Legendary Characters

Sage Elbera

A half-elf Elemental Researcher at the Arcane Conservatory. She wore a purple robe with a silver sash, had blue eyes, and wore her brown hair up in a bun. She was eager and direct, and loved to talk about elementals to the exclusion of all else. She hated Holt's attitude but admitted he knew a great deal about monsters and dungeons—until he murdered her in the dungeon beneath Kingdom Grand. Her final intelligence from beyond the grave led the guildmasters to Holt's Laboratory beneath the temple of Vitalia.


Featured In Modules

This lore entry is featured in the following adventure modules:

  • A Wolf in Adventurer's ClothingGuildmaster Thalin Fernstride sends adventurers to meet Holt and Sage Elbera at a newly discovered dungeon just outside Kingdom Grand and assist in its exploration. The dungeon seems strangely empty—no traps trigger, no monsters attack. At its heart lies a crumbled statue and a vast mosaic showing an inverted pyramid cradling an egg, with the phrase "He who sleeps will rise" carved across the wall. Holt betrays the party: he beheads Sage Elbera, unleashes Jeffery—a burning paper dragon monstrosity—to block their escape, and vanishes. After defeating Jeffery, Sage Elbera's body is burned beyond recognition. Returning to the guild, Guildmaster Thalin Fernstride demands vengeance on Holt.
  • Cold Case GrimoireSage Elbera of the Arcane Conservatory urgently hires the Adventurer's Guild to recover a stolen ancient Grimoire of Tyre and Merrick that belonged to Arcane Registry founder Tyre and was expanded by the leader Merrick.
  • Dungeons and BiomancyMaster Thalin Fernstride sends adventurers with Sage Elbera to investigate a newly opened dungeon beneath the royal castle in Kingdom Grand. The dungeon contains strange stone containers filled with viscous liquid, moss-covered floors that induce madness, and shadows that move in the corners. They discover a laboratory with notes on biomancy experiments involving yetis, owlbears, and other monstrosities, as well as maps pointing to the door found in the Ancient Secrets adventure. In the central chamber, they find stone slabs depicting The Evil One creating an egg meant to destroy the world. They are ambushed by Hall Creepers that mimic their allies before escaping with evidence of recent cult activity.
  • 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.
  • Finding the MolokiteWith Holt missing and Sage Elbera dead, Guildmaster Thalin Fernstride sends adventurers to the dwarven mountains to learn what Holt's notes mean by "Molokite." They travel by carriage—teleportation circles remain unreliable—and meet Durven MeadAnvil, who knows of no such ore but points them to an ancient sealed forge deep below the mountain, guarded by a demonic Armanite. After slaying the beast, they find no Molokite metal, only records of elves who sought ever-greater power, were corrupted, and were driven underground by the dwarves and other mortal races.
  • 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.
  • Nightmares and Old MagicsNightmares grip Kdor after the Goldstiel Festival. Citizens report identical visions of ancient stone laboratories, strange waters, and a crow-shaped monster watching them. Guildmaster Teyla Coalmaker urges adventurers to enter a dream realm with Holt and sever the connection before the nightmares spread. The Crow Knight was defeated but its mind survived and is now projecting visions: memories of something far older. The party must enter the Crow Knight's dying mind, navigate a surreal labyrinth of ancient experimentation, and confront the Crow Knight in his fractured consciousness.
  • Scoops and SpectersThe Adventurer's Guild is hired by the new Church of Elina to cleanse the haunted Tyre Castle of spirits. Guided by Cleric Ellowen Thorn and after researching the specters with the grumpy expert Holt, the party chooses a wing of the castle to purge.
  • Scribes and SwordsThe Adventurer's Guild tasks a party with investigating strange elemental signs in the Farmlands surrounding Kingdom Grand. Livestock and trees have been burned, and strange laughter is heard on the wind. The adventurers are paired with Sage Elbera, a researcher from the Arcane Conservatory, to investigate the matter.
  • 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.
  • The DungeonThe tremors beneath Kingdom Grand intensify again. Guildmaster Thalin Fernstride orders adventurers back into the caverns to find the source, survive collapsing passages and Slumber Cultist patrols, and report on cultist numbers and whether the ancient door has been opened. From a cliff overlooking the monumental gate—now larger and pulsing with light—they spy Holt among pale-skinned elves marked with glowing green veins, kneeling with hundreds of cultists as he forces them to drink from water skins.