to enforce the laws passed by the Lex, and are 
  usually assigned to permanent duty at one of the many 
  kingdoms across Abellio and Buxelos. In this regard, 
  they function as that kingdom’s law enforcement force, 
  though they are usually supplemented with other military 
  commands for the defense and good of the kingdom.
  For such a vast peacekeeping force, the Perfect Order 
  is surprisingly cellular. The units of einheriar stationed 
  at each kingdom are autonomous from the larger 
  organization as each is imbued with perfect knowledge of 
  the Lexinomicon and its many, many laws. This connection 
  is maintained by powerful forces within the Lex itself.
  Two divisions of Perfect Order einheriar exist. The 
  first are the guards, and these are the common soldiers 
  and warriors stationed across Arcadia. They are skilled 
  combatants and loyal soldiers, able to sense the breaking 
  of a law within a certain range in order to locate criminals 
  and bring them to justice. The second division are the 
  investigators, which are housed centrally at the Court 
  Castles of Lex. Teams of einheriar investigators are 
  assigned territories across Arcadia and it is their duty to 
  track down those that break the High Laws.
  Queen Mother Clarity
  Formians are not native to Arcadia, and their arrival in 
  the past few centuries caused confusion and concern 
  initially. The ant-like race approached the Lex under 
  peaceful terms, however, and the terms of a peace accord 
  were struck after the first full meeting. This meeting was 
  conducted with Queen Mother Kk’llaa’raa’tt IV, a word that 
  is difficult to pronounce for non-formians. She is known 
  as Queen Mother Clarity to outsiders, and currently her 
  progeny, Queen Mother Clarity XI, rules over the formians 
  on Arcadia.
  She dwells in the massive hive-city of Mandible on 
  Buxelos, constructed in a vast network of tunnels beneath 
  a large mound of solidified earth and dirt that stands like a 
  mountain on the planar landscape. Queen Mother Clarity 
  has three daughters who represent the formians in matters 
  of state and importance, as she herself has gotten too big 
  to move outside of her brood chamber. Soon, her time will 
  end and one of her daughters will become Queen Mother 
  Clarity XII. The three princesses have different views of 
  how to run the formian forces on Arcadia, but one of them 
  agrees with her mother’s viewpoints. It’s a volatile situation 
  that is likely to erupt in the coming years into civil war 
  unless drastic measures are taken.
  For her part, Queen Mother Clarity XI is pushing on 
  the Lex to finalize their membership into the Peaceable 
  Kingdoms once and for all. It’s a process that’s been taking 
  a very long time, held up in debates among the orders and 
  sub-committees, but the Queen Mother hopes that its final 
  decision will cement the formians into Arcadia and prevent 
  a civil war when she passes. Two of her daughters lean 
  heavily towards withdrawing from the plane entirely – one 
  of them violently so.
  Storm Kings
  High above the perfectly ordered orchards, forests, hills, 
  and rolling plains of Abellio hang four floating stone 
  structures. These are the bases of the Storm Kings, four 
  immortal beings together with complete command over 
  the weather of Arcadia. Their homes are the Compass 
  Citadels, each positioned thousands of miles away from 
  the Orb of Day and Night in one of the compass points 
  (north, east, south, and west).
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  7
  Brekekex
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 39 (6d8+12)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  14 (+2)
  2 (-4)
  10 (+0)
  3 (-4)
  Skills Perception +2, Stealth +3
  Damage Immunities thunder
  Condition Immunities deafened
  Senses darkvision 60 ft., passive Perception 12
  Languages --
  Challenge 2 (450 XP)
  Amphibious. The brekekex can breathe air and water.
  Standing Leap. The brekekex’s long jump is up to 20 feet and 
  its high jump is up to 10 feet, with or without a running start.
  Actions
  Tongue Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 7 (1d8+3) bludgeoning damage
  Booming Croak (Recharge 5-6). The brekekex releases a 
  booming croak in a 30-foot cone from its mouth. Creatures 
  caught in the area must succeed on a DC 12 Constitution 
  saving throw, suffering 22 (5d8) thunder damage on a failure, 
  or half as much on a success. Creatures that fail their save are 
  also knocked prone.
  The four individually are the Cloud King, the Wind 
  Queen, the Lightning King, and the Rain Queen, and each 
  of their Compass Citadels are surrounded by powerful and 
  damaging forces controlled by each individual. They meet 
  on a regular basis at one of their citadels, rotating among 
  them each time, to discuss the weather patterns and plan 
  for the coming period. These meetings occur every 360 
  days, also referred to as a storm year.
  The weather of Arcadia follows definite patterns that 
  can be ascertained. It never rains for more than one day at 
  a time, for example, and never more than four days pass 
  between weather extremes. The temperature across the 
  plane is kept steady and comfortable, so snow and ice 
  are never a widespread concern. But two or three of the 
  Storm Kings have worked together to create particularly 
  violent bouts of weather. Once a storm year the four allow 
  their powers to coincide to create a powerful storm that 
  stretches across both planar layers.
  Creatures & Denizens
  Arcadia is home to numerous creatures that are also found 
  on most Material Plane worlds. Sheep, wolves, cows, and 
  other common creatures can be encountered in the vast 
  expanses, along with humanoids and angels of all types. 
  A few unique creatures also call the plane their home, 
  including the displaced formians and others.
  Brekekex
  Swampy regions of Arcadia are filled with all manner 
  of creatures, but few are as curious or dangerous as the 
  brekekex. A specialized breed of giant frog, brekekex 
  can be heard long before they are seen as their loud 
  croaking echoes for miles, but once spotted they are easily 
  identified. The creature’s skin is slimy black streaked with 
  white, or slimy white streaked with black for the females. 
  Both genders croak loudly, the males during the day and 
  the females during the night, intoning gutturally and 
  harmoniously a sound similar to its namesake.
  Fierce Defenders. Brekekex fiercely defend their chosen 
  territories from outsiders. They lash out with their great 
  tongues, slapping down opponents with ruthless efficiency, 
  while occasionally releasing a devastating thunder croak. 
  Their tongues are just as skilled at catching the numerous 
  large insects that populate their swamps and marshes. 
  Brekekex defend their territories as they contain their 
  mates and their young, in either egg or tadpole form.
  Song of Sorrow. Legends relate that the brekekex trace 
  their origins back to a single huge frog, equally black and 
  white. It lived an immortal life of simple pleasures, moving 
  amidst the swamps of Arcadia. It accidentally hopped 
  into the dividing line between day and night, and in a 
  panic it froze. It didn’t know which way to go. It croaked 
  for days upon days, singing a song of sorrow that echoed 
  throughout the plane. Eventually, the Storm Kings looked 
  upon the tortured creature and split it into two parts, 
  releasing it from its prison. The two halves spawned others 
  of their kind and hopped across the plane, but the two 
  original brekekex – still immortal – found that they could 
  not meet each other except on the line between day and 
  night.
  
  Volume XIV |  Peaceable Kingdoms of Arcadia
  8
  Cadmal
  Medium beast, lawful neutral or lawful good
  Armor Class 15 (natural armor)
  Hit Points 44 (8d8+8)
  Speed 40 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  13 (+1)
  11 (+0)
  10 (+0)
  18 (+4)
  Saving Throws Dex +5, Cha +6
  Skills Insight +2, Perception +2, Persuasion +6, Stealth +5
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  Cunning Action. On each of its turns, the cadmal can use a 
  bonus action to take the Dash, Disengage, or Hide action.
  Evasion. If the cadmal is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, the 
  cadmal instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.
  Keen Hearing and Smell. The cadmal has advantage on Wisdom 
  (Perception) checks that rely on hearing or smelling.
  Innate Spellcasting. The cadmal’s innate spellcasting ability is 
  Charisma (spell save DC 14). It can innately cast the following 
  spells, requiring no material or somatic components:
  At will: faerie fire, minor illusion, speak with animals
  3/day each: calm emotions, hold person, silence
  Actions
  Multiattack. The cadmal makes two bite attacks.
  Change Size. The cadmal can increase or decrease its size, 
  choosing between Large, Medium, and Small as an action. 
  The statistics below reflect the cadmal at its Medium size. At 
  Large size, its bite damage changes to 10 (2d6+3) and it has 
  advantage on Strength checks and Strength saving throws. At 
  Small size, its bite damage changes to 5 (1d4+3) and it has 
  advantage on Dexterity checks and Dexterity saving throws. The 
  cadmal remains its size until it chooses to change size again.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8+3) piercing damage.
  Hypnotic Voice (Recharge 5-6). The cadmal speaks in a 
  magically hypnotic voice. Creatures within 30 feet of the 
  cadmal that can hear it must make a DC 14 Wisdom saving 
  throw. On a failed save, the creature becomes charmed for 1 
  minute. While charmed by the cadmal’s hypnotic voice, the 
  creature is incapacitated and has a speed of 0. The effect ends if 
  the affected creature takes any damage or if someone else uses 
  an action to shake the creature out of its trance.
  Cadmal
  Graceful animals of all kind are native to the fields, forests, 
  and pastures of Arcadia. The residents know to keep a 
  close eye out for silver foxes, however, as they could be 
  a cadmal on the prowl. In their normal form, the cadmal 
  resembles a silver fox as large as wolf, with sleek fur, quick 
  jaws, and golden eyes. They have the ability to change their 
  size, increasing to as large as a horse or decreasing down 
  to the size of a common fox, and in each size they are well-
  suited for different tasks.
  Wilderness Watchers. Cadmal are guardians of the 
  natural order, and they seek out imperfections in the 
  Arcadian landscape that would threaten the balance of 
  the wilderness. They are intelligence, speaking Common 
  and other languages, and use their charming voices and 
  magical abilities to slow down enemies rather than face 
  them in direct combat. They are solitary guardians, but 
  they keep on good terms with the other animals and beasts 
  of their region and usually call upon their aid if they run 
  into an instigator of trouble.
  Uneasy Friendship. Cadmal are natives of the 
  wilderness and try not to venture too close to the 
  Peaceable Kingdoms. They are capable of defending 
  themselves if necessary, but most see the native residents 
  of the plane as part of the natural harmony of Arcadia – 
  the kingdoms don’t need the cadmal’s protection because 
  of the Lex and other forces. But the silver foxes still keep 
  their distance, and some of the more militantly minded 
  use strong tactics to make sure their territories are kept 
  safe. Others actually strike up casual alliances or even 
  friendships with farmers and others that border the 
  wilderness regions of Arcadia.
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  9
  Storm Elemental
  Large elemental, neutral
  Armor Class 14
  Hit Points 102 (12d10+36)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  19 (+4)
  17 (+3)
  6 (-2)
  10 (+0)
  6 (-2)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities lightning, thunder, poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 5 (1,800 XP)
  Storm Wind Aura. Powerful winds surround the storm 
  elemental, buffeting and blowing down opponents. Creatures 
  that start their turn within 10 feet of the storm elemental 
  must succeed on a DC 14 Strength saving throw, suffering 13 
  (3d8) bludgeoning damage on a failure, or half as much on a 
  success. Medium or smaller creatures that fail the saving throw 
  are knocked prone as well. Ranged attacks against the storm 
  elemental from further than 10 feet away suffer disadvantage. 
  Fog, smoke, and other gases are kept 10 feet away from the 
  storm elemental.
  The storm elemental can drop or summon this aura at will on 
  its turn.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 15 (2d10+4) bludgeoning damage.
  Lightning Bolt (Recharge 4-6). The storm elemental releases 
  a crackling bolt of lighting in a 60-foot line. Creatures caught 
  in the bolt’s path must make a DC 14 Dexterity saving throw, 
  suffering 21 (6d6) lightning damage on a failure, or half as 
  much on a success.
  Elemental, Storm
  The Storm Kings that command and direct the weather 
  of Arcadia are powerful if somewhat detached presences 
  of the plane. From their Compass Citadels they pull down 
  rain, clouds, wind, and lightning according to a complex 
  but perfectly ordered plan. While powerful in their own 
  right, they cannot be everywhere, and each commands 
  a nearly unlimited supply of storm elementals. These 
  creatures resemble a gray funnel cloud, their forms 
  marked by arcs of lightning and a driving wind that 
  surrounds them at all times.
  Agents Across Arcadia. The Storm Kings usually do not 
  leave their Compass Citadels except to meet every cycle to 
  determine the next cycle’s weather patterns. But they each 
  maintain interests in the goings on with the Peaceable 
  Kingdoms below, and they use storm elementals as potent 
  agents and representatives. In this capacity, the storm 
  elemental records everything it hears around it, saving the 
  information for later retelling to the Storm King directly.
  Treachery of Jaraskus. The role of Storm King has 
  been held by numerous creatures throughout time, but 
  few have abused their position or created more problems 
  than Jaraskus the Lightning King. He was a storm giant 
  from a reputable family, and his father and grandfather 
  had held the position of Lightning King before him. But 
  upon assuming the Storm King mantle, Jaraskus became 
  obsessed with finding the treasure he felt was hidden away 
  in the Stormvault, a secret hiding place accessible only by 
  the combined efforts of all four kings. 
  Jaraskus plotted to kidnap his fellows and force them 
  to aid him, and he managed to assault the Compass 
  Citadel of the Rain King and take it over briefly with an 
  overwhelming force of storm elementals. The Cloud King 
  and Wind Queen combined forces to eliminate Jaraskus, 
  but the Lightning King’s elemental forces went berserk and 
  fled across the planes. Jaraskus’ fate is not known, but a 
  new Lightning King took over and the courts of the Storm 
  Kings settled peacefully after that. 
  
  Volume XIV |  Peaceable Kingdoms of Arcadia
  10
  Formian
  Across all the multiverse, few creatures are as single-
  minded or industrious as the ant-like formians. These 
  creatures appear as a cross between a centaur and an ant 
  of varying size depending on the type of formian. Their 
  rigid caste-based society is inflexible but efficient, with 
  little or no individuality among the ranks. All efforts are 
  done for the greater benefit of the hive with no regard for 
  the cost to the one or few. It’s a harsh life but each formian 
  understands their purpose in the hierarchy and performs 
  their duties without personal thought.
  Hive Structure. Formians divide themselves into 
  three broad castes, though some hives have specialized 
  members of one or more castes suited to specific needs. 
  The lowest caste are the drones, who are also the 
  smallest formians. They are suited to menial labor and 
  excel at performing physical tasks such as digging or 
  building in service to the hive. The second caste are the 
  warriors, charged with defending the hive against enemies 
  and working as a unit. The third caste are the elite 
  queenguards, more intelligent than the lower castes with 
  magical talents to help aid them in their assigned tasks. 
  The top caste is the queen herself. There is no mobility 
  among the ranks. A drone is born a drone and is destined 
  to die a drone.
  Planar Expansion. The goal of every formian hive is to 
  expand to control as much territory as possible. They force 
  order upon the world at the drive of their queen, who sees 
  everything non-formian as unbridled chaos. They build 
  expansion colonies to hold their territories and they have 
  little regard for the lives of creatures that stand in their 
  way. Formians originate from the Clockwork Nirvana of 
  Mechanus where the largest hive-cities stand, and their 
  expansion efforts have brought them across the multiverse. 
  In Arcadia, several hive-cities have sprung up but the 
  queens in charge have taken a less aggressive stance 
  towards their goal of total domination, instead working 
  within the confines of the law-based structure that guides 
  the workings of that plane.
  Body Language. The Formian language is not spoken 
  but instead performed in an efficient manner quicker and 
  more nuanced than most spoken languages. Formians use 
  every part of their body when “speaking” to one another, 
  making it impossible for non-formians to communicate 
  in it (without the use of antennae, segmented bodies, 
  mandibles, and other specific body parts the language falls 
  apart).
  Will of the Queen. Each formian hive is ruled by a 
  queen, a monstrously huge creature with potent magical 
  abilities but the inability to move for herself. The queen sits 
  at the top of the rigid society and is supposed to be the only 
  one with free will, as it is her vision and drive that moves 
  the hive toward greater and greater glories and conquests. 
  Few queens are altruistic, and some are ruthless and cruel 
  in their machinations. Their breeding chambers are filled 
  with hundreds or thousands of eggs, the result of their 
  mating with the elite queenguards chosen as consorts.
  Drone
  Drones are the most common type of formian, and a hive 
  is usually comprised of at least 50% drones among its 
  members. They are small, no bigger than a large dog, 
  but industrious and single-minded in their pursuits. They 
  cannot speak but are fluent in the Formian body language, 
  which is adept at conveying complex messages in short 
  time frames. Drones do not wield weapons but can defend 
  themselves with claws if the livelihood of their queen or 
  hive is threatened.
  Warrior
  The formian warriors are larger than the drones, each 
  standing about 7 feet tall. Their claws are larger and 
  more jagged than the drones, capable of piercing thicker 
  hides, and their tail has developed a poisonous stinger it 
  uses to attack opponents. Warriors use the formian hive 
  mind in combat, picking up on the subtle clues of its allies 
  to strike at the least vulnerable locations on a target. 
  Formian warriors take orders delivered from a queen or a 
  queenguard through their linked hive mind – most hives 
  have no other commanders or generals than this link.
  Formian Drone
  Small monstrosity, lawful neutral
  Armor Class 14 (natural armor)
  Hit Points 11 (2d6+4)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  14 (+2)
  14 (+2)
  6 (-2)
  11 (+0)
  9 (-1)
  Damage Resistances fire, lightning
  Damage Immunities cold, poison
  Condition Immunities charmed, exhaustion, petrification, 
  poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Formian
  Challenge 1/2 (100 XP)
  Hive Mind. Each formian shares a psychic link to every other 
  formian within a 1-mile radius. Information and details are 
  passed instantly between the formians as long as they are all 
  connected through the hive mind.
  Industrious. The formian has advantage on Dexterity and 
  Strength ability checks.
  Repair. The formian can use the mending cantrip at will without 
  material, somatic, or verbal components.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4+2) piercing damage.
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  11
  Formian Soldier
  Medium monstrosity, lawful netural
  Armor Class 15 (natural armor)
  Hit Points 26 (4d8+8)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  14 (+2)
  10 (+0)
  11 (+0)
  9 (-1)
  Damage Resistances fire, lightning
  Damage Immunities cold, poison
  Condition Immunities charmed, exhaustion, petrification, 
  poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Formian
  Challenge 2 (450 XP)
  Hive Mind. Each formian shares a psychic link to every other 
  formian within a 1-mile radius. Information and details are 
  passed instantly between the formians as long as they are all 
  connected through the hive mind.
  Industrious. The formian has advantage on Dexterity and 
  Strength ability checks.
  Pack Tactics. The formian has advantage on an attack roll 
  against a creature if at least one of the formian’s allies is within 
  Actions
  Multiattack. The formian makes two attacks: one with its claws 
  and one with its stinger.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8+3) piercing damage.
  Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
  Formian Queenguard
  Large monstrosity, any lawful alignment
  Armor Class 18 (plate armor)
  Hit Points 67 (9d10+18)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  14 (+2)
  16 (+3)
  11 (+0)
  9 (-1)
  Damage Resistances fire, lightning
  Damage Immunities cold, poison
  Condition Immunities charmed, exhaustion, petrification, 
  poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Formian
  Challenge 6 (2,300 XP)
  Hive Mind. Each formian shares a psychic link to every other 
  formian within a 1-mile radius. Information and details are 
  passed instantly between the formians as long as they are all 
  connected through the hive mind.
  Industrious. The formian has advantage on Dexterity and 
  Strength ability checks.
  Innate Spellcasting. The formian’s innate spellcasting ability is 
  Intelligence (spell save DC 15). It can innately cast the following 
  spells, requiring no material components:
  At will: detect magic, detect thoughts
  3/day: charm monster, locate object, teleport
  Actions
  Multiattack. The formian makes three attacks: one with its 
  stinger and two with its spear or claws.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 10 (1d10+5) piercing damage.
  Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 14 (2d8+5) piercing damage.
  Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 9 (1d8+5) piercing damage plus 14 (4d6) poison 
  damage. If the target is a creature, it must succeed on a DC 15 
  Constitution saving throw or be poisoned for 1 hour.
  Queenguard
  As large as a pony, the queenguard formians are the elite 
  members of the hive that serve the needs of the queen 
  directly. They have minor magical powers and a well-
  developed poison in their stinger, but they prefer to attack 
  with oversized spears. Queenguards wear specialized plate 
  armor over their bodies, further marking their station in 
  the hive. They are intelligent, cunning, and competent, 
  executing the needs of their queen and hive with ruthless 
  efficiency. The greatest deficiency of a formian queenguard 
  is its general lack of imagination, a trait lacking in most 
  formians other than a queen.
  
  Volume XIV |  Peaceable Kingdoms of Arcadia
  12
  Gore Worm
  Arcadia is a plane of harmony and balance, where 
  everything works together towards a general betterment. 
  Sometimes, the equilibrium that keeps this harmony 
  together is thrown out of balance, and when this happens 
  the gore worm appears. These burrowing monsters 
  resemble 30-foot long pale-yellow segmented worms, 
  with a gaping mouth lined on all sides with tiny teeth 
  and a single wicked horn protruding from its head. It 
  burrows beneath the ground of Arcadia, waiting to strike 
  at creatures or objects that threaten the harmony of the 
  plane.
  Divine Punishment. The detailed records of the Lex 
  identify the first appearance of the gore worm as a direct 
  result of a god that dwelled in Arcadia long ago. Believing 
  itself to the one thing holding the plane’s harmonic 
  balance together, the god saw discord and strife among 
  the Peaceable Kingdoms, though in reality it was simply 
  a difference of opinion that was fair and natural. The god 
  summoned up a swarm of gore worms and sent them 
  to attack the kingdom, which they did in a single night 
  of terror and destruction. For this heinous act, the god 
  was cast out of Arcadia by the Lex and every Peaceable 
  Kingdom, but the gore worms could not be controlled.
  Hunters of Chaos. Gore worms can sense chaotic 
  creatures with a predatory instinct. They are usually found 
  burrowing slowly beneath the Arcadian ground, far enough 
  down to not cause any disturbances but close enough to 
  sense chaotic creatures. They have been known to strike 
  suddenly on chaotic creatures regardless of whether they 
  have broken any laws – the gore worms have no concept of 
  laws and the Lex have been unable to capture and control 
  the monsters. Many altruistic einheriar of Arcadia come 
  to the aid of travelers that are attacked in this fashion, but 
  such is not always the case.
  Gore Worm
  Huge monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 142 (15d12+45)
  Speed 40 ft., burrow 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  17 (+3)
  3 (-4)
  11 (+0)
  7 (-2)
  Saving Throws Con +6, Wis +3
  Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 
  10
  Languages --
  Challenge 7 (2,900 XP)
  Axiomatic Sense. The worm senses the exact location of any 
  creature with a chaotic alignment (chaotic good, chaotic 
  neutral, or chaotic evil) within 120 feet.
  Charge. If the worm moves at least 20 feet straight toward a 
  target and then hits it with a gore attack on the same turn, the 
  target takes an extra 22 (4d10) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength saving 
  throw or be knocked prone.
  Magic Resistance. The worm has advantage on saving throws 
  against spells and other magical effects.
  Siege Monster. The worm deals double damage to objects and 
  structures.
  Tunneler. The worm can burrow through solid rock at half its 
  burrow speed and leaves a 10-foot-diameter tunnel in its wake.
  Actions
  Multiattack. The worm makes two attacks: one with its bite and 
  one with its gore.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 19 (3d8+6) piercing damage.
  Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 28 (4d10+6) bludgeoning damage.
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  13
  Judgewraith
  The laws of Arcadia are enforced largely by a shared 
  understanding of its citizens regarding the harmony 
  those laws bring about. Trade and conflict are managed, 
  differences are settled, and there’s a process for every 
  grievance and concern. Nonetheless, laws do get broken. 
  The einheriar of the Perfect Order address most concerns, 
  but the Lex have dispersed powerful undead spirits 
  known as judgewraiths to be where the einheriar cannot. 
  Judgewraiths are incorporeal undead monsters bound 
  by ancient laws to the will of the Lex, and they enforce 
  the laws of Arcadia with righteous zeal. They appear as 
  black-robed specters with inky darkness spilling out from 
  beneath their well-groomed garments.
  The First Thirteen. Judgewraiths were the creation 
  of a zealous inquisitor of the Lex hundreds of years ago 
  when a Peaceable Kingdom broke into full revolt. The 
  inquisitor needed a tool to not just put down the rebellion 
  but instill a measure of fear to keep the other kingdoms 
  in line. In secret, this inquisitor took thirteen fanatically 
  devoted judges into the bowels of his court castle, and 
  there transformed the willing participants into the first 
  judgewraiths.
  They moved silently and swiftly to punish the rebellious 
  kingdom. The original inquisitor broke an ancient Lex 
  law in creating the judgewraiths, however, and shortly 
  thereafter his own creations were turned against him. The 
  first thirteen spectral judges still lurk around the complex 
  of court castles and are given special assignments from 
  time to time by the Order of Peaceable Laws.
  Criminal Pursuit. Judgewraiths are relentless in their 
  pursuit of criminals, but they usually only used in special 
  circumstances by the Lex. Investigator einheriar looking 
  into crimes against the High Laws may work with a 
  judgewraith searching for a particularly heinous or brutal 
  criminal, but most of the einheriar loathe working with the 
  spectral creatures. 
  Judgewraith
  Medium undead, lawful neutral
  Armor Class 14
  Hit Points 136 (16d8+64)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  18 (+4)
  19 (+4)
  7 (-2)
  8 (-1)
  14 (+2)
  Damage Resistances acid, cold fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical weapons
  Damage Immunities necrotic, poison, psychic
  Condition Immunities charmed, exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Senses truesight 60 ft., passive Perception 9
  Languages telepathy 120 ft.
  Challenge 8 (3,900 XP)
  Incorporeal Movement. The judgewraith can move through 
  other creatures and objects as if they were difficult terrain. It 
  takes 5 (1d10) force damage if it ends its turn inside an object.
  Zone of Truth. Creatures that start their turn within 15 feet of 
  the judgewraith must succeed on a DC 15 Charisma saving 
  throw or fall under the effects of the zone of truth spell.
  Smite. Once per turn, the judgewraith deals an extra 14 (4d6) 
  psychic damage when it hits a target with a weapon attack.
  Actions
  Multiattack. The judgewraith makes two raking claw attacks.
  Raking Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one creature. Hit: 13 (2d6+6) slashing damage and 14 (4d6) 
  psychic damage.
  Eye of Judgement. A target creature within 60 feet of the 
  judgewraith that it can see must make a DC 15 Wisdom saving 
  throw or be paralyzed for 1 minute. Creatures with a chaotic 
  alignment suffer disadvantage on this save. The target can 
  repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  
  Volume XIV |  Peaceable Kingdoms of Arcadia
  14
  Nomo
  The laws of magic are as strict and rigid as any of the laws 
  constructed by the Lex, but they largely remain shrouded 
  in mystery. The powerful entity known as Nomos Prime 
  claims to understand all of them as no mortal or even 
  divine power could, and from its tower on Arcadia’s second 
  layer of Buxelos, it collates magical data from across the 
  multiverse. It doesn’t leave the tower, however, instead 
  relying on flying oozes known as nomo to perform its field 
  operations.
  A nomo resembles a large purple jellyfish, with a 
  broad cap sitting over a mass of tentacles that undulates 
  to move the creature through the air or water. They 
  have been encountered across the multiverse, either on 
  specific missions from Nomos Prime or left to wander 
  after completing some task, but their knack for cancelling 
  magical effects has made them dangerous monsters to 
  encounter.
  Data Collection. While Nomos Prime claims to 
  understand the laws of magic, it is not one to rest with 
  that knowledge. Most arcane spellcasters agree that magic 
  itself is a living thing, perhaps not in the same way mortal 
  creatures are alive but in a wholly unique and largely 
  misunderstood way. The nomo are tasked with collecting 
  information about magic for collation and archiving by 
  Nomos Prime. What the mysterious entity ultimately does 
  with this data isn’t known.
  Magic Hound. Some wizards, especially nomomancers 
  who studied under Nomos Prime, have been known to 
  use a nomo as a specialized hunter of magic. Its innate 
  sense to pick up magical effects within a broad area makes 
  them good at detecting otherwise hidden emanations from 
  detect magic and other common spells. A nomo found in 
  the wilderness can lead to a greater discovery, or so believe 
  some nomomancers who otherwise do not wish to disturb 
  their master’s pet oozes.
  Nomo
  Large ooze, unaligned
  Armor Class 14
  Hit Points 78 (12d10+12)
  Speed 10 ft., fly 40 ft. (hover), swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  19 (+4)
  13 (+1)
  5 (-3)
  20 (+5)
  11 (+0)
  Saving Throws Int +0, Wis +8, Cha +3
  Damage Resistances acid, cold, fire, lightning, necrotic, radiant, 
  thunder; bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Damage Immunities force, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  prone
  Senses blindsight 60 ft. (blind beyond this distance), passive 
  Perception 15
  Languages --
  Challenge 5 (1,800 XP)
  Amorphous. The nomo can move through a space as narrow as 
  1 inch wide without squeezing.
  Magic Resistance. The nomo has advantage on saving throws 
  against spells and other magical effects.
  Magic Sense. The nomo can sense magic, including spells and 
  spellcasters, within 120 feet.
  Actions
  Multiattack. The nomo makes two pseudopod attacks.
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6+4) bludgeoning damage plus 10 (4d4) force 
  damage.
  Reactions
  Counter Magic. If the nomo is the target of a spell or other 
  magical effect, it automatically cancels the effect if it’s the 
  equivalent of a 4th-level spell or lower.
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  15
  Hazards & Phenomena
  While Arcadia stands as one of the safer planes to 
  traveler for well-intentioned visitors, there remain a few 
  hazards to watch out for, chief among them breaking the 
  law (accidentally or deliberately!). Other wonders attract 
  strangers to Arcadia’s perfect fields as well, and Dungeon 
  Masters can randomly generate a Peaceable Kingdom 
  using the tables contained herein for quick inspiration.
  Arcadian Flawless Fruit
  The trees that fill the orchards and forests of Arcadia’s 
  perfectly ordered landscape are pristine specimens, each 
  standing tall and reaching out with symmetrical branches 
  and leaves. Most of these trees are simply perfect versions 
  of more common varieties found across the Material 
  Plane, such as oaks, maples, and birches, but under the 
  right specific circumstances a seed falls and grows into a 
  flawless metal tree.
  The flawless metal trees have bark made of gold, silver, 
  or copper, with bronze or brass leaves sprouting along 
  ordered lines on the branches. They appear to be oaks, but 
  they bear no nuts or seeds – instead, flawless fruit grows 
  from their limbs. Resembling pears of varying shades of 
  red, green, orange, and violet, the flawless fruit from these 
  rare trees hold magical properties. Each flawless tree 
  grows fruit of one particular type, which mimics a potion 
  from the below table. When picked, the fruit lasts for 1d10 
  days before crumbling to dust.
  1d20
  Flawless Fruit eFFect
  1-2
  Potion of healing
  3-4
  Potion of fire breath
  5-6
  Potion of resistance
  7-8
  Potion of animal friendship
  9-10
  Potion of hill giant strength
  11-12
  Potion of water breathing
  13-14
  Potion of gaseous form
  15-16
  Potion of heroism
  17-18
  Potion of invisibility
  19
  Potion of supreme healing
  20
  Potion of speed
  The flawless trees usually only appear singly in a grove or 
  forest, but in some places they are specially cultivated. The 
  Enlightened Orchard contains the densest collection of 
  flawless trees that grow fruit near constantly.
  Breaking the Law
  The laws that govern life across Arcadia are complex and 
  byzantine. Travelers to the plane, especially ones with 
  a chaotic alignment, can find themselves inadvertently 
  breaking any number of laws, bringing the wrong kind of 
  attention down upon them and those they associated with.
  Rather than detail out the myriad Arcadian laws, which 
  would likely fill many thick volumes in its own right, the 
  DM is encouraged to use a simple abstraction. Anytime 
  a character makes an ability check while on Arcadia, 
  roll 1d20. If the character is lawful, a law of some sort is 
  broken on a roll of 1. If the character is neutral, a law is 
  broken on a roll of 1 or 2. And chaotic characters break the 
  law on a roll of 1, 2, or 3.
  You can use the table below to determine the severity of 
  the law broken. Common Laws are handled by einheriar 
  in the area, while High Laws are usually policed by the 
  investigator einheriar or judgewraiths (or both, in rare 
  circumstances). Law and order are so bound together 
  in Arcadia that a magical effect attaches an aura to 
  criminals that can be read by specialized equipment held 
  by einheriar across the plane, allowing them to quickly 
  judge if a person has broken a law and demand fines and/
  or incarcerate as appropriate. Just because no one was 
  around doesn’t mean a law was not broken on Arcadia!
  1d20
  law severity
  1-4
  Common Law – Minor fine of 1d6 x 5 gp.
  5-7
  Common Law – Minor fine of 2d6 x 10 gp.
  8-10
  Common Law – Minor fine of 1d6 x 50 gp.
  11-13
  Common Law – Medium fine of 1d6 x 100 gp 
  or 1 night’s imprisonment.
  14-15
  Common Law – Medium fine of 1d6 x 500 gp 
  or 1d4 night’s imprisonment.
  16-17
  Common Law – Major fine of 1d6 x 1000 gp 
  and 1d4 night’s imprisonment.
  18-19
  Common Law – Major fine of 2d6 x 1000 gp 
  and 2d6 night’s imprisonment
  20
  High Law – Special
  A night’s imprisonment can be settled with 500 gp per 
  night at any Perfect Order office around Arcadia. Breaking 
  a High Law usually involves a trial, and such offenders are 
  apprehended and taken to the Court Castles of the Lex on 
  Buxelos. There they wait for their time in court, and are 
  assigned a defender while evidence is gathered. Some 
  criminals have waited years for their trial to start.
  Harmonious Vitality
  The harmony built and maintained by the Lex and other 
  inhabitants of Arcadia mingles well with the plane’s natural 
  tendencies, and together they infuse travelers and natives 
  alike with charged vitalities. While on Arcadia, creatures 
  can’t be frightened or poisoned, and they are immune to 
  disease and poison.
  Random Peaceable Kingdom
  The Peaceable Kingdoms that give Arcadia’s its title are 
  many and varied, and not all of them are kingdoms in the 
  strictest sense! Democracies, magocracies, plutocracies, 
  and more populate the well-ordered lands of Arcadia. 
  Collectively they are known as the Peaceable Kingdoms 
  and they are all lawful good or lawful neutral (usually a mix 
  
  Volume XIV |  Peaceable Kingdoms of Arcadia
  16
  of both).
  You can randomly determine the general properties of a 
  Peaceable Kingdom using the below tables. The first table 
  determines the government type, or who holds the highest 
  level of authority in the kingdom. The second table helps 
  determine the dominant race, which can be one or many 
  depending on how unique you want to get. The third table 
  is a catch-all for general traits that apply to that kingdom; 
  you are encouraged to roll two or three times on that table 
  to make the kingdom unique from the others. Some of the 
  results are opposite of one another and if rolled together, 
  one should be re-rolled.
  1d20
  Government type
  1-2
  Democracy. Government by the people, 
  either directly or through elected 
  representatives.
  3-4
  Plutocracy. Government by the wealthy.
  5-6
  Theocracy. Government by clerics and 
  priests.
  7-8
  Magocracy. Government by wizards and 
  sorcerers.
  9-10
  Bureaucracy. Government by various 
  departments and bureaus.
  11-12
  Syndicracy. Government by leaders of 
  various syndicates or guilds.
  11-20
  Monarchy. Government by a single 
  hereditary sovereign.
  1d20
  dominant race
  1-2
  Elves
  3-4
  Dwarves
  5-6
  Halflings
  7-8
  Gnomes
  9-10
  Dragonborn
  11
  Orcs
  12
  Goblinoids
  13
  Aasimar
  14
  Modrons
  15
  Lizardfolk
  16
  Minotaurs
  17-20
  Humans
  1d20
  KinGdom traits
  1
  Magic Rich
  2
  Magic Poor
  3
  Honorable
  4
  Trustworthy
  5
  Severe
  6
  Restrictive
  7
  Strict
  8
  Zealous
  9
  Welcoming
  10
  Xenophobic
  11
  Superstitious
  12
  Ancient
  13
  Tyrannical
  14
  Argumentative
  15
  Wealthy
  16
  Poor
  17
  Arrogant
  18
  Law-obsessed
  19
  Cosmopolitan
  20
  Supportive
  The goal with these tables is to generate distinct 
  Peaceable Kingdoms that could reasonably exist in 
  Arcadia. If the party is going to have extensive interaction 
  with one or more of these distinct realms, it would be best 
  to consider adding more detail, such as the nature of any 
  large settlements and major geographic features.
  Mysterious Sites & Treasures
  Arcadia is a well-populated plane with varied and distinct 
  realms of a law-abiding nature, but that doesn’t mean 
  secrets and treasures don’t lay between the cracks. 
  Whether characters are searching through the vast Scroll 
  Crypts, perusing the Lexinomicon, or trying to find the 
  mythical Stormvault, Arcadia has plenty of adventure 
  opportunities to offer.
  Compass Citadels of the Storm 
  Kings
  Hovering high above the ordered landscape of Arcadia’s 
  first layer float four impressive fortresses, each serving 
  as the home of one of the powerful Storm Kings. They 
  are positioned at the compass points around the Orb of 
  Day and Night, though spread out far enough and high 
  enough so that they cannot view one another. Each of 
  these Compass Citadels is surrounded by titanic weather 
  patterns matching the Storm Kings’ own demesne – wind, 
  rain, lightning, and clouds.
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  17
  Each of the Compass Citadels is unique to their 
  respective Storm King, but they are all organized 
  stone layouts with multiple towers surrounding the 
  central structure. There each Storm King holds court, 
  commanding their weatherly aspect across Arcadia. 
  They each have their own perspective on visitors, so 
  travelers should be cautioned. The Rain Queen is fond of 
  entertaining those that make the long and perilous journey 
  to her Compass Citadel and has been known to talk for 
  hours at length with any willing to listen. By contrast, 
  the Lightning King is a brooding quiet lord that keeps 
  intruders away with a massive force of storm elementals 
  and precision lightning strikes.
  Court Castles of the Lex
  The largest developed region in all of Arcadia belongs 
  to the sprawling complex of bridges, walls, towers, and 
  fortifications that make up the Court Castles of the Lex. 
  The bureaucratic orders of the Lex each have their own 
  gray stone castle(s) within the 50-mile square plot of 
  developed land. There is order to the tangle, though the 
  closer one gets to the center of the Court Castles the less 
  that order is obvious as the buildings and spires date back 
  to the beginning of the Lex on Arcadia.
  Although its size dwarfs many kingdoms, the Court 
  Castles are not evenly populated, and some sections 
  have been sealed away or abandoned in the edicts of new 
  policies. Old orders are shuttered but their residency sites 
  remain, sealed away, with their records moving into the 
  Scroll Crypts buried below the ground.
  The center of the entire structure is dedicated to the 
  Castle of Peaceable Laws, where the Order of Peaceable 
  Laws meet to debate new laws. This is also where the 
  true and original version of the Lexinomicon is housed, 
  magically linked to every copy on Arcadia. Few visitors 
  are allowed inside the Castle of Peaceable Laws unless 
  the Order of Peaceable Laws has called a special public 
  session, an act that requires two-thirds majority of the 
  order’s members after such a motion has been made.
  While the Order of Peaceable Laws is the pinnacle of 
  the Lex, other orders housed within the Court Castles hold 
  just as much if not more sway in the day-to-day operations 
  of the bureaucratic organization. Members of the Order 
  of Scroll Scribes can be found everywhere as they are 
  responsible for taking accurate notes on everything, who 
  in turn pass their documents over to the Order of Scroll 
  Archiving and Storage. The Order of Scroll Retrieval 
  are responsible for taking requests and fetching the 
  desired scrolls as summoned by members of the Lex or 
  representatives in good standing.
  Many of the outlying Court Castles are dedicated to 
  holding actual court, with a judge presiding over a case. 
  Cases are argued by defendants and prosecutors on behalf 
  of clients, who are often citizens accused of a crime that 
  they have disputed. The legal proceedings of these many, 
  many courts is long and tedious but most judges of the Lex 
  are fair if overly thorough. “Everyone has their day in Lex 
  court” is a common Arcadian saying, followed closely by 
  “but the Lex judge takes their time in months.” It’s a slow, 
  ponderous system, but for the complex law-heavy societies 
  of Arcadia there is no other option.
  Enlightened Orchard
  The flawless metal trees that dot the landscape of Arcadia 
  are rare, and while there is a pattern to their appearance 
  and growth it is complex and poorly understood by most. 
  The most reliable place to find the metal trees and their 
  magical flawless fruit is the Enlightened Orchard. Guarded 
  by four gynosphinxes of incredible age and power, the 
  orchard is hidden from casual view on Abellio, the first 
  layer of Arcadia, in an otherwise unassuming patch of land 
  not claimed by any Peaceable Kingdom.
  Those that wish to partake in the fruits of the orchard 
  must pass five tests. The first test is finding and accessing 
  the Enlightened Orchard, a riddle few have been able 
  to solve. Then each of the gynosphinxes that guards the 
  site offers a distinct test. Failure expels the applicant 
  from the orchard for a period of four years. It is widely 
  known that those that pass the tests have their memories 
  selectively cleared of the experience by the magic of 
  the gynosphinxes, so few clues exist to aid travelers. 
  Applicants must rely on their wits and knowledge to access 
  the orchard.
  Glockenspiel
  Glockenspiel stands as one of the many Peaceable 
  Kingdoms across the landscape of Abellio, and it would 
  be wholly unremarkable among its neighbors except for 
  one distinct feature. It is ruled by an erinyes devil named 
  Lady Lacquella who has turned her back on the evil ways 
  of her devilish kin. Lady Lacquella’s path to rulership over 
  Glockenspiel, a plutocracy rooted in old aristocratic ways 
  and means, started recently when one of the old nobles 
  schemed to gain greater power. He summoned the erinyes 
  and taught her the ways of Arcadia in secret while using 
  his considerable influence and deep knowledge of the laws 
  to keep the Perfect Order from discovering his plots.
  Lady Lacquella learned a great deal from her summoner, 
  and she found that Arcadia held more for her than the 
  Nine Hells. When she learned that the old noble that 
  summoned her had broken a High Law, she pushed 
  through incredible agony and pain to defy his will and 
  report it to the Lex. The Perfect Order came in with 
  full force into Glockenspiel and tore down the noble’s 
  house and plans in punishment, but the erinyes was a 
  conundrum. She was given a chance to plead her case 
  before the courts of the Lex, and using the knowledge of 
  Arcadian laws she had gained Lady Lacquella was able to 
  expedite the case hearing. The judge that oversaw the case 
  ruled in her favor and she was given her former master’s 
  land and title as recompense.
  The erinyes moved quickly to consolidate her power 
  among the other nobles, but she holds no malice in her 
  heart. She is careful not to break any laws, but some of the 
  Perfect Order that protect Glockenspiel – ancient knights 
  – bristle at the very thought of a devil in their lands. Lady 
  Lacquella has done well for Glockenspiel and its people, 
  however, and by all account she is eyeing a seat on the 
  Order of Peaceable Laws as her ultimate goal. Is this part 
  of a devilish plot to usurp the powers of Arcadia? Or is this 
  a case of a changed heart?
  
  Volume XIV |  Peaceable Kingdoms of Arcadia
  18
  Lexinomicon
  It cannot be understated how many laws adjudicate life 
  and society in Arcadia. Most of those laws were passed 
  with good intention, though a few come close to absurdity, 
  and some are so ancient that their original reasonings 
  have been lost to the dusty archives of the Scroll Crypts. 
  Every single law of Arcadia, from the simplest to the most 
  ridiculous, are transcribed in a massive tome called the 
  Lexinomicon, housed within the Court Castles of the Lex 
  on Buxelos. The sheer number of laws and amount of 
  people needing to reference them makes a single copy 
  worthless, so a magical copy exists within every Peaceable 
  Kingdom that is updated automatically and immediately 
  when the original is marked.
  The book itself is massive. A single page is 10 feet wide 
  and 8 feet tall, and when closed the Lexinomicon sits 10 
  feet high. The pages are magical, as thin as paper but as 
  strong and durable as steel. Perfectly neat and legible 
  handwriting lays out each law in ordered, organized 
  sections, but even for such a weighty tome the sheer 
  number of laws on Arcadia should fill multiple copies of 
  the behemoth. Another magical aspect of the Lexinomicon 
  holds an extradimensional space between the covers 
  allowing for a near-infinite number of pages to be kept 
  inside. Each copy of the Lexinomicon is half the size of the 
  original but otherwise holds the same properties.
  The Order of Scribes Eternal are tasked with actually 
  writing and adjusting the laws within the book. These 
  immortal scribes speak rarely and work in shifts, 
  maintaining the wording of all the laws and adjusting them 
  based on the rulings of the courts of the Lex. A single 
  representative of the Order of Scribes Eternal is assigned 
  to each copy held by the Peaceable Kingdoms, who are 
  responsible for relaying new laws and updated language to 
  their respective rulers.
  Mandible
  The formians are a relatively new arrival on Arcadia, 
  having spread from the coglands of Mechanus in a 
  relentless incursion into the planes. But the ant-like 
  creatures are not evil, and they recognize the value in 
  integrating into Arcadia seamlessly. Several hive-cities 
  have appeared on Buxelos, the plane’s second layer, but 
  none are as large or complicated as Mandible. There, 
  Queen Mother Clarity rules the formians across all of 
  Arcadia, and she commands great respect with the queen 
  mothers on Mechanus as well.
  Mandible stands as a massive dirt tower rising up from 
  the once lush grassland surrounding it. The indomitable 
  formians have worked tirelessly to build the structure 
  out of the land’s materials, using their own magic and 
  prowess to push it higher and higher. The base is nearly 
  a mile wide and it stretches up almost half that height, 
  tapering as it reaches the pinnacle. Inside is a complex 
  but well-organized network of tunnels, passages, caverns, 
  and rooms built into the earthen structure of Mandible 
  itself. The tunnels extend far underground as well, where 
  the formians have dug out extensive regions within their 
  designated borders.
  The hustle and bustle of constant movement dominates 
  existence in Mandible. The formians inside all have 
  specific tasks they must complete, and they work to 
  complete these with ruthless and machine-like efficiency. 
  Soldiers patrol, drones work, and Queen Mother Clarity’s 
  personal brood and guards oversee the entire operation. 
  The queen mother’s chambers are hidden in a secret 
  chamber at the tower’s base, roughly at ground level, but 
  accessing it requires intricate knowledge of Mandible’s 
  tunnels and hidden halls.
  Some representatives on the Order of Peaceable Laws 
  believe that the formians have sinister intentions that they 
  hide within Mandible’s borders. It is a sovereign nation on 
  Arcadian land, subject to its own laws, a situation agreed 
  upon by Queen Mother Clarity’s tireless negotiations upon 
  their arrival on the plane. What exactly transpires in the 
  formian hive-city is unknown to the Lex or other residents 
  of Arcadia, a fact that worries many in positions of power.
  Mount Clangeddin
  A blind traveler can find Mount Clangeddin with little 
  problem, as the rhythmic pounding of hammer on anvil 
  echoes for miles upon miles around the singular peak, 
  the sound of industrious dwarves working on countless 
  projects within the mountain’s halls. Of course, Mount 
  Clangeddin is even easier to find with sight as it towers 
  above every other natural feature of Arcadia, with the 
  exception of Mount Today. Its rocky surface is dotted with 
  regular openings where dwarven sentries stand watch, 
  but no easy trail avails those that would scale its exterior 
  – the jagged rocks are aligned specially to prevent such 
  ventures.
  Inside and below Mount Clangeddin, thousands upon 
  thousands of dwarves work under the auspices of their 
  god, Clangeddin Silverbeard. The famous dwarf deity 
  resides somewhere in the mountain, though he is not 
  one for religious rites, preferring instead to constantly 
  move about the halls inspecting soldiers and the results 
  of numerous dwarven crafters. The dwarves in Mount 
  Clangeddin live a rigid, militaristic life, with a definite 
  hierarchy and chain of command running through every 
  facet of life. Defense of the mountain is paramount, and 
  numerous spontaneous portals have appeared in the 
  tunnels below ground where duergar, derro, and other evil 
  invaders seek to plunder the riches of the fabulous dwarf 
  kingdom.
  And the riches contained within Mount Clangeddin are 
  fabled and many. Great weapons and armor of dwarven 
  make adorn vaults and halls of legend, though rarely do 
  they remain in place for long. Clangeddin and his clergy 
  believe that a weapon that sits idle is a weapon misused, 
  so worthy contenders constantly strive to prove their value 
  before the vault keepers in hopes of having one of the 
  mighty items bestowed upon them.
  Dwarves make up the bulk of the residents of Mount 
  Clangeddin, and dwarven members of the Perfect Order 
  protect it and the surrounding territory from incursions 
  and evil, but occasionally a non-resident impresses the 
  keepers enough to find a place among their ranks. Known 
  as beardfellows, these outsiders have been welcomed in 
  Clangeddin’s halls and are recognized by most dwarves as 
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  19
  honorable friends who have performed great service. Even 
  dwarves can be titled beardfellows and they are regarded 
  higher still by the people under the mountain.
  Orb of Day and Night
  Nothing more encapsulates the perfect order of Arcadia 
  than the Orb of Day and Night. Every 12 hours, the orb 
  shifts, bathing one half of the plane in sunny daylight and 
  the other in moonlit night. It turns without fail, a symbol 
  of Arcadia’s harmony. No twilight or dusk shines upon the 
  land, and a definite line divides the night and day sides 
  of the plane. The Orb of Day and Night rests atop Mount 
  Today on Abellio, but through some magical force it can be 
  seen just as clearly on Buxelos as well.
  Several planar sages have tried to study the orb, but thus 
  far all attempts to reach the summit of Mount Today have 
  met with failure. The weather turns violent the closer one 
  approaches the peak, and when coupled with the intense 
  effects of the orb itself – the day side radiates fierce and 
  blistering heat with the night side sends a numbing chill 
  – approaching the top has simply proved too dangerous. 
  A little known prophecy written by a blind diviner says 
  that one day the Orb of Day and Night will fail, and when 
  that happens order will become chaos and harmony will 
  crumble. Those that have heard of this prophecy scoff at its 
  words. How could such an event occur?
  Scroll Crypts
  The Lex generates enough scrollwork to stuff any library 
  on the Material Plane full to bursting, and then some. All of 
  this paperwork has to go somewhere, and below the Court 
  Castles on Buxelos the Lex have come up with the answer. 
  The Scroll Crypts are underground dungeon chambers 
  filled with vault upon vault, each overflowing with scrolls 
  of all kinds. Some are simple messages, some are notes on 
  various laws, and some are magical texts that hold words 
  of power. All must be stored and catalogued, and the Order 
  of Scroll Archiving and Storage are responsible for this 
  monumental task.
  The scribes of the OSAS (as they are known) are 
  accustomed to living underground, and they are the largest 
  order of the Lex outside of the Perfect Order. The OSAS 
  work closely with the Order of Scroll Retrieval who take in 
  the requests for archived document and pass them to the 
  OSAS for fulfillment. In the Scroll Crypts, the scribes have 
  little contact with anyone outside of member of the Order 
  of Scroll Retrieval.
  Some members of the Lex believe the OSAS has 
  lost more scrolls than they know about, but the OSAS 
  vehemently denies any such accusations. Unfortunately, 
  the truth is that sometimes, scrolls do become lost – but 
  usually under mysterious and directed circumstances.
  Spires of New Harmony
  While the Lex has the good of everyone in mind, the laws 
  that it passes and the direct enforcement of those laws can 
  be a bit stifling. Most folks with good intentions can see 
  the reasoning behind this, however, as it does maintain a 
  harmony and balance across Arcadia. However, one secret 
  project undertaken at the behest of a small cadre of judges 
  blurs the line between what’s good for Arcadia and what’s 
  good for people. Under the mantle of the Order of New 
  Harmony, this secret initiative operates in lone towers 
  spread across Buxelos called Spires of New Harmony, 
  where the ruthless inhabitants seek to purge chaos from 
  individuals by force.
  This kind of forced indoctrination is not illegal, not 
  yet, and the judges that run the Spires of New Harmony 
  wish to keep their project away from the eyes of the rest 
  of the Lex for as long as possible. The mission is simple 
  – take individuals that show strong rebellious streaks 
  from across the planes, abduct them, lock them in a Spire 
  of New Harmony, and then perform a series of magical 
  experiments meant to purge the chaos from their bodies. 
  They have not been successful to date on any grand scale 
  but they have managed to keep most of their activities 
  hidden. However, the Order of New Harmony is becoming 
  more bold in their actions, and soon they will be revealed. 
  And when that happens, the judges that run the project 
  hope that their results prove the end justifies the means.
  Stormvault
  The Storm Kings are powerful individuals that hold 
  incredible magical might between them. This magical 
  might is rumored to stem from a hidden site called the 
  Stormvault, where the penned up magical energy of the 
  plane’s weather is contained and then distributed slowly 
  between the four leaders. The Storm Kings do not speak 
  openly about such a place, but there have been enough 
  stories and legends told about them and their power that 
  most believe the Stormvault exists.
  If it does exist, it would contain magical secrets and 
  power of staggering capacity, whether the Storm Kings 
  draw energy from it or not. Some legends say that it holds 
  powerful weapons and relics used by the four to wage 
  war upon each other and exterior forces, while others 
  say it is a prison for a storm-related god of an ancient and 
  forgotten epoch. Where is this fabled site? Most sages 
  that study the Stormvault say that the most likely place 
  is inside the Orb of Day and Night itself, which sits at the 
  perfect center of Arcadia and consequently the Compass 
  Citadels of the Storm Kings. Do all four have access to the 
  Stormvault? Are there keys necessary to opening it? What 
  would precipitate such a momentous occasion? These are 
  questions that no one has answers yet for.
  Tower of Nomos Prime
  The laws of magic are cosmic and beyond the 
  understanding of most people, but Nomos Prime is not 
  most people. Who or what Nomos Prime is or was is not 
  known, but this magical entity claims to be the only being 
  in the multiverse that truly understands all of the laws 
  of magic. It has created a new school of magical study, 
  nomomancy, that it teaches to students young and old 
  that seek it out. And the best place to seek the entity is its 
  monolithic tower on Buxelos, Arcadia’s second layer.
  The Tower of Nomos Prime is constructed of black glass 
  streaked with jagged lines of purple. It appears on the 
  outside as a square box, 250 feet to a side, with no doors 
  
  Volume XIV |  Peaceable Kingdoms of Arcadia
  20
  or windows visible. Entrance is provided only to those that 
  prove they have understood the first law of magic, which 
  is that magic obeys its own laws. Demonstrating this can 
  be done in any number of ways, but doing so usually gets 
  Nomos Prime’s attention, after which a door panel opens 
  leading inside.
  The interior of the tower is a marvel of extradimensional 
  space. Its black glass corridors and halls continue in all 
  directions, not haphazardly but ordered and measured. 
  Students of all ages walk the halls, learning from the nomo 
  spirits that serve as Nomos Prime’s voice in common 
  interactions. The air hums with magical energy and the 
  labs hold experiments dealing with the very nature of 
  magic itself.
  Nomos Prime is infused within the tower and is quick 
  to explain to students and visitors that it cannot leave the 
  confines of the strange magical building. But the gift of 
  nomomancy it gives to any with the appetite to learn, and 
  this gift it encourages all to share across the multiverse. 
  Is this part of some sinister plot? What is the true motive 
  behind Nomos Prime and its scores of nomomancers?
  Adventure Hooks
  Arcadia presents any number of interesting adventure 
  opportunities for plane-traveling heroes of all kinds. Its 
  rigid law-based structure allows for a great amount of 
  intrigue, while the good-natured beliefs of its many citizens 
  provides interesting backdrops for all manner of conflicts.
  Tier 1 (levels 1-4)
  Arcadian hazards and plots can spill out across the 
  multiverse in any number of possibilities, drawing heroes 
  into their webs like flies caught in a spider’s web.
  ... A hooded wizard appears in the same small town as the 
  characters and is witnessed performing strange rites at 
  odd hours of the day and night. If confronted, the wizard 
  explains that he is a nomomancer, a student of Nomos 
  Prime, and he is searching for a ripple in the law of magic 
  that he tracked down to the site. The characters can also 
  become embroiled in the nomomancer’s machinations 
  when the ripple wraps ordinary creatures in the area to 
  monstrous proportions. Did the nomomancer cause the 
  ripple and is now trying to study the results? Or did it 
  happen by accident and he is trying to stop it?
  ... The characters are approached by an armored dwarf 
  that speaks in a thick unusual accent. She introduces 
  herself as a beardfellow from Mount Clangeddin, and she 
  needs help hunting down a pack of duergar dwarves in the 
  area. The gray dwarves are creating a portal to Arcadia’s 
  underground depths, with their ultimate destination in a 
  secret dwarven vault below Mount Clangeddin. How far 
  along the duergar are in their portal construction is up to 
  you!
  ... The ground around the characters suddenly collapses as 
  a formian drone crew miscalculates the soil composition 
  of the area during their tunnel construction. The ant-like 
  creatures are not hostile, but a leader approaches the 
  characters and requests strongly that they follow it to their 
  dig supervisor. Are the formians looking for something 
  in the vicinity of the characters? How does it tie back to 
  Queen Mother Clarity’s attempts to colonize all of Arcadia?
  Tier 2 (levels 5-10)
  Greater travel options open up to the characters as they 
  advance in levels, and though Arcadia is not inherently 
  hostile to travelers, it can still present problems and 
  adventures that can quickly overwhelm lower level parties.
  ... One of the characters receives a strange summons 
  from a black-robed member of the Order of Courtly 
  Summons of the Lex. A family member or close ally of the 
  character has been brought to trial in the Court Castles 
  and has requested the character’s presence as a witness 
  to the crime in question. Magical compulsion prevents 
  defendants from lying, so the ally must be telling the truth, 
  but how the character fits into the legal conflict should 
  become more apparent when they arrive in the grim court 
  of the Lex.
  ... An einheriar investigator arrives in the same small 
  town as the characters, hunting down a fugitive from 
  Arcadian justice. The fugitive is a doppelganger rogue 
  of considerable skill that murdered and stole from a 
  Peaceable Kingdom, and the investigator has found him 
  too difficult to capture on his own. He approaches the party 
  and asks for their assistance. How far the doppelganger 
  gets while eluding capture and where he leads them is up 
  to you.
  ... A strange and unusual disease strikes down the 
  population of a small town. Magical healing is largely 
  ineffective, but divination points to the flawless fruit of 
  Arcadia as being a possible cure. Reaching Arcadia and 
  then finding the Enlightened Orchard takes the characters 
  out of their plane and into a new world, and they must 
  deal with the riddles of the gynosphinxes that protect the 
  flawless fruit from falling into unworthy hands.
  Tiers 3 and 4 (levels 11+)
  Stomping across the planes on various quests and errands 
  becomes more commonplace for higher tier characters. 
  Arcadia can offer a welcome respite from the dangers of 
  the Lower Planes, but the opportunity for intrigue among 
  the Lex and other forces means there’s no true rest for the 
  adventuring spirit!
  ... Within a small tyrannical region known to the 
  characters, a rebellion has been growing against the 
  unjust ruler. That rebellion is suddenly stifled when its 
  leader disappears, and the characters are asked to find 
  out what happened. The trail leads to Arcadia, where the 
  rebellious leader has been singled out by the Order of New 
  Harmony to undergo “radical lawful re-alignment.” The 
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  21
  powers behind the secretive Lex order do anything to stop 
  their mission from being uncovered, and that may mean 
  stepping over lines as they work against the characters.
  ... A weather-related disaster looms on the horizon, 
  churned up by dark and mysterious forces. The key to 
  stopping the disaster lies hidden in the Stormvault, and 
  the characters must convince one of the Storm Kings to 
  let them access it. The party finds themselves embroiled 
  in the politics of those powerful and somewhat fickle 
  individuals while the clock ticks away and the disaster 
  moves closer to reality.
  ... The characters suddenly find themselves accused of 
  breaking a High Law on Arcadia! They are confronted by 
  the Order of Courtly Summons with a powerful host who 
  request the characters’ compliance with the order. If they 
  disobey, they become fugitives, but if they agree they find 
  themselves locked up in the Court Castles of the Lex while 
  they await their trial – in several years! Getting out and 
  clearing their name should take them on a journey across 
  Arcadia, perhaps with the help of a certain law-oriented 
  bronze dragon. Who set them up? And what do they have 
  planned once the party is out of the way?
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters 
  is traveling through Arcadia. Look at each one as a 
  springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Arcadia
  1d100
  encounter
  01-05
  A lone brekekex singing its song in a nearby 
  swamp.
  06-10
  A force of a dozen formian drones on a 
  mission from their supervisor.
  11-15
  A passing goreworm below ground, 
  searching for chaotic prey.
  16-20
  Group of dwarven einheriar (knights) 
  protecting their region.
  21-25
  Several swarms of insects moving together 
  in harmony.
  26-30
  A cadmal watching from a short distance 
  away.
  31-35
  A herd of elephants on a methodical march.
  36-40
  Two lost monodrones that have been 
  separated from their fellows.
  41-45
  A deva aiding the Lex by searching for a 
  criminal.
  46-50
  Grazing giant goats in a nearby field.
  51-55
  A tortle druid communing with the insects.
  56-60
  Dozens of giant wasps stirred up and angry.
  61-65
  A judgewraith passing overhead.
  66-70
  A silver-eyed giant owl observing from a 
  nearby tree.
  71-75
  A guardian naga forced out of its lair.
  76-80
  A squad of formian soldiers fighting several 
  giant spiders.
  81-85
  An errant storm elemental driven mad.
  86-90
  Three giant boars crashing through the 
  nearby underbrush.
  91-95
  A group of human einheriar (knights) 
  patrolling the region.
  96-00
  A solar investigating rumors of an evil 
  presence.
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  22
  Player Options
   
  Law and order exist in harmony on the Peaceable 
  Kingdoms of Arcadia. This includes the laws of nature, 
  the laws of magic, and the laws of society, for all three 
  must be in synchronization in order for true harmony to be 
  achieved. The Lex, a powerful bureaucratic organization, 
  handles most of the societal laws on Arcadia, and the 
  others are left to govern themselves as naturally as can be.
  This does not mean that strife is absent from Arcadia, 
  however. Far from it, the laws of society, even when built 
  for the betterment of people, sometimes clash with one 
  another, and the Lex is a huge, bloated organization that 
  moves ponderously and doesn’t react to change well at all.
  Arcadian life is good for those who are willing to obey 
  the law, knowing that their intent is good and just, and 
  work within a complex framework of judgements, courts, 
  and other official proceedings. The people of Arcadia have 
  been described as cheerless and dour, but truthfully they 
  each find a way to be happy within the system they live and 
  thrive within. Certainly there’s no place for spontaneous 
  dissention on this plane, but organized protests are 
  not uncommon, and everyone has the right to be heard 
  (eventually).
  There are still interesting aspects to Arcadia that can 
  draw the attention of characters from all walks of life. 
  The Storm Kings that rule the weather of the plane have 
  inspired bards across the multiverse to join the College 
  of Storms. Direct, loud, and often confrontational, these 
  bards are electrifying performers and standout allies to any 
  adventuring party.
  The industrious nature of insects on Arcadia inspires 
  druids that join the Circle of the Hive. Gaining insect-
  like powers and a powerful hive mind with their fellows, 
  these druids can morph themselves into swarms that can 
  overwhelm enemies at a turn.
  The laws of magic have a place on Arcadia. Nomos 
  Prime, a strange but no doubt powerful entity, claims to 
  understand the true nature of magic, and the School of 
  Nomomancy is available for wizards that seek a greater 
  understanding of their arcane power.
  Arcadia also offers backgrounds for characters to 
  choose. The beardfellow is a dwarf-friend that originated 
  in the halls beneath Mount Clangeddin, while the einheriar 
  are the elite guards of the Perfect Order charged with 
  defending Arcadia and all lawful people from harm.
  The new class options include the College of Storms 
  for bards, the Circle of the Hive for druids, and the 
  School of Nomomancy for wizards. One new background, 
  Beardfellow, is available for characters as well.
  Einheriar Background
  The einheriar are the soldiers of Arcadia that enforce its 
  many laws. You counted yourself among their numbers, 
  serving as guard and steward to an ancient legacy of 
  harmony, balance, and truth. For characters of this 
  background, use the City Watch/Investigator background 
  from the Sword Coast Adventurer’s Guide for details.
  Bard: College of Storms
  Thunder rumbles, lightning flashes, and rain pounds 
  within the confines of powerful storms. This power has a 
  rhythm and harmony of its own, and bards that follow the 
  College of Storms have learned to draw inspiration from 
  those vibrations. On the plane of Arcadia, the weather 
  follows strict rules laid out and administered by the Storm 
  Kings, and it was a devotee of these immensely powerful 
  beings that first founded the College of Storms. Big, 
  bombastic, and often aggressive, bards of the storm are 
  formidable members of any adventuring party.
  Bonus Proficiencies
  When you join the College of Storms at 3rd level, you gain 
  proficiency with medium armor and martial weapons.
  Electrifying Inspiration
  Starting at 3rd level, a creature that has a Bardic 
  Inspiration die from you and hits with a melee weapon 
  attack can roll that die and inflict lightning damage equal 
  to the number rolled to its target. Alternately, when an 
  attack roll is made against the creature, it can use its 
  reaction to roll the Bardic Inspiration die and inflict 
  lightning damage equal to the number rolled against the 
  attacker.
  Ride the Wind
  Starting at 6th level, when you give a creature a Bardic 
  Inspiration die, you briefly become surrounded by strong 
  winds, allowing you to fly up to 20 feet without provoking 
  opportunity attacks.
  Heart of the Storm
  At 14th level, you can command the fury of the storm in 
  an area around you. As a bonus action, a 20-foot-radius 
  sphere of whirling air springs into existence centered on 
  you. Each creature in the sphere other than you when 
  it appears or that ends its turn there must succeed on a 
  Strength saving throw against your spell save DC or be 
  knocked prone. The sphere’s space is difficult terrain.
  Ranged attacks against targets inside the sphere suffer 
  disadvantage, and your Charisma modifier is added to any 
  lightning or thunder damage dealt to targets within the 
  sphere. The sphere lasts for 1 minute, but it can be ended 
  early if you move 5 feet or more from the center.
  You must complete a long rest before you can use this 
  feature again.
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  23
  Druid: Circle of the Hive
  On the plane of Arcadia, insects live devoted, harmonious 
  lives perfectly in concert with the natural flow of the 
  environment. Each insect contributes to a larger hive, that 
  in turns fulfills a specific role that fits in perfectly with 
  the grand plan of the ecosystem that keeps everything 
  connected. This pattern is repeated across the multiverse 
  to a greater or lesser degree, and the druids of the Circle 
  of the Hive see this and strive towards its harmonious 
  ends. Seeing the buzzing movements of a honey bee, the 
  industrious march of the ants, the silken webs of a spider, 
  or even the cleansing destruction of a beetle, these druids 
  see beauty all around them.
  Circle Spells
  You tap into the linked power of the insect world, granting 
  you access to specific spells. At 2nd level, you learn the 
  infestation cantrip. At 3rd, 5th, 7th, and 9th level you gain 
  access to the spells listed for that level in the Circle of the 
  Hive Spells table.
  Once you gain access to one of these spells, you always 
  have it prepared, and it doesn’t count against the number 
  of spells you can prepare each day. If you gain access to a 
  spell that doesn’t appear on the druid spell list, the spell is 
  nonetheless a druid spell for you.
  circle oF the hive spells 
  ranGer level
  spells
  3rd
  aid, spider climb
  5th
  stinking cloud, water breathing
  7th
  confusion, giant insect
  9th
  contagion, insect plague
  Shape of the Swarm
  When you choose this circle at 2nd level, you gain the 
  ability to use Wild Shape to transform into a swarm of 
  insects. When you do so, you start with maximum hit 
  points possible for the swarm. At 2nd level, you can choose 
  a swarm of beetles, a swarm of spiders, or a swarm of 
  spiders. At 4th level, you can choose a swarm of wasps.
  Hive Mind
  Starting at 6th level, you can designate other creatures to 
  be part of your personal hive. After completing a long rest, 
  choose up to 8 creatures that shared the long rest with 
  you. They must have been in close proximity during the 
  long rest (within talking distance). The chosen creatures 
  can communicate with you and each other telepathically 
  up to 60 feet away.
  Strength of the Hive
  At 10th level, your link between the members of your 
  chosen hive grows stronger. You can use your reaction to 
  grant advantage on an attack roll or saving throw made by 
  a creature under your Hive Mind feature if they are within 
  60 feet. In addition, you can deliver spells with a range of 
  touch to creatures under your Hive Mind if they are within 
  60 feet of you.
  Insectoid Form
  At 14th level, your affinity for insects gives you a thick 
  carapace and thin membranous wings. You gain a flying 
  speed of 40 feet and your Armor Class equals 14 + your 
  Dexterity modifier. You can use a shield and still gain this 
  benefit.
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  24
  Wizard: School of Nomomancy
  The laws that govern the use of magic are complex, 
  mysterious, and at times seemingly contradictory, but there 
  is an underworking that binds it all together. Nomomancy 
  is the study of that underworking, and by learning to truly 
  understand the inherent rules of magic, nomomancers are 
  able to make changes to their magic in ways other wizards 
  cannot. In many ways, nomomancers resemble sorcerers, 
  who tap into that underworking of magic without training, 
  but these wizards take a more measured and studious 
  approach to the power.
  Metamagic
  Starting at 2nd level when you choose this school, your 
  understanding of the laws of magic allows you to infuse 
  spells with special variants. Normally the domain of 
  sorcerers, you are able to tap into the power of metamagic. 
  Choose one of the metamagic powers presented under 
  Nomomancy Metamagic. When you cast a spell, you can 
  use a bonus action to add one metamagic power that you 
  know to the spell’s effect.
  At 6th and 10th level you learn another metamagic 
  power.
  You are able to use this feature a number of times equal 
  to half your wizard level. You regain all expended uses after 
  a long rest.
  Magic Manipulation
  At 6th level, you are able to reach into the raw weave that 
  binds arcane magic together to duplicate spell effects. You 
  can cast a spell you have prepared without expending a 
  spell slot, though you cannot use a metamagic power with 
  it.
  You must complete a short rest before you can use this 
  feature again.
  Advanced Metamagic
  At 10th level, your understanding of the laws of magic 
  allows you to increase the potency of a spell you are 
  casting. When you cast a spell, you can increase its 
  effective spell slot by one without expending the higher-
  level slot. You must have the ability to prepare spells of the 
  higher level.
  You must complete a short rest before you can use this 
  feature again.
  Spell Resistance
  Starting at 14th level, you have advantage on saving throws 
  against spells. Furthermore, you have resistance against 
  the damage of spells.
  Nomomancy Metamagic
  Distant Spell
  When you cast a spell that has a range of 5 feet or greater, 
  you can double the range of the spell. When you cast a 
  spell that has a range of touch, you can make the range of 
  the spell 30 feet.
  Elemental Spell
  When you cast a spell that inflicts acid, cold, fire, or 
  lightning damage, you can change the damage type to acid, 
  cold, fire, or lightning.
  Empowered Spell
  When you roll damage for a spell, you can reroll a number 
  of the damage dice up to your Intelligence modifier 
  (minimum of one). You must use the new rolls.
  Extend Spell
  When you cast as spell that has a duration of 1 minute or 
  longer, you can double its duration, to a maximum duration 
  of 24 hours.
  Subtle Spell
  When you cast a spell, you can cast it without any somatic 
  or verbal components.
  
  Volume XIV  |  Peaceable Kingdoms of Arcadia
  25
  New Backgrounds
  Beardfellow
  You have come to the aid of a dwarven settlement of great 
  renown and they have marked you as a friend. The title 
  of beardfellow is not one dwarves hand out without good 
  reason, and it is not one that they dismiss easily as well. 
  The term originated on the plane of Arcadia as Clangeddin 
  Silverbeard, dwarven god of heroes and battle, needed 
  to honor non-dwarves in a sudden struggle against an 
  underground invasion. The term beardfellow has traveled 
  the multiverse since then, but always it is reserved for 
  non-natives that have proven themselves a true friend of 
  dwarves.
  A beardfellow can be a dwarf as well, though not one 
  from the same site that bestowed the title. Think about 
  what deed or action you performed to mark you as a 
  beardfellow. Did you come to their aid in battle? Did you 
  deliver needed supplies or medicine in a time of crisis? 
  Perhaps you provided valuable intelligence that was used 
  to thwart or initiate a successful battle plan.
  Skill Profiencies: History, Persuasion
  Languages: Dwarven 
  Equipment: A badge of dwarven make from the strongohld 
  that named you, a hammer or chisel, a handcarved trinket 
  from a dwarven friend, and a pouch with 14 gp.
  Feature: Dwarf-Friend
  Dwarves recognize the term beardfellow and mark you as 
  a friend. You can find simple lodging for you and up to 8 
  companions in any dwarven community or neighborhood, 
  and you can expect equal treatment when it comes to 
  purchasing equipment and other gear. Dwarven leaders 
  look to you for assistance in times of need.
  Suggested Characteristics
  Beardfellows are outsiders that exhibit the characteristics 
  that dwarves find appealing. Dwarven beardfellows are 
  held in highest regard as they have gone out of their way 
  from their own home to aid another, and such acts are 
  always honored.
  d8
  personality trait
  1
  I speak my mind in all situations.
  2
  My trust is hard won but once given, never 
  rescinded.
  3
  When I set my mind to something I complete it, 
  no matter the cost.
  4
  A tankard of ale can cure almost any problem.
  5
  Hard work and toil makes the soul stronger.
  6
  I’m resistant to change.
  7
  I pepper my conversations with dwarven 
  exclamations, such as “By Moradin’s beard!”
  8
  I’ll never be more comfortable than when I’ve 
  got a weapon in my hand.
  d6
  ideal
  1
  Glory. I live for the glory of life, whether in 
  battle or any other pursuit. (Good)
  2
  Grumble. If I don’t have something to complain 
  about, what’s the point? (Any)
  3
  Hoarder. I value treasure and trinkets above 
  people. (Neutral)
  4
  Paragon. I stand for what’s right for the 
  dwarven people in all things. I am an example to 
  others. (Any)
  5
  Pragmatism. I am ruthless in my efficiency and 
  never take foolhardy risks. (Lawful)
  6
  Art of the Deal. I am always looking to find 
  the best deal for myself and those I represent. 
  (Neutral)
  d6
  Bond
  1
  I was given a trinket as a gift from a close friend, 
  and I treasure it above all other items.
  2
  My armor and weapons were forged by dwarves 
  and represent my closest link to them.
  3
  The underground halls of dwarven cities and 
  complexes is where my heart truly lies.
  4
  An enemy force attacked my dwarven allies and 
  I strive to bring them to justice.
  5
  I traveled extensively with a dwarven merchant 
  and learned the joys of the road and haggling.
  6
  I am obsessed with the legends of the dwarven 
  people.
  d6
  Flaw
  1
  Cleanliness isn’t my strong suit.
  2
  I’m suspicious of all strangers.
  3
  I do not forgive and I never forget.
  4
  My boasting gets me into trouble some times.
  5
  People say the word “stubborn” like it’s a bad 
  thing.
  6
  I can be too pragmatic at times, and sometimes 
  I forget the emotional needs of others.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dave Coulson/Codex of the Infinite Planes - Vol 14 - Arcadia.pdf