organizations
Goldsteil Family
The ruling family of Kdor, all of whom are bugbears and rogues. They preside over the annual Festival of Rebirth and The Gauntlet competition in Kdor. The current ruler is Rich Goldsteil the 4th. The family rose to power following Kdor's reconstruction, and the festival celebrates both the city's rebuilding and their rise.
Featured In Modules
This lore entry is featured in the following adventure modules:
- A Flashy SmileFollowing up on leads from the attack on The Copper Wake, the Adventurer's Guild investigates the mining town of Red Hawk at the behest of the Council of Grand. They confirm the town is the headquarters for the Road Thieves Guild and confront the Guild Master, Rath "The Gilded Maw".
- A Goldsteil FestivalBefore leaving Kdor, Guildmaster Teyla Coalmaker invites the adventurers to represent Grand's Guild in the city's annual Festival of Rebirth at Kdor, a celebration of Kdor's reconstruction and the rise of the Goldsteil family. The highlight is The Gauntlet, a contest of martial, mechanical, and magical prowess with strict rules: no magic on others (only yourself), stealth is encouraged, and the only way to lose is to be knocked out. The competition includes puzzles, stealth challenges, skill challenges, and a final combat footrace. First place earns a special item and the Medallion of the Gauntlet, second and third walk away with gold, and all competitors earn prestige in Kdor's eyes. After the festival, Teyla teleports the party to Evenfell to investigate troubles with the city's guild.
- All Aboard to KdorThe Adventurers Guild is hired by the city of Kdor to provide security for the maiden voyage of its new monorail, which is transporting a vast amount of wealth. The journey is attacked by Mechanist Raiders affiliated with the Industrialists, who also have saboteurs aboard the train. The adventurers must defend the monorail and root out the saboteurs before the train derails.
- Evil from the PastThe four guildmasters of Kingdom Grand, Evenfell, Kdor, and New Arcanum send adventurers to Holt's abandoned laboratory beneath the temple of Vitalia, discovered through Sage Elbera's final intelligence. A magic mouth delivers Holt's farewell before vents release shimmering Lullwater that floods the chambers. Navigating rising water and failing magic, they recover Holt's journal revealing his childhood among the Molokite, his manipulation of their ancient desires, and his belief that their "god" was one of The Evil One's experiments—a creature grown from a tarrasque corpse through biomancy, controllable by the Lullwater. They escape the drowning ruin as the guildmasters prepare a full strike on Holt's camp at the dungeon gate.
- Mad MechsThe Adventurer's Guild is hired to escort travelers through the Mountain Pass between Kingdom Grand and Kdor while investigating rumors of bandits. The culprits are revealed to be Industrialist kobold raiders who have constructed a powerful, unstable Kobold Mech.
- Sound the Horns of WarThe four great guilds unite to stop Holt and the Molokite from awakening He Who Slumbers. Their combined forces march on the ancient gate beneath Kingdom Grand, where the final dungeon has opened and Holt's army has already entered. Adventurers join the vanguard, clearing Molokite cultists, mind-controlled adventurers from Evenfell, and remaining defenders to establish a forward operating base before the assault on the dungeon proper.
- Stoned in the DungeonAt the request of Sage Elbera, the Adventurer's Guild dispatches a party to a newly discovered Ancient Dungeon in the Mountain Pass. This dungeon is believed to predate Dead Wars I. The party finds the ruin is already being looted by the newly founded Road Thieves Guild.
- Welcome to the Adventurers GuildAn introductory trial for new members of the global Adventurer's Guild. Adventurers are tasked with hunting one of five magical creatures and returning with a trophy to earn their starting rank of Tin, Copper, or Brass. The hunts take place across three regions: the Whispergrove Forest (for Cockatrice), the Old Sewers of Kingdom Grand (for Gazers and Gibbering Mouthers), and the Fangridge Peaks (for Rust Monsters). Harpys are also hunted in the forests or mountains.
- Yeti or NotThe Kdor's Adventurers Guild tasks a party with tracking and eliminating a dangerous yeti that has been disrupting the work of ice harvesters near Lake Arrek. The party finds the harvesters' camp, a makeshift fort, and learns that three men have gone missing. They track the yeti to a cave where they find the frozen bodies of the missing men and discover a larger-than-normal yeti clutching a smaller, dead yeti. The mutated yeti has glowing eyes and strange abilities, and a brass and glass device with a glowing green liquid is found stabbed into its body. After the mission is complete, Guildmaster Teyla Coalmaker reveals there is new dungeon activity in the region.