Realms of Sanctus

Sanctum

 

 

 

 

What is Sanctus?

Sanctus is a setting of my own creation, heavily inspired by other fantasy works along with real world & fictional mythos, taking much inspiration from “The Forgotten Realms” “Spelljammer” & “Eberron” setting’s from D&D, with similar florishes from things like “Cyberpunk 2020/2077”, “Innistrad” “Ixalan” “Ravnica” “Kaladesh” for MtG, even things like “Numenera” and “Warhammer 40,000”.

Overall I would describe it as High Magitech, there is alot of magic flowing through the cosmos, and it’s developed alongside the technology of the world, this has caused a bevy of effects over the development of cultures.

Most Campaigns in Sanctus are set on the Prime Materium/The Material Plane/The Prime. Here various beings, cultures, events have come and gone, with a history spanning over 30,000 years, the world has been shaped into a chaotic but bountiful landscape.

Currently at the seat of the world sit 2 Nation’s Yuvon “The Seat of Dragons” & Soulus “The Makovian Headstone”, the first a Nation ruled by Dragon’s, with a fragile alliance between dragon houses overwhelming the world’s competition. The 2nd a peerless nation of peace ruled by the God King Corpus Makarov, the most ancient and unmoving people on The Prime. Sitting on either ends of the world these 2 great power’s have a unspoken alliance as to not deal with the trouble a War might bring.

Among these titan’s a few other nation’s have sprung up over the millenia, many have also fallen, the one’s that currently remain with the exception of 1 have become world power’s in their own right.

Progress a Coalition of City States, each focused on the production of at least 1 major good, tucked away in the frozen north to assist in cooling down their machines.

Regulus Often seen as the most troublesome of Nation’s, and the only one able to rival the power of Yuvon or Soulus. The ancestral home for Anor kind across Sanctum and closely tied with the Church of the Allgod the High King taking any order from The Concilio as divine providence. The resources and power of this nation is not to be underestimated, but the competence to utilize such things often elludes the ruling class. Needless politic’s and agenda’s gumming up the process.

Urdsten 2nd Nation of the Prime and ancestral home to all Khazdur, while just as sturdy as Soulus, Urdsten is far more alive and bustling, the drive of craftsmen that seep into the very bones of the people causing the nation to have advanced faster then any other.

Vulkt Survival is Control. Monsters and Eldar of all kind’s have gathered under the rule of the mighty few, a society built of power over your surrounding, the current Ruler is personification of such a concept. The Horde King by right of leadership is given control of all Behemoth under his banner’s, as long as he can beat the Alpha. As of now Each of the 13 Khan is bequeathed a Behemoth from King Vamyr personal collection, with the Alpha under his direct command and a rumored to have another 13 beasts in his personal care.

Ryushima More commonly known as “The Dragon Isles” War torn nation, always in combat with being’s of the Great sea’s for domination over their lands, a Curious group of islands that gets constant aid from “The Seat of Dragons”. The people their are unified under the Emperor, even though much of the populace voices distaste towards their Emperor for his pecieved weakness towards a “Yuvonian Wyrm”.

Steel Even having a foothold of more then 15,000 years, this nation often seem’s like it can barely call itself such a thing. Many groups of Construct of all kinds who have gotten both their sentience and freedom have come together to make existence better for all. Due to many hardships, as of right now their leader Head Smith Ten has deemed his people’s infrastructure and power needs.

These powers have been shaping the face of Sanctum, some since it’s birth, other’s only recently, all due to certain individuals cascading change through choices.

Across the world you’ll see Magical beasts attacking farmlands, the occasional plague of Undeath or Lycanthropy, a demonic insurrection, Air Raid by Pirates, Ambush by Mech’s, witness a thunderrail derailment, to even the occasional walking mountain. Various different events paint the corners of the world. I’ll go into more specific detail in later chapters!

 

 

What is Sanctum

Sanctum itself is the world of the Prime Material plane often just referred to as the Prime Materium. It’s a typical fantasy world in many senses, magic, dwarves, elves, dragons, and the like all roam these lands, where it differs, is how these individuals live and react in the world itself. Over the world’s great history, it has been searched, scoped, and experienced, many of the corners of the surface realm have been found, that however does not mean they have been conquered. Much of the land is far too dangerous and volatile in order to make a proper foothold, the settlements of the world often built around to avoid these points so as to not attract any unwanted ire from the beings that inhabit these places. Great stretches of land often go for miles and miles before another settlement is found, the great landscapes stretching farther than most. Some provinces have nearly half a thousand kilometers between them. Other’s are only 20-40 kilometers apart, many are too small to be properly mapped.

The people of Sanctum itself are just as diverse as the landscape, many civilizations of various kinds of folk rising and falling, entire empires falling into dust as new one’s rise to take its place, over its long history the land has mostly been settled, nations knowing what parts of their lands are safe for travel, or teaming with beasts, the great militaries of the world working to bring peace to their lands with various levels of success.

Life in Sanctum (Day in the life)

Village Peasant

A typical day for a village peasant in Regulus is filled with routine tasks that are necessary for their survival. They wake up early in the morning to tend to their crops or livestock, and spend the majority of their day working in the fields or caring for their animals. Throughout the day, they may interact with their neighbors and discuss the latest news or events happening in the village. Meals are simple and consist of locally grown produce and perhaps some fresh meat if they have been successful in hunting or raising livestock. In the evening, they may attend a local gathering at the church or community center to hear the latest teachings of the Allgod or to socialize with their fellow villagers. Despite the routine nature of their daily life, the village peasants take pride in their work and the important role they play in contributing to the prosperity of Regulus.

Regnum Town Goer

For a traveler or town goer in Regulus, each day is filled with new sights, sounds, and experiences. They may wake up early to visit the local market and sample the fresh produce and goods offered by the village peasants. Throughout the day, they may explore the town’s many shops, cafes, and historical sites, all while taking in the beauty of Regulus’ well-maintained streets and buildings. The church plays a prominent role in daily life, and travelers may attend services or participate in local events hosted by the church. In the evenings, they may enjoy a meal at a local restaurant, sharing stories and making new friends with the welcoming people of Regulus. Despite the rigid social structure and religious adherence, travelers and town goers in Regulus can appreciate the beauty and order of this prosperous society.

Regnum City Baker

For a city-based baker in Regulus, each day is filled with the aroma of fresh bread and pastries. They wake up early in the morning to start preparing dough and baking their signature treats, taking great care to ensure that each batch meets the high standards of the church and state authorities. Throughout the day, they may interact with their regular customers, greeting them by name and recommending their latest creations. The baker may also spend time experimenting with new recipes, using local ingredients and techniques to create unique flavors that appeal to a wider audience. In the evenings, they may attend services at the church or spend time with their family, taking pride in their important role in providing sustenance and joy to the people of Regulus. Despite the strict regulations and expectations placed upon them by the church and state, the city-based baker takes great pride in their craft and the vital role they play in the community.

Regnum City Guard

For a city guard in Regulus, each day is filled with the duty of protecting the people and upholding the laws of the church and state. They wake up early in the morning to attend to their duties, patrolling the streets and maintaining order in the bustling city. Throughout the day, they may interact with merchants, travelers, and residents, keeping a watchful eye for any signs of trouble or disobedience to the strict regulations in place. They may also be called upon to investigate crimes, apprehend suspects, and ensure that justice is served in accordance with the teachings of the Allgod. In the evenings, they may attend training sessions or participate in religious services at the church, reinforcing their sense of duty and the importance of their role in Regulus. Despite the rigors of their job and the potential dangers they may face, the city guard takes pride in their service to the people and their commitment to maintaining the peace and order.

 

 

Regnum Seat

For a Regulian Seat, the lowest-ranking lord in Regulus, each day is filled with the responsibility of overseeing their small fiefdom and ensuring the well-being of their subjects. They wake up early in the morning to attend to their duties, which may include managing their estate, overseeing the work of their tenants and servants, and resolving any disputes that arise between them. Throughout the day, they may interact with other lords and higher-ranking members of the church and state, working to maintain their position and status within the society. They may also attend church services and participate in religious ceremonies, reaffirming their commitment to the faith of the Allgod. In the evenings, they may spend time with their family or attend social events hosted by other members of the nobility, networking and building alliances to further their interests. Despite their relatively low status, the Regulian Seat takes pride in their role as a leader and protector of their people, striving to maintain the order and prosperity of Regulus.

Regnum Sire

Regnum Sires are powerful individuals in Regulus, overseeing entire provinces and responsible for maintaining the rule of law within their domains. Their day-to-day life is filled with duties and responsibilities, such as managing the administration of their province, overseeing the collection of taxes, and settling disputes between citizens. They also work closely with the Warden’s and the Twin Kings to ensure the safety and security of Regulus as a whole, and must be able to make difficult decisions quickly and efficiently in times of crisis. Despite the weight of their responsibilities, Regnum Sires are respected and admired by their subjects, who see them as just and fair rulers who have their best interests at heart.

Urdstidian Citizen

The people of Urdsten are a hardy and industrious lot, accustomed to living in the harsh mountain environment of their nation. They are known for their skills in mining, metalworking, and engineering, and take great pride in their ability to craft intricate and durable structures. The day-to-day life of a citizen of Urdsten is largely centered around their work, with most rising early to begin their labor in the mines or forges. However, they also make time for family and community, with social gatherings and festivals being important parts of their culture. They often enjoy the simple pleasures of life, such as hearty meals and storytelling, and are fiercely loyal to their kin and clan. While life in the mountains can be challenging, the people of Urdsten have learned to adapt and thrive in their environment, and take great pride in their resilience and resourcefulness.

Urdstidian Forgemaster

For a Urdsten Forgemaster, each day begins early in the morning, with a trip to the forge to inspect ongoing projects and ensure that everything is running smoothly. They oversee the work of the other smiths and craftsmen under their command, offering guidance and instruction when needed to ensure that the highest standards of craftsmanship are met. They may also spend time designing new pieces and prototypes, using their knowledge and skill to create works of art that showcase the best of dwarven craftsmanship.

Throughout the day, the Forgemaster may also attend to administrative duties, such as managing inventory, handling finances, and negotiating contracts with clients and suppliers. They may also participate in meetings with other leaders of Urdsten to discuss matters of trade and commerce or to plan for the nation’s defense.

In their free time, the Forgemaster may continue to work on personal projects or spend time with their family and friends. They may also attend social events and gatherings, networking and building relationships with other members of the community. For the Forgemaster, every day is an opportunity to showcase their skills and contribute to the prosperity and reputation of Urdsten as a center of excellence in craftsmanship.

Urdsten Clan Leader

The day-to-day life of a Urdsten Clan leader is often filled with managing the affairs of their clan. They are responsible for making important decisions that affect the clan’s daily operations and future plans. This can include managing resources, negotiating with other clans or nations, and maintaining alliances or rivalries. Clan leaders also oversee the training and organization of their clan’s warriors and craftsmen, ensuring that they are prepared for any threats that may arise. They are respected and revered by their fellow clan members, and must maintain a balance between providing strong leadership and being receptive to the needs and concerns of their people. The life of a Urdsten Clan leader is one of honor, responsibility, and constant vigilance to protect their people and their way of life in the mountainous terrain they call home

 

 

Ryusian Commoner

The day to day life of a commoner in Ryushima is largely shaped by the nation’s focus on war and combat. Many commoners are trained in basic combat and self-defense from a young age, and physical fitness is highly valued in Ryushima. A typical day for a commoner might involve waking up early to train in hand-to-hand combat or with a weapon, followed by attending to their daily duties or work. The people of Ryushima take great pride in their nation’s military might and often attend military parades or events. In their free time, commoners may participate in sparring matches or watch martial arts tournaments. Despite their love for battle, the people of Ryushima still value community and helping their fellow citizens, and many commoners may spend time volunteering or contributing to their local community. The presence of dragons in Ryushima is also a part of everyday life, with many commoners admiring and respecting the powerful creatures that call their nation home.

Ryusian Clansmen

In Ryushima, a Clansman is a member of a clan, a close-knit community of people who share a common ancestry and culture. The Clansmen are an integral part of the society and they are involved in various activities that support the nation’s focus on strength and combat prowess. The typical day of a Ryushima Clansman involves rigorous training and practice of martial skills. They engage in sparring, physical conditioning, and weapon training to ensure they are always prepared for battle. When not training, Clansmen work on various tasks to support the community, such as farming, crafting, and maintaining the infrastructure. The Clansmen hold their traditions and heritage in high regard, and they take pride in their status as warriors of Ryushima. They also hold a deep respect for the dragons that reside within their nation, and many Clansmen aspire to become dragon riders or to form close bonds with the powerful creatures.

Citizen of Steel

A typical day for a citizen of Steel is focused on their personal pursuits and interests. The citizens are encouraged to pursue their own passions and work on innovations that will benefit the nation as a whole. They may spend their day working in their craft, experimenting with new ideas, or collaborating with others to create something new. The citizens of Steel take great pride in their technological advancements and are often seeking to improve their skills and knowledge. They may attend lectures or workshops to learn more about their craft or work on personal projects at home. Despite their focus on innovation and progress, the citizens of Steel also value their relationships with others and often spend time socializing with friends and family. They may attend community events or participate in group activities that promote unity and cooperation. Overall, the day-to-day life of a citizen of Steel is focused on personal growth and improvement, while also contributing to the betterment of their society as a whole.

Smith of Steel

A Smith from Steel typically spends their day honing their crafting skills and working on innovative projects that benefit the nation. They are highly regarded for their expertise in crafting and engineering, and their work often contributes to the technological advancements of Sanctum. They may spend their mornings reviewing blueprints and discussing designs with their fellow craftsmen, before heading to their workshop to start crafting. They work with precision and attention to detail, often taking breaks to review their progress and make any necessary adjustments. As they work, they may discuss their ideas with colleagues and seek advice or critique from their peers. In the evenings, they may attend social gatherings where they discuss their work and share their ideas with other citizens. Overall, a Smith from Steel takes pride in their work and strives to make a meaningful contribution to the progress and betterment of their society.

Merchant of Steel

The nation of Steel is a bustling and industrious land, where the sound of hammers and machinery can be heard all day long. Its cities are filled with the bustle of merchants and traders, all seeking to make their fortune in the nation’s thriving economy. While the pace of life in Steel may be fast, it is not a place of violence or chaos. Instead, it is a calm and peaceful environment that requires a great deal of management and coordination to keep running smoothly.

For a merchant in Steel, the day-to-day involves carefully managing their inventory and finances, constantly seeking out new business opportunities, and maintaining relationships with clients and suppliers. It is a never-ending cycle of buying and selling, negotiating deals, and keeping a close eye on market trends and fluctuations. While the work can be challenging, it is also highly rewarding, as successful merchants in Steel are able to amass great wealth and influence in the nation’s society.

 

 

Soulian Citizen

A day in the life of a citizen of Soulus begins with the sound of the morning bells ringing throughout the town, signaling the start of a new day. The citizen rises from bed and prepares for the day ahead, getting dressed and enjoying a hearty breakfast with their family. They then head out to their chosen profession, whether it be in agriculture, industry, or defense.

Throughout the day, the citizen works diligently, taking great pride in their work and doing their part to contribute to the country’s prosperity. During breaks, they socialize with their colleagues and catch up on the latest news and gossip.

In the evenings, the citizen returns home to their family, enjoying a home-cooked meal and spending quality time together. They may attend community events or gatherings, such as a concert or a town hall meeting, where they can discuss important issues and give their opinions.

Throughout the day, the citizen sees reminders of their devotion to King Corvair, with portraits of the king and his family displayed prominently in public buildings and homes. The citizen feels a strong sense of pride and loyalty to their king, who they see as a wise and just leader.

Overall, the life of a citizen of Soulus is one of hard work, community, and devotion to their king and country. They take great pride in their contributions to the country’s prosperity and feel a deep sense of connection to their fellow citizens.

Soulian Merchant

A day in the life of a Soulus merchant is filled with hustle and bustle. They wake up early in the morning and head to the market to set up their stall. They spend the morning arranging their goods and preparing for the day ahead. As the day goes on, they engage in friendly banter with customers, haggling over prices, and making sales. The merchants of Soulus take pride in their work, and they are known for their high-quality goods, fair prices, and excellent customer service.

In the afternoon, the merchant may take a break to have lunch with friends or colleagues, discussing the latest news and events in the kingdom. As the day draws to a close, the merchant begins to pack up their stall, counting their earnings and making plans for the next day. They may stop by the local tavern for a drink and to socialize with other merchants and locals.

Overall, the life of a Soulus merchant is one of hard work, but also one of community and camaraderie. The merchants of Soulus are an essential part of the kingdom’s economy.

Soulian Viscount

A day in the life of a Soulian Viscount is a busy one, filled with responsibilities that require their utmost attention. As the lowest ranking noble within Soulus, they still hold a great deal of power and influence over their city and the surrounding area. One of their primary duties is managing the undead and soulless population, which has become a vital part of the city’s prosperity. The Viscount must ensure that the undead are properly managed and that their labor is being used effectively. They must also oversee the creation of new undead, a process that requires careful planning and attention to detail. In addition to these duties, the Viscount is responsible for maintaining the overall safety and well-being of their citizens, ensuring that everyone has access to food, shelter, and medical care. Despite the many challenges they face, the Viscount takes great pride in their work, knowing that their efforts are helping to make Soulus a better place for all who live there.

Soulian Monarch

The day in the life of a Soulian Monarch is one of great responsibility and power. As the leader of their own state, they must manage everything from trade and diplomacy to the safety and security of their citizens. They are responsible for the prosperity and well-being of their people, and as such, must often make difficult decisions that will affect the lives of many.

One of the unique responsibilities of a Soulian Monarch is the management of the undead and soulless, who make up a significant portion of the population. They must ensure that these beings are treated fairly and humanely, while also utilizing their unique abilities for the betterment of their state.

Despite the challenges and responsibilities that come with their position, a Soulian Monarch is often revered and respected by their people. They are seen as both powerful and wise, with many looking to them for guidance and leadership. Their days are often filled with meetings and negotiations, but they also take time to tend to their personal interests and hobbies, which can range from the arts to combat training. Overall, the life of a Soulian Monarch is one of great importance and significance.

 

 

Yuvonite Citizen

The day-to-day life of a Yuvon citizen varies greatly depending on their race and social status. For those living in the dragon states, life is centered around their devotion to their dragon lords, attending to their needs and carrying out their orders. Non-dragon citizens have their own roles to play in society, from farmers and craftsmen to merchants and scholars. The nation of Yuvon is a place of tradition and honor, where the people live according to strict rules of conduct and etiquette. While life can be difficult at times, the dragons strive to create a peaceful and prosperous society for all.

Yuvonite City Sleeper

In Yuvon, the day-to-day life of a city goer is filled with various activities, from work to leisure. The citizens wake up early in the morning to begin their daily routine, which often includes visiting the local market to buy food and other necessities. After that, they head to their workplaces, which could be a variety of jobs ranging from craftsmen to merchants. During their lunch break, many city goers gather at nearby parks or restaurants to socialize with their friends or colleagues.

In the evenings, the city comes to life with various forms of entertainment, such as theater performances and musical shows, that people attend to unwind after a long day. The citizens of Yuvon are proud of their traditions, so there are also events that celebrate the dragon culture and the history of their nation. For those who enjoy more peaceful activities, there are plenty of parks and gardens to stroll through and enjoy the beauty of the city. Overall, the day to day of a city goer in Yuvon is full of hustle and bustle, but it is also filled with community and culture.

Yuvonite Misbeggoten

Life for a citizen of the Misbegotten region of Yuvon is a daily struggle to survive. The area is inhospitable and harsh, with the environment itself seeming to conspire against its inhabitants. The dragons who are relegated to this region are often viewed as lesser beings by their more pure-blooded brethren and are ostracized from the rest of society. As a result, they are forced to rely on each other for survival, forming tight-knit communities to fend off the dangers of the region. The Misbegotten are often tasked with providing resources to the rest of Yuvon, such as mining for precious metals or providing labor for large infrastructure projects. Despite the hardships they face, the people of the Misbegotten region are a resilient and proud people, determined to make the most of their lives despite their circumstances.

Yuvonite Nobility

As a Yuvon noble, life is one of luxury and privilege. The noble houses of Yuvon hold great power and wealth, often controlling vast amounts of land, resources, and people. They are responsible for overseeing various aspects of the nation’s prosperity, from agriculture and industry to trade and diplomacy. In their day-to-day lives, Yuvon nobles attend social events and galas, where they can mingle with their peers and engage in political maneuvering. They also manage their estates, supervising the work of their servants and overseeing the production of goods. Despite their privileged status, Yuvon nobles are expected to adhere to strict codes of behavior and etiquette, as the dragon culture places great importance on dignity and honor.

Vulkite Citizen

The day to day of a Vulkt citizen is one of constant struggle and survival. The harsh and unforgiving environment of the land demands that its people be tough and resilient. Many spend their days hunting and foraging for food, or working in the mines to extract precious minerals and ores. Others may find themselves in the midst of clan conflicts, fighting for their own survival or that of their clan. It is not uncommon to see individuals carrying weapons or wearing armor, always prepared for a potential threat. Despite the constant danger, there is a sense of camaraderie and mutual support among the people of Vulkt, as they understand that they must rely on each other to survive in this unforgiving land.

Vulkite Chief

The day-to-day life of a Vulkt Chief is far from easy. They are responsible for reporting directly to their Khan about their clan’s activities, and ensuring that their clan’s interests are protected and advanced. This involves a great deal of strategizing and planning, as well as constantly monitoring the movements of rival clans and potential threats. The Chiefs must also keep their own clan members in line, ensuring that they are productive and contributing to the greater good of the clan. This often involves resolving disputes and conflicts within the clan, which can be a difficult and time-consuming task. The Chiefs must also be prepared to defend their clan against any outside threats, whether it be a raid from a rival clan or an attack from a powerful monster. In short, the life of a Vulkt Chief is one of constant vigilance and hard work, as they strive to keep their clan safe and prosperous in the unforgiving land of Vulkt.

 

 

Vulkite Khan

A Vulkt Khan’s day-to-day life is consumed by the constant demands of maintaining their province’s military readiness and asserting their authority over their rivals. They must constantly strategize and prepare for battle, as their position is always threatened by other Khan’s and their clans. Their duties include overseeing the training and equipping of their troops, conducting raids on enemy clans, negotiating alliances, and dealing with internal disputes among their own people. The Khan’s authority is absolute within their province, but they must also be wary of the Horde King’s decrees and maintain a good relationship with him to avoid being overthrown. Their days are long and filled with meetings, planning sessions, and traveling across their province to ensure the loyalty of their people. A Khan’s ultimate goal is to increase their power and influence, either by expanding their territory or eliminating their rivals, and they will do whatever it takes to achieve it.

Gressite Citizen

A day in the life of a Gressite citizen begins with the sound of a bustling city awakening. They rise from their bed in their modest home or apartment and prepare for the day ahead. Many start their day with a cup of coffee or tea and a quick breakfast before heading out to work or school. The streets are busy with people of all backgrounds and professions, bustling to and fro. Some may work in one of the city’s many businesses, others may be employed in one of the city’s cutting-edge research facilities or universities. During lunch, Gressites often take a break to enjoy a meal with friends or colleagues, sampling the diverse and delicious cuisine that each city has to offer. Most of them work in the factories, mines, and other industries that are the backbone of the nation’s economy. They often work long hours in harsh conditions, with little job security or benefits. Despite the challenges, many Gressites take pride in their work and see it as a contribution to the progress and prosperity of their nation. In their free time, they may enjoy attending cultural events, such as festivals and concerts, or participating in community activities. However, for many Gressites, their daily struggles for survival and their lack of opportunities for social mobility can make life difficult and oppressive.

Corporate officer

Corporate executives in Progress hold high positions within their respective companies and have a significant impact on the nation’s economy. They oversee various departments, manage finances, make important business decisions, and ensure their company stays ahead of the competition. Their day-to-day work involves attending meetings, reviewing reports, analyzing data, strategizing with other executives, and making crucial decisions that affect the lives of their employees and the nation’s economy. They work long hours and are under constant pressure to meet targets and exceed expectations. Despite the stress, being a corporate executive in Progress is highly coveted due to the prestige and financial benefits that come with it.

Company Head

The power and responsibility of a Corporate Head in Progress cannot be understated. These individuals hold immense influence and control, with their decisions impacting not just their own company, but the entire nation of Progress. Their wealth and resources allow them to reshape the landscape of the land, creating new cities, industries, and technologies. They have the power to hire and fire individuals, invest in research and development, and make strategic partnerships that can shift the balance of power. The decisions they make can lead to great prosperity or devastating consequences, and they bear the weight of that responsibility on their shoulders. Their actions can make or break the success of their company, and in turn, the success of Progress as a whole. In many ways, they hold a god-like status in the eyes of their employees and the citizens of Progress, with the power to shape the future of the entire nation.

 

 

Part 1: Structure of Sanctus

Planes of Sanctus

Planes

Planar Layers

Prime Materium (Prime Layer)
The Prime realm and center of the cosmos, the focule point where all energy is brought into existence.
Realms Between (1st Layer)
The Transitive planes acting as cushions for the weight of the other realms, reflections of the Prime in some ways, manifestions of them in others.
Elementum Magik (2nd Layer)
The birthplace of the elements themselves, and the core of all elemental forces in existence.
Realms of Balance (3rd Layer)
The 8 Realms that dictate the nature of all things.
Realms of Force (4th Layer)
The birthplace of Souls, Thoughts, and Dreams, as well as the nexus of time itself.
Damned Realms (5th Layer)
Lost existences, yet still neccesary for divine balance, a realm of infinite chaos, another of strict regulation.
Realms Afar (6th Layer)
The haze of rotted Magik, creating pockets of space more expansive then can be measured.

 

 

Prime Materium

Sanctum

The Prime Materium is the central plane of existence, serving as the core of the multiverse, around which all other realms exist. This plane is the focal point of creation and the anchor that holds all other planes in place. The Prime Materium exists at the very heart of reality, sheltered from the infinite expanse that lies beyond.

Within the Prime Materium is Sanctum, a vast and diverse realm that hosts a variety of planets and celestial bodies. The most prominent planet within Sanctum is also called Sanctum, and it is the hub of activity within the Prime Materium. Sanctum is a world of wonder and beauty, with a rich tapestry of landscapes and ecosystems that support a plethora of life forms. Two moons orbit Sanctum, casting their light upon its surface and playing a vital role in the planet’s natural cycles.

The Parent star, Solis, is the source of energy and light for Sanctum, and it has a critical role in supporting life on the planet. Axis, a planet nestled in Solis’s cradle, is the primary planet on Sanctum that supports complex life forms. Axis has a rich and diverse biosphere, with a variety of species that have evolved over millions of years. Solis also has five other celestial bodies, namely Phost, Igrit, Vox, Enz, and Tor. These celestial bodies are much farther away from Sanctum, and they play a less critical role in supporting life on the planet.

Despite the abundance of life and diversity on Sanctum, the planet has endured over 30,000 years of catastrophe’s, often caused by unknowing adventurers. These events have shaped the world in significant ways, leaving behind scars and remnants of ancient civilizations. Despite these challenges, life has continued to thrive on Sanctum, and its inhabitants have persevered and adapted to the changing world around them.

In summary, the Prime Materium is the primary plane of existence, around which all other realms exist. Sanctum, a diverse and vibrant realm, is the hub of activity within the Prime Materium, hosting a variety of planets and celestial bodies. Axis, the primary planet on Sanctum, supports complex life forms, and Solis provides the energy and light necessary for life to thrive. Despite its challenges, Sanctum and its inhabitants have endured and adapted over thousands of years, making it a truly remarkable and awe-inspiring place.

 

 

Realms Between

The Transitive planes are a collection of mystical realms that exist between the Prime Material Plane and the various other planes of existence. They act as a buffer, providing a space for the immense magical energies of the planes to coexist without disrupting each other.

Shaped by the ideals and forms of the Prime Material Plane, the world that they exist alongside. Over time, the essence of the Prime has shaped these realms and influenced the magic that flows through them. As a result, the creatures and landscapes of the Transitive planes often reflect the cultures and beliefs of the people on the Prime.

Overall, the Transitive planes play a crucial role in maintaining the balance of the multiverse. They act as giant cushions that absorb the immense weight of the various planes of existence and their magic, preventing them from colliding and causing catastrophic damage.

Feywilds

The Realms of the wilds, instinct and a being true nature forming the very ground underneath. A place of vivid colors, whimsical creatures, and mystical energy, where time and space are fluid and often unpredictable. This plane is known to be the home of the Fey, a group of creatures that are highly attuned to magic and nature.

The Feywilds are often described as a reflection of the Material Plane, but with a more otherworldly, dreamlike quality to it. The landscape is filled with rolling hills, dense forests, sparkling rivers, and towering mountains, all infused with a magical energy that suffuses the entire plane. Fey creatures such as satyrs, pixies, and unicorns roam freely through the Feywilds, and many of them are mischievous and enjoy playing tricks on visitors.

One of the defining features of the Feywilds is the presence of the Seelie and Unseelie Courts, two powerful factions of Fey that hold sway over the plane. The Seelie Court is known for its benevolence, love of beauty, and adherence to the natural order, while the Unseelie Court is often associated with darkness, trickery, and chaos. Both courts are ruled by powerful Archfey, who are often capricious and enigmatic in their behavior.

Travelers who enter the Feywilds must be prepared for the unpredictable nature of the plane, as time can pass at different rates, and reality can shift and change at a moment’s notice. However, those who are willing to brave its dangers and navigate its twists and turns may find themselves rewarded with untold treasures, powerful magic, and unforgettable experiences.

The Painted Mirror

The Painted Mirror is a realm within the Feywilds that is a glorious recreation of the Prime Material Plane. At first glance, it appears to be the optimal outcome for all kinds of mirrored events, with its shimmering surfaces reflecting the beauty and wonder of the world it emulates. However, as visitors spend more time within this realm, the luster and wonder begin to fade, revealing a landscape that is brimming with chaos and unpredictability.

Despite the chaotic nature of the realm, the denizens of the Feywilds who inhabit the Painted Mirror are generally kindhearted and helpful. They are used to dealing with the uncontrolled nature of the Mirror and have adapted to the unpredictable events that occur. However, events within the Mirror happen without rhyme or reason, with their purpose long forgotten, grudges lost to time, and responses given with no apparent reason. The landscape is constantly shifting and warping, reflecting the image of the Prime Material Plane in a distorted and chaotic way.

The denizens of the Painted Mirror are forced to deal with a set structure in a chaotic landscape, constantly adapting to new and unpredictable situations. It can be a challenging realm to navigate for those who are not used to its unpredictable nature. However, those who are able to embrace the chaos can find great beauty and wonder within the Painted Mirror. The realm is a testament to the unpredictable and ever-changing nature of the Feywilds and the strange and mysterious forces that exist within this magical realm.

 

 

The Garden

The Garden is a realm within the Feywilds that is considered the true heart of the Feywilds themselves. It is the place where the seasonal courts, which embody the various aspects of nature, reside. The Garden is a realm that is free from the taint of the Prime, and as such, it is the perfect place for the Fey to enforce their will upon the very nature of the Prime itself.

Despite the many inhabitants of both the Painted Mirror and the Prime Material Plane, the population of the Garden is so great that it dwarfs them both combined. This is due to the fact that the Garden is home to the Feywilds’ most powerful and influential denizens, who have the ability to bend nature to their will and create wondrous and magical environments.

The Garden is a realm of constant change, with the seasons shifting and evolving in an endless cycle. The residents of the seasonal courts are constantly working to shape and mold the environment, using their powers to create new wonders and reshape the land around them. The beauty of the Garden is unparalleled, with its landscapes, flora, and fauna all imbued with a magical quality that is both breathtaking and otherworldly.

Despite its power and majesty, the Garden is not without its dangers. The Feywilds are a realm of both light and dark, and there are many dangerous creatures and malevolent entities that dwell within its borders. Those who venture into the Garden must be prepared for the unexpected and must always be on guard for the many dangers that lurk within its boundaries.

Overall, the Garden is a realm of great beauty and wonder, but also one of great power and danger. It is a place where the Feywilds’ most powerful denizens reside, using their abilities to shape the very fabric of nature itself. Those who are able to explore its many wonders will find a realm unlike any other, full of magic and mystery at every turn.

 

 

Shadowlands

The realms of darkness, showing the depths of the souls of mortals. Mysterious and eerie, a dark and shadowy world, where light and darkness are inverted, and everything appears as a twisted and warped reflection of reality. The Shadowlands is home to a variety of shadowy creatures and undead, and many of them are hostile to visitors.

The landscape of the Shadowlands is bleak and desolate, with featureless plains, twisted forests, and shadowy mountains. The sky is always shrouded in darkness, and the only sources of light are the dim glow of the stars and the eerie radiance of the plane’s ambient magic. In this plane, darkness is tangible and can be used as a tool by skilled casters.

The Shadowlands is known for its ability to mimic the Material Plane, allowing travelers to find themselves in dark and twisted versions of familiar places. However, the creatures and terrain in the Shadowlands are much more hostile and dangerous than those found in the Material Plane, making it a perilous place to explore.

The shadows in the Shadowlands are alive with malevolent energies and are often used by the plane’s inhabitants to conceal themselves from prying eyes. Shadow magic is a powerful force in this realm, and many spells and abilities function differently here than they would on the Material Plane.

Travelers who enter the Shadowlands must be prepared for the darkness and the danger that awaits them. Those who wish to explore this realm must bring powerful magic and strong allies, as they will face many challenges and dangers along the way. However, for those brave enough to seek its secrets, the Shadowlands holds great power and untold treasures.

The Covered Mirror

The Covered Mirror is a shadowy and twisted version of the Prime Materium, reflecting an alternate version of events that led to a corrupted and dark world. The landscape is full of twisted trees, murky swamps, and rocky terrain, all bathed in a constant dim light. Despite the darkness, the realm still seems familiar, as if the land itself remembers what it used to be.

The inhabitants of The Covered Mirror are almost polar opposites to those found on the Prime. They have dark and ominous temperaments, and their manners are often abrasive and rude. However, they may bear striking resemblances to individuals found on the Prime, causing a strange sense of unease to any visitors. The Denizens of The Covered Mirror are known for their cunning and manipulative ways, often using their powers to control and exploit others.

Truedark

Truedark is a dark and foreboding realm within the Shadowlands, formed from the essence of mortals. It is a manifestation of the deepest and darkest parts of the mortal soul, with boundless spaces representing the various aspects of human emotions and thoughts. The realms within Truedark are numerous, with each one representing a different aspect of the human psyche.

The expanses of Truedark are infinite, and the shadowy and dark nature of the realm is pervasive. It is a true Shadowlands, with shadow and darkness forming into pocket dimensions fueled by the souls of mortals. The inhabitants of Truedark are shadows and dark entities that feed on the essence of mortals, growing stronger with each consumed soul.

Truedark is a treacherous realm, full of dangers and horrors that prey on the souls of mortals. Only the bravest and most skilled adventurers dare to venture into this realm, seeking to confront the shadows of their own souls or to retrieve lost souls from the clutches of the shadowy entities that dwell within.

 

 

Elementum

The Elementum Pyr is the realm of pure fire and heat energy, which is the core of all elemental forces in existence. It is an infinite expanse of flames and molten lava, both magical and mundane. The edges of this realm mix with the other realms, creating brand new stretches of existence with unique properties. The elements of Pyr mix with the others, creating spaces with properties of both. Within the Elementum Pyr, one can find creatures made entirely of flames, as well as powerful fire elementals.

The Elementum Tera is the realm of pure earth and ground energy. It is an infinite expanse of rock and dirt, both magical and mundane. The edges of this realm mix with the other realms, creating brand new stretches of existence with unique properties. The elements of Tera mix with the others, creating spaces with properties of both. Within the Elementum Tera, one can find creatures made entirely of stone, as well as powerful earth elementals.

The Elementum Aqua is the realm of pure water and liquid energy. It is an infinite expanse of oceans, rivers, and lakes, both magical and mundane. The edges of this realm mix with the other realms, creating brand new stretches of existence with unique properties. The elements of Aqua mix with the others, creating spaces with properties of both. Within the Elementum Aqua, one can find creatures made entirely of water, as well as powerful water elementals.

The Elementum Auren is the realm of pure air and wind energy. It is an infinite expanse of clouds and storms, both magical and mundane. The edges of this realm mix with the other realms, creating brand new stretches of existence with unique properties. The elements of Auren mix with the others, creating spaces with properties of both. Within the Elementum Auren, one can find creatures made entirely of air, as well as powerful air elementals.

Elementum Pyr/Fire

The Elemental plane of fire. A realm of intense heat and flames, inhabited by fiery creatures and ruled by powerful elemental lords. It is one of the four basic elemental planes, along with the Elementum Tera, Auren, and Aqua.

The landscape of the Elementum Pyr is a chaotic and constantly changing sea of flames, with rivers of molten lava and fiery geysers erupting from the ground. The air is filled with the scent of burning sulfur and ash, and the heat is unbearable to those not adapted to it.

The inhabitants of the Elementum Pyr are primarily elemental creatures, such as fire elementals, salamanders, and efreeti. These creatures are immune to fire and can manipulate flames to their will, making them formidable opponents. Other creatures that can be found on the Elementum Fire include dragons, phoenixes, and demons.

The elemental lords of the Elementum Pyr are powerful entities that embody the essence of fire. They rule over vast territories and command legions of fiery minions. Each lord has their own personality and agenda, and they are known to engage in fierce battles and power struggles with each other.

The Elementum Pyr is a dangerous and inhospitable place for most mortal creatures, but it is also a source of great power and magical energy. Many wizards and other practitioners of magic travel to the plane to study its secrets and harness its elemental energies.

 

 

The Molten Peaks

Meeting of the Elementum Pyr and Elementum Tera. Networks of Molten caverns, spewing molten rock in all directions, some pockets having left cavities to fit entire nations into, the insides constantly baked by the magma surrounding the edges. The towering volcanic peaks and rivers of molten lava are now interspersed with rocky outcroppings and geodes, and the intense heat is accompanied by occasional tremors and earthquakes.

The ecology of the Molten Peaks reflects this merging of elemental energies. Creatures such as fire elementals and salamanders still thrive here, but they now share the region with stone golems and earth elementals. The plants have adapted to the changing conditions, with some now resembling crystal formations or gemstones, and others sprouting from geodes and mineral veins.

The societal structure of the Molten Peaks is also influenced by the elemental energies of the bordering plane. The elemental lords who rule over the region now have to contend with the occasional incursion of earth elementals and other creatures from the Elementum Tera. Some lords have formed alliances with these entities, while others seek to drive them out or harness their power for their own purposes. The Molten Peaks is a place of shifting alliances and power struggles, where cunning and adaptability are as important as strength.

Despite the dangers of the Molten Peaks, there are those who have made their home here. Some are loyal servants of the elemental lords, tasked with mining or protecting certain areas, while others are adventurers seeking to explore the unique ecology of the region. There are even those who have embraced the merging of elemental energies and seek to master the powers of both fire and earth. However, the Molten Peaks remains a place of constant change and turmoil, where even the most powerful and cunning must be vigilant to survive.

 

 

Everblaze

The Everblaze is the beating heart and most pure form of the Elementum Pyr. It is a place of intense heat and flames, where the very essence of fire is manifested in its most potent and raw form. The landscape is a constantly shifting sea of fire, with towering columns of flames and bursts of intense heat that can melt even the strongest of metals.

Despite the extreme conditions, the ecology of The Everblaze is rich and diverse. Creatures such as phoenixes and dragons, which are rare in other regions of the plane, thrive here, along with elemental beings of pure flame. The plants are equally unusual, with some resembling living flames, while others are made of pure crystalline minerals.

The societal structure of The Everblaze is different from other regions of the plane. Rather than being ruled by individual elemental lords, the realm is overseen by a council of the most powerful and ancient fire elementals, known as the Flame Keepers. These beings are said to have existed since the dawn of the plane itself, and their power and wisdom are unmatched. They are served by legions of lesser elementals and fiery minions, who carry out their will across the plane.

The Flame Keepers are also responsible for maintaining the delicate balance of elemental energies within The Everblaze. They use their vast knowledge and power to ensure that the pure flame of the realm remains stable, resisting the influence of other elemental planes that may seek to intrude upon it. They also work to prevent outbreaks of uncontrollable flames that could threaten the plane itself.

Despite their power, the Flame Keepers are not without their own internal politics and rivalries. However, their common goal of protecting The Everblaze and its purity keeps them united in the face of outside threats. The realm is also home to a small number of mortals who have been granted the rare privilege of studying under the Flame Keepers, learning the secrets of the most potent elemental magic and the ancient history of the plane itself.

Overall, The Everblaze is a place of immense power and beauty, a manifestation of the raw and primal force of fire. It is a realm of both danger and opportunity, where those who can master its fiery energies can achieve unparalleled feats of power and knowledge.

Storm of embers

Meeting of the Elementum Pyr and Elementum Auren. Similar to the Everblaze, this realm is mostly filled with flames and hit, the main difference being the magnification of such heat due to the instense winds and pressue forced into the realm via Auren. In sparce places enough wind is blown to create powerful enough hurricans & tornados to bend the flames themselves away from pockets of air, however the ambient heat still more then enough to cook most mortals. he clash of elemental energies between these two planes has created a unique and volatile environment where fierce winds and lightning strikes are interspersed with raging fires and rivers of molten lava.

The landscape of the Storm of Embers is dominated by towering volcanoes, chasms filled with magma, and twisting canyons carved by the raging winds. Lightning storms are frequent, illuminating the region in flashes of brilliant light that illuminate the ashy sky. The temperature fluctuates wildly, with hot gusts of air and blasts of flame intermingled with sudden gusts of cold air and hailstones.

Despite the hostile environment, the ecology of the Storm of Embers is surprisingly diverse. Fire elementals and salamanders are common, but they now share the region with other creatures that have adapted to the elemental clash. Some creatures, such as the ash golems and smoke elementals, are a hybrid of fire and air elemental energies, while others have evolved to thrive in the extreme conditions, such as the phoenixes that are born from the ashes of the landscape.

The societal structure of the Storm of Embers is similarly influenced by the elemental energies of the neighboring plane. The elemental lords who rule over the region have had to contend with the incursion of air elementals and other creatures from the Elemental Plane of Air. Some have formed alliances with these entities, while others seek to drive them out or harness their power for their own purposes. The region is a place of shifting alliances and power struggles, where cunning and adaptability are as important as strength.

Despite the dangers of the Storm of Embers, there are those who have made their home here. Some are loyal servants of the elemental lords, tasked with mining or protecting certain areas, while others are adventurers seeking to explore the unique ecology of the region. There are even those who have embraced the merging of elemental energies and seek to master the powers of both fire and air. However, the Storm of Embers remains a place of constant change and turmoil, where even the most powerful and cunning must be vigilant to survive.

 

 

Elementum Tera/Earth

Elementum Tera is a plane of existence that exists beyond the physical realm of the cosmos, a place where all of the earth’s elements and earth magic originate from. It is said to be a realm of pure elemental energy, where the very fabric of reality is woven from the elements of earth. The plane is home to powerful beings known as elementals, who are said to be the guardians and caretakers of the natural world.

According to legend, Elementum Tera was created by a powerful god of the earth, who imbued it with the essence of the earth itself. From this plane, the god was able to channel the raw power of the earth into the physical world, shaping mountains, rivers, and forests with his will. Over time, other gods and magical beings discovered the power of Elementum Tera, and began to draw on its energy to fuel their own magic.

Despite its importance, very few mortals have ever been able to visit Elementum Tera. Those who have describe it as a place of immense power and beauty, where the very elements themselves seem to come alive. Some even believe that the plane holds the key to unlocking the secrets of the universe itself, and that those who can master its magic will hold untold power and wisdom.

 

 

Sunken Sun

The barrier plane known as “Sunken Sun” is a unique and mystical realm that is formed at the meeting point of Elementum Tera and Elementum Pyr. This plane is characterized by its molten rock formations, which are found throughout the caverns that stretch across the entire realm. However, no matter how far one ventures into these caverns, the radiant glow of the nexus of Pyr can always be seen through the stone, acting as a guidepost for those who travel within.

The molten rock formations that are found throughout Sunken Sun are unlike anything else in the cosmos. The heat and pressure of the molten lava give rise to unique and fascinating geological structures, such as stalactites and stalagmites that shimmer like diamonds in the red and orange light that suffuses the realm. Pools of molten lava also dot the landscape, creating a fiery landscape that is both terrifying and awe-inspiring.

The nexus of Pyr, which is always visible in the direction of True North, is the heart of the plane. This radiant glow is a beacon of energy that illuminates the caverns and tunnels of Sunken Sun, and is said to be the source of all the magical power that flows through the realm. It is said that those who can tap into this power can unlock great secrets and wield immense power, but the risks of doing so are great. The nexus of Pyr is guarded by powerful elemental beings, who will stop at nothing to protect the realm from those who seek to exploit its power for their own gain.

In summary, Sunken Sun is a realm of molten rock formations, fiery landscapes, and powerful magical energies that flow from the nexus of Pyr. It is a place of great power and great danger, where those who venture within must be prepared to face the challenges and risks that come with unlocking its secrets.

 

 

Fullstone

The core plane known as “Fullstone” is a mystical and unique realm that is completely devoid of anything but stone, rock, and earth. This means that the realm is characterized by an endless expanse of rocky terrain, with towering mountains, deep valleys, and vast plains that stretch as far as the eye can see.

The landscape of Fullstone is both beautiful and treacherous. The rocky terrain can be difficult to traverse, with steep cliffs, jagged rocks, and deep chasms that are often hidden from view. The mountains that dot the landscape are equally formidable, with snow-capped peaks that rise up into the clouds, and treacherous trails that wind their way up to the summits.

Despite the lack of any other type of terrain, life still exists within the realm of Fullstone. Many species of rock-dwelling creatures have adapted to the harsh conditions of the realm, ranging from tiny insects to massive beasts that are capable of moving boulders with ease. Plants also exist within the realm, with unique and hardy species that have evolved to thrive in the rocky soil and limited water supply.

The realm of Fullstone is also home to many powerful magical energies, with the earth element being particularly strong within the realm. Those who possess the ability to harness these energies can tap into immense power, with the ability to shape and manipulate the very rocks and earth of the realm itself.

Despite the unique and fascinating landscape of Fullstone, the realm is not without its dangers. The rocky terrain can be treacherous and difficult to navigate, and the powerful magical energies that exist within the realm can be dangerous for those who are not skilled in their use. The realm is also home to many powerful earth elementals, who are fiercely protective of their domain and will not hesitate to defend it from any who would seek to exploit its power for their own gain.

In summary, Fullstone is a realm of endless stone, rock, and earth, characterized by treacherous terrain, unique life forms, and powerful magical energies. It is a realm that offers great beauty and great danger, with the potential for immense power for those who can harness the earth element that is so prevalent within the realm.

Drowned Terra

The barrier plane known as “Drowned Terra” is a fascinating and mystical realm that exists at the meeting point of Elementum Tera and Elementum Aqua. The realm is characterized by the great oceans that have formed all throughout the Sunken sea, with towering mountain ranges that have sprung up throughout the ocean beds. While the realm of Tera holds back the majority of water, the constant erosion of water and the passage of eons of time have resulted in the formation of these great oceans.

Despite the constant push and pull between the forces of Tera and Aqua, life is abundant throughout the realm of Drowned Terra. The oceans that cover the realm are home to a vast array of creatures, ranging from tiny plankton to massive sea monsters that can dwarf entire ships. The mountain ranges that have formed throughout the ocean beds are also teeming with life, with coral reefs, kelp forests, and underwater caverns providing habitats for a diverse range of species.

The realm of Drowned Terra is a place of great contrasts and beauty. The waters that cover the realm can range from crystal clear to murky and dark, while the light that filters down from the surface can create mesmerizing patterns and colors throughout the underwater landscape. The mountain ranges that have formed throughout the realm are equally striking, with towering peaks that rise up from the ocean floor and are home to unique ecosystems of their own.

Despite the challenges posed by the ever-shifting landscape of Drowned Terra, many adventurous explorers and powerful mages are drawn to the realm in search of its secrets. Some seek to harness the power of the water and earth elements that exist within the realm, while others are simply drawn to the beauty and mystery of this unique barrier plane. Regardless of their motivations, those who venture into Drowned Terra must be prepared to face the many challenges and dangers that come with exploring this unpredictable and ever-changing realm.

 

 

Elementum Aqua/Water

Elementum Aqua is the elemental plane of Water, a realm that exists beyond the physical world and is the source of all water and water magic throughout the cosmos. It is said to be a place of vast oceans, raging storms, and endless rain, where the very essence of water flows like a powerful current through every inch of the plane. The realm is inhabited by powerful beings known as water elementals, who are said to be the guardians and keepers of the realm’s many secrets.

According to legend, Elementum Aqua was created by a powerful water goddess, who imbued it with the essence of water and the power to control its many forms. From this plane, the goddess was able to channel the raw power of water into the physical world, shaping rivers, lakes, and oceans with her will. Over time, other gods and magical beings discovered the power of Elementum Aqua, and began to draw on its energy to fuel their own water magic.

Despite its importance, few mortals have ever been able to visit Elementum Aqua. Those who have describe it as a place of immense power and beauty, where the very essence of water seems to come alive. The plane is home to many strange and wondrous creatures, from schools of rainbow-colored fish to massive sea serpents that can sink entire ships. Some even believe that the plane holds the key to unlocking the secrets of the ocean depths, and that those who can master its magic will hold untold power and knowledge.

 

 

Sea of Mud

The barrier plane known as “Sea of Mud” is a fascinating and unique realm that is created at the meeting point of the elemental planes of Aqua and Tera. The realm is characterized by an infinite expanse of mud, which is formed as the powerful waves and currents of Aqua grind away at the stone and rock of Tera over time.

The Sea of Mud is a treacherous and challenging realm to navigate, with its vast expanses of thick, viscous mud making movement difficult and slow. The mud is often several feet deep, with treacherous pools and sinkholes that can be dangerous for those who are not careful.

Despite the challenges of the realm, life still exists within the Sea of Mud. Many species of mud-dwelling creatures have adapted to the harsh conditions of the realm, ranging from tiny insects to massive beasts that are capable of moving through the thick mud with ease. Plants also exist within the realm, with unique and hardy species that have evolved to thrive in the muddy soil and limited water supply.

The realm of Sea of Mud is also home to many powerful magical energies, with both the water and earth elements being particularly strong within the realm. Those who possess the ability to harness these energies can tap into immense power, with the ability to manipulate the very mud of the realm itself.

Despite the unique and fascinating landscape of Sea of Mud, the realm is not without its dangers. The thick, viscous mud can be treacherous and difficult to navigate, and the powerful magical energies that exist within the realm can be dangerous for those who are not skilled in their use. The realm is also home to many powerful mud elementals, who are fiercely protective of their domain and will not hesitate to defend it from any who would seek to exploit its power for their own gain.

In summary, Sea of Mud is a realm of infinite mud, characterized by treacherous terrain, unique life forms, and powerful magical energies. It is a realm that offers great challenges and great rewards, with the potential for immense power for those who can harness the water and earth elements that are so prevalent within the realm.

 

 

Great Expanse

The Great Expanse is a core plane that is characterized by an endless ocean that stretches as far as the eye can see. The ocean is vast and mysterious, with depths that are almost unfathomable. The surface of the ocean is calm and tranquil, with gentle waves lapping against the shore, but beneath the surface lies a world of wonder and danger.

The Great Expanse is a realm of immense beauty and diversity. The ocean is home to a vast array of sea creatures, from tiny plankton to massive whales and everything in between. The waters are crystal clear, allowing for visibility for hundreds of feet, and are filled with vibrant colors and intricate patterns. The underwater landscape is dotted with coral reefs, towering rock formations, and underwater caves, all of which are teeming with life.

Despite the beauty of the Great Expanse, it is also a realm of great danger. The ocean is home to a multitude of predators, from the great white shark to the giant squid, all of which are capable of causing great harm to those who venture into their territory. The currents can be strong and unpredictable, and sudden storms can arise without warning, causing ships to capsize and lives to be lost.

The Great Expanse is also home to powerful magical energies, particularly those related to the water element. Those who possess the ability to harness these energies can manipulate the currents, create powerful storms, and even communicate with the creatures of the sea.

Despite its dangers, the Great Expanse remains a popular destination for adventurers and explorers. Many seek to discover the secrets of the ocean depths, while others are drawn to the powerful magical energies that exist within the realm. Some even seek to establish permanent settlements within the ocean, either to study its wonders or to exploit its resources.

In summary, the Great Expanse is a realm of endless ocean, teeming with life and magic. It is a realm of great beauty and great danger, where adventurers and explorers can discover new wonders and face new challenges with each passing day.

Sunken Sky

The barrier plane known as “Sunken Sky” is a realm of wonder and awe, created at the meeting point of the elemental planes of Aqua and Auren. The realm is characterized by a series of massive bubbles, each containing its own unique ecosystem and civilization. The bubbles are formed by the powerful winds of Auren, which manage to create pockets of air within the dense waters of Aqua.

Within the bubbles of Sunken Sky, life thrives in a multitude of forms. Many of the societies that have formed within the bubbles are based around the use of the floating ocean’s that form within them. These ocean’s contain unique forms of aquatic life that are adapted to the unique conditions of the realm, and they often serve as a source of food and resources for the inhabitants of the bubbles.

Despite the challenges of living within the bubbles, many civilizations have managed to thrive within the realm of Sunken Sky. Some of these civilizations are based on the use of air magic, which allows them to manipulate the winds of Auren to their advantage. Others are based on the use of water magic, which allows them to harness the power of the floating oceans within the bubbles.

The realm of Sunken Sky is also home to many powerful magical energies, with both the water and air elements being particularly strong within the realm. Those who possess the ability to harness these energies can tap into immense power, with the ability to manipulate the very air and water of the realm itself.

Despite the unique and fascinating landscape of Sunken Sky, the realm is not without its dangers. The bubbles are fragile and can be easily ruptured by powerful winds or other forces, and the dense waters of Aqua can be difficult to navigate. Additionally, the powerful magical energies that exist within the realm can be dangerous for those who are not skilled in their use.

In summary, Sunken Sky is a realm of massive bubbles, characterized by unique ecosystems and civilizations, as well as powerful magical energies. It is a realm that offers great challenges and great rewards, with the potential for immense power for those who can harness the water and air elements that are so prevalent within the realm.

 

 

Elementum Auren/Air

Elementum Auren is the elemental plane of Air and Wind, a realm that exists beyond the physical world and is the source of all air and wind magic throughout the cosmos. It is said to be a place of endless skies, fierce winds, and ever-changing weather patterns, where the very essence of air and wind flows like a powerful current through every inch of the plane. The realm is inhabited by powerful beings known as air elementals, who are said to be the guardians and keepers of the realm’s many secrets.

According to legend, Elementum Auren was created by a powerful god of the air, who imbued it with the essence of air and wind and the power to control their many forms. From this plane, the god was able to channel the raw power of air and wind into the physical world, shaping storms, winds, and atmospheric conditions with his will. Over time, other gods and magical beings discovered the power of Elementum Auren, and began to draw on its energy to fuel their own air and wind magic.

Despite its importance, few mortals have ever been able to visit Elementum Auren. Those who have describe it as a place of immense power and beauty, where the very essence of air and wind seems to come alive. The plane is home to many strange and wondrous creatures, from winged creatures that soar through the endless skies to sentient clouds that can take on a life of their own. Some even believe that the plane holds the key to unlocking the secrets of flight and the manipulation of air and wind, and that those who can master its magic will hold untold power and knowledge.

 

 

Everain

Everain is a barrier plane that is formed from the meeting of Elementum Auren and Aqua. The endless ocean of Aqua pours into the realm, but the unending winds of Auren blow it back, causing the water to form an eternal rain that falls into the sky. The rain is so abundant that it creates an unbroken downpour, which lasts for all time, creating a constant misty haze that envelops the realm.

The rain of Everain is no ordinary rain; it is infused with powerful magical energies from both Auren and Aqua. The rain is capable of healing wounds, cleansing impurities, and even reviving the dead. Those who are caught in the rain are often rejuvenated, feeling as if they have been reborn anew. However, the rain is also capable of causing great destruction. It can create powerful floods and storms that can wipe out entire settlements and landscapes.

The storms of Everain are particularly dangerous, often growing to monstrous proportions that can swallow entire moons. Lightning dances through the skies, and thunder booms so loudly that it can be heard for miles. Despite the danger, some travelers seek out the storms of Everain, using them to harness the powerful magical energies that they contain.

Despite the constant rain and storms, life still manages to thrive in Everain. The rain has created a lush and vibrant landscape, with forests and grasslands that are teeming with life. The creatures that live in the realm have adapted to the constant rain, with many developing the ability to breathe underwater or to swim through the air.

In summary, Everain is a barrier plane that is formed from the meeting of Elementum Auren and Aqua. It is characterized by an eternal rain that is infused with powerful magical energies, capable of both healing and destruction. The realm is home to powerful storms, lush landscapes, and unique creatures that have adapted to the constant rain. Despite the danger, many adventurers seek out the storms of Everain to harness its powerful magical energies.

 

 

14

PART 1 | Structure of Sanctus
Grand Sky

Grand Sky is a core plane that stretches out as far as the eye can see, with no visible boundaries or limits. The realm is characterized by a boundless sky that is often filled with brilliant colors and patterns, ranging from the deep blues of a clear day to the fiery oranges and pinks of a spectacular sunset. The skies are often filled with clouds, ranging from fluffy and white to dark and foreboding.

Despite the lack of visible land, the Grand Sky is home to a variety of flying creatures, ranging from tiny birds to massive dragons. These creatures make their homes in the clouds, building nests and lairs that are hidden from view. Some of these creatures are friendly and can be ridden, allowing travelers to soar through the skies and explore the realm in a unique and exciting way.

The Grand Sky is also home to powerful magical energies, particularly those related to the air and wind elements. Those who possess the ability to harness these energies can manipulate the winds, create powerful storms, and even summon creatures of the sky to aid them in battle or travel.

Despite its seemingly idyllic nature, the Grand Sky is also a realm of great danger. The winds can be fierce and unpredictable, and sudden storms can arise without warning, causing travelers to become disoriented and lost. The realm is also home to a variety of dangerous creatures, ranging from fierce birds of prey to malevolent storm giants.

Despite the dangers, the Grand Sky remains a popular destination for adventurers and explorers. Many seek to discover the secrets of the realm and harness its powerful magical energies, while others are drawn to the freedom and exhilaration of soaring through the skies. Some even seek to establish permanent settlements within the clouds, either to study its wonders or to exploit its resources.

In summary, the Grand Sky is a realm of boundless skies, home to a variety of flying creatures and powerful magical energies. It is a realm of great beauty and great danger, where adventurers and explorers can discover new wonders and face new challenges with each passing day.

Sun Breeze

The barrier plane known as “Sun Breeze” is an interesting combination of the two elements - Auren and Pyr. This plane is dominated by the immense pressure of Auren, which keeps most of the power of Pyr at bay. As a result, the plane is characterized by a gentle breeze that feels warm and comforting due to the gentle glow coming from the Nexus of Pyr.

The glow from Pyr is always facing True North in this realm, which provides a sense of direction for any travelers. The warmth of the sun-like glow also heats up the winds, creating a gentle and soothing breeze that is quite pleasant to experience. The winds in this realm are gentle enough that they won’t knock over any trees or buildings, but strong enough to rustle leaves and move light objects around.

Despite the gentle nature of the winds, they are still quite powerful in their own right, and the combination of the warm breeze and the gentle glow of Pyr creates a unique and beautiful atmosphere that is unlike anything else in the cosmos. The Sun Breeze is a place of peace and tranquility, where travelers can relax and enjoy the gentle touch of the wind and the warm glow of the sun.

 

 

Realms of Balance

The Realms of Balance are a set of eight fictional planes of existence that correspond to a particular alignment of the soul. These realms are shaped by the collective will of beings from all walks of life, each realm representing an ideology that has evolved over time. The realms exert control, influence, and gain power from the contents of an individual’s heart, forming out of the cosmic soup of pre-history.

Limbo is the realm of Chaotic Neutral, representing freedom and independence. It is a constantly shifting and ever-changing realm that defies all attempts at categorization.

Pandemonium is the realm of Chaotic Evil, representing destruction and chaos. The denizens of this realm revel in destruction and the annihilation of order.

Hectus is the realm of Neutral Evil, representing self-interest and ambition. The inhabitants of this realm are often ruthless and calculating, using any means necessary to achieve their goals.

Gixx is the realm of True Neutral, representing balance and neutrality. It is a realm where the forces of good and evil, order and chaos, are in perfect equilibrium.

Mechanus is the realm of Lawful Neutral, representing order and structure. The inhabitants of this realm are methodical and precise, seeking to impose order on the chaos of the universe.

Arcadia is the realm of Lawful Good, representing justice and righteousness. The inhabitants of this realm are virtuous and honorable, upholding the law and defending the weak.

Celestia is the realm of Neutral Good, representing compassion and benevolence. The denizens of this realm are selfless and kind, always striving to help those in need.

Vyhall is the realm of Chaotic Good, representing freedom and creativity. The inhabitants of this realm are passionate and driven, always seeking to break free from the constraints of society and tradition.

 

 

Limbo

The plane of Limbo is a realm of pure chaos, where anything can happen and nothing is guaranteed. It is a swirling maelstrom of energy and matter, with no discernible laws or rules to govern it. The beings that call Limbo home are as unpredictable and varied as the plane itself, ranging from mad geniuses to feral beasts.

In Limbo, time and space are constantly shifting and warping, making navigation a daunting task. There are no landmarks or points of reference, and the landscape changes at a moment’s notice. Gravity is also unreliable in Limbo, with some areas having no discernible gravitational pull while others have gravity that pulls in multiple directions at once.

Despite the chaotic nature of Limbo, some beings find a certain freedom in the lack of rules and structure. This has led to the development of unique cultures and societies, ranging from nomadic tribes to sprawling metropolises that span entire continents. These societies are often short-lived, as the ever-changing landscape of Limbo can wipe them out in an instant.

The beings that reside in Limbo are often referred to as “limboites.” They come in all shapes and sizes, from tiny, chaotic imps to towering, hulking beasts. Some limboites possess powerful magical abilities, while others rely on their physical prowess or cunning to survive. The only thing that unites them is their love of chaos and unpredictability.

Many creatures from other planes fear and avoid Limbo, as its chaotic energies can have unpredictable effects on their bodies and minds. However, there are some who seek to harness the power of Limbo for their own purposes, using it as a source of raw magical energy or a means of transportation to other planes. These individuals often have to be careful, as the chaotic nature of Limbo can easily overwhelm even the most powerful beings.

 

 

Pandemonium

Representing Chaotic Evil, it is a place of endless cacophony and madness, where the very air itself seems to drive creatures insane. The landscape is a twisted, labyrinthine network of tunnels and caverns, where the walls and floors are constantly shifting and twisting, making it nearly impossible to navigate.

Pandemonium is populated by a variety of twisted, malevolent beings that revel in the chaos and madness of the plane. Many are demonic or fiendish in nature, but there are also aberrations, elementals, and other beings that have been warped by the plane’s chaotic energies. Even those who enter the plane with good intentions can quickly find themselves overwhelmed by the maddening cacophony and the constant threat of attack from its inhabitants.

Despite its dangers, Pandemonium is a place of great power for those who can harness its chaotic energies. Many powerful spellcasters and other beings seek out the plane for its raw magical power, which can be used to fuel spells and other magical workings. However, the cost of tapping into the chaotic energies of Pandemonium can be high, and many who attempt to harness its power are driven mad or even consumed by the plane’s energies.

In the center of Pandemonium lies a great vortex of swirling, chaotic energies known as the Heart of Pandemonium. This vortex is said to be the source of the plane’s chaotic energies, and some say that it is the very embodiment of chaos itself. Many who have ventured into the Heart of Pandemonium have never returned, and those who have often come back changed or corrupted by the plane’s energies.

 

 

Hectus

The plane of existence that is aligned with the concept of Neutral Evil. It is a dark and foreboding realm, shrouded in an eternal twilight that is illuminated only by flickering flames and the glow of sinister runes etched into the walls of the caverns that make up the landscape.

The denizens of Hectus are similarly twisted and malevolent, embodying the worst traits of both law and chaos. They are avaricious, treacherous, and cruel, reveling in the suffering and misery of others. However, unlike the chaotic beings of Pandemonium, the inhabitants of Hectus are often more methodical and calculating in their evil deeds.

The terrain of Hectus is a labyrinthine network of tunnels and caverns, with vast subterranean lakes and rivers of molten lava. The air is thick with the acrid smell of sulfur and the heat is oppressive, making it a hostile environment for most living beings. However, the twisted creatures that dwell in this realm are well-adapted to their environment, and many possess natural resistances to heat and fire.

The power of Hectus lies in its ability to corrupt and manipulate the souls of the living. It is said that those who spend too much time in this realm will eventually succumb to the influence of its dark energy, becoming cruel and selfish themselves. For this reason, many wise travelers avoid Hectus altogether, lest they fall prey to its malevolent influence.

 

 

Gixx

Gixx is the plane of True Neutrality, where the equilibrium of all things is maintained. It is neither good nor evil, lawful nor chaotic, but rather a balance between all extremes. Gixx is the plane where everything is in perfect harmony, where all forces are equally matched and in a constant state of flux. It is a realm of infinite possibility, where anything can happen and anything can be created.

The inhabitants of Gixx are known as the Neutral Ones, and they are a diverse group of beings who have achieved enlightenment and have learned to embrace neutrality. They are philosophers, scientists, and artists who seek to understand the mysteries of the universe and to create works of beauty and wonder. They are not interested in power or domination, but rather in the pursuit of knowledge and understanding.

Gixx is a realm of paradox and contradiction, where the impossible becomes possible and the absurd becomes rational. It is a realm of ever-changing landscapes and impossible geometries, where time and space are distorted and nothing is quite what it seems. The laws of physics and magic are constantly in flux, and reality itself is malleable and mutable.

Those who seek to visit Gixx must be prepared for the unexpected, as the realm is constantly in a state of flux. Those who embrace neutrality and seek knowledge and understanding will find a home in Gixx, but those who seek power and domination will find only frustration and disappointment. Gixx is a realm of balance and harmony, and those who seek to upset that balance will find themselves at odds with the very fabric of the universe itself.

 

 

Mechanus

Mechanus is the plane of perfect order, where all things exist in a state of mathematical precision and logical structure. It is a realm of clockwork cities, endless machines, and unerring predictability. The very air is infused with the essence of order, and visitors to Mechanus often find their thoughts becoming more methodical and systematic, sometimes to the point of obsession.

The denizens of Mechanus are the modrons, creatures of living law that exist to maintain and enforce the plane’s strict order. The modrons are divided into strict hierarchies, with each type of modron serving a specific function and obeying its superiors without question. The higher-level modrons are more complex and intelligent, but they still remain bound to their preordained roles.

The terrain of Mechanus is made up of vast plains of polished metal, with towering cities and fortresses built from gears, pistons, and other mechanical parts. Even the sky is orderly, with constellations and planetary movements occurring on precise schedules. Time itself is a measurable and predictable force on Mechanus, with a clockwork sun and moon regulating the passage of days.

Visitors to Mechanus must be careful to follow its strict laws and customs, as any deviation from the established order can be met with swift and merciless punishment by the modrons. However, for those who appreciate the beauty of perfect order and precision, Mechanus can be a wondrous and fascinating realm to explore.

 

 

Arcadia

Arcadia is a realm that represents the ultimate ideal of Lawful Good. It is a place where order and justice are paramount, and all beings strive to do what is right and just. The plane is a beautiful and idyllic world, with rolling hills, crystal clear lakes, and towering mountains. The sky is always clear and blue, and the air is filled with the sweet scent of flowers.

The inhabitants of Arcadia are beings of pure goodness, devoted to the cause of justice and righteousness. They are led by powerful celestial beings known as Archons, who embody the virtues of honor, compassion, and mercy. The Archons are powerful beings, capable of wielding immense magical power, and are revered as wise and benevolent leaders.

Visitors to Arcadia are often struck by the sense of peace and tranquility that permeates the realm. However, they must be careful not to break the laws of the realm, as punishment can be severe. The inhabitants of Arcadia have no tolerance for evil or disorder, and will not hesitate to punish those who threaten the safety and stability of their realm.

Overall, Arcadia is a realm of justice, righteousness, and order, a bastion of light in a multiverse often plagued by darkness and chaos.

 

 

Celestia

The plane of Celestia is a realm of pure goodness and virtue, a beacon of hope for those who seek to do what is right and just. It is a plane of Lawful Good alignment, embodying the ideals of honor, selflessness, and compassion.

The landscape of Celestia is one of endless fields of gold and green, rolling hills and towering mountains, and vast, shining cities of crystal and gold. The sky is always bright and clear, and the air is suffused with a warm, welcoming light. The natural beauty of the plane is beyond compare, and it is said that the very air and ground of Celestia can heal the wounded and soothe the soul.

Celestia is home to a number of celestial beings, including angels, archons, and other holy beings. These beings embody the highest ideals of goodness, and they are dedicated to fighting evil and protecting the innocent. They are often called upon by mortals to aid them in times of need, and they are known to work tirelessly to promote peace and harmony throughout the multiverse.

The ruler of Celestia is a being known as the Solar, a powerful entity of pure light and righteousness. The Solar is the embodiment of all that is good and just, and it is said that even the most evil of creatures cannot help but feel a sense of awe and respect in the presence of this being. The Solar is aided by a host of other celestial beings, each of whom serves a specific role in maintaining the balance of the plane.

While Celestia is a place of pure goodness, it is not without its dangers. The forces of evil are always seeking to disrupt the balance of the plane, and demons and other dark beings often seek to corrupt or destroy the celestial inhabitants of Celestia. Nevertheless, the forces of good remain steadfast, and they continue to fight against evil in all its forms, hoping to one day bring about a time of true peace and harmony throughout the multiverse.

 

 

Vyhall

Vyhall is a plane of existence that represents the chaotic good alignment, embodying the principles of freedom, individuality, and the pursuit of personal passions. This realm is a place of great natural beauty, with rolling hills, towering mountains, and vast forests that seem to go on forever. The sky is always filled with a brilliant array of colors, and the air is fresh and invigorating.

The inhabitants of Vyhall are a diverse group of creatures, ranging from mischievous faeries to powerful dragons. However, all share a common desire for personal freedom and a deep respect for the natural world. The creatures of Vyhall work together to maintain the delicate balance of nature, and they fiercely defend their realm from any forces that threaten to upset this balance.

The cities and towns of Vyhall are as diverse as its inhabitants, ranging from small villages of elves and halflings to sprawling metropolises of humans and dwarves. The architecture of these settlements is often organic and fluid, with buildings and structures growing and changing over time to adapt to the needs of their inhabitants. Despite their differences, the people of Vyhall are united by a common bond of respect for personal freedom and a love of nature.

One of the most notable features of Vyhall is the presence of powerful ley lines, which crisscross the realm and channel immense amounts of magical energy. These ley lines are the source of the powerful magic that flows throughout the realm, and many of the creatures of Vyhall possess a deep understanding of arcane lore.

Despite its many wonders, Vyhall is not without its dangers. The chaotic nature of the realm means that it is home to a wide variety of dangerous creatures, from giant spiders to powerful elementals. However, the inhabitants of Vyhall are always ready to defend their realm and maintain the balance of nature, using their powerful magic and their deep connection to the natural world to protect their way of life.

 

 

Realms of Force

The Realms of Force are five distinct planes of existence in the fantasy world of Sanctus, each representing a fundamental force or concept that governs creation. These realms were formed by the first beings to exist in Sanctus, who had the power to control the forces of creation itself.

Solia is the realm of the soul, the essence that defines a being’s identity and consciousness. It is the source of magic, and the channel through which all supernatural abilities are derived. Solia is a realm of pure energy, where the souls of the departed go to await their next reincarnation or final judgment.

Enigma is the realm of thought, where ideas and concepts are formed and given shape. Enigma is a place of great creativity and inspiration, and many artists and thinkers find their muse here. The realm is also the source of all telepathic and empathic abilities, as well as the power to manipulate memories and thoughts.

Chronium is the realm of time, where the flow of events and the passage of history are governed. Time in Chronium is non-linear, with past, present, and future all existing simultaneously. The realm is home to powerful chronomancers, who can manipulate time and space to their will.

Wonder is the realm of dreams, where the subconscious mind takes form and gives birth to surreal and fantastical worlds. It is a place of great imagination, where reality is shaped by the dreamer’s deepest desires and fears. Those who enter the realm of Wonder must be careful, for the line between dreams and reality is often blurred.

Outlands is the realm of nothingness, a place where all existence comes to an end. It is the final destination of all things, where they are dissolved into the void. Only the most powerful beings can enter the Outlands and return unscathed, for the realm has the power to erase even the strongest of souls.

 

 

Solia

The Realm of Solia is a plane of existence that represents the fundamental force of the soul. It is a realm of pure energy and magic, where the essence of all living things is said to originate. It is said that the first beings of Sanctus formed this plane, and they continue to oversee its workings.

The realm itself is made up of a vast, radiant landscape, with soft golden hues that permeate everything. The sky is a beautiful, constantly shifting display of colors, ranging from fiery reds and oranges to cool blues and purples. The ground is made up of a shimmering, golden sand that seems to glow with a soft light of its own. There are no trees or other plants in Solia, but there are small, glowing orbs of light that float through the air, filling the realm with a gentle, soothing energy.

Solia is home to countless entities, both divine and mortal. These beings are said to be made up of pure soul energy, and they radiate a sense of warmth and light. Many of the inhabitants of Solia are benevolent, seeking to help others and spread the positive energy of the realm. However, there are also entities that seek to consume the soul energy of others, and they are considered to be some of the most dangerous and feared creatures in all of Sanctus.

The soul energy that exists in Solia is believed to be the essence of all living things. It is said that every living creature possesses a soul, and that when they die, their soul returns to Solia. There, it is either consumed by other entities or reincarnated into a new living being. The ability to harness and manipulate soul energy is highly sought after by many mortal beings, as it grants immense power and control over life and death.

Overall, the Realm of Solia is a place of incredible beauty and wonder, but also danger and mystery. It is a vital force in the workings of Sanctus, and its power affects everything and everyone in the universe.

 

 

Enigma

The Realm of Enigma is a plane of existence that governs the concept of thought. It is a realm of intellectualism, logic, and reason, inhabited by beings that are capable of deep contemplation and reflection. The first beings that existed in Sanctus, the primordial realm of creation, brought forth the concept of thought and created the realm of Enigma to govern it.

The landscape of Enigma is varied, ranging from expansive libraries filled with countless tomes of knowledge, to vast observatories where beings can study the stars and ponder the mysteries of the universe. The architecture of the realm is grand and intricate, with towers and spires reaching towards the heavens, each one dedicated to a particular area of study or discipline.

The beings that inhabit Enigma are highly intelligent, possessing vast knowledge and keen analytical abilities. They are also fiercely independent, often pursuing their own interests and goals rather than adhering to any particular societal structure or hierarchy. Despite this, they are known to come together in grand debates and discussions, often spending years or even centuries in deep contemplation of a particular problem or idea.

Enigma is also home to a vast network of portals and gateways that connect it to other planes of existence. Beings from across the multiverse travel to Enigma seeking knowledge and understanding, and the inhabitants of the realm are more than happy to share their insights and expertise.

Overall, the Realm of Enigma is a place of intellectualism and exploration, where the pursuit of knowledge and the expansion of the mind are paramount.

 

 

Chronium

The Realm of Chronium, also known as the Plane of Time, is one of the five Realms of Force. It is a plane of existence that oversees and controls the concept of time, influencing the passage of time throughout the multiverse.

Chronium is a realm of infinite space and varying landscapes. It is a plane that appears both ancient and futuristic, with towering structures of clockwork and technology existing alongside ruins of an ancient and mysterious civilization. The very fabric of time itself is visible in the form of shimmering streams of energy and light, flowing and intersecting with each other in complex patterns.

The inhabitants of Chronium are beings that are intimately connected with the flow of time, able to manipulate and control it to varying degrees. Many are clockwork automatons or cyborgs, while others are beings of pure energy and light. The most powerful inhabitants of Chronium are known as the Chronomancers, powerful beings that can manipulate time on a massive scale.

Travel within Chronium can be difficult, as the flow of time is constantly in flux. There are areas where time moves incredibly slowly, and others where it moves at an incredible speed. The more powerful beings within Chronium can manipulate the flow of time to their advantage, allowing them to travel vast distances or even exist outside of time altogether.

Chronium is also home to a number of powerful artifacts and technologies that allow for manipulation of time. The most powerful of these is the Chronomancer’s Hourglass, a massive device that can control time on a massive scale. Other artifacts include time crystals, temporal engines, and other devices that allow for manipulation of the very fabric of time itself.

Overall, the Realm of Chronium is a mysterious and powerful realm that controls one of the fundamental forces of creation. Its inhabitants are beings of great power and knowledge, able to manipulate time itself to their advantage. Those who venture into Chronium must be careful, as the very flow of time can be unpredictable and dangerous.

 

 

Wonder

The Realm of Wonder is one of the five Realms of Force, representing the fundamental concept of dreams. It is a realm of endless imagination and wonder, where dreams are born and take shape. It is a place where the subconscious mind roams free and where creativity flows without boundaries or limitations.

The landscape of Wonder is constantly shifting and changing, adapting to the dreams of those who inhabit it. It is a place of infinite possibility, where anything can happen and anything can be imagined. It is said that the very fabric of reality is thin in Wonder, and that the dreams of those who visit can become reality if they are strong enough.

The inhabitants of Wonder are as varied as the dreams they create. There are those who control and shape the dreamscape, known as the Dreamweavers, who have the power to influence and manipulate the dreams of others. There are also the Dreamers, those who have found a way to enter the realm and explore their own dreams. They are often accompanied by their Dream Guardians, creatures created from their own subconscious to protect them while they sleep.

Wonder is also home to many creatures of the imagination, such as unicorns, griffins, and dragons. These creatures are born from the dreams of mortals and are often created to serve a specific purpose within the dream.

While Wonder is a place of wonder and beauty, it is not without danger. There are those who seek to use the power of dreams for their own gain, and the nightmares that lurk in the darkest corners of the realm can be deadly. The Dreamweavers work tirelessly to keep the balance of dreams in check and prevent the nightmares from escaping into the waking world.

Overall, the Realm of Wonder is a place of endless possibility, where imagination and creativity know no bounds. It is a realm where dreams become reality and where anything is possible if you believe in it.

 

 

Outlands

The Outlands is a barren and desolate realm that exists outside the boundaries of the other Realms of Force. It represents the concept of nothingness and the absence of all fundamental forces. The first beings of creation intentionally formed this realm as a buffer between the other realms and the chaotic energies of the Void. The Outlands has no discernible geography or structure, and its only inhabitants are strange, shapeless beings that are attracted to the emptiness of the realm. Despite its apparent emptiness, the Outlands is a vital part of the cosmic balance, and its existence prevents the other realms from being overwhelmed by the chaotic forces that exist beyond the boundaries of creation.

 

 

Damned Realms

The outskirts of existence, prisoners carved out of the cesspool of infinite to harbor the worst souls in the cosmos.

The 9 Hells

The Nine Hells of Onx, a layered plane of existence dedicated to the punishment and torture of the souls of the damned. Malcor, the God of Devils, rules over the Nine Hells, leading the Bloodwar against the demons and commanding his four Lords of Terror Duriel, Baal, Belial and Azmodan to spread his influence across other planes of existence.

The Nine Hells are organized into nine layers, each governed by a different lord or lady of hell. The first layer, Avernus, is a blasted wasteland filled with smoke and fire, ruled over by the Archdevil Bel, a master of warfare and destruction.

The second layer, Dis, is a city of iron and brass, filled with machines and devils who use them to torture souls, led by Dispater, the Iron Duke.

The third layer, Minauros, is a swamp of filth and decay, home to demons who have been imprisoned by the devils, and ruled over by Mammon, the Archdevil of greed.

The fourth layer, Phlegethos, is a realm of fire and molten rock, where souls are burned and tortured endlessly by the sadistic Archdevil, Baalzebul.

The fifth layer, Stygia, is a frozen wasteland of ice and snow, where the souls of traitors are punished by the Archdevil, Levistus.

The sixth layer, Malbolge, is a twisted maze of caverns and tunnels, where souls are trapped and tortured by the insane Archdevil, Malagard.

The seventh layer, Maladomini, is a realm of endless bureaucracy and paperwork, where the souls of the overly lawful are punished by the Archdevil, Asmodeus.

The eighth layer, Cania, is a frigid wasteland where souls are tormented by the Archdevil, Mephistopheles, who delights in using illusions and mind games to torture his victims.

Finally, the ninth and final layer, Nessus, is the deepest and most terrible of all the layers, where souls are subjected to the most brutal and horrific tortures imaginable by the Archdevil, Dispater’s daughter, the infamous Tiamat. It is said that even the devils themselves fear to tread too far into the depths of Nessus.

Throughout the Nine Hells, Malcor’s power is felt, his will carried out by his four Lords of Terror, who act as his emissaries and enforcers across the other planes of existence. And despite the presence of the other lords of hell, who remain in the Nine Hells to govern them, Malcor’s influence can be felt everywhere, making the already terrible punishment of the damned even more unbearable.

 

 

The Abyss

The Abyss is an endless plane of existence, chaotic and twisted, with countless layers that stretch on infinitely. Held together by the King of Demons, Kerakaz, the Abyss is a realm of unimaginable danger, inhabited by demons of all shapes and sizes, each layer unique and ruled by various demon lords and princes.

The Plain of Infinite Portals is the first layer, a realm of chaos and danger, filled with portals that lead to other planes of existence. Here, the Lord of Winged Demons, Pazuzu, reigns supreme, luring unsuspecting victims to their doom.

The City of Glass is a realm of towering glass spires, ruled over by the demon prince, Obox-Ob, who delights in trapping and tormenting souls. Its glass structures and jagged edges can be both beautiful and deadly.

The Gaping Maw is a realm of endless hunger and consumption, ruled by the demon lord, Juiblex. Its landscape is filled with the remains of those who couldn’t satiate their gluttonous desires.

The Iron Wastes are a barren and desolate wasteland, filled with metal ruins and ruled over by the demon prince, Baphomet, who commands legions of savage minotaurs. Its jagged rocks and metal shards make traversing this layer particularly treacherous.

The Demonweb Pits are a realm of twisting webs and spider-like demons, ruled over by the demon queen, Lolth. Here, spiders are the dominant species, and their webs ensnare unsuspecting prey.

The Blood Rift is a realm of endless warfare and carnage, where demons constantly battle each other, led by the demon lord, Graz’zt. Its name is a reference to the countless battles and wars that have been fought here.

The Dark Dominion is a realm of shadow and darkness, ruled over by the demon lord, Orcus, who commands legions of undead. Its darkness is all-consuming, and those who wander too far from the light are lost forever.

Throughout the Abyss, Kerakaz’s power is felt, holding the layers together and directing the forces of chaos that flow through the plane. Despite the presence of various demon lords and princes, Kerakaz remains the commanding force and leader of the Bloodwar against Malcor and his legions of devils. The conflict between the demons and devils rages on endlessly, as the infinite layers of the Abyss and the Nine Hells of Baator remain locked in an eternal struggle for dominance over the planes of existence.

 

 

The Realms afar

Far Reaches

The The soup of rotte magik that surrounds the multiverse, also known as phlogiston, it is the runoff magic of entire realms of existence, a chaotic mess of force filled with countless pocket realms ruled by beings beyond the bounds of imagination. The Far Reaches are an enigmatic and foreboding series of realms that are said to extend endlessly beyond the boundaries of the known planes of existence. Countless pocket dimensions of varying sizes make up these realms, and each one is teeming with eldritch abominations, ancient entities, and unfathomable horrors.

One of the first realms encountered in the Far Reaches is known as the Veil, a place of murky mist and shifting shadows. This realm is said to be the gateway to the rest of the Far Reaches and is guarded by strange beings that serve as gatekeepers.

Beyond the Veil, there are countless other realms that are said to exist within the Far Reaches. Some are known by name, while others remain shrouded in mystery. These realms include the twisted forests of Netherealm, the fiery depths of Inferno, the desolate wastelands of Oblivion, and the endless maze of the Labyrinth.

Other realms within the Far Reaches are even more bizarre and otherworldly, such as the realm of Eldrog, where the laws of physics and reality are in constant flux, or the realm of Aether, where beings of pure energy exist in a state of eternal flux.

One of the most dangerous realms of the Far Reaches is the void of Erebos, a place of complete and utter darkness where not even the bravest of adventurers dare to venture. Here, strange entities and malevolent beings lurk, waiting to prey on any foolish enough to enter their domain.

Overall, the Far Reaches are a place of unimaginable danger and terror, where only the most skilled and powerful adventurers can hope to survive. It is said that those who enter these realms must be prepared to face the worst possible outcomes, as the beings that dwell within them are beyond mortal comprehension and will stop at nothing to destroy any who trespass in their domains.

 

 

Part 2: History of Sanctus

Timeline of Sanctum

Proto Age

  • The Great Gold Comet (Year: 0)
  • The Soul King Arrives (Year 307)
  • Reunion of Malice (Year: 2,910)
  • Deep Recovery (Year: 1,370-5,322)

Divine Birth

  • Church Impact (Year: DB 0)
  • Quest for Faith (Year: D.B 1)
  • Expedition of Inspiration (Year: D.B 5)
  • Founding of Urdsten (Year: D.B 38)
  • Founding of Regulus (Year: D.B 307)
  • Founding of Falguun (Year: D.B 511)
  • Founding of Cimbu (Year: D.B 513)
  • Founding of Talkrok (Year: D.B 513)
  • Settled Lesser Races (Year: D.B 1,370)
  • Founding of Yuvon (Year: D.B 1,377)
  • Clash of Stone and Steel (Year: D.B 1,455-1,458)
  • The Dragon Wars (Year: D.B 1,412-1,788)
  • Rise of the Hoard King (Year: D.B 1,812)
  • Clash of Faith (Year: D.B 1,910-3,002)
  • Clash of Progress (Year: D.B 1,914-3,333)
  • Urdstidian Assault (Year: D.B 2,101)
  • Quiet Assault (Year: D.B 2,888)
  • The World Eater (Year: D.B 3,333)
  • Treaty of Kroax (Year: D.B 3,378-4,001)
  • The Great Peace (Year: D.B 4,001-8,000)
  • Stirring of Nature (Year: D.B 8,001)
  • Great Upheaval (Year: D.B 9,980-10,000)

Ancient Return

  • Treading of Ancients (Year D.B 9,998 to A.R 419)
  • Cleansing of Great Powers (Year A.R 20-891)
  • Coalition of Mortals (Year A.R 892-3,776)
  • Molten Festival (Year A.R 1,592)
  • Thunder’s Treaty (Year A.R 2,715)
  • Treaty of Morsk (Year A.R 3,000)
  • Great Calamities (Year A.R 3,777-3780)
  • Sacrifice of Zerik Tomb (Year: A.R 3780)
  • Stretched Season of Cheer (Year: A.R 3780-4,221)
  • Rise of the Obsidian Spire (Year: A.R 4,221)
  • Throne of Hell (Year: A.R 4,222)
  • Raids of the Damned (Year: A.R 4,223)
  • Battle at Ganon Bay (Year: A.R 4,225)
  • War on Peace (Year: A.R 4,226-4,446)
  • 7 Godly Heroes (Year: A.R 4,446)
  • Battle on Malcor (Year: A.R 4,489)
  • End of the War on Peace (Year: A.R 4,510)
  • The Great Song (Year: A.R 5,002)
  • Dance of Demons (Year: A.R 5,108)
  • Dance of Dragons (Year: A.R 5,500-5,528)
  • Kings Clash (Year: A.R 6,000-Present)
  • Progressian Treaty (Year: A.R 8,212)
  • Roar of the Thunder Engines (Year: A.R 8,408-8,481.)
  • Enter the Warp (Year: A.R 9,000)
  • Framing of the Ancients (Year: A.R 9,204)
  • Era of Madness (Year: A.R 9,204-13,871)

Mana Cosmic

  • The Great Stirring (Year: M.C 0)
  • Soulus Against The Church (Year: M.C 4-892)
  • Destined Meeting (Year: M.C 892)
  • Task of Damnation (Year: M.C 893)
  • Chaos of Life (Year: M.C 893)
  • Angelic Indocurnation (Year: M.C 1,025)
  • The Grey Horde (Year: M.C 2,106-2,130)
  • The Great Gatherings (Year: M.C 2,111)
  • The Godsmeet (Year: M.C 2,114)
  • Heroes Charge (Year: M.C 2,119)
  • Breaking of the Great Wall (Year: M.C 2,120)
  • Fog of Morsk (Year: M.C 2,130-2,132)
  • The World Weeps (Year: M.C 2,132)
  • Rally of the Gods of Death (Year: M.C 2,132)
  • Great War on Orion (Year: M.C 2,133)
  • Lullaby of the Afterlife (Year: M.C 2,134)
  • Grey Haze (Year: M.C 2,134-4,104)
  • Front of Determination (Year: M.C 2,229)
  • Cosmic Reinforcements (Year: M.C 3,211-4,104)
  • Slaughter of the Gods of Victory (Year: M.C 4,000)
  • God’s Pale Goodbye (Year: M.C 4,104)
  • Freeing The Guardian (Year: M.C 4,226)
  • The World Rips (Year: M.C 5,000)
  • The World Reels (Year: M.C 5,500)
  • Slaying of Soulus (Year: M.C 5,725)
  • Slaying of Magic (Year: M.C 6,000)
  • The World Glade (Year: M.C 6011)

 

 

Proto Age (Year 0-5,340)

The Great Gold Comet (Year: 0):
The previous realm was thrust into constant turbulence and chaos, the ensuing disaster would have led to a complete collapse of the material and most likely have ushered in a new age of terror as Culmanax would need a new realm to reside in, most likely leading to the collapse of not just the Prime material but countless planes as well. To Avoid this catastrophe, many of the deities and ancients made a realm pact to reshape the prime material into what it is now. Powerful forces from the previous realm however managed to survive and make their way to the next world, descending in massive Golden Comets.
The Soul King Arrives (Year 307):
In the year 307 of Sanctum’s history, Corpus Makarov, a powerful and enigmatic figure, arrived on New Sanctum. He arrived before his father’s supposed revival and was bestowed with the title of “Soul King.” Corpus Makarov’s arrival raised many questions and concerns, and his subsequent actions had significant implications for the ongoing struggles within Sanctum. His reputation for being ruthless and cunning only added to the intrigue surrounding his appearance, and to this day, scholars continue to debate his true intentions and motives. Nonetheless, it is clear that the arrival of Corpus Makarov marked a significant turning point in Sanctum’s history, one that would shape the course of events for years to come.
Reunion of Malice (Year: 2,910):
It was during this time that Corpus, a powerful figure in the world of Sanctum, found himself trapped in a pyramid. It was there that he had a chance encounter with his old ally, the Caput Mortum. The Caput Mortum was a scythe that was said to be entrenched with millions of bleeding souls, and it was a powerful weapon that had been instrumental in many battles throughout the history of Sanctum.

The reunion of Corpus and the Caput Mortum was a momentous occasion that had significant implications for the ongoing struggles within Sanctum.

Founding of Soulus (Year: 3,060):
Corpus Makarov, wielding the powerful scythe known as the Caput Mortum, created a new nation known as Soulus. This nation was one of peace and prosperity, where its citizens were free from pain, death, and misery. The founding of Soulus was a significant event in the history of Sanctum, as it represented a major turning point in the ongoing struggles between the forces of good and evil.

With the power of the Caput Mortum, Makarov was able to create a utopian society that was the envy of all who knew of it. The citizens of Soulus lived in harmony and enjoyed a standard of living that was unmatched anywhere else in the world. Makarov himself was seen as a benevolent leader, one who had the interests of his people at heart and who worked tirelessly to ensure their safety and security.

Deep Recovery (Year: 1,370-5,322):
After a period of turmoil and chaos, Sanctum underwent a process of deep recovery that lasted for over 3,000 years, from the year 1,370 to 5,322. During this time, the world was slowly rebuilt, and its various networks and systems were restored to their former glory. However, this was not a straightforward process, and the rebuilding of Sanctum was marked by many setbacks and challenges.

Despite the difficulties they faced, the inhabitants of Sanctum persevered, and over time they were able to harness the power of the raging magic that had been unleashed during the previous era of chaos. This led to the birth of many new and powerful races, each with their own unique abilities and strengths. These races played a crucial role in the ongoing struggles for power and control within Sanctum, and their emergence marked a new era of prosperity and growth for the world.

Today, the period of deep recovery is looked upon as a pivotal moment in the history of Sanctum, one that tested the resilience and determination of its inhabitants. While the scars of the past still linger, the world has emerged stronger and more united than ever before, ready to face whatever challenges the future may bring.

 

 

Divine Birth (Year D.B 0-10,000)

Church Impact (Year: DB 0):
The landing of the Church of the Allgod on New Sanctum marked the beginning of a new era in the world’s history known as the Divine Birth. Survivors from the previous realm’s church, having flung themselves through time and space to escape the previous disaster, arrived on Sanctum with a mission to spread their religion and establish a new order in the world. The Church’s arrival had a significant impact on the world’s development, shaping its culture, beliefs, and values.

The Church’s teachings centered around the worship of the Allgod, a deity that was believed to be the creator and protector of all life. The Church’s influence quickly spread throughout Sanctum, and its members worked tirelessly to establish a new order based on the principles of faith, hope, and charity. The Church’s impact on Sanctum was profound, and its teachings and practices continue to shape the world’s development to this day.

Quest for Faith (Year: D.B 1):
Following the landing of the Church of the Allgod on New Sanctum, the world was plunged into a period of uncertainty and rebuilding. With their leaders gone and only passing knowledge of their ancient ways, technology, and magic, the remnants of the previous era struggled to rebuild their civilization. They were left with only their faith in the divine and their determination to create a new world.

The people of Sanctum embarked on a quest for faith, seeking to understand the new religion and integrate it into their daily lives. The Church of the Allgod provided them with guidance and hope, and its teachings became the foundation upon which a new society was built. Through their struggles and determination, the people of Sanctum slowly but surely began to rebuild their world, and the quest for faith remained at the core of their endeavors. The impact of this event would reverberate throughout the ages, as the world of Sanctum evolved and transformed in response to the changing beliefs and values of its inhabitants.

Expedition of Inspiration (Year: D.B 5):
The Church of the Allgod continued to gain influence and followers among the people of Sanctum. This led to the Expedition of Inspiration, a journey undertaken by the Church remnants to spread their teachings and gather more followers. They traveled to the far corners of the globe, from the highest mountaintops to the depths of the ocean, bringing their message of hope and faith to all who would listen.

The Expedition of Inspiration marked a turning point in the history of Sanctum, as the Church’s influence grew and its teachings became more deeply ingrained in the fabric of society. It laid the foundation for a new era of prosperity and stability, as the people of Sanctum banded together under a common faith and a shared sense of purpose. The impact of this event would be felt for centuries to come, as the Church of the Allgod continued to shape the destiny of Sanctum and its inhabitants.

Founding of Urdsten (Year: D.B 38):
The Khazdur, commonly referred to as dwarves or shortfolk, established their foothold in the land of Sanctum, founding the city of Urdsten. These sturdy and hardworking beings utilized the primordial rock of Sanctum to build their underground dwellings, which became known for their resilience and impenetrability. The founding of Urdsten marked a significant milestone in Sanctum’s history, as it signified the arrival of a new race that would play a crucial role in the shaping of the land’s future. With their exceptional mining skills and expertise in crafting tools and weapons, the Khazdur became a vital resource for the other races, earning them a place of respect and admiration.
Founding of Regulus (Year: D.B 307):
The Church of the Allgod had gained significant influence over various humanoid races, primarily humans. Using this influence, they gathered these races to form a kingdom named Regulus. The church played a vital role in providing protection and divine guidance to the kingdom. They established their base of operations within the kingdom, where they could spread their teachings and recruit more followers. The humans were the dominant race in the kingdom, but they shared power and resources with other races, such as dwarves and halflings. Regulus grew into a prosperous and powerful kingdom, thanks in large part to the guidance of the church. The kingdom’s success further cemented the Church of the Allgod’s influence over the inhabitants of Sanctum.
Founding of Falguun (Year: D.B 511):
The chromatic and gem dragons of Sanctum came together to form a coalition known as Falguun. The primary purpose of this coalition was to gain a foothold on the wealth of the great mountains. The mountains of Sanctum were rich in minerals, and the dragons sought to mine them for their valuable resources. With their combined strength, the dragons were able to establish a strong presence in the mountains and quickly became the primary source of precious metals and gemstones in the region. The establishment of Falguun not only brought wealth and prosperity to the dragons but also helped to stimulate the economy of Sanctum as a whole. The event marked a significant turning point in the history of the dragons and their role in the development of the world of Sanctum.

 

 

Founding of Cimbu (Year: D.B 513):
The Coalition of Metallic and other dragon’s founded Cimbu, a city designed to protect the world’s populace from its many great evils. The founding of Cimbu was a significant event that changed the course of history on New Sanctum. The coalition was formed by the metallic dragons and other powerful beings to safeguard the people of the world. These dragons were not like the chromatic dragons who were known for their malevolence and greed. Instead, they were known for their nobility, honor, and their desire to protect and serve others.

With the founding of Cimbu, the metallic dragons and their allies created a safe haven for those who sought refuge from the dangers of the world. The city became a beacon of hope and a symbol of protection for all the races that lived on New Sanctum. Under the protection of the metallic dragons, the inhabitants of Cimbu flourished, and the city became a powerful force in the world. The founding of Cimbu was a testament to the power of unity and cooperation in the face of adversity, and it paved the way for a brighter future for all who called New Sanctum their home.

Founding of Talkrok (Year: D.B 513):
A coalition of Sea Dragons had come together with a shared vision of ruling over nature, and thus, they founded the great city of Talkrok on the coast. The city was built on the foundation of powerful magic and advanced technology, with towering spires of coral and shells reaching towards the sky. The Sea Dragons, with their natural affinity for the sea, established trade routes with coastal cities, enabling Talkrok to become a thriving center of commerce and culture.

With their powerful navy and mastery of the seas, the Sea Dragons also took on the role of protecting New Sanctum from outside threats. They forged alliances with other dragon factions and kingdoms, establishing a formidable coalition that stood against the ever-present dangers of the realm.

Settled Lesser Races (Year: D.B 1,370):
As the name implies, it was a time when the various races of the world began to band together into communities and sets of communities. This was no small feat, given that much of the terrain in the outlands was difficult to traverse, and each race had its own unique culture and customs. Despite these challenges, the most powerful entities of each race managed to lead groups of their kind into communities, with several races already having formed their own colonies and cities. This event marked a turning point in the history of Sanctum, as the races began to form alliances and work together towards a common goal.
Founding of Yuvon (Year: D.B 1,377):
A group of independent offshoots of Metallic, Chromatic, Gem, and Planar dragon’s formed their own nation known as Yuvon. These dragons, who were once part of the greater dragon coalition known as Cimbu and Falguun, had grown tired of their previous home and set out to create a new nation of their own. They chose to establish Yuvon in a remote and isolated location, away from the prying eyes of the other dragon nations.

The founding of Yuvon marked a significant moment in the history of the world of Sanctum. For the first time, a nation was established solely by dragons, and not by a coalition of races. Yuvon quickly became known for its impressive architecture, unique customs, and formidable military force, which was made up entirely of dragons. Over time, Yuvon’s influence grew, and it became a force to be reckoned with in the world of Sanctum. The founding of Yuvon also marked the beginning of a new era in dragon relations, as the other dragon nations began to view Yuvon as a rival rather than an ally.

Clash of Stone and Steel (Year: D.B 1,455-1,458):
The war was between the Warforged/Ironborn Refugee’s who had fled from the Dragon War and Urdsten, and the northern Stone and Earth Elemental tribes. The war was brutal and both sides suffered great losses, but the Warforged were able to gain an advantage by using their advanced technology to trick the elementals into powering their machines. In the end, the Warforged were victorious and managed to secure their place in the land, while the elemental tribes were forced to retreat back to their territories. The Clash of Stone and Steel was a turning point in the history of the land, as it proved the power of technology over elemental magic, and the importance of alliances and strategy in times of war.
The Dragon Wars (Year: D.B 1,412-1,788):
Also known as the Great Dragon Conflict, The war broke out between the three dominant dragon kingdoms in the land - Falguun, Talkrok, and Cimbu - due to increasing hostility and territorial disputes. The war lasted for over three centuries and brought about widespread devastation to the land, as dragons of various colors clashed in fierce battles with their opponents. The conflict ended in their mutual destruction, and only the independent offshoots of dragons in Yuvon were left to collect the spoils of war. The Dragon Wars were a defining moment in the history of Sanctum, leading to the end of an era of dragon supremacy and paving the way for new civilizations to emerge.

 

 

Rise of the Hoard King (Year: D.B 1,812):
A catastrophic event that marked the end of an era and the beginning of a new one. With the dragons no longer in power, the world was plunged into chaos and turmoil, and out of this emerged a new apex predator. The Hoard King, Kor, was a monstrous being that conquered half the known world and crushed all other fledgling tribes of savages on the continent. He founded the nation of Vulkt and amassed a horde of monsters and other savage races under his banner. Kor’s reign of terror was marked by cruelty, brutality, and domination. He ruled with an iron fist and showed no mercy to those who opposed him.

The rise of the Hoard King was a pivotal moment in the history of the world, and it marked the beginning of a new era of darkness and despair. Kor’s reign would last for centuries, and his legacy would shape the world for generations to come. The people of the world would never forget the terror of his rule, and they would never forget the price that was paid for his ascension to power.

Clash of Faith (Year: D.B 1,910-3,002):
A tumultuous period in the history of the world. It began when the church of Regulus and the Church of the Allgod began to question the motives of King Makarov, who had risen to power in the kingdom of Vulkt. The two churches had always been rivals, but their united efforts to oppose the king led to a long and bloody conflict that spanned centuries. The Church of the Allgod was primarily concerned with preserving the natural order of things, while Regulus sought to impose its beliefs on all the races of the world.

The war reached its climax when Regulus unleashed a powerful magical weapon that devastated much of the kingdom of Vulkt, killing King Makarov and his army. In the aftermath of the conflict, the surviving members of the church of the Allgod and Regulus continued to struggle for power and influence, leading to a prolonged period of instability and uncertainty. Ultimately, the Clash of Faith would leave a lasting mark on the world, shaping the course of history for centuries to come.

Clash of Progress (Year: D.B 1,914-3,333):
Intense conflict between the powerful entities of Urdsten, Regulus, Yuvon, and Soulus. These groups were competing for dominance in the areas of magic, religion, and technology. Each faction believed their way of life was the correct one, and tensions were high as they vied for control. The conflict was marked by battles, alliances, and betrayals, as each group fought to prove their superiority over the others. In the end, the balance of power shifted numerous times before finally settling on a new status quo, with each faction occupying its own niche and continuing to advance its own interests. The “Clash of Progress” was a defining moment in the history of the world, shaping the course of events for centuries to come.
  • Urdstidian Assault (Year: D.B 2,101): The Dwarves send the Warmachine Titanis and Gru to destroy the Capitals of the opposing nations. Towering over 1,000ft in height each and holding more then 8,000 elite dwarven vanguard.
  • Quiet Assault (Year: D.B 2,888): Newly created regiment of Furyborn where tasked with sneaking in, inflitrating, and bringing King Makarov to God’s Pass for a formal series of questions. While a being claiming to be Corpus was found and brought back, to the detriment of many furyborns lives, it was quickly found it it was simply a clone formed of blood and corpses.
The World Eater (Year: D.B 3,333):
When a being named Kroax appeared claiming to be a God from beyond reality. Kroax descended upon the Nation of Vulkt & Steel and completely obliterated it. The once-great nation, known for its advanced technology, was left in ruins, and its people were scattered across the world. The devastation caused by the World Eater was felt throughout the entire continent, and many feared that Kroax would continue his rampage and destroy the entire world.
Treaty of Kroax (Year: D.B 3,378-4,001):
The Treaty of Kroax marked a turning point in the history of the world. After the destruction wrought by the World Eater, Kroax, the surviving nations, Cimbu, Regulus, Soulus, Talkrok, Yuvon, and the warforged remnants of Urdsten, came together in a rare moment of unity to put aside their differences and work towards a common goal: the banishment of Kroax. It was a difficult and arduous task that required the combination of arcane, divine, and technological powers. But through their collective efforts, they were finally able to summon the strength necessary to push Kroax back beyond the boundaries of reality, ensuring the safety of their world for generations to come.

The Treaty of Kroax established a new order in the world, one based on cooperation and mutual respect among the different nations. It also marked the beginning of a new era of progress and innovation, as the different nations worked together to rebuild and advance their societies. While there were still occasional conflicts and rivalries between the nations, the Treaty of Kroax served as a reminder that in times of great crisis, it was possible to set aside differences and work towards a common goal.

 

 

The Great Peace (Year: D.B 4,001-8,000):
Following the Treaty of Kroax, the nations of Sanctum finally achieved a long-awaited period of peace that lasted for thousands of years. The effects of Kroax’s destruction were felt across the world, and the remaining nations were left to pick up the pieces and rebuild. With the knowledge that working together was the key to defeating the great evil, the nations formed alliances and trade agreements that strengthened their bonds and ensured cooperation in the face of future threats.

The Great Peace saw the rise of many new technologies and advances in magic, allowing the nations to develop rapidly and expand their territories. The warforged who had once been seen as instruments of destruction were now welcomed as valued members of society, and many even rose to positions of leadership. Though conflicts and disagreements still arose, the nations were quick to settle their disputes through diplomacy rather than warfare. For many generations, the people of Sanctum enjoyed the fruits of their labor and the peace that they had fought so hard to achieve.

Stirring of Nature (Year: D.B 8,001):
Following centuries of peace and stability, a significant event occurred in the year D.B 8,001, known as the Stirring of Nature. This period was marked by a sudden increase in the occurrence of magical events throughout the world of Sanctum. Many scholars have speculated that this was due to the accumulation of magical power and energy that had built up over the years of peace. It is said that during this time, strange and wondrous phenomena took place across the land, including spontaneous growth of plant life, changes in weather patterns, and even the manifestation of new creatures. The Stirring of Nature is widely regarded as a turning point in the history of Sanctum, marking a shift towards a greater acceptance and understanding of magic in all its forms.
Great Upheaval (Year: D.B 9,980-10,000):
The culmination of magic has reignited the souls of the Ancients lost to the Cosmic Clock, resulting in a significant upheaval in Sanctum’s society. The Ancients, who had long been considered extinct, returned to the world and quickly established themselves as powerful forces. They brought with them ancient knowledge and magic that had been lost for millennia, forcing the other races to adapt and evolve to keep up. The Great Upheaval marked the beginning of a new era in Sanctum’s history, one in which the balance of power was forever changed by the return of the Ancients.

 

 

Ancient Return (Year A.R 0-13,871.)

Treading of Ancients (Year D.B 9,998 to A.R 419.):
The world of Sanctum is plunged into chaos once again as the souls of the Ancients return to the Prime, unleashing unimaginable power. Thirteen beings, each nearly as powerful as the God that once destroyed the world, form from the very aspects of their being, causing massive destruction in their wake. Their immense forms and devastating presences magnify the sins and evils of the world, further exacerbating the destruction. The skies are filled with fire and the ground trembles with each step they take. The once peaceful world is now a battlefield as the remaining inhabitants struggle to survive against these formidable foes.
Cleansing of Great Powers (Year A.R 20-891):
The Cleansing of Great Powers was a time of turmoil and destruction that lasted over eight centuries. After the Treading of Ancients, many of the newly-formed powerful beings, also known as Ancients, became hostile towards the nations of Regulus, Vulkt, Yuvon, Steel, and Soulus. The Ancients used their immense power to wreak havoc, causing destruction and chaos everywhere they went. The nations were not prepared for the sheer force of these creatures, and many of them were left in shambles.

The nations attempted to fight back against the Ancients, but their efforts were mostly in vain. It wasn’t until the discovery of a powerful magic that allowed the nations to banish the Ancients to an alternate dimension that the tide began to turn. However, this magic came with a heavy price, as it required the sacrifice of many lives. The Cleansing of Great Powers left a lasting impact on the world, and the scars of this event would continue to be felt for generations to come.

Coalition of Mortals (Year A.R 892-3,776):
In the aftermath of the Cleansing of Great Powers, the once-mighty nations of Regulus, Vulkt, Yuvon, Steel, and Soulus were left in ruins. The remaining people of these nations gathered at the borders of Yuvon, where the remnants of the church formed a coalition with the help of the Jun Dren, the king of Yuvon. Together, they formed a World Pact with the Ancients, ushering in an era of peace and prosperity that became the foundation for the Festival of Returns. This coalition of mortals marked a turning point in the history of Sanctum, as it showed that even in the face of great adversity, the people could band together and form a powerful force for good. The Festival of Returns is celebrated every year to commemorate the events that led to the formation of the coalition and the beginning of a new era of hope for the people of Sanctum.
Molten Festival (Year A.R 1,592):
A catastrophic event that occurred in the year A.R 1,592 in Sanctum. The Festival of Returns, which celebrated the Coalition of Mortals, was sabotaged, resulting in the eruption of a molten belt along the borders of Yuvon and Urdsten. This event led to a fierce battle between the two nations for ownership of the newly-formed volcano range. The eruption caused widespread destruction, and many lives were lost. The Molten Festival was a significant turning point in the history of Sanctum, as it marked the beginning of a new era of conflict and instability between the nations. The aftermath of the event led to a period of heightened tensions and political upheaval, with many nations scrambling to secure their borders and assert their dominance in the region.
Thunder’s Treaty (Year A.R 2,715):
An agreement signed by all the ancients of nature in the year A.R 2,715. This agreement was the result of the many disastrous consequences of their actions on the world. The ancients, who possessed great power and control over the elements, had been causing immense damage to the natural world, leading to environmental catastrophes, and loss of life. Thus, they all agreed to cease their actions for various reasons, redacting themselves into the world. The treaty brought a much-needed peace and stability to the world, and it was celebrated by all nations. Thunder’s Treaty marked a significant moment in the history of Sanctum, where the powerful beings recognized the need for restraint and responsibility, and worked together towards a better future.
Treaty of Morsk (Year A.R 3,000):
The Treaty of Morsk marks a significant moment in the history of Sanctum, as it was the time when the Ancients of Life, led by Polukprimus, agreed to help the Church and Nations in putting Morsk into a slumber. Morsk, a giant creature, was causing great destruction and chaos in the land, and its actions had to be stopped before it caused any more damage. With the help of the Ancients of Life, the Church and Nations were able to put Morsk into a deep slumber, saving Sanctum from further destruction. The treaty not only brought an end to the immediate threat but also ushered in a new era of cooperation between the Church and the Ancients, setting the foundation for a more peaceful future. The Treaty of Morsk remains an important moment in the history of Sanctum, reminding us of the power of unity and cooperation in the face of great challenges.

 

 

Great Calamities (Year A.R 3,777-3780):
were a series of catastrophic events that shook the very foundation of the Prime. The first calamity was known as the World Fire, which set the skies ablaze, and the heat was so intense that it caused almost everything on the planet to burst into flames. The second calamity, All Flood, was just as devastating, with the seas rising over a hundred feet, drowning most of those who survived the World Fire. The third calamity was called the Year of Shaking, and it was a time when the world shook violently for days on end. Only those who were high enough to avoid the flood were able to endure the constant shaking of the world beneath their feet. The final calamity, the Year of Shadow, occurred a few weeks after the quakes began when the entire sky was painted black with smoke, choking what little life the world had left. The Great Calamities left the Prime in ruins, and it would take centuries for it to recover from the devastation.
  • World Fire: The Sky themselves are set ablaze, the heat becomes so intense that almost every tree, plant, house, etc on the planet also burst into flames.
  • All Flood: The Sea’s rose over a hundred feet drowning most who survived the burn.
  • Year of Shaking: Those who were enduring the flood or were high enough to avoid it, then suffered endless shaking of the world they walked on, for days straight the world beneath everyone’s feet would shake violently with no reprieve.
  • Year of Shadow: Only a few weeks into the quakes, the entire sky, was painted black with smoke, choking what little life the world had left.
Sacrifice of Zerik Tomb (Year: A.R 3780):
The hero, Zerik Tomb, played a critical role in saving the world from utter destruction. The world had been thrown into turmoil after the Great Calamities, which saw conflict between the gods and the ancients. Zerik Tomb, with his immense strength and unwavering bravery, sacrificed his own life to bring the world back from the brink of annihilation itself. His sacrifice allowed the people of The Prime to rebuild their world and usher in a new era of peace and prosperity. The legend of Zerik Tomb and his selfless act of heroism has been passed down for generations, and his memory continues to inspire new heroes to this day.
Stretched Season of Cheer (Year: A.R 3780-4,221):
After the devastating Great Calamities that shook the world to its core, several centuries of peace and prosperity followed. The survivors of the calamities worked tirelessly to rebuild their world, and the nations and people of The Prime finally had a chance to heal and recover. During this time, a stretched season of cheer emerged, as people came together to celebrate life and the return of normalcy. Festivals, parades, and grand celebrations became common, as everyone embraced the joy and hope that came with a new era of peace. Many historians and scholars have looked back on this time as a testament to the resilience of humanity, and a reminder that even in the darkest of times, there is always a glimmer of light and hope to be found.
Rise of the Obsidian Spire (Year: A.R 4,221):
It was a sudden and unexpected emergence of a black spire, which became the nation, seat, and home of the Lord of Hatred, Malcor. This towering edifice was believed to have arisen from the sea to the south of the great continent, and its appearance had brought fear and trepidation to many. Malcor, a self-proclaimed god of the 9 hells, made the Obsidian Spire his abode, and it became a symbol of his immense power and tyranny. The Rise of the Obsidian Spire marked the beginning of a new era, one where Malcor’s dominance over the land was to be reckoned with.
Throne of Hell (Year: A.R 4,222):
Marked the rise of the Throne of Malcor, the imposing castle built by the Lord of Hatred and self-proclaimed god of the nine hells. The castle was erected near the Obsidian Spire, his home and the seat of his nation. The construction of the castle was a significant event, as it marked the establishment of Malcor’s power over the region. The castle, built of black obsidian and adorned with gargoyle statues, served as a symbol of Malcor’s dominance over his realm. The castle’s architecture was designed to strike fear into the hearts of any who dared to oppose Malcor and his rule. The Throne of Malcor would become a lasting legacy, a testament to the Lord of Hell’s power and influence over the land.
Raids of the Damned (Year: A.R 4,223):
Began with a sudden and brutal attack on the small village of Redfield, situated near the borders of Malcor’s domain. The attack was carried out by a horde of demonic creatures, led by Malcor’s most trusted lieutenants. The villagers were caught off guard and had little chance to defend themselves, resulting in the loss of countless lives. The raids continued for weeks, with Malcor’s minions striking at various settlements and towns across the land. The attacks were marked by indiscriminate violence and destruction, leaving behind a trail of death and chaos. The nations of the world, united in their fear and desperation, banded together to face this threat, marking the beginning of a long and arduous struggle against the forces of Hell.

 

 

Battle at Ganon Bay (Year: A.R 4,225):
The Battle at Ganon Bay was a significant event in the history of the world, as it marked the first time that the Lord of Hell, Malcor, appeared on land outside of his Throne. The battle took place at Ganon Bay, a strategic location that allowed Malcor’s armies to gain a foothold on the mainland. The armies of the free nations, led by the legendary warrior Zoltar, fought fiercely against the demonic hordes of Malcor. The battle lasted for weeks, with both sides suffering heavy losses. In the end, Zoltar and his army emerged victorious, pushing back the demon armies and forcing Malcor to retreat to his throne. The Battle at Ganon Bay proved to be a turning point in the war against the Lord of Hell, as it showed that he was not invincible and that he could be defeated.
War on Peace (Year: A.R 4,226-4,446):
A violent and destructive conflict waged by the Lord of Hatred, Malcor, against the peaceful and prosperous kingdom of Sanctum. In A.R 4,226, Malcor declared himself the new king of the plane and demanded the allegiance of all who inhabited it. Those who refused were met with brutal violence and slaughter at the hands of Malcor’s demonic army. The war lasted for over two hundred years, with Sanctum holding out against Malcor’s forces for as long as they could. However, the constant battles and raids eventually took their toll, and Sanctum was forced to call upon the aid of other nations to help them in their struggle. The war finally ended in A.R 4,446, with Sanctum emerging victorious, and Malcor retreating back to his Throne in defeat. The War on Peace is remembered as one of the darkest periods in the history of the plane, a time of violence and bloodshed that left many scars on the land and its people.
7 Godly Heroes (Year: A.R 4,446):
Named for their valor and bravery, are born in response to Malcor’s War on Peace. These heroes travel around the world fighting the minions of hell, rallying armies, and protecting Sanctum’s strongholds. They become legendary figures, with their deeds recorded in books and passed down through generations. The 7 heroes are made up of a diverse group of individuals, including a half-elf sorcerer, a human paladin, a dwarven cleric, a tiefling rogue, a goliath barbarian, an elven ranger, and a dragonborn fighter. Together, they inspire the people of the world to rise up against Malcor’s tyranny and fight for freedom. Although they suffer losses, the 7 heroes never give up and continue to lead the charge against the Lord of Hell until the war’s eventual end.
Battle on Malcor (Year: A.R 4,489):
The Battle on Malcor was a significant event in the history of the world. In this year, the 7 Heroes, who had made a name for themselves battling the forces of Hell, stormed the island of Malcor in an attempt to destroy the castle and throne of Malcor, the self-proclaimed god of the 9 hells. While they did not succeed in their mission, they managed to force Malcor himself back to his keep. This battle was one of the most intense and brutal in the War on Peace, as both sides suffered heavy casualties. The event proved to be a turning point in the war, as it marked the first time that Malcor’s forces had been successfully pushed back. Though the battle did not result in the complete defeat of Malcor and his minions, it gave hope to those fighting against him that victory was possible.
End of the War on Peace (Year: A.R 4,510):
After years of relentless conflict and destruction, the War on Peace finally came to an end in the year A.R 4,510. The war had been declared by Malcor, the self-proclaimed Lord of Hatred and God of the Nine Hells, in his quest for power and domination. His armies had waged war against the peaceful people of Sanctum, with the intention of claiming the plane as his own. However, the tides turned with the arrival of the 7 Godly Heroes, who battled fiercely against the forces of hell. Eventually, the Heroes stormed the island of Malcor itself, in a bid to destroy his Castle and Throne. Although they were unable to succeed in their mission, they forced Malcor back to his keep, and the tide of the war turned. Malcor, temporarily defeated, relinquished his assault on the Prime Material, as the conflict had caused his forces to suffer greatly in the blood war.
The Great Song (Year: A.R 5,002):
A strange event occurred known as The Great Song. The Church, in an attempt to bring peace to the world, chanted a melody that caused the powers of the gods and demons to go into hibernation, leaving the world in a state of stillness. This caused great concern for the heroes of the age who were tasked with resolving this matter. They worked tirelessly to find a solution and bring the world back to its former state, but it was a difficult task that took many years. Eventually, through great effort and sacrifice, they were able to find a way to break the spell and restore balance to the world. The Great Song remains a cautionary tale to this day, a reminder of the power of magic and the dangers of wielding it without caution.
Dance of Demons (Year: A.R 5,108):
An event known as the Dance of Demons took place. The students of the 7 Heroes inadvertently summoned the powerful demon princes Demogorgon and Dagon to their plane. The two demonic entities began to battle fiercely for supremacy, unleashing destruction and chaos on their surroundings. The incident caused widespread panic and fear, as the people struggled to defend themselves against the demonic onslaught. Despite the best efforts of the Heroes and other powerful beings, the Dance of Demons continued until the demon princes were finally banished back to their own planes. The event remains a cautionary tale about the dangers of dabbling in powerful magic without proper precautions.

 

 

Dance of Dragons (Year: A.R 5,500-5,528):
The Dance of Dragons was a long and violent conflict that took place on the continent of Yuvon between the Dragon Princes Vraxis, Bolen, Tokrak, and Zinso. Each prince brought armies of dragons to clash with one another, with the ultimate goal of becoming the ruler of Yuvon. The war lasted for nearly three decades, and the battles were fought with an intensity that left entire cities in ruins. The people of Yuvon were caught in the middle of the conflict, suffering greatly from the destruction and chaos wrought by the dragons. The war finally came to an end when Prince Vraxis emerged victorious, but the cost of victory was high, and the scars of the conflict remained for generations to come.
Kings Clash (Year: A.R 6,000-Present):
King Makarov of Soulus challenges the King’s of the other nations to a contest of champions. While he effortlessly wins, he insists on this event at the beginning of every Century from here on out. The popularity amongst the citizens caused this to soon become a Yearly holiday.
Progressian Treaty (Year: A.R 8,212):
A significant event took place in the North when several cities decided to join forces and form a new nation for mutual protection. This event is known as the Progressian Treaty, which marked the birth of a new nation that would thrive and prosper for centuries to come. The cities that settled in the North were facing increasing threats from various sources and decided to band together for strength and protection. By forming a nation, they could pool their resources and work together to build a better future for their people. The Progressian Treaty is remembered as a pivotal moment in the history of the North, and it continues to inspire cooperation and unity among the citizens of the nation to this day.
Roar of the Thunder Engines (Year: A.R 8,408-8,481.):
The Nation of Steel made an unforgivable betrayal to the neighboring nations of Urdsten and Progress. They stole their knowledge to create the very first Thunder Engines, which powered the thunderails, landships, and walking ancients. This event marked a turning point in the world as it ushered in a new era of industrialization and technological advancement. However, their “gifts” caused mayhem and destruction throughout the land. After some time, the Nation of Steel offered to share the technology, but it was clear that their intentions were not pure. The Roar of the Thunder Engines was a dark chapter in history, reminding people of the dangers of greed and the cost of progress.
Enter the Warp (Year: A.R 9,000.):
The Nation of Steel and Urdsten were tricked by Yuvon to create a monument in their capital cities. The Dragon Council then used forgotten magic to link the capitals through an event known as The Warp. Now, every Morning, Noon, and Night, a towering portal, larger than the biggest Dragon’s forms in each of the Nation’s capitals, with the Exception of Vulkt and Soulus, for the populace to come and go as they please. This magical phenomenon has brought the nations closer together, and the free flow of people, ideas, and trade has brought prosperity to the lands. However, there have been concerns raised about the security of the portals and the possible dangers of unrestricted access.
Framing of the Ancients (Year: A.R 9,204.):
The nation of Urdsten finally managed to create their very own walking titans of steel and stone. This was achieved with the acquisition of the Thunder Engine, and the innovations of the Warp event. However, the other nations of Yuvon became increasingly concerned about Urdsten’s newfound power, fearing that they might use their walking ancients to attack and conquer the other nations. As a result, they framed Urdsten for a heinous crime that they did not commit, hoping to quell their rising power. The nation of Urdsten, being a proud and stubborn people, refused to plead guilty to the false accusation and declared war on the rest of Yuvon.
Era of Madness (Year: A.R 9,204-13,871.):
The Era of Madness refers to a time period spanning over four millennia, from A.R 9,204 to A.R 13,871, in which technological and magical advances led to numerous conflicts and battles. The introduction of new inventions, such as walking titans of steel and stone, thunder engines, and the Warp event, caused villages, towns, and even entire nations to fight for control and understanding of these new technologies. These skirmishes and wars continued for thousands of years, causing chaos and destruction across the world. Eventually, the world adjusted to these new advancements, and the Era of Madness came to an end.

 

 

Mana Cosmic (Year M.C 0-6,000+)

The Great Stirring (Year: M.C 0):
The Great Stirring was a cataclysmic event that marked the beginning of a new era in the history of Sanctus. It occurred when an ancient being, whose identity remains a mystery, shifted its position, causing an intense disturbance in the magic of the world. This disturbance resulted in a massive influx of energy from all corners of Sanctus, flooding the world with raw magical power. The Great Stirring had a profound impact on the world, transforming it in ways that were both terrifying and wondrous. It brought forth new creatures and phenomena, but also unleashed chaos and destruction. The event remains a significant milestone in Sanctus’s history and is remembered as a time of great change and upheaval.
Soulus Against The Church (Year: M.C 4-892):
The tension between the Kingdom of Soulus and The Faith of the Allgod reaches a boiling point after an incident where the Archangel of Soulus is permanently scarred. King Makarov takes action against the Church, accusing them of being behind the attack. This sparks a long and bitter conflict that lasts for nearly 900 years. The Church, wielding great influence and power, mobilizes their forces to defend themselves against the accusations and maintain their hold on the people. Meanwhile, Soulus rallies their armies to fight for justice and to protect their sovereignty. The conflict rages on for centuries, with no clear winner and many lives lost. In the end, the two sides are forced to come to an uneasy truce, but the wounds inflicted on both sides remain fresh and raw.
Destined Meeting (Year: M.C 892):
In the year M.C 892, a group of Heroes accompanied by Liege Lord Strong and Obech traveled to meet with King Makarov. The purpose of their meeting was to broker peace between the kingdom of Soulus and the Faith of the Allgod, who had been engaged in a bitter conflict since M.C 4. After a series of negotiations, King Makarov and the church agreed to end the assault on each other’s territory and return to their respective domains. However, King Makarov demanded compensation from the heroes for their involvement in the conflict. The meeting marked a turning point in the relations between the kingdom of Soulus and the Faith of the Allgod, and paved the way for a more peaceful coexistence between the two.
Task of Damnation (Year: M.C 893):
A group of heroes were sent on a dangerous mission to retrieve a lost relic from Malcor’s Throneroom. The task was known as the Task of Damnation and was considered one of the most challenging missions in history. Malcor was a powerful sorcerer who ruled over a vast kingdom with an iron fist. He had an army of fearsome creatures and demons at his command, making his throneroom a perilous place to enter. The relic the heroes were sent to retrieve was of great importance, with the potential to change the course of history. The success of the mission rested solely on the shoulders of the group of heroes, who would have to face Malcor and his minions in a deadly battle. The outcome of this mission would determine the fate of the kingdom and its people.
Chaos of Life (Year: M.C 893):
The Chaos of Life was a catastrophic event that occurred when a group of heroes retrieved a lost relic from Malcor’s Throneroom. Although they were successful in their mission, a group of cultists managed to sneak in and place a curse on one of the items the heroes were carrying. This caused one of the party members to burst into flames, and the curse spread to the surrounding area, causing an entire mob of people to also go up in flames. To make matters worse, countless demons poured out of the area around the castle, resulting in widespread panic and destruction. The event was a stark reminder of the dangers of meddling with powerful artifacts and the unpredictability of magic.
Angelic Indocurnation (Year: M.C 1,025):
Significant event took place in Soulus as fallen angels from various realms sought refuge in the city. The city welcomed them with open arms, and the church of Allgod began to indoctrinate them with their teachings. The fallen angels were fascinated by the doctrines of the church, which had a profound impact on their existence. They soon became fervent believers and adopted the practices and beliefs of the church. The presence of the fallen angels in Soulus led to a significant transformation in the city’s religious landscape, as it became a haven for angelic beings who had strayed from their divine path.
The Grey Horde (Year: M.C 2,106-2,130):
During this event, a plague known as the Grey Horde swept across the continent, infecting and killing countless living beings. Unlike other diseases, the Grey Horde was not connected to magic or medicine and seemed to be a corruption of life itself. Those who contracted the disease turned gray and became weak and lethargic, eventually succumbing to the illness. The dead did not stay dead, rising up as undead monstrosities to join the growing horde. Many cities and villages were overrun, and it seemed like all was lost. It took a united effort from the remaining living populations to finally find a cure and eradicate the plague, but not before the world was forever changed by the devastation it wrought.

 

 

The Great Gatherings (Year: M.C 2,111):
As The Grey continues to ravage the continent, groups of great power from various nations gather to discuss strategies to combat the plague. These gatherings involve powerful mages, skilled warriors, and knowledgeable scholars who share their insights on how to counter the unrelenting spread of The Grey. They also share information on the origins of the plague and its possible magical and non-magical causes. The Great Gatherings serve as a platform for cooperation between different factions and nations to unite against the common threat of The Grey. Despite initial skepticism, the gatherings result in the formulation of a successful plan to halt the spread of The Grey and restore life to the afflicted lands. The Great Gatherings are remembered as a turning point in the fight against The Grey and a testament to the power of cooperation and unity in times of crisis.
  • Kingsmeet: Gathering of the King’s of Regulus, Urdsten, Vulkt, Yuvon, Ryushima, and even Soulus. The intial inquiry and assumption is Soulus had something to do with it, King Makarov quickly reveals that somehow it effects his people as well. With a quick discussion the attention is pointed toward the Ancient Morsk, with great effort they confirm it’s involvement.
  • Guildsmeet: Meeting of the Great guilds of Sanctus, over 200 Guilds were in attendence, but all the Great Heroes guilds where the most prominent attendents (Black Luster Dragon, Silver Shields, Fairies Tomb, Hydra’s Blade). Having somewhat predicted the events some members suggest an planar expedition to directly ask and ferry the Gods to come assist.
  • Conference of Life: Steel, Progress, and envoy’s of Urdsten organize vast resources, minds, and machinery towards keeping the ever growing horde at bay, relocating entire islands and forests to keep life away from the impeding doom.
The Godsmeet (Year: M.C 2,114):
Envoys of four different pantheons - the Solian, Eghok, Asgir, and the Celestials - came together to discuss and honor their deals. But their discussions took a worrying turn when they realized that Gravelord Morsk, the God of death, was awakening prematurely. The pantheons were at a loss as to why this was happening, and in a state of panic, they set out a series of contingencies to keep the Gravelord slumbering. The Godsmeet ultimately showed the power and influence of the gods, and the desperate measures they would take to maintain order in the realm.
Heroes Charge (Year: M.C 2,119):
An army of adventurers charged into battle against Grave Titans that were attacking the capital city of Vulkt Zha’Thuun. The battle lasted only a few weeks, but it left the land drained of life. The adventurers fought bravely, but they were outnumbered by the Grave Titans, and many of them lost their lives in the battle. The Heroes Charge is remembered as a tragic event in the history of the land, but it is also remembered as a testament to the courage and bravery of those who fought to defend their homes and their people.
Breaking of the Great Wall (Year: M.C 2,120):
The Great Wall, a longstanding structure separating the kingdom of Yuvon from the rest of the continent, crumbled in the year M.C 2,120. The wall was built to protect the kingdom from the dangers lurking beyond, but it eventually became a symbol of isolation and oppression. Over time, Yuvon became more and more insular, turning away from the rest of the world and closing its borders to outsiders. The collapse of the Great Wall marked a turning point in Yuvon’s history, as the kingdom was suddenly forced to engage with the rest of the continent and confront the many challenges it had long been avoiding.
Fog of Morsk (Year: M.C 2,130-2,132):
The Fog of Morsk was a catastrophic event that occurred prior to the awakening of Gravelord Morsk. It was a dense, choking fog that engulfed the seas and skies, causing many ships to crash and many creatures to die. Even the undead, usually immune to decay, turned to dust. The fog was a prelude to the awakening of Morsk, and many believed it was caused by his immense power. The fog lasted for two years, causing widespread devastation across the continent. It was a dark and ominous time, and many feared that the end of the world was near.
The World Weeps (Year: M.C 2,132):
Gravelord Morsk, First to die, awakens and unleashes his wrath upon the world, causing widespread destruction and death. His army of undead sweep through the lands, leaving a trail of destruction in their wake. The skies are filled with darkness, and the very air is heavy with the stench of death. The nations of the world are in disarray, and the people are gripped with fear and despair. Many brave heroes rise up to fight against the forces of the Gravelord, but their efforts seem futile against such overwhelming power. The world weeps for the loss of its people and the devastation wrought by the awakening of Morsk.

 

 

Rally of the Gods of Death (Year: M.C 2,132):
The awakening of Gravelord Morsk marked a catastrophic event in the history of Sanctus. In response, the Gods of Death from across the land rallied together to confront him. The divine beings, who had long been rivals, cast aside their differences to unite against a common enemy. They gathered on The Prime, the sacred ground of the gods, to launch their assault on Morsk. It was a fierce battle, as the gods unleashed their full power to combat the awakened Gravelord. However, their combined efforts were not enough, and many of them fell in the battle. Despite their defeat, the gods’ actions allowed the remaining mortals to hold out until a group of heroes could ultimately defeat Morsk, saving Sanctus from his wrath. The Rally of the Gods of Death will always be remembered as a time when even the gods put aside their differences to fight for the greater good.
Great War on Orion (Year: M.C 2,133):
The Ancients Freyor, Granyus, Rae-yhn, Hedrios, Au’Shin, and Tark, joined forces with the Gods of Death at Mount Orion to confront the awakened Gravelord Morsk. Despite their best efforts, the battle lasted for weeks with no clear victor. The Ancients used their powerful magic to weaken Morsk, but the Gods of Death failed to land the final blow. The cost of this prolonged conflict was great, with numerous casualties and significant damage to the surrounding area. The Great War on Orion is still remembered as a turning point in the fight against the forces of darkness, even though Morsk remained a looming threat.
Lullaby of the Afterlife (Year: M.C 2,134):
Lullaby of the Afterlife was a catastrophic event that occurred in the year M.C 2,134. After successfully defeating the last of the meddling immortals, the Gravelord Morsk unleashed a haunting lullaby that echoed throughout the world, putting everything and everyone to sleep. The lullaby affected all forms of life, from the mightiest of creatures to the tiniest of insects. The world was plunged into darkness, and there was no sign of life or movement anywhere. It is said that the only sound that could be heard during this time was the haunting lullaby of the Gravelord. The Lullaby of the Afterlife was a dark and tragic event that marked the end of life as it was known, and the beginning of a new, eerie era.
Grey Haze (Year: M.C 2,134-4,104):
The Grey Haze event began in the year M.C 2,134 and lasted for nearly two thousand years until M.C 4,104. It was a time when the world was choked off of life, light, and magic, causing everything to turn grey. This was a result of Gravelord Morsk’s lullaby, which put all of life to sleep. The world entered a state of suspended animation, and nothing grew or moved. Those who were not affected by the lullaby, such as undead creatures, continued to roam the world, but even they eventually succumbed to the Grey Haze’s effects. The Grey Haze event is remembered as a time of great darkness and despair, where hope for the future was almost lost.
Front of Determination (Year: M.C 2,229):
It marked the last stand of those who resisted the lullaby of the afterlife, which had put the rest of the world to sleep. The remaining remnants of the material plane launched a final assault on the forces of darkness, hoping to reclaim their world. They fought with great determination, knowing that their chances of victory were slim. Despite their best efforts, they were ultimately unsuccessful, and the world remained shrouded in the grey haze that had overtaken it. The Front of Determination is remembered as a symbol of hope and courage in the face of overwhelming odds, and those who fought in it are honored as heroes of the material plane.
Cosmic Reinforcements (Year: M.C 3,211-4,104):
Cosmic Reinforcements is one of the most significant events in the history of Sanctus. It occurred between the years M.C 3,211 to 4,104 when great powers from across the world gathered to stop Gravelord Morsk and restart The Prime. After the Lullaby of the Afterlife, the world was choked off life, light, and magic, and it slowly turned grey. However, the great powers of Sanctus, including the Gods of Death, the Ancients, and the most powerful mortal beings, came together to face Morsk. The battle lasted for centuries, with both sides suffering great losses. However, the determination of the great powers paid off as they finally defeated Morsk and managed to restart The Prime. The Cosmic Reinforcements event is remembered as the one that marked the return of life, light, and magic to the world.
  • United Forces:
  • Grand Chaos:
  • Sword of the God King:
  • Charge of the Furyborn:
Slaughter of the Gods of Victory (Year: M.C 4,000):
Gravelord Morsk, still filled with his thirst for power, made a display with the Gods of Victory, War, Battle, and Honor. It is said that Morsk had managed to capture them and subjected them to unimaginable torture before killing them off. The event sent shockwaves throughout the world, as the Gods of Victory, War, Battle, and Honor were considered to be the most powerful among the deities. It is believed that the Slaughter of the Gods of Victory marked the beginning of the end of Morsk’s reign of terror, as the remaining gods of Sanctus finally united to end his tyranny. The Slaughter of the Gods of Victory is remembered as one of the darkest moments in the history of Sanctus, as it brought forth the realization that even the most powerful among the gods could fall victim to evil.

 

 

God’s Pale Goodbye (Year: M.C 4,104):
After centuries of chaos and destruction caused by the Gravelord Morsk, the Central Aspect Est, the Solian Goddess of Entropy, encountered him and managed to persuade him to return to his eternal slumber. The encounter was said to be emotional, with Est giving Morsk a heartfelt goodbye and a promise for the future. Morsk, moved by Est’s words, relented and went back to his slumber. The event marked the end of an era and brought hope to the world, which had been shrouded in darkness for centuries. The memory of this event is remembered as a symbol of the power of persuasion and the importance of hope in even the darkest of times.
Freeing The Guardian (Year: M.C 4,226):
The event involved the Ancient under Gran Aqusha sinking the capital city of Sanctus into the sea. The reason behind this was to free the Guardian, a powerful entity that had been trapped beneath the city for centuries. The Guardian was said to be responsible for protecting Sanctus from external threats, and it was believed that freeing it was the only way to stop an impending disaster. Although the sinking of the capital caused widespread panic and destruction, the Guardians’ release ultimately led to the prevention of a catastrophic event. Freeing The Guardian is remembered as a pivotal moment in Sanctus’s history, marking a significant turning point in their fight against the forces of darkness.
The World Rips (Year: M.C 5,000):
The Elementum, which includes the elemental planes of Fire, Air, Water, and Earth, tore into The Prime. The rip caused massive destruction, creating chaos and altering the fundamental properties of the world. It created huge rifts in the sky, allowing for the raw power of the elements to pour through, resulting in natural disasters such as hurricanes, typhoons, earthquakes, and volcanic eruptions. The World Rips marked a new era of chaos and uncertainty for the inhabitants of Sanctus, as they struggled to adapt to the new reality created by this catastrophic event.
The World Reels (Year: M.C 5,500):
When the Realms of Balance began to seep into The Prime. The Realms of Balance were a collection of magical planes that represented the balance between good and evil, light and dark, and other opposing forces. As the Realms seeped into The Prime, the world began to shift and warp, causing chaos and confusion among the inhabitants. The laws of physics and magic were no longer reliable, and strange and dangerous creatures appeared throughout the land. It took many years for the world to stabilize, and even then, the effects of the World Reels were felt for centuries to come. The event is remembered as a turning point in the history of Sanctus, marking a new era of magical understanding and exploration.
Slaying of Soulus (Year: M.C 5,725):
Corpus Makarov and his Pantheon were banished from The Prime after their failed attempt to dominate all of Sanctus. They had managed to open a portal to the Underworld and unleash a horde of demons, which caused chaos and destruction in many regions. However, the remaining gods of Sanctus, along with powerful heroes and adventurers, gathered their strength and launched a counter-attack. After a fierce battle, the Pantheon was defeated, and Corpus Makarov was slain. With their leader gone, the remaining members of the Pantheon were banished from The Prime, and the portal to the Underworld was sealed. The Slaying of Soulus is remembered as a pivotal moment in Sanctus’ history, marking the end of a dark chapter and the beginning of a new era of hope and prosperity.
Slaying of Magic (Year: M.C 6,000):
When the First Artifact, Godseeker, was used to slay all forms of magic on The Prime. This was a significant event that changed the world of Sanctus forever. The use of Godseeker had a catastrophic effect on the balance of nature and caused widespread destruction. The once-mighty mages, sorcerers, and wizards were left powerless, and the world was plunged into chaos. The consequences of this event were so severe that it is still felt to this day, and many believe that it was the beginning of the end for the world of Sanctus.
The World Glade(Year: M.C 6,100):
It was a time when Magic, which had been previously banished from The Prime, was finally returned. After much negotiation and discussion, the Immortals who governed life on The Prime came to an agreement to funnel Magic back into the world. This event was made possible by the efforts of the few who still believed in the power of Magic, and who fought tirelessly to restore it to the world. The World Glade marked a turning point in history, where Magic once again became an integral part of life on The Prime, and opened up endless possibilities for the future.

 

 

28

PART 3 | Beings of Sanctus

Part 3: Beings of Sanctus

Deva

Beings who typically live beyond the scope of typical life, their lifespans uncountable and power immeasurable, some gain their might through the devotion of mortals, some from the realms they were born on, some from the concept’s of certain ideals or aspects. Other’s are simply a force.

  • Gods/Aspects: These are powerful entities that embody a particular concept or idea within the Sanctus universe. They are often worshipped and revered by different groups of sentient beings, and are known to have significant influence on the world around them.

  • Ancients: The Ancients are beings that personify the fundamental concepts of the Prime Materium, the material realm from which all physical matter in the universe is thought to have originated. They are often associated with the natural world, and are considered to be some of the oldest and most powerful entities in existence.

  • Primordials: Primordials are proto-deities that exist outside the bounds of traditional worship. They are believed to be some of the first entities to emerge from the chaos of creation, and are often associated with the fundamental forces of nature and the universe. Although they are not typically worshipped by sentient beings, they are revered and respected for their immense power.

  • Leviathan: Leviathans are massive, terrifying creatures that are said to have been spawned from the cosmic sludge of creation itself. They are known for their insatiable hunger for immortals, and are feared by many sentient beings. Leviathans are believed to be some of the most powerful beings in the Sanctus universe, and are often associated with chaos and destruction.

  • Behemoth: Behemoths are beings that were created by the Gods specifically to consume Leviathans. They are powerful and feared entities that are known for their immense strength and ability to resist Leviathan attacks. Although they are often associated with destruction and chaos, they are also revered and worshipped by some groups of sentient beings.

  • Lindfallen: The Lindfallen are a mysterious group of beings that fall outside the scope of traditional life and existence. They are not considered to be deities or gods, but are often associated with spiritual and metaphysical concepts. Although little is known about them

Solian Aspects

The Solian Aspects are the deities of Sanctus, a pantheon of powerful beings split into five different classifications based on their power and influence. These classifications include the Prime, Central, Greater, Intermediate, and Lesser Aspects, each drawing their power from the faith of beings across Sanctus. As divine beings, they possess immense power and authority over the world and are often worshiped by those seeking their favor or protection. Their influence can be seen throughout Sanctus, shaping the cultures, beliefs, and practices of its inhabitants. The Solian Aspects are a central aspect of Sanctus, and their presence is felt in nearly every aspect of life on the world.

The Prime

The Overdeity, the one above all others. The Prime is the highest rank of deity, representing the most powerful and influential divine beings in various mythologies and religions. These deities possess immense power and authority over the world and are often worshiped as the ultimate divine beings. The concept of The Prime is used to convey the idea of an all-encompassing divine force that transcends all other deities and is the ultimate arbiter of fate and destiny. As such, The Prime is often regarded as the creator of the universe and all life within it.

 

 

Ohm

Ohm

Allfather


Aspect:
Prime Deity
Alignment
True Neutral
Goal
Dictate Reality
Domains
Creation, Destiny, Destruction, Fate, Hope, Mind
Favored Weapon
Longsword

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Prophets, wise men and women, philosophers, seekers of knowledge and truth
Places of Power
The center of the universe, where all creation originated; the top of the highest mountain in every realm
Influence & Perception
Omnipotent, omniscient, and omnipresent; known to all beings as the creator and ruler of the universe
Divine Rank
26
Eminence
120

Description

Ohm is the ultimate deity, the creator and ruler of the universe. It is said that all other deities are merely aspects of Ohm, manifestations of its immense power and will. Ohm is often depicted as a vast, luminous entity, too vast to be perceived by mortal minds. Its true form is said to be beyond comprehension, and those who have caught a glimpse of it have been driven mad by the experience. Ohm is a force of pure creation and destruction, able to shape reality itself to its will.


Powers
  • Creation: Ohm has the power to create anything it desires, from entire universes to the smallest subatomic particles.
  • Destruction: Ohm can destroy anything it desires, wiping out entire civilizations or erasing individual beings from existence.
  • Fate: Ohm controls the destinies of all beings in the universe, shaping their lives and determining their ultimate fates.
  • Mind: Ohm has the power to read and control the thoughts of any being in the universe.
  • Hope: Ohm can imbue beings with hope, giving them the strength to overcome even the greatest obstacles.

Great Deeds
  • Created the universe and all life within it.
  • Defeated a powerful rival deity in a cosmic battle that nearly destroyed the entire universe.
  • Helped guide mortals in their quest for knowledge and enlightenment, inspiring great thinkers and philosophers throughout history.

 

 

The Central

The Central deities are a powerful class of divine beings that represent the very core of existence itself. These deities are known as the Twin Nexus of Creation and Destruction, and are believed to hold the power to create and destroy all that exists. As the core of existence, the Central deities are considered to be the most fundamental and essential aspects of the universe, shaping the very fabric of reality itself. Their powers and abilities are said to be beyond mortal comprehension, and they are often worshiped as the ultimate divine beings. The Twin Nexus of Creation and Destruction represents the duality of existence, with creation giving rise to life and the destruction being necessary for renewal and rebirth. As such, the Central deities are seen as both creators and destroyers, holding the power to shape the world and all that exists within it.

Sol

Sol

Truthful Sun


Aspect:
Central Deity
Alignment
Lawful Neutral
Goal
To maintain balance between light and darkness, and uphold the laws of the universe.
Domains
Competition, Emotion, Fate, Mind, Radiance, Renewal
Favored Weapon
Battleaxe

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Sun worshipers, athletes, gamblers, those seeking renewal and balance.
Places of Power
Sun temples, gladiatorial arenas, sites of ancient competitions, locations with strong emotional resonance.
Influence & Perception
Sol is widely respected and revered as a deity of balance and fairness. His followers often seek his guidance in matters of competition, emotional turmoil, and the pursuit of renewal. Sol is also known for his ability to reveal truth and illuminate hidden knowledge, making him a popular patron of scholars and seekers of wisdom.
Divine Rank
23
Eminence
88

Description

Sol is a powerful Central Deity, representing the balance between light and darkness, creation and destruction. He is often depicted as a radiant, golden sun with a stern but just expression. Sol upholds the laws of the universe and seeks to maintain balance between all forces. He is a deity of competition and renewal, and is often invoked by those seeking to renew themselves or achieve victory in a contest. Sol is also a patron of emotional balance, helping those who are struggling with inner turmoil find peace and equilibrium.

Powers
  • Radiant Aura: Sol can emit a powerful aura of radiance that blinds his enemies and empowers his allies.
  • Fate Manipulation: Sol has the power to alter the threads of fate and destiny, allowing him to shift the balance of power in any given situation.
  • Renewal: Sol can bring new life and energy to the world, healing wounds and rejuvenating living beings.
Great Deeds
  • During the War of the Gods, Sol played a crucial role in mediating between warring factions, preventing the destruction of the universe.
  • Sol once challenged the god of death to a game of chance, with the fate of a mortal soul at stake. Sol emerged victorious, earning the gratitude of the mortal and cementing his reputation as a deity of competition and chance.
  • Sol’s teachings on emotional balance and renewal have inspired countless individuals to overcome their inner demons and find peace. Many attribute their personal growth and success to his guidance and wisdom.

 

 

Est

Est

Formless Entropy


Aspect:
Central Deity
Alignment
Chaotic Neutral
Goal
Decay things till they reach their final state, then reform them.
Domains
Balance, Celerity, Destiny, Dream, Liberation, Oracle
Favored Weapon
Dagger

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Est has no formal followers, as few mortals would dare to worship a being of formless entropy. However, some cults and sects may revere Est as a primal force of creation and destruction.
Places of Power
Est’s influence is felt throughout the entire universe, as the force of entropy touches every aspect of existence. However, there are certain places where the power of Est is particularly strong, such as dying stars, black holes, and the edges of the universe.
Influence & Perception
The influence of Est is both subtle and immense. The force of entropy is always at work, breaking down the structures of the universe and returning them to chaos. Mortals may fear and dread the power of Est, but they also recognize its necessity for the cycle of creation and destruction. Some may even see Est as a force of liberation, freeing them from the constraints of the mortal world.
Divine Rank
23
Eminence
88

Description

Est is a formless deity, embodying the very essence of entropy and the chaotic forces of the universe. It is said that Est exists outside of time and space, and can manipulate reality in ways beyond mortal comprehension. Its true form is unknown, as it can take on any shape or form it desires, or none at all. Est is often associated with the cycle of creation and destruction, as it represents the force that breaks down and transforms the old to make way for the new.


Powers
  • Chaotic Manipulation: Est has the power to manipulate the chaotic forces of the universe, warping reality and disrupting the natural order.
  • Entropic Decay: Est can accelerate the decay and dissolution of matter and energy, causing objects and beings to break down and decay at an alarming rate.
  • Formless Shapeshifting: Est can take on any form it desires, or none at all, as it is a formless deity that exists beyond the physical realm.

Great Deeds
  • It is said that Est was responsible for the collapse of an ancient empire that had grown too powerful and stagnant, paving the way for a new era of creativity and innovation.
  • Est is credited with inspiring great artists and thinkers throughout history, driving them to create and innovate by disrupting the status quo and embracing chaos.

 

 

The Greater

These deities are considered to be more powerful than the Intermediate and Lesser Aspects but are not as powerful as the Central or Prime deities. Despite their lower rank, the Greater Aspects are still revered and worshiped by many, and their powers and abilities are often tied to specific domains, such as love, war, or the hunt. As such, they are often called upon by those seeking their favor or protection in these areas. The Greater Aspects often hold a significant role in the pantheon of deities, acting as emissaries or representatives of the Central and Prime deities and serving as a bridge between mortals and the divine.

Khaz Mord

Khaz Mord

Dwarffather, Soul-Forger


Aspect:
Greater Deity
Alignment
Lawful Good
Goal
To protect and empower the Khazdur, the Dwarven people.
Domains
Avarice, Craft, Dwarf, Earth, Good, Law, Pride, Protection, Wrath
Favored Weapon
Soulhammer (warhammer)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
All Khazdur, mostly Dwarves.
Places of Power
The Forges of Khaz Mord, The Halls of Khazad-dûm
Influence & Perception
Khaz Mord is highly influential among his followers, who see him as the protector and provider of their race. Non-Dwarves, on the other hand, often view him as a stubborn and greedy deity, due to his association with the Avarice domain.
Divine Rank
21
Eminence
73

Equivalent to Moradin


Description

Khaz Mord is a mighty and wise deity, revered by all Khazdur for his role as their creator and protector. He is typically depicted as a bearded dwarf wearing a helmet and wielding a massive warhammer, the Soulhammer, which is said to be imbued with the very essence of his divine power. Khaz Mord is known for his love of craft and industry, and his followers often seek his blessing and guidance when it comes to matters of smithing, mining, and construction.


Powers
  • Khaz Mord has the power to imbue his followers’ creations with magical properties, enhancing their durability, sharpness, and effectiveness.
  • He can manipulate stone and metal at will, shaping them into intricate works of art or formidable weapons and armor.
  • Khaz Mord is a formidable warrior and can call upon his divine power to imbue his allies with the strength and resilience of stone.

Great Deeds
  • Khaz Mord is credited with the creation of the Khazdur, the Dwarven race, whom he crafted from stone and imbued with his own divine essence.
  • He is said to have led the Khazdur in a great battle against the dark forces that threatened to overwhelm them, ultimately driving them back and securing the Dwarves’ place in the world.
  • Khaz Mord is also revered for his role in the creation of many of the wonders of the Dwarven world, including the Halls of Khazad-dûm, which are said to be the greatest of all Dwarven strongholds.

 

 

Omni

Omni

The Ethereal One, Mana Primus


Aspect:
Greater Deity
Alignment
True Neutral
Goal
To attain omniscience and comprehend all knowledge in the universe.
Domains
Magic, Spell, Knowledge, Mind, Oracle, Trickery
Favored Weapon
Quarterstaff

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Wizards, scholars, and those who seek knowledge or magic.
Places of Power
Libraries, arcane laboratories, and other places of learning.
Influence & Perception
Omni is revered as the embodiment of all magic and knowledge, and is often called upon by those seeking to unravel the mysteries of the universe or unlock powerful spells.
Divine Rank
21
Eminence
76

Equivalent to Boccob


Description

Omni is a being of pure intellect and magic, with an insatiable thirst for knowledge. Often depicted as a robed figure with a staff or book, Omni is said to exist outside the mortal realm, in a realm of pure thought and magic. It is said that those who study the arcane arts are merely scratching the surface of the vast knowledge that Omni possesses.


Powers
  • Arcane Mastery: Omni is the master of all arcane magic, and can cast any spell at will.
  • Mind Reading: Omni can read the thoughts of any being, mortal or divine.
  • Illusion: Omni can create powerful illusions that can fool even other deities.

Great Deeds
  • Creation of the Multiverse: According to some myths, Omni created the multiverse and all the other deities within it.
  • Creation of the First Spell: Omni is said to have created the first spell, and all other spells are said to be mere variations of this original creation.
  • The Book of Eternal Knowledge: It is said that Omni possesses a book that contains all the knowledge in the universe, and that those who possess it gain immense power and understanding.

 

 

Corellon Larethian

Corellon Larethian

Ruler of Elves, Elven Father, Preserver of Life, The Protector


Aspect:
Greater Deity
Alignment
Chaotic Good
Goal
Domains
Chaos, Elf, Good, Magic, Pride, Protection, War
Favored Weapon
Sahandrian (longsword)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Corellon Larethian is primarily worshipped by elves and half-elves, who revere him as their creator and protector. Many rangers, bards, and fighters also worship him, as he is seen as a patron of these classes. Corellon’s followers are typically chaotic good in alignment, valuing personal freedom and individuality while also striving to do good in the world.
Places of Power
Arvandor, The High Forest, The Moonshaes, The Seldarine
Influence & Perception
Corellon Larethian is widely revered as a powerful and benevolent deity, both by his own followers and by other races who respect the power and grace of the elven race. He is often seen as a protector of the natural world and a champion of freedom and individuality. Some other perceptions of Corellon include:
Divine Rank
20
Eminence
71

(Same as Forgotten realms)


Description

Corellon Larethian is the ruler of the elven pantheon and the protector of the elven race. He is often referred to as the Elven Father and is revered for his role in creating the first elves. Corellon is depicted as a tall and handsome elf with long white hair and a regal bearing. He wears armor and wields a magical longsword named Sahandrian.


Powers
  • Divine magic: He can cast a wide variety of spells and create magical effects.
  • Shape-shifting: Corellon can transform himself into various forms.
  • Precognition: He has the ability to see into the future and has a heightened sense of intuition.
  • Teleportation: Corellon can teleport himself and others across vast distances.

Great Deeds
  • Creating the first elves: Corellon is credited with creating the first elves and giving them their unique characteristics and abilities.
  • Defeating Olgesh: Corellon led the elven armies in a great battle against the orc god Olgesh and emerged victorious, cementing the elves’ status as a powerful force in the world.
  • Rescuing Araushnee: When the elven goddess Araushnee was banished to the Abyss, Corellon led a rescue mission to bring her back to the elven pantheon.
  • Teaching magic to mortals: Corellon is credited with teaching mortal races the art of magic and encouraging its responsible use.
  • Protecting the elven race: Corellon has always been a staunch defender of the elven race, protecting them from harm and ensuring their survival in the face of adversity.

 

 

Garl Glittergold

![Garl Glittergold ]

The Joker, Priceless Gem, Sparkling Wit, Watchful Protector, Gnome Father


Aspect:
Greater Deity
Alignment:
Lawful Good
Goal:
Unknown
Domains:
Avarice, Craft, Envy, Gnome, Good, Law, Protection, Trickery
Favored Weapon:
Arumdina (Battleaxe)

STR DEX CON INT WIS CHA
Unknown Unknown Unknown Unknown Unknown Unknown

Followers: Gnomes are Garl Glittergold’s most loyal followers, and they revere him as their father and protector. Many other good-aligned races, such as dwarves and halflings, also pay him homage, while he has few followers among evil-aligned races.

Places of Power: Garl Glittergold’s greatest places of power are located in the Underdark, where he is venerated by gnomes and other subterranean races. His temples and shrines can be found in gnome cities and communities throughout the world, often hidden from prying eyes.

Influence & Perception: Garl Glittergold is widely respected and beloved among gnomes, who view him as the epitome of their race’s virtues of wit, cunning, and resourcefulness. He is also respected by other good-aligned races, who recognize him as a powerful deity and protector of his followers. Evil-aligned races generally view him with suspicion and disdain, seeing him as a trickster and jester rather than a serious deity.

Divine Rank
19
Eminence
68

(Same as Forgotten Realms)


Description

Garl Glittergold is the jolly and benevolent god of gnomes, renowned for his quick wit, cunning, and ability to trick even the most powerful foes. He is often depicted as a mischievous, charismatic gnome with a bright smile, sparkling eyes, and a twinkle in his eye.


Powers
  • Illusion creation and manipulation
  • Earth and stone shaping
  • Expert in all forms of gnome craftsmanship
Great Deeds
  • Creation of the first gnome and imbuing them with his cleverness, quick thinking, and love of trickery
  • Helping gnomes escape from slavery and servitude, and guiding them to safety in the safety of their own underground cities
  • Watchful protection of his followers and always ready to lend his aid to those in need, especially if it involves a clever prank or deception.

 

 

Olgesh

Olgesh

Orc-Father, Champion of the Bloodaxe, The Immortal Warlord, The Great Ravager, The Cavern-King, The Dark Lord of Domination


Aspect:
Greater
Alignment
Chaotic Evil
Goal
Olgesh’s ultimate goal is to dominate all other races and establish Orcs as the ruling race of the world. He desires to see his followers triumph in battle and conquer all who oppose them.
Domains
Cavern, Chaos, Domination, Evil, Hatred, Lust, Orc, Strength, War, Wrath
Favored Weapon
Bloodaxe

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Orcs, Half-Orcs, and savage Human tribes who worship Olgesh as their patron deity.
Places of Power
Caverns and underground fortresses, especially those where Orcs have made their homes and spilled blood in Olgesh’s name.
Influence & Perception
Olgesh is feared and respected by his followers, who see him as the embodiment of Orcish strength and brutality. Other races view him with terror and hatred, as his followers are known for their cruelty and lack of mercy. Some wise leaders have attempted to placate him with offerings of tribute and sacrifices, hoping to avoid the wrath of his followers.
Divine Rank
19
Eminence
69

Equivalent to Gruumsh


Description

Olgesh is a towering figure, standing nearly ten feet tall and possessing rippling muscles that seem to strain against his armor. His skin is a deep, mottled orangey brown, and his eyes blaze with a fierce red light. His tusks are long and sharp.


Powers
  • Superhuman Strength and Endurance: Olgesh possesses incredible physical strength and can endure great amounts of damage without faltering.
  • Control Over Orcs: Olgesh has complete control over his Orc followers, and can even exert a degree of control over other Orcs who have not pledged allegiance to him.
  • Dark Magic: Olgesh is a powerful sorcerer, capable of unleashing dark and terrible magic upon his enemies.

Great Deeds
  • Led the Orcs in a great war against the Dwarves, resulting in the complete destruction of several Dwarven kingdoms.
  • Created the Bloodaxe, a legendary weapon that is said to be imbued with his own power.
  • Conquered a vast underground realm, killing its ruler and enslaving its inhabitants.

 

 

Haunt

Harbinger of Death, Lord of the Final Rest, Master of the Afterlife, The Shadow of Mortality, Bringer of the End, The Silent Reaper, Herald of the Beyond


Aspect:
Greater
Alignment
Neutral Evil
Goal
To guide souls to their final rest
Domains
Death, Evil, Pestilence, Trickery.
Favored Weapon
Scythe

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Death cults, necromancers, those who seek power over life and death
Places of Power
Graveyards, mausoleums, catacombs, sites of mass death
Influence & Perception
Often feared and reviled, but also respected for the inevitability of death
Divine Rank
19
Eminence
70

Equivalent to Nerull


Description

Haunt is the harbinger of the inevitable, the shadowy figure that looms over every mortal’s fate. With a flick of his bony fingers, he ushers souls from the mortal plane to the realm of the dead, never to be seen again. He is an embodiment of death itself, an unstoppable force that has claimed countless lives throughout the ages. His presence is felt in every corner of the world, and his power is feared by all who know of him.


Powers
  • Ability to control and manipulate death
  • Can create undead and plague
  • Can curse enemies with deadly diseases and afflictions
  • Able to see and communicate with the souls of the dead

Great Deeds
  • Plunged the world into darkness and despair during the Age of Shadows
  • Convinced a powerful mage to unleash a devastating plague upon a kingdom that defied him
  • Created an army of undead that nearly destroyed a powerful civilization

 

 

Glamous

Glamous

The Radiant One, Bringer of Light ,Lord of Glory ,Shining Protector ,Healer of the Sun ,Champion of Goodness ,Beacon of Hope


Aspect:
Greater
Alignment
Neutral Good
Goal
To bring light and goodness to all beings, and to vanquish evil wherever it is found.
Domains
Glory, Good, Healing, Strength, Sun.
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Paladins, clerics, and other devout individuals who seek to bring about justice and righteousness, sun worshippers.
Places of Power
Influence & Perception
Glamous is widely respected and worshipped for his benevolent and life-giving qualities. His followers often view him as a beacon of hope and a source of strength in times of darkness and adversity.
Divine Rank
18
Eminence
68

Equivalent to Pelor


Description

Glamous is a deity of great beauty and radiance, whose form is often depicted as a shining figure of light. He is associated with warmth, healing, and vitality, and is often portrayed as a powerful warrior, defender, and provider.


Powers
  • Healing and rejuvenation.
  • Control over light and fire.

Great Deeds
  • Glamous is credited with bringing light and warmth to the world after a long period of darkness and chaos.
  • He has been known to heal the sick and injured, and to provide food and sustenance to those in need.

 

 

Ontellia

Ontellia

The Halfling’s Mother, Lady of the Hearth, Protector of the Innocent, Guardian of the Small, Patron of Plenty, Keeper of Kinship, Matron of Hospitality


Aspect:
Greater
Alignment
Lawful Good
Goal
To protect and promote the well-being of halflings and their families.
Domains
Family, Gluttony, Good, Halfling, Law, Protection
Favored Weapon
Hornblade (short sword)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Halflings, families, farmers, cooks, bakers, and those who appreciate the pleasures of life.
Places of Power
Farmlands, orchards, taverns, inns, and cozy homesteads.
Influence & Perception
Ontellia is widely perceived as a protective and loving goddess among the halfling communities. Her influence extends to those who share her domains of family, protection, and gluttony.
Divine Rank
18
Eminence
68

Equivalent to Yondalla


Description

Ontellia is often depicted as a middle-aged halfling woman with warm eyes and a motherly smile. She is frequently shown carrying a basket of freshly baked bread or a cornucopia of fruits and vegetables.


Powers
  • Blessing of Plenty: Ontellia can create an abundance of food and drink to nourish her followers.
  • Protection of the Family: She can protect halfling families and homes from harm.
  • Divine Marksmanship: Ontellia can grant her followers exceptional accuracy with ranged weapons.

Great Deeds
  • Creation of the Halflings: Ontellia is credited with creating the halfling race and guiding them to prosperity.
  • Defeat of the Gnoll God: Ontellia led the halfling armies to defeat the gnoll god

 

 

Kerakaz

Kerakaz

King of Demons, Strength of Infinity, The Mighty Monarch of Chaos, Fury of the Abyss, Unstoppable Bringer of War


Aspect:
Greater
Alignment
Chaotic Evil
Goal
To conquer and dominate all of existence, bringing chaos and destruction wherever he goes.
Domains
Chaos, Hatred, Strength, Tyranny, War, Wrath
Favored Weapon
Maul

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Demons, fiends, and those who revel in destruction and chaos.
Places of Power
Volcanoes, areas of great devastation, and places where wars have been fought.
Influence & Perception
Kerakaz is widely feared and despised by all who know of him, seen as a brutal and merciless force of destruction. However, he also has a certain allure, drawing in those who seek power and strength above all else.
Divine Rank
20
Eminence
75

Description

Kerakaz is a towering, fire-garbed demon with skin as hard as obsidian and eyes that glow like molten lava. His mere presence is enough to cause the ground to shake and the air to grow hot, and his booming voice can be heard for miles around.


Powers
  • Immense physical strength, allowing him to shatter mountains with his bare fists
  • Control over fire and volcanic eruptions
  • The ability to summon and command legions of demons and other chaotic creatures

Great Deeds
  • Held the infinite layers of the abyss together from falling into the cosmic void, proving his might has no limits.
  • Leading the Bloodwar against his eternal rival, the King of Devils Malcor.

 

 

Malcor

Malcor

King of the Hells, God of Devils, Lord of the 9, Ruler of Terror, Unholy Conqueror, Master of Malevolence, Ruler of Eternal Damnation


Aspect:
Greater Deity
Alignment
Lawful Evil
Goal
To maintain and expand his dominion over the Nine Hells and to further his plans of corrupting souls for his armies.
Domains
Avarice, Law, Patience, Planning, Retribution, Trickery
Favored Weapon
Scythe

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Devils, demons, cultists, corrupt rulers, and those who seek power at any cost.
Places of Power
The Nine Hells, places of great evil and corruption, and sites of ancient evil rituals.
Influence & Perception
Malcor is feared and respected among the ranks of devils and demons, and his influence spreads across the planes. He is often portrayed as a calculating and patient mastermind, with a reputation for treachery and trickery. Mortals who seek power or wish to strike deals with the devil often seek him out, but they do so at great risk to their souls.
Divine Rank
20
Eminence
75

Description

Malcor is a imposing figure, with skin the color of black onyx and eyes that glow with a fiery red light. He wears a crown of twisted metal and wields a scythe, which he uses to reap souls for his armies. His voice is deep and commanding, and he exudes an aura of menace and danger.


Powers
  • Control over the Nine Hells and its inhabitants, including the ability to summon and command powerful devils
  • Mastery over fire and brimstone, and the power to manipulate souls
  • Powerful illusions and mind control abilities
  • The ability to make deals and bargains with mortals in exchange for their souls

Great Deeds
  • Conquered the Nine Hells and became its ruler, dethroning the previous Devil Lords
  • Convinced Asmodeus to bow to his power and authority, cementing his position as the true God of Devils
  • Created the first devils by corrupting the souls of mortals and imbuing them with infernal power
  • Orchestrated a devastating war between the devils and demons, which nearly destroyed both sides and caused massive destruction across the planes.

 

 

Bevala

Bevala

The Lady of Air, Lady of the Winds, Queen of Air, Serene Storm, Mistress of Illusions and Travel, The Unpredictable Breeze.


Aspect:
Greater Deity
Alignment
True, Neutral
Goal
To maintain balance and harmony within the natural world, particularly with regards to the winds and the air
Domains
Air, Illusion, Travel, Trickery
Favored Weapon
A whirlwind (heavy flail)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Animal breeders, air elemental archons , rangers, rogues, sailors
Places of Power
High mountaintops, desolate deserts, the open sky
Influence & Perception
Bevala is generally seen as a benevolent deity, offering aid to those in need and maintaining balance in the natural world
Divine Rank
18
Eminence
70

Equivalent to Akadi


Description

Bevala is a serene yet tumultuous existence, allowing the winds to flow where they please, a being more concerned with letting things be as they are, only throwing up a storm to return things to balance.


Powers
  • Control over the winds and air, able to summon and disperse storms at will
  • Illusion magic, capable of creating mirages and illusions to trick enemies or hide allies
  • The ability to teleport through the air and travel great distances quickly
  • Expertise in stealth and subterfuge, able to move silently and unseen through the air

Great Deeds
  • Helped create the world alongside other primordials, shaping the winds and air into their current forms
  • Battled and defeated a powerful demon lord who sought to disrupt the balance of the natural world

 

 

Bane

Bane

Lord Bane, Lord of Darkness, The Dark One, The Black Lord, The Black Hand, Bane the Accursed


Aspect:
Greater Deity
Alignment
Lawful Evil
Goal
To bring about the domination of the world and establish himself as the supreme ruler. He seeks to do this by destroying those who stand in his way and by manipulating others to do his bidding.
Domains
Envy, Evil, Destruction, Hatred, Law, Pride, Tyranny, Wrath
Favored Weapon
“The Black Hand of Bane” (gauntlet)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Conquerors, evil fighters and monks, wizards, and tyrants
Places of Power
Bane’s power is most strongly felt in places where evil and tyranny are present. He is particularly drawn to areas where wars are waged, and battles are fought.
Influence & Perception
Widely feared and respected as a deity of power and darkness. His followers view him as a force to be reckoned with, and his enemies see him as a looming threat. He is perceived as a ruthless and unyielding deity who demands absolute loyalty from his followers and will stop at nothing to achieve his goals.
Divine Rank
18
Eminence
68

Description

Draped in black armor and wielding his signature gauntlet known as “The Black Hand of Bane.” His features are often hidden by a fearsome helmet, but his eyes are said to glow red with malevolence. He is an embodiment of evil, cruelty, and tyranny, and his very presence can inspire fear and despair in those who oppose him.


Powers
  • Control over darkness and shadows
  • Ability to inspire fear and despair in his enemies
  • Mastery of divine magic and the ability to empower his followers with dark blessings
  • Power to animate and control undead creatures
  • Ability to create and manipulate constructs made of pure darkness
Great Deeds
  • Established the hierarchy of the deities in the Forgotten Realms, with himself as the highest power
  • Orchestrated the assassination of the deity Mystra, causing widespread chaos and destruction
  • Defeated the deity Tyr in combat and claimed his divine portfolio of justice and order
  • Created the Black Lord’s Blades, powerful weapons wielded by his most loyal followers that are infused with dark magic and the power to control shadows
  • Successfully led his followers in many conquests and wars, including the takeover of the city of Zhentil Keep.

 

 

Chauntea

Chauntea

Great Mother, Earthmother, Forestmother, She who shapes all, Keeper of the wilds, Lady of the Harvest, The Grandmother


Aspect:
Greater Deity
Alignment
Neutral good
Goal
Promote the harvest and fertility of the land, ensuring the prosperity and abundance of the people who rely on it.
Domains
Animal, Generosity, Good, Plant, Protection, Renewal
Favored Weapon
A shock of grain (scythe)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Peasants and indentured servants, druids, farmers, and gardeners
Places of Power
Fertile farmlands, Orchard groves, Vineyards, Gardens and greenhouses, Meadows and pastures, Mills and granaries, Harvest festivals and markets
Influence & Perception
Chauntea is widely revered and respected as the goddess of agriculture and fertility, with her followers seeing her as a benevolent force that brings prosperity to the land and its people. Her perception is one of warmth and abundance, with many turning to her for guidance and blessings in their agricultural endeavors.
Divine Rank
20
Eminence
72

Description

Chauntea, the goddess of the harvest, is a kind and benevolent deity who watches over the crops and the farmers who tend them. She is often depicted as a mature woman with flowing hair, dressed in simple robes and adorned with wheat or other grains. She is respected and revered by farmers and agricultural communities, who seek her blessings to ensure fertile soil, bountiful harvests, and protection from natural disasters. Her gentle demeanor belies her immense power and influence over the natural world, and she is a beacon of hope and stability for those who depend on the land for their livelihood.


Powers
  • Bountiful Blessing: Chauntea grants a bountiful harvest to those who honor her, ensuring a plentiful yield and prosperous season.
  • Renewal: Chauntea has the power to breathe new life into crops, healing diseased or withering plants and restoring them to their former vitality.
  • Fertility: Chauntea can bestow the gift of fertility on barren lands or infertile couples, allowing them to grow crops or conceive children.
  • Nature’s Fury: In times of war or famine, Chauntea can unleash a powerful storm or natural disaster to strike down her foes and restore balance to the land.
  • Harvest’s End: At the end of a successful harvest, Chauntea’s power culminates in a great feast, where her followers give thanks for the bounty she has provided.
Great Deeds
  • Defeated a powerful blight that threatened to destroy all crops in the land
  • Created a new crop that could withstand droughts and other harsh conditions, ensuring the survival of many communities
  • Brought life back to a barren wasteland, turning it into a fertile farmland for her followers to settle in

 

 

Alrungde

Alrungde

Prince of Lies, The Black Sun, The Mad God, Lord of Four Crowns, The Fateless, The Face Behind the Mask, The One and the All, Dark Prince, Prince of Madness


Aspect:
Greater Deity
Alignment
Chaotic Evil
Goal
Alrungde’s goal is to bring chaos and destruction to the world through deception and manipulation.
Domains
Avarice, Chaos, Envy, Destruction, Evil, Illusion, Pride
Favored Weapon
“Razor’s Edge” (longsword)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Assassins, spies, thieves, Evil sorcerers and wizards, Power-hungry politicians and rulers. Those who seek to manipulate or control others through lies and deception
Places of Power
Hidden underground temples and secret meeting places, Dark alleys, sewers, and abandoned buildings in cities, Shrines in forests or other remote wilderness areas where travelers can be easily ambushed and robbed, Anywhere where lies and deceit can be used to gain power or control over others.
Influence & Perception
Alrungde is feared and despised by most, but his followers believe that his influence and power will bring them the ultimate reward.
Divine Rank
18
Eminence
66

Description

Alrungde is a chaotic evil greater deity known as the God of Lies and Deceit in the Soulian Pantheon. He is revered by those who seek to deceive and manipulate others for personal gain, and his followers are often feared for their cunning and treachery. Alrungde is known for his unpredictable and erratic behavior, and his followers never know what he may demand of them. He is often depicted as a shadowy figure with shifting features, reflecting his ever-changing nature. His presence can bring feelings of unease and paranoia to those in his vicinity.


Powers
  • Aura of Falsehood: Alrungde can create an aura of deceit and falsehood that surrounds them, making it difficult for others to see the truth.
  • Shape Reality: Alrungde can bend and twist reality, allowing them to create illusions and manipulate the environment to their advantage.
  • Whispered Lies: Alrungde can whisper lies and false promises into the minds of mortals, corrupting their thoughts and turning them to their cause.
  • Master of Disguise: Alrungde can change their appearance at will, making it nearly impossible to identify them.
  • Dark Blessing: Alrungde can bestow dark blessings upon their followers, granting them enhanced abilities and powers to aid in their deceitful pursuits.
Great Deeds
  • The Betrayal of Mystra: Alrungde orchestrated the death of the goddess of magic, Mystra, leading to a period of chaos and upheaval in the world.
  • The Time of Troubles: Alrungde played a major role in the Time of Troubles, a period of upheaval in which the gods were cast down to the mortal realm and forced to walk among mortals.
  • The Fall of Zhentil Keep: Alrungde played a major role in the fall of Zhentil Keep, a powerful city of evil that was destroyed by its own leaders’ deceit and treachery.
  • The Rise of the Cult of the Dark Sun: Alrungde created and nurtured the Cult of the Dark Sun, a secretive organization dedicated to spreading lies and deceit throughout the world.

Equivalent to Cyric

 

 

Grumbar

Grumbar

Earthlord, Gnarly One, King of the Land Below the Roots, Boss of Earth


Aspect:
Greater Deity
Alignment
True Neutral
Goal
Maintain the balance and stability of the earth, and protect it from destruction.
Domains
Balance, Cavern, Earth, Metal, Time
Favored Weapon
A stony fist (warhammer)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Elemental archons (earth), fighters, monks, rangers
Places of Power
Mountains and deep caves, Sacred stone circles, Ancient ruins and temples deep within the earth, Powerful ley lines and natural formations of stone and crystal
Influence & Perception
Grumbar’s influence is primarily felt by those who work with the earth, such as farmers, miners, and builders. He is generally perceived as a patient and steadfast deity who values balance and stability above all else.
Divine Rank
18
Eminence
70

Description

Known as the Earthlord, is a powerful deity and former primordial of earth, revered by many as the protector of the earth and all its creatures. He is depicted as a colossal earth elemental, with eyes that glow like molten lava and skin made of shimmering, metallic stone. Grumbar is a stoic and patient deity, slow to anger but fierce in his defense of the earth. He is also known for his wisdom and impartiality, and his followers seek his guidance in matters of justice and balance.


Powers
  • Earth Mastery: Grumbar has complete control over the element of earth, able to shape and manipulate it to his will.
  • Stability: Grumbar imbues his followers with unbreakable will and unyielding resolve, granting them the ability to withstand physical and emotional hardships.
  • Balance: Grumbar strives to maintain balance in all things, both physical and metaphysical, and grants his followers the power to restore balance when it is disrupted.
  • Elemental Endurance: Grumbar’s followers are granted incredible physical strength and endurance, allowing them to withstand even the most brutal of environments.
  • Elemental Resistance: Grumbar’s followers are granted resistance to elemental attacks, allowing them to survive even the most destructive of natural disasters.
Great Deeds
  • Created the mountains and other great geological features of the world
  • Helped to stabilize the world during the primordial era
  • Defeated an army of invading demons that sought to destroy the earth
  • Helped to heal the land after a great catastrophe

 

 

Naskis

Naskis

Lord of the Dead, Judge of the Damned, The Great Guide


Aspect:
Greater Deity
Alignment
Lawful Neutral
Goal
To ensure that the souls of the dead are judged fairly and guided to their final resting places
Domains
Fate, Law, Protection, Repose, Travel
Favored Weapon
“Fatal Touch” (bastard sword)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
The dying and their families, gravediggers, hunters of the undead, morticians, mourners
Places of Power
The realms of the dead
Influence & Perception
Naskis is widely feared and respected as a fair and just judge of the dead. His followers believe that he has the power to determine the fate of their souls after death.
Divine Rank
19
Eminence
70

Description

Naskis is often depicted as a stern, imposing figure with a skull-like face and glowing eyes. He wears a cloak of black feathers and carries a bastard sword called “Fatal Touch”. His role as the judge of the dead means that he is responsible for determining the final fate of every soul that passes through the underworld.


Powers
  • Control over the souls of the dead
  • Ability to travel between the worlds of the living and the dead
  • Ability to see the past, present, and future
  • Ability to grant protection to the dying and the dead
Great Deeds
  • Established a fair and just system of judgment for the souls of the dead
  • Defeated numerous powerful undead beings and prevented them from causing harm to the living
  • Guided countless souls to their final resting places, ensuring that they were protected and at peace.

Equivalent to Kelemvor

 

 

Lucius

Lucius

Morninglord, Commander of Creativity, Inspiration’s Dawn, Bringer of the Dawn


Aspect:
Greater Deity
Alignment
Neutral Good
Goal
To inspire the world to greatness, to protect the weak and to champion creativity and the arts.
Domains
Chastity, Glory, Good, Nobility, Protection, Radiance, Renewal, Strength, Sun, Zeal
Favored Weapon
“Dawnspeaker” (light or heavy mace)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Aristocrats, artists, athletes, merchants, Sun Soul monks, the young
Places of Power
Gardens, parks, meadows, mountaintops, open fields, springs, summer solstice celebrations, sunny glades
Influence & Perception
Lucius is known for his healing powers and ability to inspire new beginnings. He is a champion of artists, merchants, and those seeking glory, and is seen as a defender of the innocent.
Divine Rank
19
Eminence
70

Description

He embodies new beginnings, renewal, and inspiration. Often depicted as a young and handsome human male with golden hair and a radiant aura, he carries a mace that glows like the sun. Lucius’ power lies in his ability to encourage creativity and goodness in the world. He inspires people to start anew and pursue their passions. His Great Deeds are varied, ranging from bringing back the sun after a long winter to creating a beautiful painting that inspires peace and harmony. Lucius is a force for good and creativity in the world, always encouraging his followers to strive for their best selves.


Powers
  • Healing: Lucius can heal wounds and diseases, and can even restore life to the dead under certain circumstances.
  • Radiance: Lucius can create bursts of radiant light that can damage enemies and blind them.
  • Inspiration: Lucius can inspire creativity, hope, and courage in others, giving them temporary bonuses to their abilities and skills.
Great Deeds
  • Lucius banished a powerful demon that had been terrorizing a small village. His holy radiance blinded the demon, and with a single blow from his mace, he sent it screaming back to the Abyss.
  • When a group of dark cultists attempted to summon a powerful demon lord into the world, Lucius appeared in a blaze of radiant light and shattered their ritual circle with a single strike of his mace. The cultists were left stunned and helpless as the demon lord’s power dissipated harmlessly into the ether.
  • Lucius once appeared to a group of travelers lost in a desert, guiding them to safety and providing them with food and water until they could find their way home. His radiance lit the way and his words gave them hope, and they never forgot the kindness he showed them in their time of need.

Equivalent to Lathander

 

 

Mystra

Mystra

Lady of Mysteries, Mother of Magic


Aspect:
Greater Deity
Alignment
Neutral Good
Goal
Seeks to protect and preserve the delicate balance of magic in the multiverse, allowing it to flourish and benefit all who wield it.
Domains
Good, Illusion, Knowledge, Magic, Rune, and Spell
Favored Weapon
Seven whirling stars (shuriken)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Wizards, sorcerers, scholars, researchers.
Places of Power
Magical academies, universities, ancient ruins, forgotten tombs, natural phenomena like ley lines and standing stones, anywhere magic is practiced.
Influence & Perception
Strongly tied to the realm of magic and its practitioners. She is highly revered and respected by wizards, sorcerers, and other magic-users who see her as the source of their power and knowledge. As a deity of magic, she is also associated with the mysteries and secrets of the universe, which can make her appear distant and enigmatic to mortals. Nevertheless, her influence can be felt throughout the cosmos in the form of the Weave, the magical energy field that permeates all of creation.
Divine Rank
19
Eminence
72

Description

Powerful and enigmatic figure, who appears as a tall, graceful woman of striking beauty. Her hair is a deep shade of blue-black, and she wears a gown of shimmering white and silver that seems to glow with an inner light. Mystra is a gentle and caring deity, who takes great care to protect and guide those who seek to harness the power of magic. She is the embodiment of magic itself, and her very presence is enough to stir the hearts and minds of those who worship her.


Powers
  • Arcane Mastery - Mystra possesses unparalleled magical power, allowing her to manipulate and control the Weave of magic itself.
  • Divine Knowledge - Mystra has vast knowledge of the workings of the cosmos and the magical energies that permeate it.
  • Celestial Dominion - Mystra has control over the celestial bodies, such as the stars and planets, and can influence their movements to some degree.
Great Deeds
  • Creation of the Weave - Mystra was responsible for creating the extraplanar web of magical energy known as the Weave, which allows spellcasters to tap into the magic of the universe.

 

 

Shar

Shar

Mistress of the Night, The Nightbringer, Nightsinger, Singer of Eternal Night, Dark Lady, Lady of Loss


Aspect:
Greater Deity
Alignment
Neutral evil
Goal
To plunge the world into eternal darkness and bring about the ultimate end of all things.
Domains
Cavern, Darkness, Evil, Knowledge, Night, Pride
Favored Weapon
The Disk of Night (chakram)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Anarchists, assassins, avengers, monks, nihilists, rogues, shadow adepts, shadowdancers
Places of Power
The Shadowed Citadel, The Veiled Enclave, The Abyssal Grotto
Influence & Perception
Shar’s influence spans the realms of darkness, secrecy, and forbidden knowledge, striking fear and fascination in equal measure. Her perception is that of a mysterious and enigmatic deity, associated with the night, manipulation, and the allure of hidden truths. Mortals are both drawn to and wary of her, seeking her power while being cautious of the consequences that come with embracing the darkness.
Divine Rank
19
Eminence
72

Description

Shar, also known as the Mistress of the Night, the Nightbringer, and the Lady of Loss,

is a powerful Greater Deity in the Soulian Pantheon. She is an embodiment of darkness, secrecy, and the ultimate end of all things. With her striking presence and enigmatic nature, Shar casts a chilling aura, her form draped in the veils of eternal night. Her eyes gleam with the abyssal void, reflecting the depths of her knowledge and the hidden truths she holds.

Powers
  • Umbral Manipulation: Shar has complete control over darkness and shadows, able to bend and shape them to her will. She can plunge entire realms into unending night, extinguishing all light and shrouding the world in eternal darkness.
  • Domain of Secrets: Shar possesses vast knowledge and secrets, being the embodiment of hidden truths. She can unravel the deepest mysteries and unlock forbidden knowledge, granting her followers great power.
  • Corruption of Light: Shar has the ability to corrupt and twist the forces of light, rendering them impotent and turning them into sources of darkness. She can dampen or extinguish divine light, making divine magic falter and lose its potency.
Great Deeds
  • The Sundering of Mystra: Shar orchestrated the fall and murder of the goddess Mystra, the previous deity of magic, leading to the chaotic events known as the Spellplague. This act shattered the Weave, disrupting magic throughout the realms and causing widespread chaos and destruction.
  • Creation of the Shadow Weave: Shar wove her own twisted version of the Weave, known as the Shadow Weave, as a dark mirror to the original Weave. This alternative source of magic grants her followers the ability to tap into forbidden powers and manipulate shadows to their advantage.
  • Manipulation of Mortal Champions: Shar has manipulated mortal champions and seekers of power, granting them dark blessings and twisted boons in exchange for their loyalty and servitude. These chosen ones carry out her sinister will, spreading darkness and corruption throughout the realms.

 

 

Laxus

Laxus

The Binder, The Binder of What is Known, Patron of all Bards, Lord of All Knowledge, The Wise


Aspect:
Greater Deity
Alignment
True Neutral
Goal
Laxus’s goal is to preserve and expand the realm of knowledge, ensuring that wisdom and understanding are accessible to all beings. He seeks to maintain balance and harmony in the pursuit of knowledge and creativity.
Domains
Balance, Charm, Knowledge, Luck, Travel, Trickery,Pride
Favored Weapon
Mortal Strike (longsword)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Artists, bards, cartographers, inventors, loremasters, sages, scholars, scribes, wizards
Places of Power
Influence & Perception
Divine Rank
18
Eminence
66

Description

Laxus, known as The Binder, is a wise and enigmatic deity, revered as the Patron of all Bards and Lord of All Knowledge. He is depicted as a regal figure, emanating an aura of intellectual prowess and charisma. Laxus embodies the essence of balance, guiding seekers of knowledge along the paths of enlightenment and inspiring the creative endeavors of artists and scholars alike.

Powers
  • All-Seeing Sight: Laxus possesses unparalleled insight and knowledge, perceiving the intricate workings of the cosmos and the thoughts of mortals.
  • Gift of Eloquence: Laxus grants the power of captivating speech and mesmerizing performances to his followers, enhancing their artistic and persuasive abilities.
  • Fortune’s Favor: Laxus bestows luck and fortune upon those who seek his guidance, influencing the outcomes of chance and fate in their favor.
  • Omniscient Recall: Laxus holds the vast repository of all knowledge and can recall any information, granting his followers access to forgotten secrets and ancient wisdom.
  • Veiled Manipulation: Laxus wields subtle and cunning trickery, enabling his followers to navigate complex situations and deceive their adversaries.
Great Deeds
  • The Binding of Forbidden Knowledge: Laxus sealed away forbidden and dangerous knowledge, preventing it from falling into the wrong hands and causing untold chaos.
  • The Creation of the Bardic Tradition: Laxus established the Bardic tradition, empowering artists and storytellers to inspire and enlighten through music, poetry, and storytelling.
  • The Preservation of Lost Lore: Laxus guided a group of dedicated scholars in preserving rare and endangered texts, ensuring the continuity of ancient wisdom and historical records.
  • The Harmonization of Rival Factions: Laxus mediated disputes between warring factions, using his diplomatic prowess to reconcile differences and restore harmony.
  • The Discovery of Hidden Realms: Laxus revealed secret portals and hidden realms to adventurers, granting them access to unexplored lands and ancient mysteries.

Equivalent to Oghma

 

 

Silvanus

Silvanus

Oak Father, The Old Oak, Old Father Tree, The Forest Father, Treefather, God of Wild Nature, Green Father


Aspect:
Greater Deity
Alignment
True neutral
Goal
Preserve and protect the natural world, ensuring the balance and harmony of the wilderness. He seeks to safeguard the untamed beauty of nature and promote its renewal and vitality.
Domains
Animal, Plant, Protection, Renewal, Water
Favored Weapon
Great Mallet of Silvanus (maul)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Druids, Rangers, wild animals, people of nature.
Places of Power
Glades, springs, forests.
Influence & Perception
Silvanus’s influence extends across the realms of nature and those who hold reverence for the untamed wilds. He is perceived as a wise and benevolent deity, promoting the balance and preservation of ecosystems. Silvanus’s presence is often associated with tranquility, growth, and the inherent power of the natural world. His followers view him as the guardian of the wilderness, and his influence shapes their actions in protecting and cherishing the beauty and diversity of nature.
Divine Rank
19
Eminence
69
Description

Oak Father and the Forest Father, is a revered Greater Deity embodying the essence of wild nature. He is depicted as an ancient and wise figure, often adorned with leaves, moss, and bark, symbolizing his deep connection to the natural world. Silvanus exudes an aura of tranquility and vitality, reflecting the cycle of life and the ever-changing seasons of the wilderness.

Powers
  • Nature’s Resilience: Silvanus possesses unparalleled control over the forces of nature, commanding the growth of plants, the movement of animals, and the flow of water.
  • Protective Aura: Silvanus envelops his followers in a protective aura, granting them enhanced resilience and resistance against natural and magical threats.
  • Renewal of Life: Silvanus has the power to revitalize and renew the natural world, healing damaged ecosystems and breathing life into barren lands.
  • Animal Kinship: Silvanus shares a deep connection with animals, allowing him to communicate with and command them, harnessing their strength and wisdom.
  • Elemental Mastery: Silvanus commands the elemental forces of earth, water, and wind, using them to shape and protect the natural world.
Great Deeds
  • The Revival of the Great Forest: Silvanus led a massive effort to restore a vast forest that had been devastated by a cataclysm, orchestrating the regrowth of trees and the return of diverse wildlife.
  • The Creation of Sacred Groves: Silvanus established sacred groves in pristine wilderness areas, where the natural energy is concentrated, granting sanctuary and solace to those who seek communion with nature.
  • The Defeat of Corrupting Forces: Silvanus confronted and defeated powerful entities that sought to exploit and corrupt the natural world, safeguarding the delicate balance of ecosystems.
  • The Blessing of Harvests: Silvanus blessed the fields and crops of his devout followers, ensuring bountiful harvests and abundant sustenance.
  • The Restoration of Endangered Species: Silvanus intervened to save endangered species from extinction, providing them with protected habitats and fostering their population growth.

 

 

Envyr

![Envyr ]

The Destroyer, The Storm Lord, The Stormstar, The Raging One, The Wildfire


Aspect:
Greater deity
Alignment
Chaotic evil
Goal
Domains
Chaos, Destruction, Evil, Fire, Storms, Wrath
Favored Weapon
A lightning bolt (longspear, shortspear, or halfspear)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Barbarians, druids, fighters, half-orcs, those who fear the destructive power of nature
Places of Power
Influence & Perception
Divine Rank
19
Eminence
70
Description

Envyr is a tempestuous deity, known as the Destroyer and the Storm Lord. Adorned in billowing dark robes, his form crackles with lightning and his eyes gleam with the fiery intensity of a raging wildfire. With a spear forged of lightning, he commands the chaotic forces of destruction and revels in the power of storms.

Powers

  • Command over storms and weather manipulation
  • Control of destructive elemental forces such as fire and lightning
  • Ability to channel wrath and chaos to fuel his followers’ powers
  • Creation and manipulation of destructive energies
  • Empowerment of natural disasters and calamities
Great Deeds
  • Unleashed a cataclysmic storm that devastated an entire kingdom
  • Engulfed a forest in an unquenchable wildfire, leaving behind a charred wasteland
  • Called forth a lightning strike that shattered an ancient fortress, crumbling it to ruins
  • Manipulated the elements to bring about a massive earthquake, reshaping the landscape
  • Summoned a tornado of immense power, tearing through a city and leaving it in ruins

Equivalent to Talos

 

 

Dask

Dask

Foehammer, Lord of Battles, The Usurper


Aspect:
Greater deity
Alignment
Chaotic neutral
Goal
Prove themselves as the Apex of combat
Domains
Chaos, Pride, Protection, Strength, War, Wrath
Favored Weapon
Battle Prowess (battleaxe)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Warriors, fighters, barbarians, rangers, half-orcs
Places of Power
Bloodfire Keep, Field of Triumph, Ironheart Citadel
Influence & Perception
His followers view him as the embodiment of unbridled strength, the driving force behind victorious battles, and the catalyst for upheaval and change. He is both feared and revered for his prowess on the battlefield and his unpredictability.
Divine Rank
18
Eminence
66
Description

Dask, known as the Foehammer, Lord of Battles, and The Usurper, is a formidable and imposing deity. Clad in blood-stained armor adorned with trophies of fallen foes, his muscular form exudes raw strength and battle-hardened prowess. His eyes burn with a fierce intensity, reflecting his unwavering determination and love for the chaos of war.

Powers

  • Battle Blessing: Dask grants his favored followers enhanced strength, resilience, and combat skills during battle, boosting their chances of victory.
  • Warcry: Dask’s thunderous warcry instills fear and uncertainty in his enemies, weakening their resolve and causing chaos on the battlefield.
  • Blades of Chaos: Dask imbues weapons with chaotic energy, making them unpredictable and increasing their damage potential.
Great Deeds
  • The Siege of Bloodfire Keep: Dask led a mighty assault on Bloodfire Keep, breaking through its formidable defenses and claiming the fortress as a symbol of his dominion. The skies burned with fire, and the clash of swords echoed throughout the mountains.
  • The Battle of Unending Fury: Dask personally intervened in a massive battle between rival armies, turning the tide of the conflict in favor of his followers. His ferocious presence inspired his warriors, and his strategic brilliance brought chaos to the enemy ranks.
  • The Duel of Champions: Dask chose a champion from his followers to engage in a duel with a deity of a rival pantheon. Against all odds, his champion emerged victorious, demonstrating Dask’s favor and the power of his chosen warriors.

Equivalent to Tempus

 

 

Ohan

Ohan

The Just, The Blind, The Wounded


Aspect:
Greater Deity
Alignment
Lawful good
Goal
To uphold justice, protect the oppressed, and bring order to the world.
Domains
Good, Knowledge, Law, Patience, Pride,Retribution, Temperance, War
Favored Weapon
Justicar (longsword)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Judges, lawyers, magistrates, the oppressed, paladins, police
Places of Power
Courts, halls of justice, shrines of insight.
Influence & Perception
Divine Rank
18
Eminence
67
Description

Ohan, known as “The Just,” “The Blind,” and “The Wounded,” is a revered Greater Deity embodying the principles of justice, fairness, and order. He is often depicted as a blindfolded figure, symbolizing his impartiality and the importance of seeking truth beyond mere appearances. Ohan’s presence inspires courage in his followers and strikes fear into the hearts of wrongdoers. His deep wisdom and unwavering commitment to righteousness make him a respected and trusted deity among those who uphold the law and fight for justice.

Powers

  • Eye of Justice: Ohan’s sight pierces through deceit and reveals the truth. He can discern lies, see the guilt or innocence of individuals, and dispense justice accordingly.
  • Shield of Retribution: Ohan raises a protective shield that defends the righteous and punishes the wicked. It deflects attacks aimed at those under his protection and retaliates with divine retribution.
  • Wisdom’s Guidance: Ohan grants wisdom and insight to his followers, guiding their judgments, strategic decisions, and pursuit of truth. They are bestowed with clarity and discernment in matters of justice and law.
Great Deeds
  • The Trial of the Corrupt: Ohan orchestrated a massive trial that exposed a web of corruption within a kingdom’s ruling elite. Through his divine guidance, the truth was revealed, and the guilty were held accountable, leading to a reformation of the government and a return to justice.
  • The Blindfolded Vigilante: Ohan empowered a blind paladin with extraordinary senses and combat prowess to fight crime and corruption in a city plagued by lawlessness. The paladin, blindfolded but unwavering in his dedication to justice, became a symbol of hope for the oppressed and a feared adversary of criminals.
  • The Treaty of Peace: Ohan mediated a long-standing conflict between warring factions, bringing them together to negotiate a peaceful resolution. His presence and divine influence instilled trust and ensured a fair and just agreement, ending years of bloodshed and establishing a lasting peace.

Equivalent to Tyr

 

 

The Intermediate

These deities are often associated with more specific areas of influence than the Greater Aspects, such as fertility, the harvest, or the sea. While they may not possess the same level of power as the higher-ranking deities, the Intermediate Aspects are still revered and worshiped by many, and their powers and abilities are often invoked for specific purposes. The Intermediate Aspects can act as intermediaries between mortals and the higher-ranking deities, often serving as messengers or emissaries to carry out their will. Despite their lower rank, the Intermediate Aspects are still considered to be divine beings and are often depicted in artwork and literature as such.

Lilith Danshana

Lilith Danshana

Mistress of Misfortune, Lady of Doom


Aspect:
Intermediate Deity
Alignment
Chaotic evil
Goal
Domains
Chaos, Envy, Evil, Fate, Luck, Lust, Trickery, Wrath
Favored Weapon
Ill Fortune (barbed scourge)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Assassins, auspicians, capricious individuals, gamblers, rogues, sadists
Places of Power
Influence & Perception
Divine Rank
15
Eminence
Description
Powers

Great Deeds

Equivalent to Beshaba

Yorben Trueluck

Yorben Trueluck

The Father of Battle, The Giantkiller, The Goblinbane, Lord of the Twin Axes, The Rock of Battle, The Wyrmslayer


Aspect:
Intermediate Deity
Alignment
Lawful good
Goal
Domains
Dwarf, Good, Law, Strength, Temperance, War, Wrath, Luck
Favored Weapon
Giantbane (Battleaxe)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Barbarians, dwarven defenders, dwarves, fighters, monks, paladins, strategists, tacticians, warriors
Places of Power
Influence & Perception
Divine Rank
16
Eminence
Description
Powers

Great Deeds

Equivalent to Clangeddin Truesilver

 

 

Tyrinnian Lor

Tyrinnian Lor

Lord of the Undersea, The Dolphin Prince, Sailor’s Friend


Aspect:
Intermediate Deity
Alignment
Chaotic good
Goal
Domains
Chaos, Elf, Good, Knowledge, Ocean, Protection, Water
Favored Weapon
Trident

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Sea elves, druids, fishers, rangers, sages, sailors
Places of Power
Influence & Perception
Divine Rank
15
Eminence
Description
Powers

Great Deeds

Equivalent to Deep Sashelas

Hyard Deeprock

Hyard Deeprock

Keeper of Secrets under the Mountain, The Silent Keeper


Aspect:
Intermediate Deity
Alignment
True Neutral
Goal
Domains
Avarice, Cavern, Craft, Dwarf, Earth, Knowledge, Metal, Pride, Protection
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Dwarves, Gemsmiths, Metalsmiths, Miners
Places of Power
Influence & Perception
Divine Rank
14
Eminence
Description
Powers

Great Deeds

Equivalent to Dumathion

 

 

Gond

Gond

Holy Maker of All Things, Lord of All Smiths, The Gearsmith, Inspiration Divine, The Meddler, Wonderbringer


Aspect:
Intermediate Deity
Alignment
True neutral
Goal
Domains
Craft, Earth, Fire, Knowledge, Metal, Planning, Pride
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Blacksmiths, crafters, engineers, gnomes, inventors, Lantanese, and woodworkers
Places of Power
Influence & Perception
Divine Rank
16
Eminence
Description
Powers

Great Deeds

Helm

![Helm ]

He of the Unsleeping Eyes, The Great Guard, The Watcher, The Vigilant One


Aspect:
Intermediate Deity
Alignment
Lawful neutral
Goal
Domains
Humility, Law, Planning, Pride, Protection, Strength
Favored Weapon
Ever Watchful (bastard sword)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Explorers, guards, fighters, paladins, mercenaries
Places of Power
Influence & Perception
Divine Rank
14
Eminence
Description
Powers

Great Deeds

 

 

Ilmater

Ilmater

The Lord on the Rack, The One Who Endures, The Rack-Broken Lord, Our Martyred Father


Aspect:
Intermediate Deity
Alignment
Lawful Good
Goal
Domains
Charity, Endurance, Good, Healing, Humility, Law, Strength, Suffering, Temperance
Favored Weapon
An open hand (unarmed strike)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
The lame, oppressed, impoverished, peasants, slaves, monks, paladins
Places of Power
Influence & Perception
Divine Rank
15
Eminence
Description
Powers

Great Deeds

Laduguer

Laduguer

The Exile, The Gray Protector, Master of Crafts, The Slave Driver, The Taskmaster, The Harsh


Aspect:
Intermediate Deity
Alignment
Lawful evil
Goal
Domains
Craft, Dwarf, Evil, Law, Magic, Metal, Protection
Favored Weapon
Grimhammer (warhammer)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Dwarves, fighters, loremasters, soldiers
Places of Power
Influence & Perception
Divine Rank
14
Eminence
Description
Powers

Great Deeds

 

 

Torrun

Torrun

King of Rangers, Master of the Hunt, Lord of Survival, He who follows


Aspect:
Intermediate Deity
Alignment
Neutral good
Goal
Domains
Animal, Fey, Good, Plant, Travel
Favored Weapon
Hornblade (scimitar)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Druids, fey, foresters, rangers
Places of Power
Influence & Perception
Divine Rank
14
Eminence
Description
Powers

Great Deeds

Equivalent to Mielikki

Nordanna

Nordanna

She Who Guides, The Crystal Maiden, Twilight Caretaker


Aspect:
Intermediate Deity
Alignment
Chaotic Good
Goal
Domains
Chaos, Chastity, Good, Moon, Night, Protection, Travel
Favored Weapon
Scepter of Grace (heavy mace)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
15
Eminence
Description

Her symbol is a Pale near half moon an Eye with a crystal pupil, at it’s center.

Powers

Great Deeds

Equivalent to Selûne

 

 

Shorterant

Shorterant

The Lady of Life, The Lady of Mercy, Lady of Life and Mercy, The Merciful, The Bountiful, The Shining Dancer


Aspect:
Intermediate Deity
Alignment
Chaotic good
Goal
Domains
Chaos, Charity, Charm, Chastity, Dwarf, Good, Healing, Lust, Moon, Sloth
Favored Weapon
Fleetbite (whip)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Bards, dancers, dwarves, healers, lovers
Places of Power
Influence & Perception
Divine Rank
14
Eminence
Description
Powers

Great Deeds

Equivalent to Sharindlar

Tymora

Tymora

Lady Luck, The Lady Who Smiles, Our Smiling Lady, Bright Smiling Lady


Aspect:
Intermediate Deity
Alignment
Chaotic good
Goal
Domains
Change, Chaos, Generosity, Good, Luck, Protection, Sloth, Travel
Favored Weapon
A spinning coin (shuriken)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Adventurers, gamblers, Harpers, lightfoot halflings, and rogues
Places of Power
Influence & Perception
Divine Rank
15
Eminence
Description
Powers

Great Deeds

 

 

Cuthelian

Cuthelian

The Creeping Doom, Swelled Sea of Madness


Aspect:
Intermediate Deity
Alignment
Chaotic evil
Goal
Domains
Chaos, Destruction, Envy, Evil, Gluttony, Ocean, Pride, Storm, Water, Watery Death, Wrath
Favored Weapon
Drowning Death (trident)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Coastal dwellers, sailors, sentient sea creatures, krakens, and weresharks
Places of Power
Influence & Perception
Divine Rank
16
Eminence

Description
Powers

Great Deeds

Equivalent to Umberlee

Lore Gral

Lore Gral

Merchant King, The Short Father


Aspect:
Intermediate Deity
Alignment
True Neutral
Goal
Domains
Avarice, Dwarf, Gluttony, Luck, Sloth, Trade, Trickery
Favored Weapon
Goldseeker (longsword)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Dwarves, merchants, rogues, wealthy individuals
Places of Power
Influence & Perception
Divine Rank
16
Eminence
Description
Powers

Great Deeds

Equivalent to Vergadain

 

 

Lord Dane

Lord Dane

Hammer of Justice, The Great Judge


Aspect:
Intermediate Deity
Alignment
Lawful good
Goal
Domains
Destruction, Good, Law, Protection, Strength
Favored Weapon
Club or mace

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Humans
Places of Power
Influence & Perception
Divine Rank
15
Eminence
Description
Powers

Great Deeds

Equivalent to St. Cuthburt

Zotta

Zotta

Ruby Sorceress, Stern Lady, and Death’s Guardian.


Aspect:
Intermediate Deity
Alignment
Lawful Neutra
Goal
Domains
Death, Domination, Law, Magic, Mind.
Favored Weapon
Dagger

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
16
Eminence
Description
Powers

Great Deeds

Equivalent to Wee Jas

 

 

Olidammara

Olidammara

The Great Trickster, The Great Bastard


Aspect:
Intermediate Deity
Alignment
Chaotic Neutral
Goal
Domains
Celerity, Chaos, Luck, Mind, Trickery.
Favored Weapon
Rapier

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Musicians, Actors, Beggars
Places of Power
Influence & Perception
Divine Rank
15
Eminence
Description
Powers

Great Deeds

Jodah of Jade

Jodah of Jade

The Shalm


Aspect:
Intermediate Deity
Alignment
True Neutral
Goal
Domains
Air, Animal, Earth, Fire, Plant, Water, Weather
Favored Weapon
Quarterstaff

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
humans, dwarves, fey, gnomes, and halflings
Places of Power
Influence & Perception
Divine Rank
16
Eminence
Description
Powers

Great Deeds

Equivalent to Obad-Hai

 

 

Kurtulmak

Kurtulmak

The Horned Sorcerer, The Watcher, The Devourer, Steelscale, Stingtail, Gnomesmasher


Aspect:
Intermediate Deity
Alignment
Lawful Evil
Goal
Domains
Envy, Evil, Law, Luck, Trickery, Kobold
Favored Weapon
Spear

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Kobolds
Places of Power
Influence & Perception
Divine Rank
14
Eminence
Description
Powers

Great Deeds

Delzeen

Delzeen

Queen of Spiders, Queen of Darkness, Dark Mother, Mother of Lusts, The Lady of Shadows, The Lady of Chaos, The Mistress of Lies, Weaver of Destiny, Weaver of Webs


Aspect:
Intermediate Deity
Alignment
Chaotic evil
Goal
Domains
Chaos, Darkness, Demonic, Destruction, Drow, Envy, Evil, Lust, Pride, Spider, Trickery, Wrath
Favored Weapon
Spider (dagger)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Drow, depraved elves, sentient spiders, denizens of the underdark
Places of Power
Influence & Perception
Divine Rank
15
Eminence
Description
Powers

Great Deeds

Equivalent to Lolth

 

 

Kane

Kane

Scourge of Battle, Champion of Evil, Herald of Hell


Aspect:
Intermediate Deity
Alignment
Lawful Evil
Goal
Domains
Destruction, Domination, Evil, Law, War.
Favored Weapon
Flail

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
fighters and monks
Places of Power
Influence & Perception
Divine Rank
14
Eminence
Description
Powers

Great Deeds

Equivalent to Hextor

Kord

Kord

The Brawler


Aspect:
Intermediate Deity
Alignment
Chaotic Good
Goal
Domains
Chaos, Competition, Good, Luck, Strength.
Favored Weapon
Greatsword

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
16
Eminence
Description
Powers

Great Deeds

 

 

Gildrin

Gildrin

The Archpaladin, the Invincible, the Valorous Knight


Aspect:
Intermediate Deity
Alignment
Lawful Good
Goal
Domains
Glory, Good, Inquisition, Law, War.
Favored Weapon
Longsword

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
soldiers, city watchmen, mercenaries, and others who make their living by the sword find themselves honoring the Archpaladin.
Places of Power
Influence & Perception
Divine Rank
14
Eminence
Description
Powers

Great Deeds

Equivalent to Heironeous

Yantalla Watch

Yantalla Watch

**


Aspect:
Intermediate Deity
Alignment
Neutral Good
Goal
Domains
Animal, Celerity, Good, Plant, Purification, Sun
Favored Weapon
Longbow

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
15
Eminence
Description
Powers

Great Deeds

Equivalent to Ehlonna

 

 

Xenon

Xenon

Dweller on the Horizon, Deeply Lost


Aspect:
Intermediate Deity
Alignment
Neutral (neutral good tendencies)
Goal
Domains
Celerity, Luck, Protection, Travel, Weather.
Favored Weapon
Quarterstaff

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Bards, other wandering adventurers, and merchants
Places of Power
Influence & Perception
Divine Rank
14
Eminence
Description
Powers

Great Deeds

Equivalent to Fharlanghn

Kor

Kor

Lord of Murder, Dread Lord


Aspect:
Intermediate Deity
Alignment
Lawful evil
Goal
Domains
Death, Destruction, Evil, Retribution, Hatred, Law
Favored Weapon
Dagger

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Murderers, assassins, bounty hunters, mercenaries
Places of Power
Influence & Perception
Divine Rank
14
Eminence
Description
Powers

Great Deeds

Equivalent to Bhaal

 

 

Duress

Duress

The Many


Aspect:
Intermediate Deity
Alignment
Chaotic Evil
Goal
Domains
Chaos, Evil, Madness, Trickery, War.
Favored Weapon
Morningstar

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
gnoll, troll, ogre, and bugbear tribes, in addition to humans
Places of Power
Influence & Perception
Divine Rank
14
Eminence
Description
Powers

Great Deeds

Equivalent to Erythnul

 

 

The Lesser

These deities are often associated with very specific areas of influence, such as a particular animal or plant species, or a specific location such as a river or mountain. While they may possess some level of power and influence, they are generally considered to be less powerful than the Intermediate and Greater Aspects. The worship and reverence of the Lesser Aspects often vary depending on the region or culture, with some being more prominent and widely worshiped than others. Despite their lower rank, the Lesser Aspects still play an important role in the pantheon of deities, often acting as intermediaries between mortals and the higher-ranking deities, and their powers and abilities are still sought after and invoked by many.

Adicus

Adicus

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Vecna

Tiamat

Tiamat

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

 

 

Bahamut

Bahamut

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Frelda

Frelda

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Auril

 

 

Olvyr

Olvyr

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Azuth

Posca

Posca

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Deneir

 

 

Dugmaren Brightmantle

Dugmaren

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Eilistraee

![Eilistraee ]

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

 

 

Ash Oakhart

Ash

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Eldath

Zinth

Zinth

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Ghaunadaur

 

 

Hald Tastin

Hald

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Gorm Gulthyn

 

 

Kune

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Lliira

Icinia

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Loviatar

 

 

Desmos

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Malar

Marthammor Duin

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

 

 

Zotk

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Mask

Osahn

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Milil

 

 

Zyif Koin

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Shaundakul

Ahkarid

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Talona

 

 

Thard Harr

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Torm

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

 

 

Uthgar

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Olt

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Vhaeraun

 

 

Sensella

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
Eminence
Description
Powers

Great Deeds

Equivalent to Waukeen

 

 

Lords of Terror

The 4 Lords of Terror are the highest ranking Devil Lords under Malcor, the God of Devils. These four powerful entities serve as the arbiters of Malcor’s will across the planes of existence. Each of the Lords of Terror possesses a unique set of skills and abilities that they use to carry out Malcor’s commands and enforce his rule. Together, these four lords represent the pinnacle of power within the ranks of the Devil Lords. They are feared and respected by all who serve under them, and their authority is absolute. Their unwavering loyalty to Malcor and their unwavering commitment to his cause make them formidable opponents to any who would dare to oppose the will of the God of Devils.

Azmodan

Azmodan

Lord of Sin


Aspect:
Lesser Deity
Alignment
Lawful Evil
Goal
Domains
Insert
Favored Weapon
Bastard Sword

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
12
Description
Powers

Great Deeds

Belial

Belial

Lord of Lies


Aspect:
Lesser Deity
Alignment
Lawful Evil
Goal
Domains
Insert
Favored Weapon
Dagger

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
12
Description
Powers

Great Deeds

 

 

Baal

Baal

Lord of Destruction


Aspect:
Lesser Deity
Alignment
Lawful Evil
Goal
Domains
Insert
Favored Weapon
Greatsword

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
12
Description
Powers

Great Deeds

Duriel

Duriel

Lord of Pain


Aspect:
Lesser Deity
Alignment
Lawful Evil
Goal
Domains
Insert
Favored Weapon
Staff

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
12
Description
Powers

Great Deeds

 

 

Ender Beasts

The Ender Beasts are seven elemental demon beasts, each representing one of the fundamental elements of the universe. These creatures were tamed and brought under the control of the Demon King Kerakaz, who wielded their power to devastating effect. Each of the Ender Beasts is a walking apocalypse, possessing immense strength, speed, and destructive potential.

The first of the Ender Beasts represents flame, a fiery demon that can incinerate entire cities with its breath. The second represents ice, a frigid monster that can freeze entire oceans with a single touch. The third represents wind, a swift and agile demon that can create devastating tornadoes and hurricanes. The fourth represents water, a massive creature that can create tidal waves and tsunamis that can devastate entire coastlines.

The fifth Ender Beast represents granite, a massive creature made entirely of stone that can tear apart mountains with its bare hands. The sixth represents shadows, a sinister demon that can create impenetrable darkness and summon hordes of shadow creatures to do its bidding. The seventh and final Ender Beast represents storms, a tempestuous monster that can call down lightning from the heavens and create massive thunderstorms that can level entire cities.

Together, the Ender Beasts are an unstoppable force, capable of laying waste to entire continents and leaving nothing but ruin and devastation in their wake. Their power is matched only by their ferocity, and they are feared and respected by all who have witnessed their might. With the Demon King Kerakaz at their head, the Ender Beasts are a force to be reckoned with, and none who oppose them do so lightly.

Phalanx

Phalanx

Beast of Flame


Aspect:
Lesser Deity
Alignment
Neutral Evil
Goal
Domains
Insert
Favored Weapon
Claws

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
10
Description
Powers

Great Deeds

Arthane

Arthane

Beast of Ice


Aspect:
Lesser Deity
Alignment
Neutral Evil
Goal
Domains
Insert
Favored Weapon
Claymore

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
10
Description
Powers

Great Deeds

 

 

Ventus

Ventus

Beast of Wind


Aspect:
Lesser Deity
Alignment
Chaotic Evil
Goal
Domains
Insert
Favored Weapon
Wings

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
10
Description
Powers

Great Deeds

Yutherk

Yutherk

Beast of Seas


Aspect:
Lesser Deity
Alignment
Chaotic Evil
Goal
Domains
Insert
Favored Weapon
Slam

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
10
Description
Powers

Great Deeds

Corapeck

Corapeck

Beast of Granite


Aspect:
Lesser Deity
Alignment
Neutral Evil
Goal
Domains
Insert
Favored Weapon
Slam

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
10
Description
Powers

Great Deeds

 

 

Morelius

Morelius

Beast of Shadows


Aspect:
Lesser Deity
Alignment
Lawful Evil
Goal
Domains
Insert
Favored Weapon
Halberd

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
10
Description
Powers

Great Deeds

Raijin

Raijin

Beast of Storms


Aspect:
Lesser Deity
Alignment
Chaotic Evil
Goal
Domains
Insert
Favored Weapon
Bite

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
10
Description
Powers

Great Deeds

 

 

Thean Aspects (Greek Pantheon)

Ruler of Olympus

Zeus

**


Aspect:
Greater
Alignment
Chaotic Good
Goal
To maintain order and justice in the world, protect the weak and punish the wicked
Domains
Air, Chaos, Good, Nobility, Strength, Weather
Favored Weapon
Thunderbolt (Shortspear/Halfspear)

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Mount Olympus, the highest mountain in Greece, is considered to be the home of the gods and a place of power for Zeus.
Influence & Perception
Zeus is widely known and respected as one of the most powerful and important gods in Greek mythology. He is often depicted as a wise and just leader who is willing to intervene to protect the innocent and punish the guilty.
Divine Rank
23
Eminence
84

Description

Zeus is often depicted as a powerful, imposing figure with long hair and a beard. He typically carries a thunderbolt, which he uses to create thunderstorms and other natural phenomena. Zeus is also known for his many romantic exploits, often taking on different forms to seduce mortal women.


Powers
Great Deeds
  • Overthrew his father Cronus and became the king of the gods
  • Defeated the Titans and imprisoned them in Tartarus
  • Helped the Greeks win the Trojan War by intervening on their behalf
  • Punished Prometheus for stealing fire from the gods and giving it to humans.

 

 

Great Gods of Olympus

Athena

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Hades

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Hero

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Poseidon

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Intermediate Gods of Olympus

Aphrodite

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Apollo

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Artemis

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Dionysus

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Hecate

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Hephaestus

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Hermes

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Lesser gods of Olympus

Demeter

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Hercules

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Hestia

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Pan

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Tyche

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Asgir Aspects (Norse Pantheon)

Ruler of all Asgir

Odin

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Great Gods of Asgir

Frey

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Frigga

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Loki

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Thor

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Intermediate Gods of Asgir

Aegir

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Baldur

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Forseti

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Freya

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Heimdall

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Hel

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Njord

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Surtur

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Thrym

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Tyr

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Lesser gods of Asgir

Hermod

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Odur

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Sif

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Skadi

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Uller

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Eghok Aspects (Egyptian Pantheon)

God of Kings

Re-Horakhty

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Great Gods of Eghok

Isis

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Osiris

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Set

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Intermediate Gods of Eghok

Nephthys

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Ptah

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Thoth

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Lesser gods of Eghok

Anubis

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Apep

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Bast

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Bes

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Imhotep

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

Sobek

**


Aspect:
Alignment
Goal
Domains
Favored Weapon

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank

Great Deeds

 

 

Ancients

Embodiments of force’s and concepts of the Materium, strengthening the weave, and grounding those concepts into the plane these beings are bound entities of great power, that exist to keep the balance of their elements.

The Primals

The Primals are a powerful class of Ancients that are believed to be the first beings to emerge from the primordial soup of the Materium during its earliest formation. According to myth and legend, the Primals emerged during a time when there was nothing, and were born out of the very essence of Time, Change, and Death. These powerful forces allowed the Primals to emerge and shape the world around them, becoming some of the most ancient and powerful entities in existence. While the true nature and power of the Primals remains shrouded in mystery, their influence is said to be felt throughout the cosmos, and their power and abilities are believed to be near-omnipotent. Despite their immense power, the Primals are rarely invoked or worshiped directly by mortals, as their power and nature are simply too incomprehensible for mortal minds to grasp.

Morsk

Morsk Gravelord, Last Grasp, First of the Dead, Grey Slumber


Aspect:
Primal of Death
Status
Slumbering
Goal
Bring the world to a rest.

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Hand of Dusk
Places of Power
Primordial Tomb & The Ichor Bog, The Sea of Haze.
Influence & Perception
Known across Sanctus, feared as much as death itself.
Ancient Rank
26
Eminence
100

Description

Gravelord Morsk is a being of great power and complexity. He is known as the first being to ever die, which has left him with a unique perspective on life and death. Despite his great power, Morsk is a being of simple wants, desiring nothing more than to return the multiverse to a state of rest. He holds a great deal of animosity towards the gods of death for not doing their jobs better, feeling that they have failed in their duties. At the same time, he feels great sadness for the gods of life, as he sees the constant propagation of life as a never-ending cycle of pain and suffering. Morsk is largely indifferent to most other deities, seeing them as minor players in the grand scheme of things. He is a being of great mystery and power, and his true motives and intentions are known only to him.


Powers
  • Death Manipulation - The ability to control and manipulate death and the souls of the deceased.
  • Decay Inducement - The power to cause decay and deterioration in living and non-living things alike.
  • Life-Draining - The ability to drain the life force from living creatures and objects, potentially using it to prolong their own existence.
  • Reality Warping - The capacity to warp and manipulate the very fabric of reality, potentially altering the laws of physics and reality itself to suit their needs.
Great Deeds

 

 

Polukprimus

Polukprimus

Everchangeing, Great Father, Evolving Dawn


Aspect:
Primal of Change
Status
Active
Goal
Propagate life

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
The Order of Change
Places of Power
Influence & Perception
Ancient Rank
26
Eminence
98

Great Deeds

Tibian Timehold

Tibian

Keeper of the Clock, Ticking Man


Aspect:
Primal of Time
Status
Active
Goal
Manage continuity

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
The Timehold
Places of Power
The Timehold
Influence & Perception
Ancient Rank
25
Eminence
92

Great Deeds

 

 

The Great One’s

The Great Ones are a classification of Ancients that are believed to embody the very essence of the world itself. These beings are considered to be some of the most powerful and mysterious entities in existence, with their influence and power reaching far beyond the mortal realm. The Great Ones are often associated with fundamental aspects of reality, such as time, space, or entropy, and their power and abilities are said to be nigh-omnipotent. Unlike the Ancients of lower classifications, the Great Ones are rarely invoked or worshiped directly by mortals, as their power is simply too great for mortals to comprehend or wield.

Freyor

Freyor Yew Father


Aspect:
Nature
Status
Active/stationary
Goal
Protect the Green

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Countless druids, rangers, and other children of the forest but not organized.
Places of Power
Everwood
Influence & Perception
Ancient Rank
22

Great Deeds

Granyus

Granyus The Body of Orion, The Mountain Soul


Aspect:
Land
Status
Inactive
Goal
Find strong souls

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Son’s of Orion
Places of Power
Mount Orion
Influence & Perception
Ancient Rank
22

Great Deeds

 

 

Stoutmourn

Stoutmourn Great Beast, Father of Might


Aspect:
Strength
Status
active
Goal
Hold up the Sky

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Many, not organized
Places of Power
Stone of Tributes
Influence & Perception
Ancient Rank
21

Great Deeds

Lluverion

Lluverion Slithering Sea


Aspect:
Water
Status
active
Goal
Eat the Leviathans

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Many, not organized
Places of Power
The Oceans
Influence & Perception
Ancient Rank
20

Great Deeds

 

 

Hedrios

Hedrios Child of Light, Everburning, Comforting Sun


Aspect:
Sun
Status
active
Goal
Destroy the Undead

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
House of Burning
Places of Power
House of Burning
Influence & Perception
Ancient Rank
19

Great Deeds

Rae-yhn

Rae-yhn Storm Father


Aspect:
Weather
Status
active
Goal
Unknown

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Not organized
Places of Power
Influence & Perception
Ancient Rank
18

Great Deeds

 

 

Manos

Manos Master of Mana, First Gran Magus


Aspect:
Magic
Status
Inactive
Goal
Figure out the Weave & Flux

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Weavers
Places of Power
Influence & Perception
Ancient Rank
18

Great Deeds

Ancients

The Ancients are a powerful class of beings that embody an aspect of the Prime Material Plane. These beings are believed to be some of the oldest and most primal entities in existence, having existed long before the emergence of the mortal races. The Ancients are often associated with the natural world, embodying aspects such as fire, water, earth, or air, and are revered as powerful and elemental forces of nature. Despite their ancient and primal nature, the Ancients are still capable of interacting with the mortal races and have been known to bestow their blessings or curses upon those who invoke their power. The worship of the Ancients is often tied to specific regions or cultures, and their power and influence can vary depending on the beliefs of those who venerate them.

Vulcan

Vulcan

Ironfather, Forgekin


Aspect:
Crafts
Status
Active
Goal
Craft the perfect thing

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
None/All Warforged/Ironborn
Places of Power
Influence & Perception
Ancient Rank
16

Great Deeds

 

 

Tark

Tark

Black Iron Slayer, Hero of Orion


Aspect:
War
Status
Active
Goal
Conquer Sanctus

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Black Iron Army & Black Iron Bank
Places of Power
Influence & Perception
Ancient Rank
14

Great Deeds

Au’Shin

Au'Shin Writhing Storm


Aspect:
Storms
Status
Active
Goal
Protect landmarks

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Desert dwellers/not organized
Places of Power
Influence & Perception
Ancient Rank
14

Great Deeds

Bellahima

Bellahima Insert


Aspect:
Unity
Status
In a trance
Goal
Heal the Breach

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Empire of Bellahima
Places of Power
Influence & Perception
Ancient Rank
10

Great Deeds

 

 

Archeus Muhralthus

Archeus Muhralthus Insert


Aspect:
Family
Status
Active
Goal
Protect the family

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Spiders
Places of Power
Influence & Perception
Ancient Rank
12

Great Deeds

Delrima Muhralthus

Delrima Muhralthus Insert


Aspect:
Control
Status
Active
Goal
Protect the family

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Spiders
Places of Power
Influence & Perception
Ancient Rank
12

Great Deeds

 

 

Voracious

Voracious Insert


Aspect:
Murder
Status
Sealed
Goal
Combine with everyone

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Order Malice
Places of Power
Influence & Perception
Ancient Rank
11

Great Deeds

Falon Grayfeather

Falon Grayfeather Insert


Aspect:
Wisdom
Status
Active
Goal
Catalogue all information

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Grey Librarians
Places of Power
Influence & Perception
Ancient Rank
13

Great Deeds

 

 

Xenonwald

Xenonwald Insert


Aspect:
Unknown
Status
Unknown
Goal
Unkown, thought to have something to do with data collection

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
The Faceless
Places of Power
Influence & Perception
Ancient Rank
15

Great Deeds

Yoma

Yoma Insert


Aspect:
Kinship
Status
Active
Goal
Protect Asurianna & Other powerful entities

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Ancient Rank
10

Great Deeds

 

 

Asurianna

Asurianna Insert


Aspect:
Beauty
Status
Active
Goal
Find a perfect mate

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Many organizations
Places of Power
Influence & Perception
Ancient Rank
9

Great Deeds

Grongstrom

Grongstrom Insert


Aspect:
Protection
Status
Inactive
Goal
Unknown, inactive infront of The Guild hall

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Black Luster Dragon
Places of Power
Influence & Perception
Ancient Rank
12

Great Deeds

 

 

Bastas Cahr

Bastas Cahr Insert


Aspect:
Shadow
Status
Unknown
Goal
Unknown

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Shadowmen
Places of Power
Influence & Perception
Ancient Rank
11

Great Deeds

Ze’ztal

Ze'ztal Insert


Aspect:
Honor
Status
Active but Stationary
Goal
Protect the Vault of Glory

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Ancient Rank
10

Great Deeds

 

 

Lindfallen

Culmanax

Culmanax

Sleeping End, God Eater


Status
Slumbering
Goal
Content with their gold.

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
Places of Power
Influence & Perception
Divine Rank
30
Eminence
154

Great Deeds
  • Tricked the followers of the Greater Aspects to transform their sanctuary city into gold, sacrificing the populace.
  • Repelled the group of Greater Aspects that came for revenge, nearly killing half of them.

Akord

Culmanax

Arc of Bane, Baleful Victory, Tainted Spell, Arch-Xanevim

Status
Banished from Sanctus Sphere
Goal
Return for Revenge

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ???(?) ??? (?)

Followers
7 Sins, many across Faerun
Places of Power
Influence & Perception
Divine Rank
20
Eminence
72

Description

Powers

Great Deeds
  • Forged Diablo Doomstar by combining 2 artifacts of great power, using the life force of entire cities to supplement the process.
  • Avoided Destruction and imprisonment by both the Timehold & Church of the Allgod by taking a deal of Banishment to another Crystal Sphere.
  • Gave birth to the beings known as Xanevim, also known as Angels of Bane.

 

 

Mortal’s

Beings who’s live are bound to the Prime, their souls only being freed once their physical form has been snuffed out.

Anor:
Humans/elves and races that can closely pass for one.
Khazdur:
Short humanoids, such as Dwarves, Gnomes, etc.
Eldar:
Monsterous folk, such as Lizardfolk, Minotaur, Lycanthrope.
Rak:
Draconic folk, that are not true dragons.
Coldhart:
Artificial intelligent individuals made from artificial materials.
Sol:
Intelligent Undead.
Vast:
Planar folk that descend from Outsiders.

Anor

Along with Eldar and Rak, these are the most abundant kinds of mortals throughout Sanctus, often being split into classifications such as Elves, Humans, Kalash(Kalashtar), Aasimar, to even Orc’s and Goliaths, even more, these are typically the mortals from the Prime who stand at your average height without any overly primal or animalistic features, occasionally even a half giant will often be seen as an Anor.

Anor gets their description and name due to the prevalence of similar looking races among the world. Due to the dominant one of these races being Human, the humans would eventually start calling other species that looked human enough “a normal one” eventually getting shortened down into “Anor” after so many generations, now just being the term used to describe any human/elf or human/elf passing individual.

Khazdur

Said to have been hand created by Khaz Mord, these races make the Sanctum itself it’s home, being born from the rocks and stones, many different beings fall under this banner, from Dwarves, to Gnomes, to even Halflings, Tibbits, and some Goblins.

Often just referred to as short folk, the Khazdur derive their name directly from Khaz Mord, the Khazdur said to be his direct children, over the eons however many races that have grown close to the Gnomes and Dwarves have also started calling themselves Khazdur after insistence from the various beings of the world.

Eldar

Difficult to name them as civilized these are still the beings of the realm that have enough humanity in them to form groups of hunters, gatherer’s and eventually more. Your Minotaur, Paleothrope’s of all kinds, to Lizarfolk, Kenku, Anthropomorphic beings, to even being like the Mindflayer and Buoman, to even Jermaline. Being often from other realms are lumped into Eldar.

Rak

Beings who often trace their lineage back to Dragon’s. Obviously you have the Half-Dragon’s, Kobolds, and Dragonborn, but also the great beings such as Landwyrm & Lindwyrms, true dragon’s that have not gotten the foothold in the empire are often also labeled as Rak.

Coldhart

The collective name given to sentient beings that has never had traditional life flowing through them, to freed Golems & Humunculi, to Warforged and Ironborn.

Sol

Beings who have overcome the need for traditional life and time, the cold encrotch of death meerly delying production for these beings. Undead who have managed to keep their humanity, often their soul, and always their mind are often refered to simply as Sol, to denote that their “Soul” still remains in their corporeal form.

Vast

People from across the realms of Sanctus, while it typically refer’s to beings from other realms or descended from Outsiders, it’s often used for any monsterous race that is not deemed and Eldar. Tieflings, Hellborn, and Illumians all fall under this banner.

 

 

Eminence Under Sanctus

More generally known as the level/Power/Influence of an individual, beings of Sanctus will often refer to a being as having more potent/powerful/prominent etc of Eminence. Simply a term to determine a individuals general power among other’s in the world.

Of the countable beings with the ability to think for themselves across Sanctum, it’s hard to get an exact number for how many beings exist at a certain level of power, despite this there is still somewhat a documented average among nations based on people per X (X being a figure between 1 and infinity)

Most individuals fall under 1 or less HD and have a Eminence of 1 or less (50% of creatures), examples of the rarity of the general power of creatues are given.

Eminence value

Type Eminence Value
Class Levels 1x
Immortal ranks 1x
Animal, Humanoid, Monsterous Humanoid, Vermin .33x
Ooze, Plant, Undead, Construct .5x
Fey, Giant, Elemental .66x
Abberation, Magical Beast .75x
Dragon, Outsider .8x

Mind you this is a rough estimation, beings will vary slightly depending on certain factors. Such as their skill, magic, special powers, and similar factors.

When refering to a Monster type, that refers to the amount of Racial HD that Monster has.

Checks

A Creature or character may roll a Sense Motive or Survival skill check in order to determine the potency/score of someone’s Eminence.

DC= 10 + Target Eminence Score - 1/2 user Eminence.

Eminence Table

Eminence Rarity Example
1-2 1 in 2 Guard/Large Animal
3-4 1 in 5 Great Blacksmith
5-6 1 in 20 Career Mercenary/Dragon Hatchling
7 1 in 80 Elite Guard
8 1 in 200 Knight/Young Dragon
9 1 in 400 Low Ranking Court Wizard/Large Elementals/Rogue Vampire
10 1 in 1,000 Renown Adventurer/Rogue Horde Leader
11-12 1 in 2,500 Heroic Figure/Aboleth/Illithid
13-14 1 in 5,000 Elite Warrior/Knight Captain/Court Wizard/Average Young Adult Dragon
15 1 in 15,000 High Ranking Guild members/Established Vampire
16 1 in 50,000 Archmage/Elder Elementals
17 1 in 150,000 Furyborn Brother/Legendary Beast
18 1 in 300,000 Guild Leader/Legendary Smith
19-20 1 in 800,000 Vampire Lord/Corporate Executive/Adult Dragon
21-22 1 in 1,500,000 Elemental Chieftin/Planatar
23-24 1 in 3,000,000 Insert
25 1 in 6,000,000 Elemental Monolith
26 1 in 15,000,000 Furyborn Captain/
27 1 in 30,000,000 Knight Commander/Balor/Old Dragon
28-30 1 in 80,000,000 Guild Elite/Beholder/Sphinx
31-32 1 in 150,000,000 Grand Master/Gran Student
33-34 1 in 300,000,000 Vulkt Khan/Great Kraken
35-36 1 in 750,000,000 Elder Brain/Primal Elemental
37 1 in 1,500,000,000 Solar/Ancient Dragon
38 1 in 3,000,000,000 Brotherhood Leader/Furyborn Commander
39 1 in 6,000,000,000 Twin Kings of Regulus/Behemoth
40-42 1 in 15,000,000,000 Leviathan/Wyrm
43 1 in 30,000,000,000 Horde King/Gran Magus
44 1 in 60,000,000,000 Fledgeling Ancient or Deity/Yuvonain Thur/Soulian Monarch
45-55 1 in 150,000,000,000 Ancients/Gods (Lesser)/Great Rulers
56-65 1 in 300,000,000,000 Gods(Intermediate)
66-75 1 in 1,000,000,000,000 Ancients (Great Ones)/Gods(Greater)
76+ 1 in 3,000,000,000,000 Ancients(Primal/Gods(Above Greater)

 

 

Examples of Eminence

Raven

Raven

Tiny Animal


Armor Class
14, 14 Touch, 12 Flat Footed
Hit Dice
¼ d8 (1 hp)
Speed
10 ft, fly 40 ft. (average)

STR DEX CON INT WIS CHA
1 (-4) 15 (+2) 10 (0) 2 (-4) 14 (+2) 6 (-2)

Saves
Fort +2, Ref +4, Will +2
Special qualities
Low-light vision
Languages
None
Wealth
None
Eminence
Less then 1
feats

Alertness, Weapon Finesse

attacks
Claws
+4 melee (1d2-5)

Pony

Pony

Medium Animal


Armor Class
13, 11 Touch, 12 Flat Footed
Hit Dice
2d8+2 (11 hp)
Speed
40 ft

STR DEX CON INT WIS CHA
13(+1) 13 (+1) 12 (+1) 2 (-4) 11 (0) 4 (-3)

Saves
Fort +4, Ref +4, Will +0
Special qualities
Low-light vision
Languages
None
Wealth
None
Eminence
Less then 1
feats

Endurance

attacks
2 Hoof
-3 melee (1d3)

Dire Toad

Dire Toad

Medium Animal


Armor Class
15, 12 Touch, 13 Flat Footed
Hit Dice
4d8+8 (26 hp)
Speed
30 ft

STR DEX CON INT WIS CHA
10(0) 14 (+2) 15 (+2) 2 (-4) 15 (+2) 7 (-2)

Saves
Fort +6, Ref +6, Will +6
Special qualities
Poison, improved grab, swallow whole
Languages
None
Wealth
None
Eminence
1
feats

Alertness, Weapon Finesse

attacks
Bite
+5 melee (1d4)+Poison
Tongue
+5 ranged (1d4)+Poison

 

 

Village Fletcher

Fletcher

Wood Elf Ranger


Armor Class
15, 12 Touch, 13 Flat Footed
Hit Dice
1d8 (5 hp)
Speed
30 ft

STR DEX CON INT WIS CHA
13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

Saves
Fort +2, Ref +4, Will +1
Special qualities
Favored enemy, Track, wild empathy, Low Light Vision, Immunity to sleep effects
Languages
Common, Elvish
Wealth
20sp, Studded Leather Armor, Longbow
Eminence
1
feats

Weapon Focus (Longbow), Point Blank Shot (Flaw)

attacks
Long Bow
+4 ranged (1d8)

Town Guard

Town Guard

Human Fighter


Armor Class
16, 11 Touch, 15 Flat Footed
Hit Dice
2d10+4 (16 hp)
Speed
20 ft

STR DEX CON INT WIS CHA
15(+2) 11 (+1) 14 (+2) 8 (-1) 10 (0) 10(0)

Saves
Fort +5, Ref +1, Will +0
Special qualities
Languages
Common, Elvish
Wealth
20cp, 10sp, 3gp Chainmail, Longsword, Solo-Slugger
Eminence
2
feats

Weapon Focus (Longsword), Power Attack, Brute, Exotic Weapon proficency (Mechanus Weapon), Point Blank Shot (Flaw)

attacks
Longsword
+5 Melee (1d8+2)
Solo Slugger
+3 Ranger (1d6)

Tiger

Tiger

Large Animal


Armor Class
14, 11 Touch, 12 Flat Footed
Hit Dice
6d8+18 (45 hp)
Speed
40 ft

STR DEX CON INT WIS CHA
23(+6) 15 (+2) 17 (+3) 2 (-4) 12 (+1) 6(-2)

Saves
Fort +8, Ref +7, Will +3
Special qualities
Improved Grab, Pounce, Rake, Low-light vision, scent
Languages
None
Wealth
None
Eminence
2
feats

Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).

attacks
2 Claws
+9 melee (1d8+6)
Bite
+4 melee (2d6+3)

 

 

Master Blacksmith

Blacksmith

Gold Dwarf Artificer


Armor Class
8, 8 Touch, 10 Flat Footed
Hit Dice
3d6+9 (20 hp)
Speed
30 ft

STR DEX CON INT WIS CHA
12(+1) 8 (-1) 16 (+3) 10 (0) 10 (0) 12(+1)

Saves
Fort +4, Ref 0, Will +3
Special qualities
Artificer knowledge, artisan bonus, disable trap, item creation, Scribe Scroll, Brew Potion, Craft Wondrous Item
Languages
Common, Dwarven
Wealth
Eminence
3
feats

Extrodinary artisan, Attune magic weapon, Skill Focus (Use Magic Device)

attacks

Plauge Walker

Plauge Walker

Medium Undead


Armor Class
12, 8 Touch, 12 Flat Footed
Hit Dice
6d12 (40 hp)
Speed
20 ft

STR DEX CON INT WIS CHA
18(+1) 6 (-2) - (-) 4 (-3) 13 (+1) 3(-4)

Saves
Fort +2, Ref +0, Will +6
Special qualities
Bloated Target (Ex), undead traits, Diseased Touch (Su), Putrid Burst (Ex)
Languages
none
Wealth
Eminence
3
feats

Skill Focus (Listen), Toughness, Weapon Focus (claws)

attacks

2 Claws Melee +8 (1d6+4)+(diseased touch)

Giant Crocodile

Crocodile

Huge Animal


Armor Class
16, 9 Touch, 15 Flat Footed
Hit Dice
12d8+60 (114 hp)
Speed
20 ft, 30ft swim.

STR DEX CON INT WIS CHA
28(+9) 12 (+2) 20 (+5) 1 (-5) 12 (+1) 2(-4)

Saves
Fort +13, Ref +8, Will +4
Special qualities
Improved grab, Hold breath, low-light vision
Languages
none
Wealth
Eminence
4
feats

Alertness, Endurance, Skill Focus (Hide), Improved Natural Attack (bite), Vigor.

attacks
Bite
Melee +15 (3d6+13)
Tail Slap
Melee +15 (1d12+13)

 

 

House Guard

House Guard

Aasimar Swordsage


Armor Class
18, 11 Touch, 17 Flat Footed
Hit Dice
4d8+4 (24 hp)
Speed
30 ft

STR DEX CON INT WIS CHA
16(+3) 12 (+1) 12 (+1) 10 (0) 16 (+3) 10(0)

Saves
Fort +2, Ref +5, Will +7
Special qualities
Quick to act +1, discipline focus (weapon focus), AC Bonus, Discipline focus (insightful strike), Manuvers 9(5), Stances 2
Languages
Common, Celestial
Wealth
20cp, 50sp, 20gp, Plated Leather, masterwork longsword, Masterwork Mountain Kite Shield
Eminence
5
feats

Shiled Proficency (Montain Kite Shield), Adaptive Style, Sudden Recovery (Flaw)

attacks
Long Sword
+8 Melee (1d8+3)

Regnum Tithe Keeper

Bounty Hunter

Human Cleric


Armor Class
18, 10 Touch, 18 Flat Footed
Hit Dice
6d8+12 (42 hp)
Speed
20 ft

STR DEX CON INT WIS CHA
12(+1) 10 (0) 14 (+2) 10 (0) 16 (+3) 14(+2)

Saves
Fort +7, Ref +2, Will +8
Special qualities
Turn or rebuke undead, Domains, 3rd level spells
Languages
Common, Celestial
Wealth
Tithe Token, Robe of Sturdiness (+2 Con, +2 Str), Masterwork Full Plate, Masterwork Bastard Sword, Masterwork Morningstar.
Eminence
6
feats

Travel Devotion, 1st Feat ,Battle Zeal, Extend Spell, Reckless Attack (Flaw)

attacks
Bastard Sword
+7 Melee (1d10+1)
Morningstar
+8 Melee (1d8+1)

Bulette

bulette

Huge Magical Beast


Armor Class
22, 10 Touch, 20 Flat Footed
Hit Dice
10d10+50 (100 hp)
Speed
40 ft, burrow 10 ft.

STR DEX CON INT WIS CHA
27(+8) 15 (+2) 20 (+5) 2 (-4) 13 (+1) 6(0-2)

Saves
Fort +12, Ref +8, Will +7
Special qualities
Darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.
Languages
None
Wealth
Hide, Skeleton, Fangs, Claws
Eminence
7
feats

Alertness, Iron Will, Track, Weapon Focus (bite)

attacks
Bite
+17 melee (2d8+8)
2 Claws
+16 melee (2d6+4)

 

 

Regnum Knight

Knight

Goliath Knight


Armor Class
24, 10 Touch, 24 Flatfooted
Hit Dice
7d12+28 (76 hp)
Speed
30ft

STR DEX CON INT WIS CHA
20(+5) 10 (0) 18 (+4) 10 (0) 8 (-1) 8(-1)

Saves
Fort +6, Reflex +2, Will +4
Special qualities
Fighting challenge +2, knight’s challenge, knight’s code, Mounted Combat, shield block +1, Bulwark of defense, Armor mastery (medium), test of mettle, vigilant defender, Shield Ally, Mountain Movement, Powerful Build
Languages
Wealth
Masterwork Adamantine Travelers Plate, Masterwork Towershield, Masterwork Huge Adamantine Long Sword.
Eminence
8
feats

Standstill, Shield Specilization (Mountain Kite), Mage Slayer, Monkey Grip, Reckless Attack.

attacks
Huge Longsword
+11/+6 Melee (3d6+5)

Denizen of Everblaze

Large Fire Elemental


Armor Class
24, 15 Touch, 18 Flat footed.
Hit Dice
14d8+42 (104 hp)
Speed
50ft

STR DEX CON INT WIS CHA
14(+2) 22 (+6) 16 (+3) 6 (-2) 11 (0) 11(0)

Saves
Fort +7, Ref +14, Will +4
Special qualities
Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold, Burn
Languages
Ignan, others.
Wealth
Elemental Core, Elemental Essence, Etterburn Chainblade, Etterburn Armor.
Eminence
9
feats

Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Exotic Weapon Proficency (Chainblade), Power Attack.

attacks
Etterburn Chainblade
+16/+11 Melee 15ft Reach, (2d6+2+)+(1d6 fire)

 

 

Wild Chieften

Orc Bear Totem Barbarian


Armor Class
15, 12 touch, 13 flatfooted
Hit Dice
10d12+140 (215 hp)
Speed
50ft

STR DEX CON INT WIS CHA
24(+7) 15 (+2) 16 (+3) 6 (-1) 6 (-2) 6(-2)

Saves
Fort +10, Reflex +5, Will +1
Special qualities
Darkvision, Light Sensitivity, Illiteracy, Rage, 3/day, +4 bonus on Grapple checks when

Raging, DR2/-, DR3/-

Languages
Wealth
Horde Sash (Belt of Ogre strength +4), Bloodfeast (+1 Black Iron Fighting Claws), Hide Armor
Eminence
10
feats

Reckless Attack, Improved Toughness,Continued Toughness,Reckless Rage, Greater Toughness, Two-Weapon Fighting, Improved Grapple, Maximum Toughness.

attacks
Bloodfeast
+17/+12 & +19/+17 Melee (1d8+10) & +19 Melee (1d8+10)

Alpha Rex

Trex

Huge Animal


Armor Class
14, 9 Touch, 13 Flat Footed
Hit Dice
30d8+699 (834 hp)
Speed
40ft

STR DEX CON INT WIS CHA
29(+9) 12 (+1) 22 (+5) 2 (-4) 15 (+2) 10(0)

Saves
Fort +22, Ref +18, Will +11
Special qualities
Low-light vision, scent, Improved grab, swallow whole
Languages
Wealth
Eminence
10
feats

Alertness, Improved Natural Attack (bite), Run, Toughness, Improved Toughness, Contiuned Toughness, Greater Toughness, Maximum Toughness, Improved Intiative, Track, Snatch.

attacks
Bite
+31 Melee (3d6+18)

 

 

Aboleth

Aboleth

Deep Denizen (Huge Abberation)


Armor Class
16, 9 touch, 15 flat flooted
Hit Dice
15d8+75 (145 hp)
Speed
10ft, 60ft swim

STR DEX CON INT WIS CHA
26(+8) 12 (+1) 20 (+5) 16 (+3) 18 (+4) 17(+3)

Saves
Fort +10, Ref +6, Will +17
Special qualities
Aquatic subtype, darkvision 60 ft., mucus cloud, Enslave, psionics, slime
Languages
Wealth
Eminence
11
feats

Alertness, Combat Casting, Iron Will, 9, 12, 15

attacks
4 Tentacles
+17 melee (1d6+8 plus slime)

Court Wizard

Human Abjurer (Wizard, Mage of the Arcane Order)


Armor Class
11
Hit Dice
12d4+36(66hp)
Speed
30ft

STR DEX CON INT WIS CHA
8(-1) 12 (+1) 16 (+3) 24 (+7) 12 (+1) 10(0)

Saves
Fort +5, Ref +5, Will +9
Special qualities
Spells, Familiar (Toad), Spell pool 3, Guild Member.
Languages
Common, Draconic, Celesital, Dwarven, Infernal, Gnomish
Wealth
2,000gp, Omnic Codex (Blessed Book of Boccob), Headband of Intellect +4, Ring of Enduring Arcane, Amulet of Health +4.
Eminence
13
feats

Spell Focus (Abjuration), Extend Spell, Cooperative Spell, Ritual Spell, Sculpt Spell, Metamagic Master, Mystic Thesis (Flaw), Mass Spell

Spells
0:
4
1:
4+2
2:
4+2
3:
4+2
4:
3+1
5:
3+1
6:
2+1

 

 

Noble Vampire

Noble Vampire

Human Vampire Lord


Armor Class
28
Hit Dice
6d12+6
Speed
30ft, 50ft Fly (Perfect)

STR DEX CON INT WIS CHA
22(+6) 22 (+6) - (-) 17 (+3) 16 (+3) 22(+6)

Saves
Special qualities
Spells, Bardic Inspiration, countersong, fascinate, inspire courage +1, Inspire competence, Suggestion, Alternate Form (Su), Damage Reduction (Su), Fast Healing (Ex), Gaseous Form (Su), Resistances (Ex), Spider Climb (Ex), Turn Resistance (Ex)
Languages
Wealth
40-60,000gp, 80% in items.
Eminence
15
feats

Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes

attacks

Blood Drain (Ex), Children of the Night (Su), Domination (Su), Create Spawn (Su), Energy Drain (Su)

Juniper of the Silver Shields

Juniper

Draconic Hellbred Psionic Warblade/Chosen of the Shields


Armor Class
27
Hit Dice
1d12+5d8+7d12+65(140hp)
Speed
(210ft+5ft) 425ft

STR DEX CON INT WIS CHA
18(+4) 17 (+3) 20 (+5) 10 (0) 20 (+5) 11(0)

Saves
Special qualities
Infernal Mien (Ex), Evil Exception (Ex), Hellhound (Su), Infernal Aspect (Body), Quick (Trait).
Languages
Wealth
125,000gp (95% in items), Choker of Umbral Mind (Collar of Umbral Metamorphasis+Dex +4 Choker, 49,000gp), Mask of the Great Hunt (Panther Mask, 2,700gp), Arrow of Rapid Wrath (10,500gp), Belt of Devout Combat (Belt of Battle + Monk’s Belt+Belt of Vitality +4, 49,000gp)
Eminence
15
feats

Dodge, Mobility, Lightning Reflexes, Vigor, One with Lightning, Dash, Improved Initiative, Speed of Thought, Speed of Thought, Combat Instincts.

attacks

 

 

Archmage

Archmage

Old Human Conjurer


Armor Class
10-1
Hit Dice
15d4
Speed
30ft

STR DEX CON INT WIS CHA
8(-1) 9 (-1) 11 (+0) 21 (+4) 14 (+2) 12(+1)

Saves
Special qualities
effects
Languages
Wealth
120,000gp (up to 90% in items), Ring of Invisibility (20,000gp), Handy Haversack, Necklace of the Mind +6 (36,000gp), Ioun Stone Orange (30,000gp)
Eminence
16
feats

Human, 1st, 3rd, 6th, 9th, 12th, 15th, Flaw,

attacks
Spells

Benny Trueshot

Benny Trueshot

Co leader of the Crimson Hornets/Changeling Ranger


Armor Class
Hit Dice
15d8+15
Speed

STR DEX CON INT WIS CHA
14(+2) 20 (+5) 12 (+1) 10 (0) 15 (+2) 10(0)

Saves
Special qualities
effects
Languages
Wealth
225,000gp (up to 90% in gear) + Guild.
Eminence
18
feats
attacks

 

 

Alek Trueshot

Alek Trueshot

Co leader of the Crimson Hornets/Changeling Warblade


Armor Class
Hit Dice
15d12+30
Speed

STR DEX CON INT WIS CHA
20(+5) 15 (+2) 14 (+2) 10 (0) 14 (+2) 8(-1)

Saves
Special qualities
effects
Languages
Wealth
225,000gp (up to 90% in gear) + Guild.
Eminence
18
feats
attacks

Callen Etergard

Callen Etergard

Head of Defense at Valiant Incorporated/Corrupt Human Warlock Bard


Armor Class
Hit Dice
8d6+8d6
Speed

STR DEX CON INT WIS CHA
12(+1) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 20(+5)

Saves
Special qualities
effects
Languages
Wealth
1,500,000gp (Up to 75% in gear and assets)
Eminence
20
feats
attacks

 

 

Planatar

Callen Etergard

Outsider


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

Saves
Special qualities
effects
Languages
Wealth
Eminence
22
feats
attacks

Monolith of Torrents

Monolith of Water

Gargantuan Elemental


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

Saves
Special qualities
effects
Languages
Wealth
Eminence
25
feats
attacks

 

 

Memory of Aslor

Sphinx

Sphinx


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

Saves
Special qualities
effects
Languages
Wealth
Eminence
28
feats
attacks

Yonder

Yonder

Helbred Psion/Elite of the Silver Shields


Armor Class
Hit Dice
26 Levels
Speed

STR DEX CON INT WIS CHA
10(0) 14 (+2) 18 (+4) 22 (+6) 12 (+1) 10(0)

Saves
Special qualities
effects
Languages
Wealth
1,200,000gp (Up to 90% in gear)
Eminence
30
feats
attacks

Kraken

Kraken

Blank


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

Saves
Special qualities
effects
Languages
Wealth
Eminence
33
feats
attacks

 

 

Tarrasque

Tarrasque

Blank


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

Saves
Special qualities
effects
Languages
Wealth
Eminence
36
feats
attacks

 

 

Behemoth

Colossal Native Outsider


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

Saves
Special qualities
effects
Languages
Wealth
Eminence
40
feats
attacks

Leviathan

Macro-Fine Native Outsider


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

Saves
Special qualities
effects
Languages
Wealth
Eminence
42
feats
attacks

 

 

Grand Behemoth

Macro-Diminutive Native Outsider


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

Saves
Special qualities
effects
Languages
Wealth
Eminence
78
feats
attacks

Primal Leviathan

Macro-Large Native Outsider


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

Saves
Special qualities
effects
Languages
Wealth
Eminence
80
feats
attacks

 

 

Part 4: Faiths of Sanctus

Faith of the Allgod

The Church of the Allgod is the highest Divine authority within the known realms of influence, this influence stretches all the way from the known Material planes, to the Ethereal plane, plane of Shadow, the 9 Hells, The Elemental Planes of Earth, Air, Water, and Fire, even some of the out reaches of the Far Realms fall under the influence of the Church of the Allgod. It by no means is the primary religion in all realms, though amongst the worlds and planes, the faith in the Allgod, holds strongest, with countless agents under its command, and untold power hidden amongst its eons of knowledge, its eternal power holding the church together even when entire infinities holds it’s followers apart.

What is the church

The church is the highest divine power, excluding the aspects of the Allgod themselves. The Church has one simple job, spread the knowledge and belief of the Allgod, to achieve this, the church is made up of many different sects, these sects divide certain believers into groups of specific individuals specialized to attend to one of the church’s needs. Those groups are.

The Concilio:
The Council of the Allgods, they are the representative council that governs all bodies, branches, sect’s, and beings associated with the church, in all places the church shows its influence. The Councilmen of the Concilio have the highest authoritative power in the church, only second to the highest ranking members of each Sect of the church.
Eumenidum Natus:
or The Furyborn : The Furyborn are the most powerful soldiers that the church has created, though they are not part of the Sacra Exercitus, they exist as beings of godly intervention and are exempt from many of the church’s rules in order to better serve their deity, this Sect of the Church holds the second most Authority in the church, with the Liege Lord’s (The Highest ranking members of the Eumenidum Natus) only being controlled by the Concilio.
Agentia divinitatis:
These are the agents of the Divine themselves, they serve on special tasks that can not be completed by the average soldier or priest, they are specialized soldiers, and have the some of the most intensive training in the entire church. The Brotherhoods of the Agentia only answer to the request of the Concilio, though in emergencies they will refer to the Eumenidum Natus
Natura Conformantur Homines:
The maintainer’s of nature, protectors of the Verdant The Natura has had historically the least support given to them by the church itself, this being said, they are the only other Sect, other than The Imperium that has access to the primal spells of the world. The Circles of the Natura give their services to all Sect’s of the church, but their deployment can only be approved by the Concilio.
Sacra Exercitus:
The personal army of the Church, they have their own ranks, the Highest rank generals are in control of the army. They listen to the higher power’s of the church, the Sacra Exercitus is to deploy the requested troops to all other sect’s of the church, as they are the most plentiful of all the sect’s of the church. Deployment of their units, needs to only be approved by the appropriate ranked member of the Sacra Exercitus, on request of either another member of the Sacra Exercitus, or any other Sect . In Emergency situations, the Sacra Exercitus, will be completely run by the Furyborn.
Regnum Paeonis:
The healers, doctors, nurses, maesters, and people of devote unmoving faith. These are the lowest ranking section of the church, though just as important, these are the assisters in combat, and the healers that are sent throughout the realm. Few Ranks exist in the Regnum Paeonis, those that exist are, Father, Raven, Acolyte & finally The High Inquisitor. The use of the Regnum Paeonis can be requested by any member of the church with approved authority.

 

 

Machinamentum Imperium:
Known as The Imperium, these are the men and women that exist outside most church authority. They exist outside the Authority of the Concilio, the only Sect to have complete Authority over themselves, without having the Concilio to have to come in to approve anything. The Imperium approves the use of its own resources, along with deploys units, gives information, and deals with issues on their own terms. Though they are looked over by all the other sects of the church, though there soul purpose is to expand the knowledge and understanding of the church, so they are closely monitored by the other sects of the church, and they have close communication with the Concilio.

General teachings, lessons, and philosophies of the Allgod

The Allgod is simply the being above all, the creator of everything, the force that causes life to exist and the reason why the greatest of beings have not obliterated all of everything, they all are simply one with the Allgod. Belief in the Allgod is the belief that the Allgod is the most powerful force in existence, it is what fuels reality and allows existence to be as we know it.

The beings known as gods in more primitive beliefs are actually only aspects of the Allgod, they are simply his manifestations, that being said, they are the Allgod’s most divine creations, anything that fueled by the blood of the Allgod is sacred by the church. These Aspects are fuel for the church, the most favored Aspects are the one’s who hold the most influence in the church.

Everyone is closer to one aspect than another, the aspect you identify most with is your patron deity, the one that you hold most dear, the aspects of the Allgod sprawl into the hundreds, realms from all over existence follow more aspects than can be counted.

The Rules of the Church are to many to count and the specifics of their beliefs vary from aspect to aspect, figuring out which church follow’s which aspects is essential.

The Belief of the Allgod is simple, follow a deity that you most connect with most, just don’t break any of the church’s sacrament laws.

The most Prominent belief in the Allgod exists in one of the material planes, commonly known as Sanctum. This is the Homerealm of the Sacred church orders, and their base of operations, Sanctum will be preserved at all costs.

Anyone can call themselves a child of the Allgod, but unless you devote your soul at one of the designated churches under the Allgod’s influence, you are not associated with the Church itself.

The Church of the Allgod in Sanctum

The Church plays quite a big role in the world of Sanctum, most governments of the world follow the beliefs of the Allgod, those who do not are seen as savages to most, it would make sense that the Home realm of the belief of The Allgod would be almost entirely under their worship.

The Church plays a political role as well, as a faithful role in the outcomes of the world, most towns will have at least 1 church associated with The Church of the Allgod, if not more, and more often than not, that will be the town’s only church. The Church of the Allgod is quite powerful in the realm of Sanctum, they have their own laws, rules, and soldiers, they play much like another government figure, though where one’s taxes are collected through donations instead.

 

 

Most commoners follow the ways of the Church on Sanctum, as usually that countries patron aspects are typically the ones that the populace holds most cherish, the freedom to choose any aspect that appeals to you most has always been the most appealing thing about the Faith of the Allgod. The church typically erects a church in any settlement that can afford to come to church for communion. The church in return gives the people of that town council and somewhere to pore the faith of their aspect and therefore the Allgod into. The Church for many ages has also been a place of rest for the weary adventurer, as long as the proper retribution to the Allgod is made.

The Church has always been a bastion of safe harboring for the weary traveller. Often a time a tired hero has come and stayed in the halls of the one of the Allgod’s sacred halls. Commonly the church in most settlements is somewhere you can go to as a place of healing, atonement, faith, somewhere you could go to be safe for the night, and somewhere you can find a home at least for a time.

Though the church is involved in the town’s profits, politics, history, the more often the influence of organized Church is exercised. The Church of the Allgod has be involved in many major events over the years, the world of Sanctum and it’s many civilizations have welcomed the Allgod into their lives, from the warring bands of nomad’s that would eventually bring together the great nation of Dorne, to the ancient Elven kingdom of Elvayorn, they had a hand in the construction of the great cities of Moria, Gran Aquasha, and Castle Vadoreigh, they even take part of the settlements of Julkind and Terramax, their teachings have even reached all the way of to the Frozen Kingdoms of Frelya, though not all of Frelya.

The Church is influential throughout all of Sanctum, and their symbols hold great power in the nations of the world, a man of the church is seen as a valuable thing, though, the history of how the church obtained this power is important to understand.

History of the Church

The Founding (Part 1)

The Founding of the church is somewhat lost to time, there is no definitive prophet on record that holds the name “Church Founder” this person does not exist. The Allgod does not need a founder, as it is the most prominent force in all creation, though the man who is thought to be the originator of the faith on Sanctum, is known as First Arbiter Isaac Genevie Geovold.

Though his name may imply he was human, he was something else entirely, he was the grandest of knights of what was once called Altariah, one of the ancient High Kingdom’s of Castemere, a civilization lost to the endless legends of the realm. The Knights of Altariah were said to be comprised of pure divine energy, as they were born amongst the Legendary Mount Orion on its highest peaks. This energy gave them form, not a form that is unlike normal man, but clearly a form that has ascended past their mortal form. The Knights of Altariah were few in number, only 48 on what was called the Stellar Council. The Knights that would advise the King of Altariah, so in truth, Altariah is the birthplace of The Church of the Allgod on Sanctum.

Isaac Genevie Geovold, was but a simple astronomer and man of faith in the old kingdom of Altariah, he was said to chart down star charts, and map out constellations, simple duties for the kingdom, though vastly important, as he was said to be the only man who could traverse the Sky Ocean of fables, The Lost Blue. He was not seemingly knight material, as he has never fought a day in his life, though, the faith he had in his “Gods” at the time kept him pushing forward, until he got the call from his king, to take the call to become one of his knights.

 

 

The call to knighthood came to him as a shock, despite the tales of heroism, Isaac saw himself as a simple man, he studied under someone who he admired like a father, Arbiter Lewin Thale, a man lost to time in his knowledge, and along with Isaac he had his faithful companions, Vadoreigh Nox, Rhol’lor, Soulus, and Yara Syr’hyrt, he had traveled countless miles wiht them, and to leave them to take this road of faith, was a story of a lifetime, a story of another time.

Isaac spent his younger years growing up in poverty in a city lost to the eons of time lost to the windings of the universe. He chronicled his younger years as rough, challenging, and wrought with turmoil of the soul, and a bearing, intensive challenge to his body and mind. He found sollus in little things, the people of this lost city were unforgiving, tough, almost inhumanly ruthless and cold, they would give no help to Isaac, not a child of 6 years of age, or even less.

Nothing is known as to why Isaac was alone at such a young age, in such a unknown city, some say his parents were lost to time itself, some say he was simply abandoned at a lost civilization in time, some even say this city lies in an unknown realm, the answer is known only to Isaac himself, and the keeper of his Journal.

Isaac Geovold had only a few things to his name that he notes to have carried, his hat, his scarf, and his oversized staff, always seemingly bigger than he was. In his youth, he had already nearly given up, that is until he ran across this strange complex built into the walls of the city, filled with people, unlike these dense, cold, unemotive figures he had been interacting with before. He walked into this building, built within another building, and was met with warmth, joy, and people that seemed to be much more welcoming, than others, Isaac noted them as, beings of warm loving light. This marked the change of his life, into more of a happier time.

This change in Isaac life was a welcome one. Isaac spent the next unknown span of time, learning in this new place he called home, the warm beings around him called themselves, The Inevectus Natus De Omniadeus, or The Ascended Sons of the Allgod in the common tongue, these unknown beings taught Isaac the way of the Allgod, little did they know, they were teaching the one who would bring the grace of the Allgod to all beings in Sanctum

It was unknown how long he spent there, though it is known when he left that warm place, he never learned all he could, but he knew that his faith in this new force is what drives him. Precisely what Isaac learned in that forgotten time, is lost, but we do know that Isaac had a conviction to do good, and help those who had not touched the light of the Allgod, so Isaac traveled the world, spreading the word of the Allgod, hoping to become one of The Inevectus Natus De Omniadeus himself. Isaac went off into the world for many years, his travels were hard at times, and the difficulties of his journey were to numerous to count, but these tales are to plentiful to diverge off into. Though a truly defining moment in his life was when he met the man known as Soulus.

The Previous day was long for Isaac, he had spent it trekking over a vast mountain range, with no end in sight, seemingly limitless peaks, though, Isaac, with his near infinite wells of determination, managed to conquer the peaks, though, after the clambered to the other sides of this vast mountain range, he descended into a even less inviting looking swamp, one that seemingly stretched on for countless miles and miles, the edges of the swamp were far from eyesight, even from the peaks of the mountain range Isaac was previously on.

Isaac journey through the swamp was more than treacherous, but he was determined to make his way to this City known as Black Muk Grotto. A civilization, so far from the known world, that it must be impossible that they have heard of the grace of the Allgod. Though despite his immense faith, the Swamp got the better of Isaac, if it was not for one man, unknown to Isaac at the time, then our faithful Hero Isaac, would have perished, unknown, in a swamp to which we do not even know the name.

 

 

The air seemed softer, the sounds of a crackling fire, and the smell of a mild smoke, followed by the allure of some kind of stew, blackness was all that encompassed his vision, his mind foggy, no matter what he attempted he could not open his eyes, Isaac’s body felt warm, yet somewhat binded, though not to the point that he could not move, more like as if he had been stuffed into some rucksack. Then, out of the black darkness of his lack of sight, his ears grabbed onto the only thing that was near, this voice, nearly lost in how gentle it was, while it still demanding some sought of acknowledge meant, it rung out, “oh, Hello there, are you awake yet?”. Isaac attempted to speak back to the unknown voice, though, his mouth may have opened, but sound did not seem to follow as Isaac attempted to reply to the voice. “Don’t try speaking yet, you had quite a nasty encounter, it was hard to patch you up”. This came as somewhat confusing to Isaac, as this voice seems to speak as if something had happened to Isaac, though, Isaac didn’t feel like anything was wrong with him, and he certainly didn’t recall getting into any incident that may of caused him harm.

The voice spoke once again, this time, with the clatter of iron against iron in the background, though instead of a blade dancing with another blade, it sounded more of the sounds of someone making a lovely meal, as a pure, hearty, warm aroma embraced Isaac as he heard the words “I’m Soulus by the way, don’t worry about your eyes, and everything else, I’ll take care of you until you can move on your own, until then, try this”

At This point, Isaac knew that if this, person? Wanted to kill him, it could with little to no effort, so, Isaac did as this person asked. And it was wonderful, Isaac felt the ache of his body, and the gleams of light and color come back into view. The arms he previously thought were bound were freed from some unknown bond that was constricting them, though thankfully the warmth did not fade. As his vision came into view, he could see a hand, ghostly pale, and holding a bowl of some dark brown, rich, decadent looking stew. With a simple tilt of his head Isaac raised his head to look at the man before him, His skin was ghostly pale, he had hair so white that it seemingly stole the light from around it, his complexion gave off something cold, dead, empty, though his skin was flawless, no imperfections to be found, his eyes, a deep dark purple, with ridges of a array of darker colors, his eyes gave off this unwelcome warmness that didn’t seem possible.

Isaac tilted his head up to the being, and simply uttered the words “Thank, you, for saving me, I suppose” and with a tone of melancholy in the air, these 2 unusual souls met, greeted one another, and had a somewhat odd friendship. Isaac learned this ghostly man’s name soon after he had risen him from his unknown binds. This man was Soulus, Isaac did not know it at the time, but this man would grow to be one of his closest friends. The two young travelers decided to stick together, Isaac and Soulus both had similar goals at the time, reach this city named only as Black Muk Grotto, Isaac of course was more then happy to tell Soulus about the details of why he wanted to go to this city, and Soulus of course was shown the glory of The Allgod. Isaac was a rambler, though one in only the most passionate and inspiring of terms, he spoke of his faith in his belief that it was said that the warm coming off of isaac warmed even this unusual man’s heart.

The details of their adventure’s are stories for another time, they would eventually make it to Black Muk Grotto and both achieve their goals, along the way however, at the city gates even, would meet the next companion that would join Isaac on his journey to spread glory for the Allgod.

 

 

As Soulus and Isaac walked up to this, object that could only loosely be described as a gate, through countless trails they managed to make it through the never ending swamps and to the entrance to the Black Muk Grotto, which, so happens to only be enterable, though falling into this strange hole in the ground, more massive than the eye could see, the walls of this hole made of this Charcoal obsidian colored muk. With little Thought in their minds, they jumped into the hole, without fear, only to be pull out by some unknown force. Then, in a instant, they were surrounded, by this dark, deep, expanding Evergreen, that seemed to be the largest microcosm of monstrous folk. Minotaur, Dragonkin, Lizardfolk, bestial beings of all kinds, even seemingly mutated grotesque beings, or even experiments bound by steel, spells, or even nature. From Giants that could seemingly touch the clouds, to tinyfolk no bigger then a button. Isaac and his friend Soulus had found themselves in a city, to bizarre to contemplate by normal means.

Isaac and Soulus quickly questioned what happened, though before a conclusion could be made, they saw stride toward them, a seemingly furious young lady, her hair brimming with all kinds of wonders, fire, ice, darkness, machines, oil, blood, rain, wood, leaves, energy, storms, everything, like a infinitely complex ever changing hair, that always kept to a unison form. This young women, whose age appeared to be comparable to a young sorceress just graduating from a Arcane institute. So looked at the Disoriented Isaac and his companion Soulus and asked, with a bit of huff and puff in her voice. “Excuse me?” She spoke with a sweet innocent voice, as if she was still on the family farm, tilling the fields with father. “Do you know where the Everwell is?” She asked up towards Soulus, who seemed to have pulled everything together in his mind. Isaac, with a shake of his head, as he only now was starting to understand the series of events that just took place. Isaac replied to the young lady “Sorry, miss, my friend and I just arrived in town, though, we would be happy to help you find The Everwell, whatever that may be.” Isaac assured her that they could help, but despite the kind words that came from his mouth, this young girl seemed disappointed in the answer. It seemed that she arrived in town but a few days ago, and she does not know how to leave, she came to merely observe the ongoings on this city, but its inhabitants apparently state that, the entrance has swallowed everyone whole for 10,000 years, and has not spit anyone out, and the only way to part from the city is via The Everwell. The Young women, who Isaac learned her name to be Yara Syr’hyrt, a young Gorgon Sorceress, tasked with by her order to find The Great Serpent. Whoever that may be. Yara, was a bubbly, young lady, fun loving, a bit flirtatious, and as Isaac and Soulus would soon learn, and handful to deal with.

The Trio would wander the city, Isaac’s goal now to help Yara find The Everwell, he thought this best, as he would have to use the Everwell anyway, he may want to spread the glory of The Allgod, but in order to spread the word, further across the world, he would have to eventually travel beyond this great hidden city.

 

 

The Trio came to stay in this town for unknown span of time, some say it was years, others say it ways days, some say that the time they spent in Black Muk Grotto was irrelevant as it could be self contained in it’s own time space. The Origins are unknown, and may never be found out. Though we do know about the escapades of Isaac and his 2 companions, that is a story for another time. They managed to eventually after great trials, find the Everwell, though they also came across a quite boisterous figure.

One day as they were hunting down a clue in a tavern on one of the Noble areas of the city, a place where the building were built upon other buildings, and carved into the tree’s and stone themselves. As Soulus was working his magic on a unknowing noblewomen, Isaac and Yara Felt the ground suddenly begin to shake uncontrollably, the wood on the floors cracking without limit, until a being, bathed in burning sun like flames burst through the floorboards, with a molten cloak of Iron across his back and holding a figure of what seemed to be a storm giant, and the rest of his gang above his head. This titan of a man, burst forth without warning.

At the time, Isaac did not know him to be friend or foe, though through a series of unlikely outcomes, this titan of a man managed to join in on the party of heroes that seemed to attract towards Isaac. The initial meeting of this unknown titan is legendary, the fallout was just as eventful. Isaac simply asked the man his name, and why he had done what he had done, with a simple reply, the Titan answer with a voice that sounded like the ever active, molten forge of a smith, he said “Rhol’lor, and payback” Isaac of course inquired about the man’s reasoning, and got some surprising detailed answers. So with a massive explosion and thunderous entrance, the Trio become a Party of 4. We would soon learn the origin of this flaming, molten titan, though the details are to numerous to divulge into. Isaac and his new Companions, managed to make it out of the great city of The Black Muk Grotto, and also managed to seemingly bring it back into the waking world, through some series of events, the city had been put under some hex, an unknown amount of years ago, thankfully, Isaac, Soulus, yara, and Rhol’lor managed to free the city from it’s never ending curse.

Not only that, but Isaac had met with, the one known as the King of Muk. A Being comprised of the Primordial Ooze that was encasing this great city, you could say that he was the city, as his own obsidian black, ichor was the ichor pouring through the entirety of the city. Through the parties deeds, and the their interactions with the strange being, that rules this city, not only did Isaac manage to spread the faith of the Allgod throughout the city, but he managed to save the inhabitants, from a never ending imprisonment within it’s walls.

 

 

They were praised as heroes of the city, the King of Muk granting his blessing to these champions, the blessing came in the form, as a Being, made out of Muk, then Shadow, the man. Vadoreigh Nox, son of the King of Muk. He had assisted in some small part, in the parties previous escapades, and was shown to be extremely powerful, his control over the darkness that seems to ooze out of the Muk of the city, had him shown as quite the formidable man. They were more than glad to take him along, though his motives for coming along were unknown, he did have a positive disposition to the party.

And so this was, Isaac’s party of adventurers, each admirable, daunting, impressive, magnificent in their own way. Isaac Genevie Geovold, Soulus the Cold, Rhol’lor the Titan of Flame, Yara Syr’hyrt The Gorgon of Beauty, and Vadoreigh Nox the Shadowweaver. Together, this group was to have said to done many a great deed, they were heroes of the Lost Kingdoms of Castemere, records of their tales are lost to the untold millenia. They were to have said to stopped Tidal waves larger than mountains with strength, have been able to topple the Moon from the reaches of the Sky, pull back fire from the breaches of its creation, weave together thoughts that would render any man under their charm, they were heroes of legend, all of them, though, as all adventurer’s inevitably do, they retired. They put up their blades and settled down, and started a new life. Thankfully, most of them stayed close, Isaac, Yara and Vadoreigh all ended up, in the Great Lost Kingdom of Altariah, one of the greatest kingdoms of Castemere. The Highest Kingdom Altariah, it was said to be built on several mountaintops of Mount Orion, it’s foundation was said to sit atop the Colossal back, of the great ancient Granyus.

This was the city, that sat the Stella Thronus, the Star Throne, and sat the king of the stars, the chosen of the God’s. This was strange for the common folk, as the gods in mention were all the gods of light, from many different faiths, this seemed to call to Isaac, as his belief of the Allgod was what he believed was the binding force of all deities, so after untold years, decades, eons, Isaac stayed in the warmth of the City, and the King of Stars, counselling him, eventually turning him towards the Way’s of the Allgod, even having a small part of the creation of the Stellar Council. Isaac worked for the King’s Council even back before his time as a knight, though the Stellar Council was normally only home to warriors, generals, tacticians, Isaac was the first of the 48 to be a simple Astronomer. And from the birth of the new Isaac Genevie Geovold, would usher in The Faith of the Allgod, to all the Kingdoms of Castemere, this is the day, that is gifted as the Founding of the church of the Allgod on Sanctum.

 

 

Beginnings of Freedom (Part 2)

 

 

Settlements of Unity (Part 3)

 

 

The Continuation of Enlightenment (Part 4)

 

 

Church Sects

The Concilio (Council of Ascension)

The Order

The Concilio is the highest authority of the church, their words craft the laws, orders, and the inner workings of the church. The only power within the church that is higher then the Concilio’s are the aspects of the Allgod, along with their avatar’s and other deva. The Concilio was fortold to be orgionally founded with only 24 members of the church, but over time, the aspects of the Allgod have become more apparent to the Concilio. Though in the last few dozen centuries few have been found, and the Concilio now sits over 150 Members, each a representative for their own deva lord. Each of these members are seen as the most dedicated follower of their own Aspect. Its common that the Concilio’s members hold men of great power, but more often then thought the most realize that the most devote follower of a Aspect is often not just the most powerful follower of that aspect.

On the Concilio, there will always be 1 chair for every known Aspect of the Allgod. This of course includes those of the likes of Zeus, King of the God’s of mount Olympus, or even Khaz Mord, the God of Dwarves, or even Sif Goddess of the hunt. These beings come from different planar ties and pantheons, but they are still Aspects of the Allgod itself. Now, this does mean that even the most foul aspects are followed, but all are seen as equal under the Allgod, and the Allgod’s grace has prevailed good accros existence.

The Faith

Words of the Concilio
Here be the humble servents
The loyal heads of the downtrodden
The booming grace of the mighty
The burning heart of the furious
The passoinate crux of man
The forlorn dark angel
A man of an unknown ilk is my name
Here is why I forsake all claims
For I am but a man upon a chair
A man who’s voice, will be used in prayer

Selection

The Selection process for the Concilio consists of a certain number of factors, that an individual must complete before being considered for the position of Concilio member. These requirement’s alone, often distinguish who is truly a follower of their Aspect, and who, are simply but an admirer, who gives thier devote faith.

These requirements are simple, vauge, few in number, and the most important thing about a concilio member.

  1. Must of gained either the favor or intimate knowledge of a known Aspect.
  2. Become of a paragon of at least 1 domain, ideal, aspect of the known Aspect.
  3. Worship that Aspect above all but the Allgod itself.

While there are only 3 requirements, these are immensly difficult to accomplish, one of these tasks alone could take many lifetimes to complete. That being said, becoming a member of the concilio has been accomplished by all colors of characters, beings, spirits, beasts, avatars, and more. There was even the short point in History that Saint Cuthbert himself decided to become his representative on the Concilio.

 

 

Machinamentum Imperium (Almighty Clock)

The Order

The Machinamentum Imperium is the order that is responsible for most of the technical advancements in the church, and even plenty that exist in the world of Sanctum. The are the greatest alchemists, smiths, engineers, scientist, and minds the church could gather in its existence. The Imperium is one of the most important sects of the church since they are the procurers of knowledge when it comes to research and development, and they are the distributors of their findings.

With their minds they have created many fantastic inventions. They are behind most things when it comes to the advancements of the church, and most kingdoms acknowledge the incredible minds of the Imperium, and some are even terrified of them. The Imperium are the people who maintain, create, invent, enforce, and protect, the creations of the faith and all it has to offer.

Their minds have created fantastic things, they are the creators of Furyborn, they have designed the 12 Primal rituals, they are creators of the Bio replacement engine, the World gates, the 7 keys of Uldamon, the Imperium Titans, the Planar engines, the Clockwork Primals, and more. They have been behind even more inventions than just the church’s, inventions, and that is what makes them a feared force by the kingdoms of the world.

Though because of their importance on the creation, maintenance, and distribution of their creations, The Imperium is the only other order, than the Furyborn to be deployed in other realms and have structures in other realms, as long as the realms deity is not to upset with the imperiums deployment. The Imperium deploys themselves in what they call the Fortuna omnipotens, they are citadels that are nearly un-siegeable, though they do require on furyborn deployments in order to bring them the resources they need, so that they would not starve, and suffer in their fortresses.

The Faith

The Imperites of the Imperium are seen as the most devoted to the Allgod, they are the creators of their will and see themselves as the inventors of the faith itself. They all believe that the allgod’s will is absolute and they are the forgers of that will into physical form, in the way of their inventions, whether it be mechanus weaponry, alchemical experiments, Sacra Leviathans, The Furyborn, or the Imperial Titans. The Imperium, sees themselves as the closest things to god, besides the aspects of the Allgod themselves. They hold much authority in the church, as they are the creators of all their technology, and since First Archmandriture Johnson Victarian Mithaias Cromwell was the founder of not only the church, but the entire faith of the Allgod, and dealt away with those tribal beliefs of pantheons that brought upon untold amounts of wars, sadly, this only worked in the material world, many other planes of existence, hold these primal idea’s of faith to only one pantheon.

Imperites do normally give their faith to one aspect of the Allgod, as that aspect may be the most, intelligent, best craftsmen, bringer of decay, etc. Something that they believe in, but it is nearly insulting for them to hear someone refer to one of the Aspects, as not being a part of the Allgod, its blasphemy not to believe in something that seems so trivial, to them. Without the idea of the Allgod, the realms would be torn asunder by the inevitable war that would break out by each pantheon of “deities”. That’s why it is a simple matter, The Allgod is the protector of conflict and maintains existence, the progenitor of creation, and the forgermaker of the planer worlds.

 

 

Words of the Imperium
Man, women, child, soul
Titles, names, families, pride
Each come second to the anvil
Alchemists, Smiths, Forgers, Makers
The Clang of the hammer
The whirring of gears
The breathing of the machine
We are souls to be forged into our work
We are creators of greatness
We are inventors of beauty
We are children of the Imperium
We are Forgers of faith

The Training

The Imperium only accepts those who are exceptional at their craft, or have worth of the imperium, if a Dominus see’s no worth in the work or aspiration of a could be member, they are not accepted. If brought in at a young age, they will be taught how to work the Forgefloor, and navigate an imperium Stronghold. On rare occasions they will be mentored by a Forgemaster, to learn how to create true beauties of creation.

Imperium Ranks & Units

The Archmandriture:
Leader of the Imperium
Archmagusite:
Leader of an Order
Magus Majoris:
One of the 4 Overseers of the Order
Magus Ordanio:
The 4 Imperites who work for The Majoris
Hespherstari:
Forgemaster of a Imperium Stronghold
Provender:
Forgemaster of a Imperium’s Stronghold Orders
Inquisitus:
The 4 Imperites that Listen to the Hespherstari
Explorator:
The 4 Imperites that Listen to the Provender
Genetor:
Forgemaster that leads the workers in the order
Metallurgicus:
The 4 Imperites that Listen to the Genetor
Dominus:
: Minimum rank to be in charge of the advancement of inventions or projects
Cordantor:
Cordinates all actions and duties of the lesser Imperites
Alchemys:
Able to work with higher grade materials that interact with other materials
Myrmidex:
Most inexperience rank of Imperite

The Orders

Deiformem Mechanicus:
The Divine section of the order, in charge of maintaining and restocking the other orders of the Imperium, along with managing their resources and distribution of labor. This is also the section that delegates the use of resources for projects, and keeps the other Orders in check
Consecratio Architectus:
This is the order in charge of creating the great structures of the Imperium and the church, they are in charge of crafting the very forgefloors of the imperium, and the strongholds which they preside in.
Sanctum Fabricatorem:
These are the Imperites that are tasked with making the infantry weaponry and equipment, magical, mechanus, or simple, all is to be made by this Order, when it comes to single person use creations.
Libatis Opifex:
This are the Imperites that create Heavy Weaponry and equipment, normally the creations of this order are for use of the Furyborn, or of people or creatures with extreme physical prowess.
Creo Fratres:
These are the creators of great Siege weaponry. Massive rams and drills made to destroy a fortress or any stronghold in a matter of minutes, very powerful dangerous weaponry comes out of this Order, even some bombs that are said to be able to warp away half a city are said to be made by this Order.
Artifex Interitus:
These are the Imperites that create most land based creations to be used by the Imperium and other sects of the church. Such as Landships, Mechs, Canons, and the such.
Occultus Incursus:
This is the order that creates Water based creations that are to be used by the church, such as Ships, and other things.

Caelum Efficio: This order is tasked with creating both Air vehicles and structures of all kinds.

 

 

Eumenidum Natus (Furyborn)

The Order

The Furyborn are an elite guard made to protect the realms of man & the justice and laws of the gods. They are trained to fight demons, the undead, fallen gods, Archangels, planer creatures of all kinds, they are the Elite Vanguard for man and gods. They are split up into what is now 12 Legions each lead by a Liege Lord, each legion specializes in a different form of , defense, close combat, artillery, mechanics, healing, or even magic. They are mostly comprised of only the best fighters the church can produce, they are trained and modified by magic rituals and alchemical implants at a very young age to make sure their bodies mature with the rituals and implants. During their training however they are put into each different legion to see which one fits their personalities and skills. After their training they are placed in a legion that best fits their skills.

Furyborn are bound to the church through a divine brand, which makes them property of the Church, though this may seem cruel it does not bend the resolve the Furyborn but instead seems to strengthen it. Furyborn are immensely dedicated to the church and even more so to their squad, with each squad almost being like a family to The Furyborn. Though they are taught to do anything and everything to protect the Allgod, Which is just a way to say all the Gods in the realms, this does include even sacrificing entire cities of people, to protect the good of the realm and the Allgod. Because of this need to protect, some Furyborn even ignore their superiors if they think that their immediate duty is more important than the order commanded by said superior. This sometimes leads to insubordination, which could even lead to a Rogue Unit.

These Rogue Units are called Chaosborn. They are fallen soldiers of heaven and a disgrace to the order of The Furyborn and must be purged from the realms of man and the Allgod. These are the highest priority targets for The Furyborn. Furyborn can become Chaosborn is many different ways. Some of the ways are, killing of your Brotherborn, Disobeying the Church Without Reason, Damning the Church, Brotherhood, or the Allgod itself, destroying an important location, hostage, church, etc for personal gain, and few other ways to become Chaosborn. Chaosborn are a heartache for their former brothers, for a Furyborn to see their former brothers as heiractics are a heartache for them, for this reason this makes them far more determined to slay their former brothers as anything slain by a Furyborn is cleansed in the Divinity of the Allgod itself. Along with The Furyborn’s need to defend this realm of their former brothers

Furyborn are not just defenders of the realm of Sanctum, they also defend the other realms for the gods and other realms with men, though Sanctum is their Prime Home. At any given time more than half of the Furyborn are in other realms fighting for the Justice of Man and Gods. They may be off in Hell fighting off a Demon legion from coming to the mortal realm, they may be working with Divine Archangels to stop an incursion of a Fallen Immortal. At almost all times The Fury Born are out defending the realms.

 

 

Furyborn Ranks

Furyborn are split up into 12 Legions The Breakers, Blood brothers, The Grim Reapers, Time Nullus, Fury Wolves, Dragonborn, Arceus Imperium, Dark Angels, Eagle Crusade, The Iron Guard, Celestial Zodiac, and Chaos Angels

Liege Lord:
1 per Legion
6 Lord Commanders:
6 per Legion
36 Commanders
36 per Legion
250 Captains:
250 per Legion
1,400 Sergeants:
1,400 per Legion
6,000 Battle Brother’s:
6,000 per Legion

Each Legion is known for its prowess in battle but also for a specific purpose that each legion has, The Breakers are sent in first to shatter the forces of the army by destroying their siege weaponry, they by far have the heaviest firepower. Blood Brothers are an elite corp that is sent to destroy any and all high priority targets, Balor & Pit Fiend Generals, Dragons, Archangels, etc. The Grim Reapers specialize in the destruction of all undead in the world, they specialize in slaying the undead, and destroying undead fortifications, though they also have a knack for removing the very essence from their foes. And Each Other legions have specific means that will be detailed in each legion.

Now The Fury Born are not lead by their Liege Lords they are lead and deployed by The Council of The All Gods these are the men and women who are the representatives of the gods and are also based in the Town of God’s pass in between the Almighty Pillar and the Eternum wall. It is rare for the council to agree on certain things but each subsection of the council controls a differnt section of The Fury Born. Though when a crisis is in sue such as a massive invasion, a Almighty Dragon, or a Dark God they all come together to plan out the deployment of The Fury Born. Under the most Dire of Situations they will relive control of The Fury Born to the Liege Lords, which usually ensures in victory at a great cost, since a Furyborn will do anything to ensure the safety of the Realms.

The Armor

Furyborn are raised to be the perfect solider, able to survive the harshest climates of the realms and deal with a maddening amount of pain. 1 Furyborn is worth 20 ordinary men. But there’s more to Furyborn than just their Training, the armor of a Furyborn is almost as important as the Furyborn inside. The Standard issue armor that the vast majority of the Furyborn wear is called Crusader Plate, which is a type of Power Mail. Their armor is made in a Divine forge powerful enough to make weapons of old, they are made of one solid piece of metal that can seemingly repair itself if damaged, it also protects the furyborn even further from the harsh environments of the realms, The Armor also seems to Increase their physical and mental prowess, It also allows them to carry their normally massive weaponry and seems to be more a glove then an actual suit of armor, rarely seeming to impede the Furyborn in any way. With this armor Furyborn are nearly unstoppable by normal means.

The Armor itself has many variations, from Legion to legion, and further customization from Brother to Brother. Typically squads will have somewhat matching armor, if not the Whole Legion itself.

Certain characteristic’s all Furyborn armor will share

  1. The Legion’s sigil will appear on the Right shoulder
  2. The armor fasten’s to the spine of the Furyborn inside, making removing it impossible, other then via special means.
  3. It will always be magically enchanced and give off identical magical aura’s to each other in it’s legion.

 

 

The Armor is able to take Light Mech/Landship fire, along with many powerful spells and still keep the Furybrother inside safe and sound. Along with the normal strength of the Armor each Legion has their own improvement they add to the armor, with The Iron Guard Armor being Thicker and more resilient, as the Grim Reapers are more shifted to Turning undead. Each Armor has its own flair, Past the regular Armor, special members of each Legion get the Honor of Wearing God Treaded Armor, This armor is similar to Crusader Armor but far more Resilient, it makes the wearer an almost unstoppable Fortress, though unlike Crusader Armor it is very heavy on the wearer making it almost impossible to use if the user is not strong. God Treaded Squads are Highly Respected amongst the order and the Wearers are always very skilled and usually have seen centuries if not millennia of combat

Each Legion has a sigil, The Blood brothers have a Blood Red hand clasped over a heart, The Celestial Zodiac have a Lion’s head surrounded by a Dragon, the Grim Reapers have a Skull be Smited by an Axe. These sigils are badges of Honor for a Furyborn and they are worn with pride, they are always shown on the Right Pauldron of a Furyborns armor and across the Tabard of the Furyborn. To be seen without at least one symbol while on duty is an insult to both the Legion and your Furybrothers. In some cases its even lead to the execution of a Furybrother. Though these cases are extremely rare, and usually just end in minor to intermediate punishments.

The Faith

The Furyborn are not only warriors and protectors of the church by the are also Loyal to what they call the Allgod which is not a new deity but the embodiment of all the deities, with each individual deity being a different aspect of the Allgod. Each Legion usually has a different set of Gods that they follow depending on their volition. With The Breakers following the Gods of War, while The Grim Reapers follow the Gods of Death. This Faith keeps the Furyborn protected from damnations of the mind and the harm of the unholy. This Faith is what makes them the sentinels of the realm that they are.

The Faith is also what makes the Furyborn Brotherborn, this faith binds the brothers together, it makes them the family that they are, and is the reason why no brother would betray another. And This is also why when the rare occasion that one actually does, is why it’s seen as the highest form of heresy. Past the Devotion to the church and even to the Allgod itself is a devotion to one of its aspects. This Devotion to the aspect is usually what creates a squad and strengthen the camaraderie of that squad. One Squad will usually follow the same Aspect of the Allgod. They may all follow Athena because they are master tacticians that all plan out an attack before making it, or Moradin since they are so stout and immovable that they could never be budged, or Hades, because no matter what your days will end no matter how powerful and wealthy you are.

This devotion to the aspect of the Allgod is what binds the brothers of a squad together, with the Sergeant being as if they are the eldest brother. This divine connection also gives the brothers an almost supernatural instinct on how the other brothers of their squad are doing, the brothers feel the pain of their other brothers, the torment and the turmoil, it’s hard to hide things from your other brothers with this divine connection.

With the Combination of the faith of the Church, The Allgod, your brothers, it is hard to break the resolve of a fully fledged Furyborn. Even the most powerful of Archdemons and Devils will have a hard time breaking through the resolve of the Furyborn. This Faith is what makes a Furyborn not just your regular warbeast. Your Brothers and your Faith are what really make you Furyborn

Words of the Furyborn
We are the Blades of the Gods
We are the Smiter’s of the Unholy
We will be the shields of men
And the sentinels of the Realm
We Will be the Crusaders of the Gods
As Well as Justiciars of the Council
The Reapers of the Damned
The Guardians of the Realm of Man
We shall smite Sin at its Core
Nothing shall pass our Shield of Retribution
Justice is in our blood
Divine pumps through our hearts
We are the Prime Vanguard
We are the Final Bastion
We are Both the Risen and The Fallen
We Shed our old names and take on anew
We Are Furyborn

Each Legion will also typically have words that they abide to as well

 

 

The Training & Implantation

As said before the training they go through is intense and it also splits up into several stages, but first they are taken as donations from families at a young age. Then they start their training by learning the basics of war, battle, magic, and history, this is the simplest part of training, After they are each masters with at least one weapon they go on to Ritual Circles and mind strengthening, so that their minds can not be easily affected by the creatures of the Realm. These Rituals can be very painful at some of it require them to seal off parts of your mind when provoked and is a great perversion of the trainees thoughts. They also implant an intense loyalty to the gods and the order of The Fury Born & The Council of The All Gods. This also creates an almost family like bond between a Furyborn and his Squad, which usually leads to them coming up with a special name for each other and their squad.

These Rituals also strengthen the body Physically, giving them tougher skin, and stronger bones, it also makes a Furyborn a much larger species of their kind, making normal man almost the same size as a giant, though not quite. These Rituals all and all are to strengthen both the mind and the body so they can face the harsh environments and encounters. Along with Ritual Training they put their mind through attacks of all kinds to strengthen them, they are also put through psychic scenarios that help strengthen their resolve, After this kind of Training is complete is a Furyborn Trainee aloud to start becoming a scout for a squad. Of course during all kinds of Ritual and implantation training they also go through not only combat and tactics training but Field Training, they will fight the undead, demons, devils, even other Men before they are even full Furybrothers, even the most modestly trained scout is much more powerful and skilled than the average Knight. After the Rituals you now have to get all of the Alchemical Implants, they consist of 13 to be exact each serving a special purpose.

First

Growing Stone Skin: making The Furyborn Skin as hard as Adamantine, this is usually tested by firing shots from an autocannon at the open chest of a recruit. This is usually placed right under the ribcage under the center of the chest which then spread over the entire body.

Second

Synthetic Mender: this will quickly heal a Furyborn after taking any form of physical damage. This is usually tested through rough combat training or infield practice. Placed right at the base of the spinal column.

Third

Body Bolster Bug: This will increase the sturdiness of the body of the Furyborn itself, making him much stronger and faster and resilient than the regular race. This is injected directly into the blood so that the Bug can get to work.

Forth

Bestial Tumor: this is implanted directly behind the nose of the Furyborn so that they can have the ability to perceive their surrounding via Scent so well that they do not need their eyes to see at close distances.

Fifth

Adaptive Lungs: The impant coats the lungs in a special filiment that then allows them to better synthesize other forms of atmosphere, and even some liquids so that enviroments are less toxix to the individual.

Sixth

Flux Stabilization Node: Protects the brother from being adversly effected by the flux/warp that effects planar magic and travel, should an effect cause major flux the Furyborn is overly resistent to the effects it may cause.

Seventh

Unrestrained Fibers: The Muscles and connections of the Furyborn are coated with a thick Ichor, that then binds and fuses with the various fibers of the body, creating new connections and strengthening the overall capacity & stress they can manage.

Eigth

Insight Maw: The Various organs and muscles inside the mouth are modified to be able to not only assist with scent, but digest and process biological data from consumed individuals, being able to read their genetic information after consuming parts of something.

 

 

Ninth

Arcane Annulus Heart this is not made to be a biotic conversion but is still used to give the furyborn resistance to most of the elements even if only slight, along with that ability the Heart Also assist in healing both the mind and body, along with some minor resistance to poisons. It is implanted right above the Regular heart of the Creature in question, so that if that heart fails it can also take over in its place, making it so that most chest wounds will also not kill a Furyborn.

Tenth

Replication Stomach: this nifty little implant not only provides recurring nutrients into the body of The Furyborn but also pumps in chemicals to allow the body to not tire for up to a week. Along with filtering out certain poisons which makes most Furyborn almost immune to most poisons. This is Implanted right above the Stomach so that it can properly filter for the original stomach. At around the time this implant is put into The Furyborn is the same time that they are usually put into their final legion and start to look for an open squad to join.

Eleventh

Feline Reflex Node: this give the body of The Furyborn catlike reflexes, it can perceive incoming attacks and dangers. This is one of the most important implants as it is the one that makes The Furyborn so agile in combat, though this node does not come into full effect without the next implant, This is implanted at the top of the Spinal Column in between the shoulder blades.

Twelfth

Incasement Seed: Stored the base of the skull, this stores all the genetic infomation of the Furyborn, as well as keeps it charged and protected agaisnt various forms of magical and psionic threats, should a brother fall in battle this is the most important implant to recover

Thirtheenth

The Otherbrain this is the most important out of all the implants While the Rituals where a good start this implant makes The Furyborn very defensive of his or her mind, this also gives them the ability to heal their mind of damage, along with its programmed to do almost any skill instinctively, this also works in conjunction with all the other implants to make them more effective or to even turn on parts of their function. This also give The Furyborn complete instinctive knowledge on how to do any and all protocol related tasks, at least when they are not under immediate threat. This is implanted right in the bottom back of the skull near the neck under a layer of bone that will be formed thanks to the Stone Skin, so that it is the most protected out of all the other implants.

Furyborn Ranks & Units

Rank
Liege Lord:
This is the most important Rank, this is the Leader of an entire Legion of Fury Born they are tasked with choosing 1 or 2 Lord Commanders whenever a meeting of 2 or more Liege Lord’s is to take place, so they can assist on the War Council
Lord Commander:
This is the Leader of a Division of Furyborn, a minimum of 1 of these are chosen each time a meeting of 2 or more Liege Lord’s is to take place, to sit in and assist with the War Council.
Commander:
This is the Leader of a Regiment
Captain:
This is the Leader of a Company
Sergeant:
This is the leader of a Squad
Furyborn(Battle Brother):
Does not lead and units, but is a part of the various units
Units
Legion:
Full Legion’s might
Division:
1,000 Furyborn
Regiment:
300 Furyborn
Company:
100 Furyborn
Squad:
6 Furyborn
Recon:
2 Squads
Strike:
2+ Squads
Revive:
1+ Squads
Heavy:
1+ Squads
Stealth:
1/2 Squad

 

 

Crusader Armor (Power Mail)
Prereq:
Exotic Armor Proficiency (Power)
Cost:
NA
AC:
+16
Max Dex:
+4
Armor Check Penalty:
None
Arcane Spell Failure:
25%
Armor Description:
Standard issue Furyborn armor.
Armor Features
  • Reflective Endoarmor: DR5/-
  • Physical warp system: +4 to Physical stats
  • Mental Acuity system: +2 to Mental stats
  • Warp Solution drive: SR15
  • Reactive Mind drive: Add 1/2 Constitution Modifer to touch AC.
  • Self Repair Protocol: Armor has Fast Repair 1
  • Enviorment Survival Enhancement: Gives enough sustenence for 1 week of Food/Water, always on Endure Elements, gain Energy Resistence 10, except to Force & Sonic. Watertight, allows for 1 full day of air.
  • Load Bearing Boots: Double carrying capacity
  • Violence enhancer: melee bonus damage with str mod (1H) = 1.5, (2H) = 2
Crusader Armor (God Treader)
Prereq:
Exotic Armor Proficiency (Power)
Cost:
NA
AC:
+22
Max Dex:
+2

Movement Penalty: -10ft Move speed

Armor Check Penalty:
-4
Arcane Spell Failure:
50%
Armor Description:
Standard issue Furyborn Destroyer armor.
Armor Features
  • Reflective Endoarmor: DR15/-
  • Physical warp system: +6 to Physical stats
  • Mental Acuity system: +4 to Mental stats
  • Warp Solution drive: SR30
  • Reactive Mind drive: Add Constitution Modifer to touch AC.
  • Self Repair Protocol: Armor has Fast Repair 5
  • Enviorment Survival Enhancement: Gives enough sustenence for 1 month of Food/Water, always on Endure Elements, gain Energy Resistence 20. Watertight allows for 1 full week of air.
  • Load Bearing Boots: Quadruple carrying capacity
  • Violence enhancer: melee bonus damage with str mod (1H) = 2, (2H) = 2.5
  • Gigant Frame: Considered 1 size category larger.
  • Armor Absortion drive: Absorbs up to 10 points of physical damage per Constitution Modifer, per day.
  • Aura Drive (Boosted): Increase effect result of aura’s by 50%. Only 1 Aura may be active at a time.
    • Aura of Courage: Immune to Fear effects(10ft per 5HD)
    • Aura of Battle: +1 to morale bonus to Attacks and Damage per 3HD
    • Aura of Destruction: Reduce DR by 5, Reduce Hardness by 20 per 5HD
Power Nodes
  • Arcanus Node: Lessens spell Failure by 25%.
  • Speed Node: Increase the Speed of the Wearer by +20.
  • Divine Node: Adds Charisma Bonus to Misc AC.
  • Leader Node: Adds Moral Bonus equal to Charisma mod to all allies within 60ft, gaining a bonus to all rolls.

 

 

The Legions

Breakers

The Furyborn Legion known as “The Breakers” is a group of elite warriors whose sole purpose is to destroy, break, and shatter the opposition of the realms of man and the gods. They are the headstrong vanguard sent in to bring devastation to any who stand in the way of the justice and laws of the gods. The Breakers specialize in annihilating demons, the undead, fallen gods, Archangels, and all manner of otherworldly creatures. They are the merciless force that strikes fear into the hearts of their enemies.

The Breakers are comprised of only the most skilled and ruthless fighters, handpicked from the ranks of the Church. Their bodies have been modified through magic rituals and alchemical implants from a young age, ensuring that they are ready to take on any foe. During their training, they are evaluated to determine which legion best fits their personalities and skills. Once their training is complete, they are placed in The Breakers, where they are expected to give their all to the mission at hand.

The Furyborn are bound to the Church through a divine brand, which marks them as property of the Church. This may seem cruel to outsiders, but it only strengthens the resolve of The Breakers to carry out their mission. They are fiercely dedicated to the Church and to their squad, which is like a family to them. The Breakers are taught to do anything and everything to protect the Allgod, which includes sacrificing entire cities to achieve victory. They do not hesitate to disobey their superiors if they believe that their immediate duty is more important than the orders given.

However, there are some Furyborn who take this dedication too far, becoming Chaosborn. These fallen warriors are a disgrace to The Breakers and must be purged from the realms of man and the Allgod. Chaosborn have damned the Church, Brotherhood, or the Allgod itself and must be eliminated at all costs. The Furyborn see it as their duty to cleanse the realm of their former brothers.

The Breakers are not just defenders of the realm of Sanctum; they are sent to other realms to destroy any opposition to the gods and the justice of man. They may be in Hell, fighting off a Demon legion from coming to the mortal realm or working with Divine Archangels to stop an incursion of a Fallen Immortal. The Furyborn are always on the frontlines, ready to break and shatter the opposition.

Stanic

Stanic

Liege Lord of The Breakers, Titan of Strength and Steel


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ??? (?) ??? (?)

Saves
Fort , Ref , Will
Special qualities
Languages
Wealth
Eminence
60
feats
attacks

 

 

Blood Brothers

The Blood Brothers are a feared and respected Legion of the Furyborn, known for their unparalleled ability to endure and survive even the most brutal of battles. They are an elite group of cooperative units, bound together by an unbreakable brotherhood and a shared purpose to defend the realms of man and the justice of the gods.

The Blood Brothers are comprised of only the most exceptional and skilled fighters among the Furyborn, and they are subjected to intense training and magical rituals from a young age to ensure that their bodies are capable of surviving the rigors of combat. They are implanted with powerful alchemical devices that enhance their physical abilities and enable them to heal from their wounds in the heat of battle.

Despite their extraordinary resilience, the Blood Brothers are not invincible. They are trained to be strategic and tactical in their approach to combat, using their strength and endurance to outlast their opponents and strike at the most opportune moment. They work closely with other units of the Furyborn, coordinating their attacks and providing support to their allies when needed.

The brotherhood that binds the Blood Brothers together is incredibly strong, and they are fiercely loyal to one another. They will stop at nothing to protect their brothers, even if it means sacrificing themselves in the process. This dedication to each other and the cause of the Furyborn is what makes the Blood Brothers such an effective and fearsome unit.

The Blood Brothers are often called upon to lead the charge in battle, breaking through enemy lines and unleashing their fury upon the opposition. They are a force to be reckoned with, and few enemies can stand up to their relentless onslaught. Though they are often sent into the most dangerous and brutal of battles, the Blood Brothers remain steadfast in their duty to protect the realms of man and the gods.

Cruentis

Cruentis

Liege Lord of The Blood Brothers, Blood artist, Life Dancer


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ??? (?) ??? (?)

Saves
Fort , Ref , Will
Special qualities
Languages
Wealth
Eminence
60
feats
attacks

 

 

The Grim Reapers

The Grim Reapers are one of the 12 elite legions of the Furyborn, known for their solemn duty to retrieve the fallen bodies of those who have perished in battle. These warriors are revered for their ability to traverse the battlefield without fear, all the while ensuring that their comrades are given the dignity and respect they deserve in death.

While their primary objective is to collect the bodies of the fallen, the Grim Reapers are still formidable warriors in their own right. They are experts in close combat and are well-equipped to face any foe that might cross their path. They are trained to handle all kinds of weapons, including swords, axes, maces, and more. Their training also includes the use of magic to aid them in their duties, allowing them to move quickly across the battlefield and even to manipulate the flow of time in certain instances.

The Grim Reapers are fiercely loyal to the church and the Allgod, knowing that their duty is essential to the success of their mission. They work closely with other Furyborn legions, particularly the Blood Brothers, who are known for their ability to survive untold amounts of bodily harm. Together, the Grim Reapers and the Blood Brothers are a formidable force, capable of withstanding even the most brutal of attacks while ensuring that their fallen comrades are retrieved from the field of battle.

As they move across the battlefield, the Grim Reapers are guided by a strong sense of duty and honor. They understand the importance of their mission and the significance of the lives they are tasked with retrieving. As a result, they are able to remain focused and composed, even in the most chaotic of circumstances.

In conclusion, the Grim Reapers are a vital part of the Furyborn legions, serving as the ushers of the dead and ensuring that the fallen are given the respect they deserve. They are fierce warriors who are well-trained in the art of combat and are able to handle any situation that comes their way. Their dedication to their duty and their sense of honor make them a force to be reckoned with on the battlefield.

Riecher

![Riecher ]

Liege Lord of The Grim Reapers, Leader of Deathdealing


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ??? (?) ??? (?)

Saves
Fort , Ref , Will
Special qualities
Languages
Wealth
Eminence
66
feats
attacks

 

 

Time Nullus

The Furyborn Legion known as “Time Nullus” is a specialized group of elite warriors who are tasked with guarding the timestream and ensuring that it remains intact. They are sent to deal with matters of time and order, including preventing chronal incursions that could have catastrophic consequences for the entire multiverse.

The members of Time Nullus are selected based on their unique abilities to manipulate time and their unwavering dedication to the cause of protecting the timestream. They are trained in the art of temporal manipulation and are equipped with powerful artifacts that allow them to control and navigate through the time stream. They are skilled in the use of chronal weapons and technologies that allow them to move through time and space at will, and they have access to advanced time-manipulation spells and rituals that they use to keep the timestream stable.

One of the key responsibilities of Time Nullus is to retrieve lost or stolen artifacts from throughout time and space. They have the ability to navigate through time and locate these artifacts, using their knowledge of the timestream to track them down and retrieve them. They are also responsible for dealing with temporal anomalies and paradoxes that threaten the stability of the timestream.

The members of Time Nullus are trained to operate independently and are often sent on solo missions into different eras and dimensions. They are skilled at blending into different time periods and cultures, often disguising themselves to avoid detection. They are masters of stealth and espionage, using their temporal abilities to move unseen and undetected.

In battle, the members of Time Nullus are formidable warriors, able to manipulate time to their advantage and strike at their enemies with incredible speed and precision. They are also trained in hand-to-hand combat and can hold their own in close-quarters combat. They are equipped with advanced chronal weaponry and are trained to use their powers in a coordinated manner to overcome even the most powerful foes.

Overall, the Time Nullus are a highly specialized and elite group of Furyborn warriors, tasked with the sacred duty of protecting the timestream and ensuring that the order of time remains intact. Their skills, dedication, and unwavering resolve make them a powerful force to be reckoned with in the multiverse.

Gilneas

Gilneas

Liege Lord of The Time Nullus, Templar of the Winding Clock


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ??? (?) ??? (?)

Saves
Fort , Ref , Will
Special qualities
Languages
Wealth
Eminence
73
feats
attacks

 

 

Fury Wolves

The Fury Wolves are the most fearsome and ruthless of the Furyborn Legions. They are the masters of wild warfare, able to bend the battlefield to their will and unleash untold destruction upon their enemies. They are savage and efficient, yet still honor-bound and dedicated to their duty as protectors of the realms of man and the gods.

The Fury Wolves are comprised of only the most skilled and battle-hardened fighters, chosen for their ferocity, cunning, and sheer brutality in combat. They are trained in a variety of disciplines, including close combat, ranged combat, stealth, and guerrilla tactics. They are experts in tracking and hunting, and can navigate even the most treacherous terrain with ease.

In battle, the Fury Wolves are known for their ability to strike hard and fast, overwhelming their enemies with a vicious and relentless assault. They fight with a wild and primal ferocity, unleashing their fury upon their foes and tearing them apart with savage efficiency. They are masters of guerrilla warfare, using hit-and-run tactics and surprise attacks to keep their enemies off balance.

Despite their brutal reputation, the Fury Wolves are still bound by a code of honor and loyalty to the Furyborn and the gods they serve. They will always defend the innocent and fight for justice, even if it means sacrificing their own lives. They are fiercely protective of their fellow Furyborn, and will stop at nothing to ensure their safety and well-being.

The Fury Wolves are also renowned for their ability to tame and command wild beasts, using them as deadly weapons on the battlefield. They are skilled in the art of animal husbandry, and can train even the most fearsome creatures to obey their commands.

Overall, the Fury Wolves are a force to be reckoned with, a Legion of fierce warriors who strike fear into the hearts of their enemies. They are the ultimate predators, masters of wild warfare and savagery, yet still bound by a code of honor and loyalty to their fellow Furyborn and the gods they serve.

Fang

Fang

Liege Lord of The Fury Wolves, The Open Blade


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ??? (?) ??? (?)

Saves
Fort , Ref , Will
Special qualities
Languages
Wealth
Eminence
61
feats
attacks

 

 

Dragonborn

The Dragonborn Legion of the Furyborn is an elite group of diplomats and envoys. They are experts in the art of negotiation and diplomacy, able to navigate complex political and social situations with ease. They are often sent as representatives to meet with powerful beings such as Heralds, Avatars, and Gods.

Dragonborn are known for their regal bearing and majestic appearance. They are often adorned with ornate armor and carry weapons of the highest quality. They are masters of both combat and magic, and can hold their own in any situation.

Dragonborn are also highly skilled in the art of dragon riding. They have the unique ability to tame and ride dragons, which gives them a distinct advantage in combat and allows them to traverse great distances with ease.

In addition to their diplomatic duties, the Dragonborn also serve as protectors of the realm. They are tasked with defending the realm against all threats, whether they be physical, magical, or political. They are trained in all forms of combat, and their proficiency with magic makes them particularly effective against powerful sorcerers and other magical beings.

The Dragonborn Legion is a proud and noble group, dedicated to the protection of the realm and the pursuit of peace and justice. Their regal presence and diplomatic skills make them a valuable asset to the Furyborn, and their mastery of combat and magic makes them a formidable force on the battlefield.

Ichrick

Ichrick

Liege Lord of The Dragonborn, Burning Sea of Storms


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ??? (?) ??? (?)

Saves
Fort , Ref , Will
Special qualities
Languages
Wealth
Eminence
59
feats
attacks

 

 

Arcaus Menbellator

The Arcaus Menbellator, also known as the Order of the Arcane, is one of the twelve elite Legions of the Furyborn. As the name suggests, they are a group of mystical and magical warriors, tasked with maintaining the leylines and mana throughout all planes of existence.

The members of the Arcaus Menbellator are highly trained in the arcane arts and possess a deep understanding of the magical forces that permeate the universe. They are responsible for protecting the leylines that connect the different planes of existence and ensuring that the flow of mana is balanced and stable.

The Arcaus Menbellator is made up of both spellcasters and combat-focused warriors. The spellcasters specialize in a wide range of magic, from the manipulation of the elements to the control of time and space. The warriors, on the other hand, are trained to fight with enchanted weapons and armor, allowing them to hold their own against even the most formidable of foes.

In addition to their duties as protectors of the leylines and mana, the Arcaus Menbellator also serve as advisors to other Furyborn Legions and act as diplomats in dealings with other magical beings. They are well-respected among the magical communities of the various planes and are often called upon to mediate disputes and provide counsel on arcane matters.

The members of the Arcaus Menbellator are deeply dedicated to their duty and the preservation of the magical balance of the universe. They are often seen as reclusive and mysterious, preferring to keep to themselves and their studies. However, when called upon to act, they are fierce and efficient in their defense of the leylines and the mana.

Strong

Strong

Liege Lord of Arcaus Menbellator, Mighty One


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ??? (?) ??? (?)

Saves
Fort , Ref , Will
Special qualities
Languages
Wealth
Eminence
82
feats
attacks

 

 

Dark Angels

The Dark Angels are a unique and enigmatic Furyborn Legion, their mission being one of the most serious and malevolent within the church. They are responsible for delivering the terms of apocalypse to civilizations across all the planes of existence, and are often sent to worlds that have become corrupted or deviant, where the church has deemed that the only solution is to end all life.

Their reputation is both feared and revered, as they are known for their ability to carry out this grim task with an unsettling calmness and serenity. They are highly trained in the art of persuasion and negotiation, often sent to make final offers of salvation to those who have fallen beyond redemption. Though they are not always successful, their presence alone is often enough to sway even the most stubborn of individuals.

Despite their dark and ominous role, the Dark Angels remain deeply committed to the church and its teachings. They see their mission as necessary for the greater good of the multiverse, and their actions as a means of purging the worlds of all that is wicked and unclean. To this end, they will stop at nothing to carry out their duties, even if it means sacrificing their own lives.

The Dark Angels are highly skilled in both combat and diplomacy, and their unique abilities and talents have earned them a place of great respect and honor within the church. They are often called upon to perform difficult and dangerous missions, and are highly valued for their unwavering commitment to the cause.

While their methods may be harsh and their mission dark, the Dark Angels remain one of the most serene and devoted of all the Furyborn Legions. They are a testament to the unyielding faith and dedication that lies at the heart of the church, and a reminder that even in the darkest of times, there is always hope for redemption.

Velganix

![Velganix ]

Liege Lord of the Dark Angels, Macabre Envoy


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ??? (?) ??? (?)

Saves
Fort , Ref , Will
Special qualities
Languages
Wealth
Eminence
63
feats
attacks

 

 

The Eagle Crusade

The Eagles Crusade is a Furyborn Legion with a noble mission. Their goal is to create a world that is better for all beings, no matter what plane of existence they inhabit. The members of this Legion see themselves as crusaders for good, fighting against evil and injustice wherever they find it.

The Eagles Crusade is known for its strong sense of honor and justice. They adhere strictly to a code of ethics that governs their behavior both on and off the battlefield. However, their long lives have given them a somewhat warped perspective. What they see as “good” may not always be what others see as such. Thus, their well-intentioned actions can sometimes lead to unintended consequences.

Despite this, the members of the Eagles Crusade are respected by many. They are seen as righteous warriors who are willing to sacrifice themselves for the greater good. They are fierce in battle, and their war cries are said to shake the very foundations of the planes.

The Eagles Crusade is made up of skilled warriors, many of whom have trained for centuries. They are led by powerful commanders who are chosen based on their experience and leadership abilities. The members of this Legion are known for their unwavering loyalty to each other and their cause.

While the Eagles Crusade may seem like a beacon of hope and justice, they are not without their faults. Their zealousness can sometimes lead them to become blinded to the nuances of a situation, and their actions can have unforeseen consequences. Nonetheless, their commitment to their ideals is unwavering, and their actions have helped shape the course of history across the planes.

Gias

Gias

Liege Lord of the Eagles Crusade, Old Blade of Altariah


Armor Class
Hit Dice
Speed

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ??? (?) ??? (?)

Saves
Fort , Ref , Will
Special qualities
Languages
Wealth
Eminence
70
feats
attacks

 

 

The Iron Guard

The Ironguard is a Furyborn Legion that embodies the unbreakable will and unwavering determination of their order. They are called upon when a location needs to be secured and held, and once they have set up their defenses, they will not budge an inch. Their steadfastness is legendary, and they have earned the nickname of the “unmovable bastion” among the Furyborn. Even an entire army of demons would have a tough time penetrating their defenses, for a single division of the Ironguard can protect an entire realm portal.

The Ironguard boasts some of the heaviest soldiers in the Furyborn legions, and they are also home to the most Juggernaut Armor troops, along with the Furyborn Iron-Leviathan and Steel-Behemoths. With such formidable armaments at their disposal, it is nearly impossible to move them once they have dug in.

Despite their reputation for being purely defensive, the Ironguard does not shy away from offense when necessary. They understand that sometimes, the best defense is a good offense, and entire regiments are willing to fight fiercely to defend their posts. Their Ironbrothers are a tight-knit group who have been defending the realms of the gods for centuries together. They have been through the nine hells themselves, fighting off fiends to make sure they do not exit portals to the realms of man.

In conclusion, the Ironguard is a Furyborn Legion that embodies the unbreakable will and unwavering determination of their order. Their reputation as the “unmovable bastion” is well-deserved, and they are known for their formidable defenses and heavy armaments. Despite being primarily defensive in nature, they are willing to take the fight to their enemies when necessary, and their Ironbrothers are a tightly knit group that has been through the toughest of battles together.

Dovian

Dovian

Liege Lord of the Ironguard, Hell Iron


Armor Class
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59
feats
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Celestial Zodiac

The Celestial Zodiac is a unique Furyborn Legion, whose members are intricately tied to the tenets and embodiments of the 12 Zodiac signs. Each member of this Legion embodies the spirit and characteristics of their respective animal, drawing upon its strengths and abilities in battle. From the fierce and courageous lion to the graceful and adaptable serpent, every Zodiac sign is represented among their ranks.

The Celestial Zodiac is renowned for their powerful and otherworldly abilities, which they draw from the stars themselves. They are masters of celestial magic, able to harness the energy of the cosmos to devastating effect. With a single gesture, they can summon forth a shower of shooting stars or call down the power of a supernova to obliterate their enemies.

But it is not just their mastery of the stars that makes the Celestial Zodiac so formidable. Their physical prowess is unmatched as well, and they are capable of extraordinary feats of agility, speed, and strength. Whether they are charging headlong into battle or deftly dodging enemy attacks, the Zodiac warriors are a force to be reckoned with.

The members of the Celestial Zodiac are also known for their unshakable loyalty and unyielding determination. They will stop at nothing to protect the realms of the gods and ensure that balance is maintained in the universe. As defenders of cosmic order, they are feared by all those who would seek to upset the delicate balance of the universe.

Overall, the Celestial Zodiac is a powerful and awe-inspiring Furyborn Legion, whose members are as varied and complex as the stars themselves. Their mastery of celestial magic and physical prowess make them a force to be reckoned with on any battlefield, and their unwavering commitment to cosmic order ensures that they will always be a beacon of hope and strength in times of need.

Obech

Obech

Liege Lord of the Celestial Zodiac, Lion Guard


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63
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Chaos Angels

The Chaos Angels, unlike their name implies, are viewed as a beacon of hope and salvation by the people of the planes. They are known to arrive in times of great turmoil, chaos, and upheaval, and their arrival is seen as a sign of hope that things will soon be set right.

The Chaos Angels are unique among the Furyborn legions, as they are not bound by any particular code or set of rules. Instead, they operate on their own whims and desires, following their own internal compasses. This makes them highly unpredictable, but also highly effective.

Despite their unpredictable nature, the Chaos Angels are known for their prowess in battle. They are fierce warriors who fight with abandon, and their fighting style is often described as chaotic and wild. They are able to improvise and adapt on the fly, making them highly effective in any combat situation.

One of the most notable aspects of the Chaos Angels is their ability to draw power from the chaos and disorder around them. As chaos and disorder increase, so too does their power, making them a force to be reckoned with in times of great upheaval.

Despite their chaotic nature, the Chaos Angels are highly respected by the other Furyborn legions. They are seen as saviors by the people of the planes, and are often called upon to aid in times of great crisis. Though their methods may be unorthodox, the Chaos Angels are highly effective at restoring order from chaos.

Rayganok

Rayganok

Liege Lord of the Chaos Angels, Shattered Blade


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Fort , Ref , Will
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63
feats
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Agentia divinitatis (Divine Brotherhoods)

The Order

The Agentia of the church are a specialised force sent to do specific tasks in order to better either the position of the church, or to enforce a broken rule or law. The Agentia Divinitatis, is made up of brotherhoods each which is lead by an elected agent in each brotherhood, each brotherhood leader is to lead their brotherhood until death, their job is to delegate the actions of their brotherhood and how to use its given resources to complete certain tasks given to their brotherhood by the church. Each brotherhood has a different set of ideals and rules that govern how the brotherhood is run. The Agentia of the order are sworn to enforce the ideals of their brotherhood, and are to follow their brotherhoods rules and laws, along with follow their orders without complaint or question. The Agentia are a neutral party who hold no favorites in their heart, and who are determined to get their task completed at the greatest of haste. The Agentia have existed ever since the church needed matters settled in a more discrete way, that did not require the interaction of a battalion of knights or soldiers.

Political matters, interrogation, espionage, investigation, capture, all of these things and more are expected to be done by the members of the Agentia Divinitatis, these brave men and women were trained as such to do a variety of jobs, and they are paired up in seemingly strange groups of different brotherhoods, or even different sects, but each leader of a brotherhood knows what they are doing, and the Agentia Divinitatis, has been seemingly working so far.

Agentia Divinitatis, are sworn to their respective brotherhood for life, each brotherhood has their own ranks and creeds, the only way a member can remove themselves from their brotherhood is either death, or by discharge from the church or a relieve from the current brotherhood leader. Each brotherhood has special rules and regulations that their members must follow otherwise there are punished for their actions, with the most lenient usually being a discharge from service, and the worse being….something unspeakable.

The Faith

Each member of the Agentia Divinitatis, understands the absolute rule of the Allgod, and that this being rules above all else, that being said, each member of the Agentia Divinitatis usually follows one of their own aspects of the Allgod, and from that aspects ideals and ideology then the new members of the Agentia Divinitatis are sent to their brotherhood. Agentia Divinitatis are seen as agents of whatever aspect their are devoted to, they uphold the ideals of their deity. Most Agentia Divinitatis are extremely devoted to their aspect and do not agaisnt their aspect in any way shape or form unless they think it could somehow further the order, their brotherhood, or their aspect.

Agentia Divinitatis are extremely faithful and usually owe some part of their lives or accomplishments to their aspect. Their aspect may even come first in their lives, even before the order, brotherhood, or even their families, it’s a rare occurrence for a member of the Agentia Divinitatis to put forth their aspect before the church itself, but it does sometimes happen. This is not seen as unjust of course, unless it ends up conflicting with major sections of the church, these members that seemingly disrupt the church for the purpose of improving the position of their aspect are quickly found out and removed from whatever brotherhood they are apart of and sentenced to leave the church. If they continue to cause trouble, it is not unlikely that a member of a brotherhood are sent to hunt them down.

Words of the Agentia

Faithful Soldiers gleamed in faith
Under darkness and light
Sits these faithful knights
Warriors of the Dark
Soldiers of Light
Agents be swift
Members spoke light
I am a brother, sister, man, child
I am a agent set here to serve
The realm be safe under my watch
I an agent of the divine
Set my soul to be used

Each Brotherhood will also typically have words that they abide to as well

The Training

Each member of the Agentia Divinitatis was chosen by a member of the rank of High Father or higher, these members were then given any amount of training by the High Father, until that member saw fit that their students would be put through the yearly entrance exams. These exams would actually be a series of tests that were each created by one of the members that put up their students for these exams. With a maximum of 20 exams, with the higher ranking members being given priority over the others.

 

 

These tests are commonly referred to as Trails of the Fathers, since only the higher ranking members can devise them. Then each of the applicants will be set with their others trainees from whatever High Father brought them, to complete these exams. The tests can range from, taking a gem from a demon, to slaying a group of undead, to trying to find a druid in a magical forest. Each of these tests are designed and created in one of the Great Halls in God’s Pass, where they are magically constructed, and designed. Each applicant must pass all tests in order to enter the Agentia Divinitatis, more than 95 out of every 100 applicants fail these tests. After the exams are completed, they are each assigned to a brotherhood that best fits their talents, and then have to deal with the brotherhood entry task, which if they fail, they are immediately removed from the Agentia Divinitatis, and sent home.

Agentia Ranks

Maker:
The highest ranking members of the Agentia, only memebers who have completed great deeds for the church are given this rank, typically only a few dozen exists at any one time.
Founder:
Founders are only awarded their posisiton after completeing what is called a task of ascension, only beings that have found their way through their aspects teachings.
Ancestor:
To become a Ancestor you must be nominated by 3 callers. up to 5 ancestors can be named every Year at the winter solstice. They are tasked with assigning duties to squads of Agentia.
Caller:
Caller’s are tasked with finding members to join the church, they give out the call to bring in new members of the church.
High Father:
These are the men and women who have dedicated much of their soul to an aspect of the allgod & have proven themselves above and beyond in their personal skills
Father:
These are the most common rank of the Agentia
Son:
This is the lowest rank normally for an agentia member. The rank given to any new intiate.
Brotherhood Ranks:
Each brotherhood have seperate ranks and positions depending on the brotherhood.
Squad:
This is anywhere to 4-20 Agentia members, lead by a High Father.
Brotherhood Leader:
These are the men or women chosen to lead the brotherhoods, each leader much accumulate 2/3rd’s majority vote from all who rank as father or higher

Brotherhood’s

Ember Cloaks

Entrance Task: Usually the slaying of some planar being

Ranks

Hunter: Between Son and Father

Slayer: Between Caller and ancestor

Words Hunting, beasts, monsters, men

These are not fit for a hunter

Beings of other worlds

See fit to mark my blade

I shall be the hunter

I shall become a slayer

I shall gather my collection

In order to serve the maker

Creed: These are the men and women who are sent to slay beings from the other planes, they are sent to slay elementals, demons, devils, angels, etc, anything that goes against the church or the faith, that are from the other planes of creation. These guard the faith, by removing anything that may hurt it.

Maker Corvus Fulgran

Leader of The Ember Cloaks, Maker, The Son of Fire


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40
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Emperor Claws

Founding Brother: Lygarius of the Stellar Council

The Founding: The Emperor Claws founding was before history as we know it, it is scribed in ancient texts and fables that on of the Stellar knights of Altariah themselves founded the great brotherhood, In fact, this was the being is the foudner of the Agentia itself. He was Lygarius Lord of Order, a close friend with Isaac the Allfather.

Lygarius Founded the Agentia when he found that his close friend and ally of the council needed someone to speak to the people more clearly, someone who was more of a diplomat, then a preacher, someone that could not only speak the words of the soul, but speak the words of the people. With this and his own great influence he was soon to found the Agentia Divinitatis. Not much is recorded of the Agentia before it gave birth to its brohterhoods, but, one day 3 brotherhoods came to be, they would hold the 3 tenets of the Agentia above all else. Those brotherhoods were called, Emperor Claws, Eldritch Librarians, and the Silken Blade. Each holding a differnet tenet about all else.

Tenets: Honor, grace, focus, perfection, humility, law, silver. Peace

Entrance Task: Usually the retrieval of some form of needed information, this task is useally selected by their current teacher, on failure of the task they are immediatly rejected from the Agentia, unless they can get the appeal of at least 3 High Fathers, or certain extreme circumstances caused them to fail. These are decided on a case by case basis.

Ranks

Seeker (Between Son and Father): These agentia are tasked with going out into the world to gain experience, they are seeking expertise on certain affairs, either in war, economics, beast slaying, potion making etc, they are sent out to further hone their skills until they recieve the call.

Royal (Between founder and Maker): These are the 3 Agentia who assist the brotherhood’s leader, they can only achieve their rank by reciveing a Divine medal of honor, along with being chosen by the current leader of the brotherhood

Words

Men of Honor

People of Glory

All to serve

Heroes of the Just

Villains of the Vile

Members of the faith

Serve throughout our trials

Creed: These are the diplomats of the Agentia Divinitatis, they are routinely set out to do diplomatic agreements between lords and ladies in order to gain income for the church, they also broker contracts, that are expected to be kept. They are also the enforcers of these contracts, incase they are broken

Caller Vhargeris Dawnbreak

Vhargeris Dawnbreak

Leader of The Emperor Claws, CallerKnight of Hearts


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32
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Eyes of the Watch

Entrance Task: Usually the protection of some needed location, settlement, or person for a given period of time

Ranks

Brother: Between Father and High Father

Ranger: Between High Father and Caller

Words

We are the watchers

Protectors, guardians, holdfasts

Safe under our eyes

Protected between our gaze

The Blades and shields that guard the faith

Soldiers of light and shadow until dawn’s end

Creed: These are the protectors of things needed by the church. They are sent to guard items of power, people of importance, locations in distress, and everything in between, the members of this brotherhood are sent on missions of importance and protection, and sometimes serve for their entire lives to protect something.

Maker Thundus Black

Thundus Black

Leader of The Eyes of the Watch, Maker, Burning Storm


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34
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Whisperers

Entrance Task: Usually the assassination of an enemy of the church

Ranks:

Silence: Between High Father and Caller

Speechless: Between Ancestor and Founder

Words

Silence is the loudest of sounds

We are its speakers

We are its delegates

We hear it beckon

We show its will

And we fear its call

Creed: These are the assassins and most feared members of the Agentia Divinitatis, these men and women are trained in the most stealthy of techniques, they are trained to not be heard, or seen, and are only sent to deal with enemies of the church and faith, of the highest importance.

Maker Unknown

Leader of Whisperers, Maker, The Unknown


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Silken Blade

Entrance Task: Usually sent to remove a troublesome deserter of the church

Ranks

Maid: Between Father And High Father

Butler: Between Ancestor and Founder

Cleaner: Highest Rank

Words

Betrayers, deviants, deserters

Men of no honor

Men of this ilk deserve no breath

Filth that deserve no beating heart

We are the servants of the clean

The Blades that shed the world of the filth

Creed: These are the agents sent to slay the dishonorable, men who have disrespected the church or the unfaithful men and women of the land. The goal is to clean the world of all the unfaithful men and women who roam it.

Cleaner Gareth

Gareth

Leader of the Silken Blade, The Butler, Cleaner


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46
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Mystic Knights

Entrance Task: Usually Sent to fix some arcane problem for the church

Ranks

Captain: Between High Father and Caller

Lord Commander: Between Founder and Maker

Words

Arcane Privilege

Words of a tome

The destruction of magic

None we will call home

Defenders of the meek

Protectors of the norm

Arcane brilliance

Against arcane scorn

Creed: Members of this brotherhood are sent to stop arcane offenders of all kinds, they are to use their magic if any in order to defend the populace of the world, and any occasion of using it on them without being provoked will be cause of immediate expulsion from the brotherhood

Maker Raikon Stone

Leader of the Mystic Knights, Maker, Champion of Magic


Armor Class
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STR DEX CON INT WIS CHA
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Fort , Ref , Will
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Eminence
43
feats
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Eldritch Librarians

Entrance Task: Usually sent to resolve some issue with the far realms

Ranks

Other: Between Father and High Father

Speaker: Between Caller and Ancestor

Words

We will contain the Old

Guards of the new

Callers of the far

We exchange their calls

For the safety of the realm

Bringers of sayings lost to time

Burners of faith, creation, and time

Creed: Members of this brotherhood, deal in all things of the far realms and of eldritch origin. They maintain the information known about them, maintain connection to them, limit their entry into the material realm, and protect humanity from them. They are keepers of all things strange.

Maker Uthix Corda

Leader of the Eldritch Librarians, The Journal Keeper, Maker


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STR DEX CON INT WIS CHA
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Eminence
40
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Natura Conformantur Homines (Circles of Creation)

The Order

Nature, the most holy of citadel’s, churches, temples, and homes. The progenitor of life, and the keeper of its secrets. Nature surrounds all nations, holds, kingdoms, cities, and keep’s in its grasp, either giving them its love and grace, or showing them Nature’s wrath and scorn. The men and women of the Natura Conformantur Homines, and maintainers of nature. Without nature, the world will die, with it the cities of people, the kingdoms of men, and the wilds of the world will also cease to exist. The member’s of what is known as the Natura are the guardians of nature, the gardeners of life, the keeper of its secrets, the tamers of its beasts, the soldiers of its wrath, the priests of its wisdom, the healers of its wounds, and the bearer’s of its love.

The family of the Natura is split into what are called the 6 Circles of Life. Each representing a different aspect of life and how it works. The family of each of those Circles protect’s and is an advocate for this aspect of life, they will defend it to their grave, and serve its cause hopefully after their demise or departure from the material world. The Circles are each lead by a Vitdomina also known as a Lord of Life. These Lord’s are the father’s and mother’s of the circle and are the only ones permitted to know the Grand Primal Maximum Primam Rituale of the Circle.

The Circles are in part creator’s of the Furyborn, they covet the rituals of the old and far worlds of the planes. They find and protect the knowledge of these rituals, as they either grant an immense boon to life, or cause it’s untimely end. These Rituals are protected and guarded by an elite family of the Natura from each of the Circles protecting their own rituals. These rituals have been used for great things and have been used to stop even worse disasters.

The 6 Circles of Nature make up the Natura, they are the lifeblood of the entire Sect. Without these Circles the churches connection with nature would cease, and their vast ancient knowledge would lessen and fall. Many think the Natura are unnecessary, though many ancients of the world find the church unnecessary, the Natura keeps the ancients satiated, and the peace of the civilizations and the wilds as calm as they can. Without the Natura, their is no telling what horrors would befall the races of Sanctum.

The Faith

The members of the Natura are extremely devote to not only the Natura, the church, and their circle, but also to their ideology of nature and its foundations. Their dedication to nature is absolute, though how they serve it may be completely different from member to member despite them being even in the same circle. Nature is a wild, untameable thing, even though the inhabitants of this world may try, nature can not be contained. Because of this the dedication to the faith differs extremely from person to person. Some may be similar, some may be opposite, the only thing connecting them is their connection to nature.

Though their faith is usually similar the aspect of the wild permits the Natura’s members to follow the faith as they wish without scrutiny, unless they break one of the Natura’s rules or the churches. One member may hate all forms of artifical or man made structures, and seeks to bring all of it to dust, others may want harmony between man and nature. One may believe that the only true aspect of nature is death and the only way to respect it is to honor death itself. The followers of the Natura, are devoted to nature, how they are devout, is a different story altogether. Nature is their calling, their life, the loved one to protect, and their home to guard.

 

 

Words of Natura

I am the protector of life

I guard its graceful splendor

I lay to rest its solemn fall

Defender of the Verdant Kingdom

Protector of the Archtree of life

Tending to its fields

Shepherd to its herds

Reaper of its harvest

Keeper of its Secrets

I am the Guardian of Life

I am the Savior of Nature

I will die for the good of its existence

I will live so that it may prosper

My oath be taken

My oath be received

I now take the watch

Gardener, shamen, shepard, reaper and child

Each circle will typically have their own words.

The Training

The Natura have less training and more of a requirement. The potential members of the Natura must be approved by at least 3 greensinger rank members or higher. That is the only rule to be accepted into the Natura. At least it’s the only official rule, most Greensingers who have applicants who want to join will normally send the applicant on a journey in order to prove that he can serve the Natura properly. They will also normally be asked a series of questions such as “How did you come about wanting to be with nature” “How would you serve the Natura” “Have you done the Ancient Expedition” “Have you found the Ancients?”. Things that pertain the the quality of the member that is wanting to join. Though these tasks vary immensely depending on the greensinger rank member that orders the applicant to do them.

Natura Ranks

Lord of Life: The highest ranking members of the Agentia, only memebers who have completed great deeds for the church are given this rank, typically only a 1 or 2 per circle exist at a time. (6)

Guru of Nature: (18)

Archprimal: (36)

Verdant Liege: (72)

Lifekeeper: (144)

Treelord: (576)

Oakenfather: (2,304)

Natureguard: (9,216)

Woodseer: (36,864)

Greensinger: (120,000+)

Greenweaver: (400,000+)

Wildborn: (1,500,000+)

 

 

The Circles

Mors Hortus

Ragranth

Ragranth

Lord of Life, Circle Leader of Mors Hortus, Locus of Death


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52
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Entrance Task: Typically returning a poor beast to the grave.

Words

Glamour and Victory

Honor and Glory

Peace and Violence

Rich and the Poor

Faithful and the Faithless

All stand equal before death

The final act of a life

The only true certain thing

The most natural act of life

I am its actor, the director, and the writer

I will help poor souls finish their final performance

Creed: These are the members that believe that death is a graceful end to the performance of life as they call it. They are not out to kill anyone, nor to slaughter innocents, but to help anyone in need to reach the final act of life…..death.

 

 

Milites Esper

Vask

Lord of Life, Circle Leader of Milites Esper, Great Tooth


Armor Class
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STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ??? (?) ??? (?)

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Eminence
50
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Entrance Task: Destroy a threat to nature.

Words

Creed: They are the hunters and chasers of the circles, able to track down and retrieve anything they set their eyes on.

Description:

 

 

Viridi Varico

Entrance Task: Help restore a nature sight

Zubo

Zubo

Lord of Life, Circle Leader of Viridi Varico, Eldbeard


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STR DEX CON INT WIS CHA
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Eminence
55
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Words

Creed: Protect and guard nature and it’s beauty. Help it flourish among the ever expanding crawl of civilization. Restore nature where you can.

Description:

 

 

Ventus Seminante

Entrance Task: Recover information.

Lumana Seelie

Lord of Life, Circle Leader of Ventus Seminante, Mother of Breezes


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Eminence
48
feats
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Words

Creed: To follow the wind, swallow it’s secrets, and pass them onto kind ears.

Description:

 

 

Latin Messis

Entrance Task: Relief mission, or peace assignment.

Fulmarick

Fulmarick

Lord of Life, Circle Leader of Latin Messis, Entity of Growth


Armor Class
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STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ??? (?) ??? (?)

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Fort , Ref , Will
Special qualities
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Wealth
Eminence
50
feats
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Words

Life, Honor, santuary

These are the things for which I stand

Soon my season will end, and I will assit the new

I vow that in my service

I, that of thine growth

My first steps into the evergreen

I will lay way for the Next

I am Evergrowing harvest

Ready to serve

I will tend it to my final days

Gardning life and tending till death

Weaving back together dreams and sanctuary.

I am that of the New Harvest

Creed: They do not harm until violence is needed, they will not let life slip away without taking some sort of action to prevent it. It is their dream to one day reach the Ever Harvest, an everlasting Sanctuary for all.

Description: They hold the value of life for the sake of betterment of each generation & the presevation and cultivation of each and every generation, so they can do the same. Everyone should live to ensure that the next generation will long, safe lives. This leads many members to be kindhearted souls. Honor holds higher regard in this Circle then most other circles, it is typically challenging to find a member who holds malice in thier heart, or any evil based being.

 

 

Familia Verdant

Entrance Task: Join recruitment mission.

Astarath

Astarath

Lord of Life, Circle Leader of Familia Verdant, Lady of the Vine


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Hit Dice
Speed

STR DEX CON INT WIS CHA
???(?) ???(?) ???(?) ??? (?) ??? (?) ??? (?)

Saves
Fort , Ref , Will
Special qualities
Languages
Wealth
Eminence
52
feats
attacks

Words

Creed: All under the watchful eye of the Green are family, though their is no room for mercy even for said family when it comes to protection of the whole.

Description:

 

 

Sacra Exercitus (Fist of the Almighty)

The Order

The Sacre Exercitus, are the Judge, Jury, and Executioners of the church, they are the Church’s primary fighting force. They are the ones who uphold the church’s laws, pass judgement in the field, detain those for the offensives they have made to the Allgod and its aspects. They are the sword of the church, used to purge the unholy, and the shield that will protect the church and the realms of man if need be.

They are not directly controlled by the Concilio however. The Sacre Exercitus is split up into many factions, each Aspect of the allgod given a certain amount of forces, that is a physical representation of the support that aspect, has in both the realm and the Church. From these different groups they are then commanded by The Grand Arbiters, which are the highest rank that someone can achieve in the Sacra Exercitus, who then give their reports to the Concilio.

The Grand Arbiter, then design their separate forces into certain ranks, with some ranks possibly being ignored, depending on that ranks support in the realm. The ideal of the represented Aspect of the allgod, usually dictates the kind of tasks and assignments that will be dictated by The Grand Arbiter to be completed by their Section of the Sacra Exercitus. Though there are strict rules that can not be broken within the entirety of the Sacra Exercitus, with additional rules being applied depending on the aspect of the Allgod being followed. These rules are simple.

Defend the Honor of the Allgod

Do not interfere with other orders Sects matters

Do not interfere with other Aspects matters

Do not harm your fellow Soldier

Do not question The Concilio

Do not Question a Liege Lord, or a Legion Primarch

Do not Question Your Grand Arbiter

Do not Question a Grand Arbiter

Each faction within the Sacra Exercitus follows these basic rules, though there are normally many more rules enforced within certain factions. The order gets most of their men as volunteers, trainees, and orphans.

The Equipment

The Sacra Exercitus is given varying funding depending on the money donated to their specific aspect. Though there is a set minimum and Maximum given to each faction to use on a yearly basis.

The Sacra Exercitus is armed with swords, chestplates, axes, spears, horses, wands, warbeast, landships, Mechs, airships, and even have access to some holy relics. Each of their soldiers though is armed with their aspects favored weapon, and with the armor changing depending on the aspect.

Words of The Sacra Exercitus

We are the many

Made of the few

With the will of our God

We will cleave away the false

and bring forth the true

The Training

Training begins with spending a significant amount of time at some form of church, and then being by one reason or another inducted into the Sacra Exercitus training camps, by the nearest Herald ranked officer, which will then assign them to the appropriate aspect branch. From there they are set to their own aspects training which widely differs from aspect to aspect. Certain aspects may have their own ranks created, though they are universally recognized by each aspect to have whatever authoritative meaning that is given to them

Aspect Kord: After being assigned to training under the aspect of Kord each trainee will then be assigned to a drill sergeant, under this sergeant they will be tasked to do certain missions for the faith, such as scouting, minor divine arrests, etc, until each trainee is deemed worthy by their drill sergeant to complete a task of strength. Which is then dictated by their possible future assigned Captain.

Ranks & Units

The Grand Arbiter: Bree Algra Adysian Fulgran

Arbiter: 4

Preator: 12

Thrane: 36

Harbinger: 144

Dignitary: 576

Precursor: 5,000+

Forerunner: 11,000+

Captain: 46,000+

Herald: 180,000+

Sergeant: 700,000+

Officer: 3,500,000+

Recruit: 25,000,000+

 

 

Regnum Paeonis (Hands of the Great Mother)

All Faith Laws (Magical)

All FaithLaws (High)

All Faith Laws (Divine)

Markovian Worship

Elder Paths

 

 

Part 5: Magic of Sanctus

Magic Classifications

Magic is an essential element in the world of Sanctum, a place where magical abilities are an everyday occurrence. The ability to harness magical powers allows the inhabitants of this world to accomplish tasks that would be impossible with just their physical abilities. Magic can be used in many ways, including combat, healing, transportation, and communication, among others.

To differentiate the various levels of competency between magic users in Sanctum, separate classifications have been established. These classifications allow for a better understanding of the skill level and proficiency of magic users and can help to create a sense of hierarchy and structure within the magical community.

Novices, for example, may only be able to cast basic spells and cantrips, while adepts can cast more complex spells with a more significant impact. Masters have honed their skills over many years and have a thorough understanding of the principles of magic, allowing them to cast some of the most potent spells available. Those who have achieved the level of King can cast spells with a massive impact on their surroundings, while Sacred magic users can alter reality itself. Finally, Ascendant magic users are incredibly rare and can wield powers beyond the comprehension of mortals, commanding vast powers that can shape the very fabric of the universe.

These classifications provide a sense of progression for magic users in Sanctum, and can add depth to character development and create a more immersive experience for the player. It also allows for characters to have a better understanding of their own abilities and limitations and can help them set realistic goals for their magical development.

Overall, magic is a vital tool in the world of Sanctum, allowing characters to achieve the impossible and perform feats beyond the capabilities of mortals. The separate classifications of magic users based on their proficiency and skill level are an important part of this world, providing a framework for understanding the magical hierarchy and creating a more immersive experience for those who enter Sanctum’s magical realm.

Magic Ranks

Novice:
This level of magic is reserved for beginners and those who have just started learning magic. Novice magic users can only perform basic spells and cantrips, which are simple spells with minimal magical effects. These spells typically have limited range and duration and require minimal effort to cast. Novice magic users can cast 1st level spells and their equivalent.
Adept:
Adept magic users have advanced beyond the basics and can cast more complex spells. Adept magic users can cast 2nd and 3rd level spells, which have a more significant impact than the spells cast by novice magic users. These spells have longer range and duration and require more effort to cast. Adept magic users have a deeper understanding of magic and can use it more efficiently.
Master:
Masters of magic have achieved a high level of proficiency and can cast powerful spells. They have honed their skills over many years and have a thorough understanding of the principles of magic. Master magic users can cast 4th and 5th level spells, which are some of the most powerful spells available. These spells can have a significant impact on their surroundings and require a considerable amount of effort to cast.
King:
The level of King is reserved for only the most powerful and experienced magic users. They have reached the pinnacle of their craft and can cast some of the most potent spells available. King magic users can cast 6th, 7th, and 8th level spells, which can have a massive impact on their surroundings. These spells are incredibly complex and require a vast amount of magical energy to cast.
Sacred:
The level of Sacred is reserved for those who have achieved a mastery of magic beyond what is normally possible. Sacred magic users can cast 9th level spells and lower class Epic spells, which are the most potent spells available. These spells can have a world-changing impact and can alter reality itself. Sacred magic users are rare and are often revered as gods or goddesses.
Ascendant:
The level of Ascendant is reserved for magic users who have transcended the boundaries of magic and can wield powers beyond the comprehension of mortals. Ascendant magic users can cast Epic and beyond magic, which is magic beyond the normal rules of magic. These spells can alter reality on a cosmic scale and can have far-reaching consequences. Ascendant magic users are extremely rare and often become forces of nature, commanding vast powers that can shape the very fabric of the universe.

 

 

Flux and Warp

Every spell produces an amount of planar destabilization however minor, should this destabilization become to great adverse effects could happen to both the plane and it’s inhabitants, ultimately could lead to the dissolution of the planar bubble and the destruction of the plane itself.

Planar travel, Calling, and Summoning spells:
All increase their effective Caster Level depending on how close they are to the Prime. Should a spell call/summoning/travel towards the center layers they are increased by +1CL for every layer they travel towards the Prime (Max +10), and -1CL every layer they travel away from it (Max -10).
Example:
“3rd Level Wizard” on the “Prime” summoning a “Fiendish Dire Rat” would have an Effective Caster level of 7th Level given the Rat is traveling through 4 layers to get to the Prime. Should a “5th Level Druid” attempt to use “Summon Nature’s Ally” while in the 9 Hells, presuming the Animal came from the Prime, it would be reduced by 4 Caster Levels.

Flux

The amount of fluctuation a spell or spell like ability gives. Typically tracked by the DM.

Spells:
(1/2 Caster LevelSpell Level)x(Total HD2)

Example: 6th Level Human wizard casts Fireball. (((1/2)6)3)x(62). Simplified (33)x(62), further simplified would be 27x36. So a Fireball from a 6th level caster with 6HD would be 972 Flux.

SLA’s:
HD^(Primary casting stat or Charisma Mod)

Planar Travel

When a Being travels and or is Called but not summoned, they cause Flux equal to as if they cast a Spell as a Full caster at max effectiveness.

Planar Bounds

The limit of Flux a plane can handle

Planar Limit:
1,000x3^(Native Deva)+(10% of the max Flux of the plane/s that border it)
Planar Shed:
Every solstice an amount of flux is burnt out into the outlands, shedding the stress of warp. Equals 1% current total per active and willing native Deva.

Warp

Depending on the energy flowing through the filament of the plane, spells can have a varied effect.

(0-25% Normal):
Spells and effects act as Normal
(26-40% Charged):
Planar, Summoning, and Calling spells all act as if they are 1 step towards the Far Reaches from the plane the spell is cast on
(41-65% Infused):
Planar, Summoning, and Calling spells all act as if they are 3 steps towards the Far Reaches from the plane the spell is cast on, every Arcane spell has a 5% Chance to be cast again and at a random target if any, divine Spells have a 10% Chance to not be expended when cast, SLA’s have a 25% chance to have a 50% increased random Numerical effect 6d6 Fireball like ability would become a 9d6
(66-90% Volatile):
Planar, Summoning, and Calling spells all act as if they are 5 steps towards the Far Reaches from the plane the spell is cast on, every Arcane spell has a 25% Chance to be cast again and at a random target if any, divine Spells have a 25% Chance to not be expended when cast, SLA’s have a 50% chance to have a 100% increased random Numerical effect 6d6 Fireball like ability would become a 12d6
(91-100% Erratic):
Planar, Summoning, and Calling spells all act as if they are 8 steps towards the Far Reaches from the plane the spell is cast on, every Arcane spell are tripled and are cast at a random targets if any, divine Spells no longer function if provided by a deity, SLA’s have a 150% increased random Numerical effect 6d6 Fireball like ability would become a 15d6

Should a Effect act as if it’s farther then the Far Reaches, add +1 to the CL per extra step Upon passing max Flux the Plane will destabilize and burst.

Truenaming

A truenamer has a whole bunch of weapons in his arsenal. Uses of truenaming fall into three general categories: utterances, incantations, and recitations. All three share the same basic qualities.

  • Activated as a move action.
  • Activation does not provoke attacks of opportunity.
  • Not subject to spell resistance or spell immunity.
  • Does not allow saving throws.
  • Subject to namelessness and name resistance.
  • Extraordinary ability (Ex).
  • Reversible (a thematically opposite effect) (utterances and incantations only).
  • Come in 6 levels.
  • Require a Truespeak check to use.
  • Augmentable by voluntarily increasing the Truespeak DC.
  • Require you to speak.
  • Never require material components or XP.
  • Target a creature within line of sight to you, regardless of distance.
  • Effective spell level of 1/2 the truenamer’s vocalizer level.
  • Do not stack with themselves.

 

 

Utterances

Utterances are the most powerful abilities a truenamer will gain. These are words and phrases of truespeech that cause some kind of hindering or harmful effect to his foes, or a helpful effect to his allies. Now, a truenamer can’t just go around using whatever utterances he wants, whenever he wants. To start with, all utterances are subject to the truenamer’s absolute limit. An utterance by a truenamer can only affect a target whose current hp is equal to or below his absolute limit. Your absolute limit is added to every time you gain a level in a truenaming class or prestige class.

For example, as a truenamer you add a value to it every level equal to 1 + your Charisma modifier. Your absolute limit does not change retroactively with ability increases. Temporary bonuses to an ability score do not change the increase of your absolute limit. Permanent increases, including inherent bonuses, do apply.

Example: Torgoth the Mighty has a Cha of 17, or +3. He gains three levels of truenamer, making his absolute limit 12. Then he gains a fourth level, and adds +1 to his Charisma score, making it an 18, or a +4 modifier. He adds 5 to his absolute limit at this level, but does not change the additions from previous levels.

An utterance can be used on a willing target even if their hp is above the truenamer’s absolute limit.

Absolute Limit for Racial Hit Dice

Monsters that use truenaming have an absolute limit for their vocalizations based on their hit dice and type. At every racial hit die, such monsters gain a bonus to their absolute limit as shown on the following chart.

Type Absolute Limit
Aberration 2+ Cha Mod
Animal 1+ Wis Mod
Construct 1+ Str Mod
Dragon 2+ Cha Mod
Elemental 2+ Cha Mod
Fey 2+ Cha Mod
Giant 1+ Wis Mod
Humanoid 2+ Cha Mod
Magical Beast 2+ Wis Mod
Monsterous Humanoid 2+ Cha Mod
Ooze 1+ Cha Mod
Outsider 2+ Cha Mod
Plant 2+ Wis Mod
Undead 2+ Cha Mod
Vermin 1+ Wis Mod

Incantations

Utterances are the most powerful weapons in your arsenal, but they’re not the only thing you got going for you. When an enemy is too strong (at the moment) to target with an utterance, you can use incantations to target him indirectly. This can include launching projectiles at him, altering the terrain to your advantage, or other such effects that don’t target your enemy directly.

Now of course you’re thinking, “what about that stupid law of resistance from the Tome of Magic? Remember, the arbitrary mechanic where words get harder to say as you say them more often? What about that?” The happy news is that the Law of Resistance (and the Law of Sequence, for that matter) is gone. Yes, this means at-will abilities, if you can make the skill checks.

Recitations

Recitations are sort of similar to stances from the Tome of Battle, except different. The idea behind a recitation is that you’re repeating your own truename with a different cadence, altering yourself. Like all truename effects, a recitation can be activated with a move action, and typically provides a defensive or otherwise helpful effect so long as you maintain it.

Now here’s the catch: you can maintain a recitation as only a swift action every round, but while you’ve got a recitation going you can’t use truenaming! Yes, that means you give up your most powerful class feature for the duration of the effect.

You don’t need to take an action to end a recitation, it ends naturally if you don’t take a swift action to maintain it. Recitations are exceedingly helpful for truenamers that enter melee, multiclass truenamers, or for truenamers that need to focus on defense or escape. While you maintain a recitation, you don’t need to make additional Truespeak checks to gain the benefit.

Augmention Vocalizations

Every truespeak effect has a Truespeak DC to use properly. Failure on this check means that the effect simply fails to happen. However, if you’re feeling brave, lucky, or just plain stupid, you can voluntarily increase the DC of the check in order to gain a better effect. This is sort of like psionic augmentation. The key thing here is that when augmenting a truespeak effect, you can only increase the Truespeak DC by an amount equal to your truenamer level. Everybody get that?

 

 

You can only increase the Truespeak DC to use a truespeak effect by an amount equal to or less than your truenamer level. You decide if you want to augment an effect before you use it. Thus, you set the DC before you make the check, increasing its power to a risk level that you feel comfortable with. Every truespeak effect has a specific way to augment it, but all utterances share one common augment.

  • For every +1 modifier applied to the DC in this way, the absolute limit for this one utterance is increased by 1.

A vocalization may have multiple means of augmenting it. You can mix-and-match whatever you want, so long as the total modifier to the Truespeak DC doesn’t go over your truenamer level

Utterance Name Modifiers

Utterances require a name for the target to be used. You may use a true name, a given name, or a nickname for this requirement. These are described in detail below (see ‘Discovering Truenames’), but the bottom line is that the more accurate name you use, the easier it is to use your utterance against them. The modifier applied to your Truespeak check to deliver an utterance is summarized below

Name Modifier
Nickname -2
Given name 0
Truename +4

Discovering Truenames

As a truenamer, you know your own truename. Lucky you. Unfortunately, your utterances are most likely to succeed when you also know your enemy’s truenames. Learning a truename requires research. You can, however, get by with only knowing the given name of a creature, or (gods forbid) a nickname.

  • A nickname, when it comes to truenaming, is a vague description of a creature. Odds are you’re not going to know the name of a dire bunny that attacks you in the woods, so you can specify this thing by saying the equivalent of ‘that furry thing with the fangs’, except in truespeech. This is cumbersome and ineffective to use with your utterances, so your Truespeak check to use the utterance takes a penalty of -2.
  • A given name is just what it sounds like: a creature’s birth name. They generally know this themselves, as opposed to their truename, which is Mysterious And Hidden™. Using a given name is reasonably effective with utterances, and as such you take no penalty on your Truespeak check. In a game, discovering birth names can be a fun side quest or hidden agenda for a truenamer, especially for a target that’s taken pains to cover it up or who goes by an alias. There are no mechanics to discover a given name, as this should be handled by the DM in the game.
  • A truename is the name the universe knows someone by. Everything, and I mean everything has a truename. Even if it’s, you know, inanimate. Doesn’t matter. Unfortunately, most truenames, spelled out phonetically, look like you went to sleep on a keyboard for a few minutes, with a whole bunch of apostrophes thrown in for good measure. You can research truenames, in any kind of library or a hall of records or lore. Now, truenames can be tough to find, and generally the more famous or renowned (or old) someone is, the easier it’ll be to find their truename. Finding a truename requires a Knowledge check appropriate to the target’s creature type (see the Knowledge skill in the Player’s Handbook for more information on creature types and the Knowledge skill), a Truespeak check, and aboutan hour of solid research. You also need the given name (see above) of a creature before you can find its truename. The base DC of both checks required to uncover a truename is 25, but this can be adjusted based the notoriety and the age of the target. This modifier should be determined by the DM based on the specific circumstances, and shouldn’t be any higher than +10 or any lower than -10.

Defending against Truespeak

Like anything, truespeak can be defended against. It’s extraordinary in nature, and not vulnerable to spell resistance, so conventional magical defenses aren’t exceedingly helpful. However, there are methods that can be used to protect yourself

  • Detecting Truespeak: When a truespeak effect is used within line of sight of someone, they can make a Knowledge (arcana) check against a DC of 10 + the speaker’s truenamer level to detect it as a truespeak effect.

 

 

  • Counterspeaking: A truenamer (or anyone with ranks in Truespeak) can attempt to counter a truespeak effect as an immediate action. This can only be attempted when they are affected by a truespeak effect, and detect it for what it is (see above). The counterspeaker must make a Truespeak check against the check made to activate the truespeak effect. Whoever loses the opposed check is dazed for one round. If the truenamer loses, the truespeak effect fails to occur, exactly as if he had failed the Truespeak check to deliver it.
  • Name Resistance (Ex): If a creature has name resistance, its name is exceptionally difficult to speak in the language of Truespeech. The DC to target such a creature with a truespeak effect increases by the amount specified in its name resistance ability entry.
  • Namelessness (Ex): If a creature has namelessness, it is completely immune to utterances.

List of Utterances

For every +1 modifier applied to the DC in this way, the absolute limit for this one utterance is increased by 1.

And verily, it bears mentioning again that even if you use an utterance’s special augment and this universal augment together, you cannot increase the DC by more than your truenamer level.

Level 1

• Phrase of Speed

• Phrase of Vigor

• Syllable of Entropy

• Syllable of Pain

• Word of Battle

• Word of Defence

Level 2

• Phrase of Balance

• Phrase of Fear

• Syllable of Affliction

• Syllable of Lightning

• Word of Combustion

• Word of Drowning

Level 3

• Phrase of Perfection

• Phrase of Wrestling

• Syllable of Confusion

• Syllable of Swiftness

• Word of Dragons

• Word of Stone

Level 4

• Phrase of Flight

• Phrase of Teleportation

• Syllable of Cleansing

• Syllable of the Minotaur

• Word of Precision

• Word of Temporal Acuity

Level 5

• Phrase of Bombardment

• Phrase of Spirits

• Syllable of Temporal Displacement

• Syllable of Tesseract

• Word of Mental Fatigue

• Word of Wizardly Woe

Level 6

• Phrase of Domination

• Phrase of Temporal Acceleration

• Syllable of Death

• Syllable of Soul Entrapment

• Word of Conjunctive Action

• Word of the Two Fates

 

 

List of Incationations

Incantions act very much like utterances, but don’t target creatures. Instead they target items, the environment, or otherwise indirectly affect combat.

Level 1

• Harden the Metal

• Move the Arrow

• Purify the Food

• Slick the Surface

Level 2

• Heat the Metal

• Sharpen the Blade

• Sully the Unseen

• Swallow the Light

Level 3

• Break the Sword

• Open the Way

• Shroud the Earth

• View the Secret

Level 4

• Dissolve the Bonds

• Move the Token

• Seize the Item

• Transmute the Iron

Level 5

• Empower the Potion

• Flip the Ground

• Foil the Senses

• Stiffen the Air

Level 6

• Call the Wind

• Rebuild the Dweomer

• Rewrite the World

• Unhinge the Earth

 

 

List of Recitations

• Move action to activate (just like all truename effects)

• Swift action each round to sustain the effect

• Cannot use other truename effects while active

• Not reversible (no opposed effect)

• Not subject to your absolute limit

• No set duration

• Only targets you

Level 1

• Recitation of the Cunning Step

• Recitation of the Harried Step

• Recitation of the Unclouded Eye

• Recitation of the Wise Man

Level 2

• Recitation of the Ardent Arcanist

• Recitation of the Sanguine State

• Recitation of the Puma’s Grace

• Recitation of the Unheard Voice

• Recitation of the Unimpeachable Soul

Level 3

• Recitation of the Barricaded Mind

• Recitation of the Eclipsed Sun

• Recitation of the Heart’s Cage

• Recitation of the Fortified Body

• Recitation of the Imposed Pull

• Recitation of the Vital Heart

Level 4

• Recitation of the Shooting Star

• Recitation of the Untouched Snow

• Recitation of the Warrior’s Arm

Level 5

• Recitation of the Broken Spell

• Recitation of the Hydra’s Bane

• Recitation of the Shattered Mind

• Recitation of the Unscribed Name

Level 6

• Recitation of the Ethical Bent

• Recitation of the Reaper’s Foil

• Recitation of the Rejuvenated Self

 

 

Utterance Index

Phrase of Balance

Utterance:
2
Base DC:
18
Duration:
5 rounds
Normal:
The target receives a +4 truespeak bonus to avoid being bull rushed or tripped whle standing on the ground.
Reverse:
The target takes a -4 truespeak penalty to avoid being bull rushed or tripped while standing on the ground.
Augmentation (normal):
By increasing the DC by 10, the target can immediately stand up from a prone position without using an action. The target still receives the normal bonus from this utterance.
Augmentation (reverse):
By increasing the DC by 10, the target falls prone. The target still receives the normal penalty from this utterance.

Phrase of Bombardment

Utterance:
5
Base DC:
34
Duration:
5 rounds
Normal:
The target takes 10 damage each round of a random energy type, as shown on the following chart (rolled randomly each round):
d6 Roll Energy Type
1 Fire
2 Cold
3 Acid
4 Electricity
5 Sonic
6 Target takes 1.5x as much damage from the attack this round; roll again to determine energy type, ignoring further 6s.
Reverse:
The target gains resistance 5 against one of the following energy types: fire, cold, acid, electricity, or sonic.
Augmentation (normal):
For every +6 modifier applied to the DC, the damage each round increases by 5.
Augmentation (reverse):
For every +4 modifier applied to the DC, the energy resistance granted increases by 5. Alternatively, by increasing the DC by 20, the target gains immunity to the specified energy types.

Phrase of Domination

Utterance:
6
Base DC:
42
Duration:
5 rounds
Normal:
The target must succeed on an opposed Will save against you each round. If you succeed, you may choose the target’s actions for that round.
Reverse:
The target is freed from any kind of mental domination or influence for the duration of this effect.
Augmentation (normal):
For every +5 modifier applied to the DC, the duration of this effect is increased by 1 round.
Augmentation (reverse):
For every +5 modifier applied to the DC, the duration of this effect is increased by 1 round.
Special:
You may only have one target at a time under the influence of the normal version of this utterance.

Phrase of Fear

Utterance:
2
Base DC:
22
Duration:
5 rounds
Normal:
The fear of the target improves by one step (normal to shaken, shaken to frightened, frightened to panicked).
Reverse:
The fear of the target is reduced by one step (panicked to frightened, frightened to shaken, shaken to normal).
Augmentation (normal):
By increasing the DC by 13, you may increase the fear of the target by 2 steps.
Augmentation (reverse):
By increasing the DC by 13, you may decrease the fear of the target by 2 steps.
Note:
A creature cannot be under the influence of this utterance multiple times at once. Any new use of the utterance replaces the effects of the previous vocalization.

Phrase of Flight

Utterance:
4
Base DC:
31
Duration:
5 rounds
Normal:
The target gains a fly speed equal to their land speed (average).
Reverse:
The target loses any method of flight, whatever the source. The effect is not dispelled or removed, merely suppressed for the duration of the utterance. The target immediately begins to fall if in the air.
Augmentation (normal):
For every +4 modifier applied to the DC, the duration of this utterance improves by 1 round. Alternatively, for every +5 modifier to the DC, you can increase the fly speed granted by 1/2 the target’s base land speed (rounded down to the nearest 5ft. increment). Finally, for every +2 modifier applied to the DC, you can alternatively choose to increase the maneuverability granted by 1 stage up to a maximum of perfect.
Augmentation (reverse):
For every +4 modifier applied to the DC, the duration of this utterance improves by 1 round. Alternatively, by increasing the DC by 10, you can negate any effects which would slow the creature while falling such as the slow fall class feature or the feather fall spell.

 

 

Phrase of Perfection

Utterance:
3
Base DC:
24
Duration:
5 rounds
Normal:
The target gains a +2 truespeak bonus to one ability score of your choice.
Reverse:
The takes a -2 truespeak penalty to one ability score your choice.
Augmentation (normal):
For every +3 modifier applied to the DC, you may increase the bonus granted by this effect by +1.
Augmentation (reverse):
For every +3 modifier applied to the DC, you may increase the penalty applied by this effect by -1.
Special:
A target may only benefit from one use of this utterance at a time, even if you target a different ability score.

Phrase of Speed

Utterance:
1
Base DC:
14
Duration:
5 rounds
Normal:
The target receives a +10ft. truespeak bonus to all forms of movement.
Reverse:
The target takes a -10ft. truespeak penalty to all forms of movement, to a minimum of 5ft.
Augmentation (normal):
For every +4 modifier applied to the DC, the speed increase granted by this utterance improves by 5ft.
Augmentation (reverse):
For every +4 modifier applied to the DC, the speed penalty applied by this utterance improves by 5ft.

Phrase of Spirits

Utterance:
5
Base DC:
40
Duration:
5 rounds
Normal:
The becomes incorporeal and gains a fly speed equal to half their land speed (perfect maneuverability) (minimum 5ft.).
Reverse:
The target loses incorporeality and any supernatural fly speed derived from said incorporeality.
Augmentation (normal):
For every +5 modifier applied to the DC, the fly speed granted by this utterance improves by 5ft.
Augmentation (reverse):
For every +8 modifier applied to the DC, the duration of this utterance improves by 1 round.

Phrase of Teleportation

Utterance:
4
Base DC:
32
Duration:
5 rounds
Normal:
The target may use a swift action for each round of the duration to teleport up to 15ft (as the dimension door spell).
Reverse:
The target cannot use conventional teleportation of any kind.
Augmentation (normal):
For every +5 modifier applied to the DC, the distance the target can teleport each round increases by 5ft.
Augmentation (reverse):
By increasing the DC by 15, the target cannot use planar travel, either.

Phrase of Temporal Acceleration

Utterance:
6
Base DC:
48
Duration:
5 rounds
Normal:
The target gains 1 extra standard action to use in each round of the duration of this effect.
Reverse:
The target loses its standard action in each round of the duration of this effect.
Augmentation (normal):
By increasing the DC by 20, the target instead gets two full complements of actions (ie. an additional swift, move, and standard action) each round of the duration of this effect.
Augmentation (reverse):
By increasing the DC by 20, the target cannot make use of any time-based effect for the duration of the effect, including (but not limited to) precognition, time stop, time hop, or similar effects based on the DM’s judgement.
Special:
A specific target can only be affected by this utterance once a day.

Phrase of Vigor

Utterance:
1
Base DC:
12
Duration:
5 rounds
Normal:
The target automatically succeeds on stabilization checks, and doesn’t take damage from bleeding wounds.
Reverse:
All wounds dealt to the target before the duration expires deal 1 additional damage for the duration of the utterance as the wound bleeds. Multiple wounds stack for this effect, up to a maximum of 5 bleeding wounds.
Augmentation (normal):
By increasing the DC by 5, the target also receives the benefit of a Heal check (result equal to your Truespeak check to use this utterance).
Augmentation (reverse):
For every +4 modifier applied to the DC, the maximum number of bleeding wounds improves by 1, and the duration improves by 1 round.

 

 

Phrase of Wrestling

Utterance:
3
Base DC:
26
Duration:
5 rounds
Normal:
The target gains a +2 truespeak bonus to grapple checks, and gains the improved grab ability.
Reverse:
The target takes a -2 truespeak penalty to grapple checks, and cannot initiate grapples for the duration of this utterance.
Augmentation (normal):
For every +3 modifier applied to the DC, the bonus granted by this utterance improves by +1.
Augmentation (reverse):
For every +3 modifier applied to the DC, the penalty applied by this utterance improves by -1.

Syllable of Affliction

Utterance:
2
Base DC:
20
Duration:
Instantaneous
Normal:
The target is either dazzled or fatigued for 1 minute or until the condition is removed by other means. Multiple uses of this utterance don’t stack on the same creature, even if they apply a different condition.
Reverse:
The target is healed of a dazzled or fatigued condition.
Augmentation (normal):
By increasing the DC of this utterance, you can apply more powerful conditions, as shown on the following chart.
DC increase Condition
+2 Entangled
+6 Sickened
+10 Exhausted
+12 Nauseated
+14 Deafened
+16 Blinded
+20 Paralyzed
Augmentation (reverse):
By increasing the DC of this utterance, you can remove more powerful conditions, as shown on the above chart.

Syllable of Cleansing

Utterance:
4
Base DC:
30
Duration:
Instantaneous
Normal:
The target may immediately make a saving throw against a poison or disease in their body, as if enough time had elapsed to allow them to make a new save against it. If they succeed, the poison or disease (generally) ends, as normal for the poison or disease.
Reverse:
The target takes a -10 truespeak penalty on their next saving throw against poison or disease.
Augmentation (normal):
For every +3 modifier applied to the DC, the saving throw the character makes gains a cumulative +1 truespeak bonus.
Augmentation (reverse):
For every +3 modifier applied to the DC, the save penalty applied by this utterance improves by -1.

Syllable of Confusion

Utterance:
3
Base DC:
28
Duration:
Instantaneous
Normal:
The target becomes confused until it acts normally (rolling 11-20 to determine its actions).
Reverse:
The target becomes clear-headed, ending rage, frenzy, or confusion.
Augmentation (normal):
If you increase the DC by 15, the target must roll twice each round while confused, and you may select which roll applies.
Augmentation (reverse):
If you increase the DC by 9, all morale bonuses and penalties currently affecting the target are removed. If the morale effect comes froma continual source, the bonus or penalty is merely suppressed on the target for 1 minute. This does not stop the target from providing a morale bonus or penalty to someone else.

Syllable of Death

Utterance:
6
Base DC:
65
Duration:
Instantaneous
Normal:
The target dies. If you fail the Truespeak check to deliver this utterance, you die.
Reverse:
The target is restored to life at full hp, with no adverse effects. This version of the effect requires a body to target. If you fail the Truespeak check to deliver this utterance, you die.
Augmentation (normal):
This utterance cannot be augmented in any way.
Augmentation (reverse):
This utterance cannot be augmented in any way.

 

 

Syllable of Entropy

Utterance:
1
Base DC:
15
Duration:
Instantaneous
Normal:
The target takes 1d4 negative energy damage. If undead, they instead gain 1d4 temporary hit point.
Reverse:
The target gains 1d4 temporary hit points. If undead, they instead take 1d4 positive energy damage.
Augmentation (normal):
For every +1 modifier applied to the DC, effect grants 1 additional temporary hit point to an undead. For every +2 modifier applied to the DC in this way, the target takes 1d4 additional negative energy damage.
Augmentation (reverse):
For every +1 modifier applied to the DC, effect grants 1 additional temporary hit point to a living being. For every +2 modifier applied to the DC in this way, an undead takes 1d4 additional positive energy damage.
Special:
Temporary hit points granted by this utterance last for up to 1 hour or until lost. They do not stack with temporary hit points from any other source.

Syllable of Lightning

Utterance:
2
Base DC:
19
Duration:
Instantaneous
Normal:
The target takes 1d4 electricity damage. In addition, the target takes a penalty against the next electricity effect, if any, that targets it within 1 minute: it loses electricity immunity against this effect, and its electricity resistance is reduced by 5 for the purposes of this one effect.
Reverse:
The target gains electricity resistance 5 against the next electricity effect to target it within 1 minute.
Augmentation (normal):
For every +2 modifier applied to the DC, the electricity damage dealt by this effect improves by 1d4. Alternatively, for every +4 modifier applied to the DC, you may improve the vulnerability effect duration by 1 minute. It still only applies against one effect within the duration (the first one to damage the target).
Augmentation (reverse):
For every +3 modifier applied to the DC, the electricity resistance provided by this utterance improves by 5. Alternatively, for every +4 modifier applied to the DC, you may improve the resistance effect duration by 1 minute. It still only applies against one effect within the duration (the first one to damage the target).

Syllable of the Minotaur

Utterance:
4
Base DC:
31
Duration:
Instantaneous
Normal:
The target is trapped in a mental maze. Each round, they must attempt a Survival check as a move action against a DC of 15 (the DC to avoid getting lost in the wilderness). Success indicated that they can otherwise act normally that turn. Failure indicates they cannot take any other actions that turn. A target must succeed on their Survival check three times before this effect ends. This is a maze-based effect, and minotaurs and the like are immune to it.
Reverse:
The target gains the Natural Cunning ability; they become immune to maze spells (as well as the offensive application of this utterance), prevents them from becoming lost, allows them to follow tracks, and prevents them from being caught flat-footed. To maintain this effect, the target must succeed on a Survival check every round as a free action. The DC for this effect begins at 15, and increases by +2 every time they succeed on the check.
Augmentation (normal):
For every +10 modifier applied to the DC, the target must succeed on one additional Survival check before the effect ends.
Augmentation (reverse):
For every +4 modifier applied to the DC, the target receives a +2 bonus on the Survival check made to maintain this effect.

Syllable of Pain

Utterance:
1
Base DC:
13
Duration:
Instantaneous
Normal:
The target takes 1d6 nonlethal damage.
Reverse:
The target heals 1d6 nonlethal damage.
Augmentation (normal):
For every +2 modifier applied to the DC, the nonlethal damage dealt by this utterance improves by 1d6.
Augmentation (reverse):
For every +2 modifier applied to the DC, the nonlethal damage healed by this utterance improves by 1d6.

 

 

Syllable of Shouting

Utterance:
2
Base DC:
18
Duration:
Instantaneous; see text
Normal:
The target is struck with loud, painful vibrations as you scream at the top of your lungs. They take 1d6 sonic damage, and are deafened for 1 round.
Reverse:
The reverse of this utterance internalizes the vibrations created in your target rather than striking them from without. The target becomes exceptionally sensitive to sounds and vibrations. They gain a +2 truespeak bonus on Listen checks, and their blindsense or blindsight, if any, increases by 5ft. However, they also take half again as much damage from the next sonic effect that hits them, which then ends this effect. Left to its own devices, the bonus lasts for 1 round/vocalizer level.
Augmentation (normal):
For every +4 modifier applied to the DC, the sonic damage increases by 1d6, and they are deafened for 1 additional round.
Augmentation (reverse):
For every +4 modifier applied to the DC, the Listen bonus increases by +1, and the blindsight/blindsense extension improves by 5ft.

Syllable of Soul Entrapment

Utterance:
6
Base DC:
45
Duration:
Instantaneous
Normal:
This utterance must be used in the round following the target’s death. The target’s soul is imprisoned in some object on your person. This prevents any kind of attempt to restore it to life, unless the caster posesses the object specified by you.
Reverse:
This utterance summons the soul of the target to be restored to life, even if it is trapped by the normal version of this utterance or a similar effect or has been destroyed completely. This does not actually restore life to someone, but it provides the soul so that such an attempt can take place without resorting to wish, miracle, reality revision, or similar.
Augmentation (normal):
For every +5 modifier applied to the DC, you can use this utterance 1 additional round after the death of the target.
Augmentation (reverse):
If you increase the DC of the utterance by 16, neither the target nor the caster of the resurrection effect aided by this utterance lose any XP in the use of the resurrection magic, even if the spell, power, or similar effect would normally consume XP.

Syllable of Swiftness

Utterance:
3
Base DC:
24
Duration:
Instantaneous
Normal:
The target may immediately make a single melee attack. To benefit from this, the target must have at least one attack of opportunity remaining this round (this consumes its attack of opportunity).
Reverse:
The target cannot make an attack of opportunity against the next opportunity presented to it, if any, within the next minute.
Augmentation (normal):
For every +8 modifier applied to the DC, the target may immediately take one additional attack if it has enough attacks of opportunity remaining this round.
Augmentation (reverse):
For every +8 modifier applied to the DC, the target cannot make one additional attack of opportunity within the next minute.

Syllable of Temporal Displacement

Utterance:
5
Base DC:
34
Duration:
Instantaneous
Normal:
The target creature is shunted forward through time, as if by the time hop psionic power, for 1d6 rounds.
Reverse:
The target creature is replaced by an earlier version of itself. The duration of any timed effects currently affecting it are increased by 1d6 rounds, to a maximum length of their original duration.
Augmentation (normal):
For every +10 modifier applied to the DC, the time-shunting effect extends an additional 1d6 rounds.
Augmentation (reverse):
For every +10 modifier applied to the DC, the duration of effects currently affecting the target improve by an additional 1d6 rounds, to a maximum length of their original duration.

Special: A target creature can only be affected by the reversed effect of this power once every hour.

 

 

Syllable of Tesseract

Utterance:
5
Base DC:
40
Duration:
Instantaneous
Normal:
You teleport to an unoccupied square you can see.
Reverse:
You can teleport part of the target to another unoccupied square within 60ft. of it. The target’s current hp is halved, and it appears randomly in one of the two squares (roll a d2). The target may make a Reflex save against a DC of 20 to choose which square to appear in.
Augmentation (normal):
If you increase the DC by 18, you can attempt to teleport to a square you can’t see. You can describe its location in whatever terms you like, but you may not speak generally about it (ie. you could say “the square 20ft. in front of me”, but not “the closest unoccupied square on the other side of this door”). If the square is occupied by a living creature, you are considered grappled by it. If the square is occupied by an inanimate object, you are shunted to the closest space, and take 10d6 damage. If the square is fully occupied by something akin to a wall or other obstacle larger than you, you instead are embedded in it and take whatever effect is appropriate for the substance (ie. for a stone wall you would start to suffocate, for a gelatinous cube you would be engulfed, etc.). The penalty for a bad teleport in this scenario requires a fair bit of DM adjudication to determine the consequences.
Augmentation (reverse):
If you increase the DC by 18, this effect instead teleport parts of the target into two additional unoccupied squares, each of which is within 60ft. of the target. The target’s hp is instead reduced to one third of its current value, and the target randomly appears in one of the three squares. The target may make a DC 25 Reflex save to choose which square to appear in.

Word of Battle

Utterance:
1
Base DC:
13
Duration:
1 round
Normal:
The target gains a +1 truespeak bonus on attack and damage rolls with melee weapons.
Reverse:
The target takes a -1 truespeak penalty on attack and damage rolls with melee weapons.
Augmentation (normal):
For every +2 modifier applied to the DC, you may extend the effect by 1 round, or improve the bonus granted by this utterance by +1.
Augmentation (reverse):
For every +2 modifier applied to the DC, you may extend the effect by 1 round, or improve the penalty applied by this utterance by -1.

Word of Causticity

Utterance:
2
Base DC:
19
Duration:
1 round
Normal:
The target is splattered with hideous painful and extraordinarily pungent acid. They take 1d4 acid damage, and their armor bonus to AC, if any, is reduced by up to 2 against the next attack made against them within the following round. If no attack is made against them, this effect is lost.
Reverse:
The target’s body becomes exceptionally stiff and unyielding. They gain acid resistance 5, as well as damage reduction 1/–. This stacks with other, similar damage reduction.
Augmentation (normal):
For every +2 modifier applied to the DC, the damage increases by 1d4; also, the armor penalty against the next attack improves by 1. Alternatively, for every +6 modifier applied to the DC, the armor penalty applies against one additional attack made within the following round.
Augmentation (reverse):
For every +4 modifier applied to the DC, the acid resistance increases by 5, and the damage reduction improves by 1/–.

Word of Combustion

Utterance:
2
Base DC:
21
Duration:
1 round
Normal:
The target takes 1d6 fire damage, and immediately catches on fire for 1 round. Unlike conventional fires, no Reflex saving throws are provided against this effect, but the flames extinguish themselves after the duration.
Reverse:
If the target is on fire, the flames immediately extinguish. In addition, the target gains fire resistance 5.
Augmentation (normal):
For every +3 modifier applied to the DC, the fire damage dealt by this utterance improves by 1d6, and the duration increases by 1 round.
Augmentation (reverse):
For every +3 modifier applied to the DC, the fire resistance granted by this utterance improves by 5, and the duration increases by 1 round.

 

 

Word of Conjunctive Action

Utterance:
6
Base DC:
52
Duration:
1 round
Normal:
The target may attempt two different courses of action during the following round. After he has seen how each course of action would go, he may select whichever he prefers to have actually occured.
Reverse:
The target cannot take any actions during the duration of this effect.
Augmentation (normal):
For every +10 modifier applied to the DC, the duration of this effect is increased by 1. The target must treat each round individually, however; he may not reverse multiple rounds’ worth of actions at once.
Augmentation (reverse):
For every +10 modifier applied to the DC, the duration of this effect increases by 1.
Special:
A target can only be affected by this utterance once per day.

Word of Defence

Utterance:
1
Base DC:
12
Duration:
1 round
Normal:
The target receives a +1 truespeak bonus to AC.
Reverse:
The target takes a -1 truespeak penalty to AC.
Augmentation (normal):
For every +2 modifier applied to the DC, you may extend the effect by 1 round, or improve the bonus granted by this utterance by +1.
Augmentation (reverse):
For every +2 modifier applied to the DC, you may extend the effect by 1 round, or improve the penalty applied by this utterance by -1.

Word of Dragons

Utterance:
3
Base DC:
26
Duration:
1 round
Normal:
The target gains a fly speed equal to twice its land speed (clumsy). In addition, it gains a breath weapon that can be used once in the duration of the effect as a standard action. This breath weapon is a 30ft. cone or 60ft. line, at the target’s discretion, and deals 3d6 fire damage. Targets of this breath weapon may attempt a Reflex saving throw (DC 10 + 1/2 breather’s HD + breather’s Con modifier) for half damage.
Reverse:
The target loses the extraordinary ability to fly, and begins to fall. In addition, if it posesses a breath weapon, it cannot use it for the duration of the effect.
Augmentation (normal):
For every +4 modifier applied to the DC, the duration increases by 1 round, and the damage dealt by the breath weapon increases by 1d6.
Augmentation (reverse):
For every +4 modifier applied to the DC, the duration increases by 1 round.

Word of Drowning

Utterance:
2
Base DC:
18
Duration:
1 round
Normal:
The target loses the extraordinary ability to breathe water, any racial swim speed, any racial Swim bonus, and the ability to take 10 on Swim checks.
Reverse:
The target gains a swim speed equal to its land speed, a +8 racial bonus on Swim checks, and the ability to take 10 on Swim checks to avoid some special hazard, even if stress or distraction would normally prevent him from doing so. In addition, he gains the ability to breathe water as well as air for the duration of the effect.
Augmentation (normal):
For every +4 modifier applied to the DC, the duration of the utterance improves by 1 round.
Augmentation (reverse):
For every +4 modifier applied to the DC, the duration of the utterance improves by 1 round.

Word of Hoarfrost

Utterance:
1
Base DC:
15
Duration:
1 round; see text
Normal:
The target is coated in a freezing layer of rime icing. They take 1d4 cold damage, and take the same amount of damage at the beginning of your next turn. In addition, all of the movement speeds are halved until they take the second damage.
Reverse:
The target gains cold resistance 5 and seems to pulse with an inner fire. They become feverish and energized, granting them a +5ft. truespeak bonus to all of their movement speeds.
Augmentation (normal):
For every +2 modifier applied to the DC, the initial and secondary damage increases by 1d4. Alternatively, for every +7 modifier applied to the DC, the effect lasts one additional round.
Augmentation (reverse):
For every +4 modifier applied to the DC, the cold resistance increases by 5, and the bonus to speed increases by 5ft.

 

 

Word of Mental Fatigue

Utterance:
5
Base DC:
35
Duration:
1 round
Normal:
The target’s manifester level takes a -2 truespeak penalty, and it loses 5 of its power points for the day. After the effect ends, its manifester level is restored to normal, but it does not regain the power points.
Reverse:
The target gains a temporary +2 truespeak bonus to its manifester level, and gains 5 temporary power points to use during the duration of the effect.
Augmentation (normal):
For every +6 modifier applied to the DC, the target loses 5 additional power points.
Augmentation (reverse):
For every +6 modifier applied to the DC, the target receives 5 additional temporary power points to use during the duration of the effect.

Word of Precision

Utterance:
4
Base DC:
30
Duration:
1 round
Normal:
The target becomes vulnerable to precision-based damage and critical hits.
Reverse:
The target loses the ability to deal precision damage or strike critical hits.
Augmentation (normal):
For every +6 modifier applied to the DC, you may extend the effect by 1 round.
Augmentation (reverse):
For every +6 modifier applied to the DC, you may extend the effect by 1 round.

Word of Stone

Utterance:
3
Base DC:
25
Duration:
1 round
Normal:
The target is petrified.
Reverse:
If the target is petrified, the effect is suppressed.
Augmentation (normal):
If you increase the DC by 12, the effect is permanent.
Augmentation (reverse):
If you increase the DC by 8, the petrification effect is permanently removed.

Word of Temporal Acuity

Utterance:
4
Base DC:
30
Duration:
1 round
Normal:
The target gains a +15 truespeak bonus to initiative for the duration of this effect (their initiative drops down to its original value afterwards).
Reverse:
The target takes a -15 truespeak penalty to initiative for the duration this effect (their initiative rises to its original value afterwards).
Augmentation (normal):
For every +2 modifier applied to the DC, the initiative bonus granted increases by +1. Alternatively, for every +10 modifier applied the the DC, the duration of this effect increases by 1 round.
Augmentation (reverse):
For every +2 modifier applied to the DC, the initiative penalty applied improves by -1. Alternatively, for every +10 modifier applied the the DC, the duration of this effect increases by 1 round.

Word of the Two Fates

Utterance:
6
Base DC:
46
Duration:
1 round
Normal:
The target may roll two dice for every die they would normally roll during the duration of this effect, and select whichever result they prefer.
Reverse:
The target must roll two dice for every die they would normally roll during the duration of this effect, and you may select whichever result you prefer.
Augmentation (normal):
For every +10 modifier applied to the DC, the duration of this effect improves by 1 round.
Augmentation (reverse):
For every +10 modifier applied to the DC, the duration of this effect improves by 1 round.

Word of Wizardly Woe

Utterance:
5
Base DC:
35
Duration:
1 round
Normal:
The target’s caster level takes a -2 truespeak penalty, and it must make a Concentration check against the result of your Truespeak check used to activate this utterance in order to cast a spell while this effect persists.
Reverse:
The target gains a temporary +2 truespeak bonus to its caster level, and doesn’t need to make a Concentration check to cast spells while this effect persists.
Augmentation (normal):
For every +6 modifier applied to the DC, the duration of this effect improves by 1 round.
Augmentation (reverse):
For every +6 modifier applied to the DC, the duration of this effect improves by 1 round.

 

 

Incationation Index

Break the Sword

Incantation:
3
Base DC:
22
Duration:
Instantaneous
Normal:
This incantation breaks a nonmagical weapon of a hardness of 10 or less as if it had been sundered.
Reverse:
This incantation repairs a weapon of a hardness of 10 or less that has been sundered. All of the pieces must be present to remake the weapon. This ability works on magical weapons as well, but does not replenish any used magical abilities the weapon may possess.
Augmentation (normal):
For every +1 modifier applied to the DC, the maximum hardness of a weapon targetted by this effect improves by 1. Alternatively, if you increase the DC by 10, you may attempt to sunder a magical weapon by succeeding on a truenamer level check against its caster level.
Augmentation (reverse):
For every +1 modifier applied to the DC, the maximum hardness of a weapon targetted by this effect improves by 1.

Call the Wind

Incantation:
6
Base DC:
40
Duration:
1 round
Normal:
This incantation causes an enormous blast of wind to strike in an area 100ft. in radius centered around you. You may choose the direction the wind comes from. The wind is travelling at 50 mph and thus is classed as severe. If there is existing wind, it combines additively with your windstorm’s speed as long as you use the same direction. Otherwise, its speed is subtracted from the speed of your wind. You are immune to the effects of your own wind.
Reverse:
When reversed, this incantation slows all wind in an area 100ft. in radius centered around you by 10 mph.
Augmentation (normal):
For every +1 modifier applied to the DC, the speed of your wind increases by 10 mph.
Augmentation (reverse):
For every +1 modifier applied to the DC, the speed of the wind in the area decreases by an additional 10 mph.

Dissolve the Bonds

Incantation:
4
Base DC:
26
Duration:
Instantaneous
Normal:
This incantation removes bonds, whether natural or magical in nature. If physical, they simply slide off the target, while they simply dissolve if they are magical. Any restraining effect subject to freedom of movement is applicable to this incantation. While this removes the bonds on the target, it does not remove the spell itself. For example, it removes the restrictions of an entangle spell on the target, but it does not end the spell or prevent the target from being caught by the vines again.
Reverse:
This incantation conjures conventional ropes which are used to bind the target. You may substitute your Truespeak check made to use this incantation as the Use Rope check made to tie the knots. If the bonds are removed, the ropes vanish. This is a finnicky application of the utterance, and the target cannot be moving for it to work. Thus, it is useless against most targets in combat, although is still effective against a pinned creature.
Augmentation (normal):
For every +4 modifier applied to the DC, this effect can target 1 additional being.
Augmentation (reverse):
For every +2 modifier applied to the DC, you gain a +1 competence bonus on the equivalent Use Rope check made to tie the ropes.

Empower the Potion

Incantation:
5
Base DC:
30
Duration:
1 round
Normal:
The name of this incantation is misleading; it can target any magical item with a spell stored in it, including potions, wands, scrolls, and similar items. You may apply any metamagic effect with a +1 spell adjustment level to the spell stored within it. If the item is used during the duration of this effect, the spell is modified by your metamagic effect.
Reverse:
This incantation depletes the power of a magic item. It targets a charged item such as a wand or staff, and destroys 1d6 charges stored in it.
Augmentation (normal):
For every +7 modifier applied to the DC, this level of spell adjustment you can apply with metamagic increases by 1. You can apply multiple metamagic effects, so long as the combined spell level adjustment does not exceed the total provided by this effect.
Augmentation (reverse):
For every +5 modifier applied to the DC, you destroy an additional 1d6 charges.

 

 

Flip the Ground

Incantation:
5
Base DC:
32
Duration:
5 rounds
Normal:
This incantation causes gravity to reverse in a cylinder 5ft. in radius and 20ft. in height centered around a point of your choice. Everything in the area is affected as if by reverse gravity.
Reverse:
When reversed, this incantation doubles the weight of all items and beings in a cylinder 10ft. in radius and 10ft. in height centered around a point of your choice. They return to their normal weight if they leave the area before the duration ends.
Augmentation (normal):
For every +6 modifier applied to the DC, you can increase the radius of the cylinder by 5ft. Alternatively, for every +3 modifier applied to the DC, you can increase the height of the cylinder by 5ft. Finally, for every +4 modifier applied to the DC, the duration of the effect increases by 1 round.
Augmentation (reverse):
For every +5 modifier applied to the DC, you can increase the radius of the cylinder by 5ft. Alternatively, for every +2 modifier applied to the DC, you can increase the height of the cylinder by 5ft. Finally, for every +4 modifier applied to the DC, the duration of the effect increases by 1 round.

Foil the Senses

Incantation:
5
Base DC:
28
Duration:
5 rounds
Normal:
The environment becomes blurry and hard to focus on. Anybody within 50ft. of you gains a +5 truespeak bonus to Hide and Move Silently skill checks as the environment becomes easier to sneak around in. This is a very subtle change, and requires a Spot check against your Truespeak check to notice the difference in the environment.
Reverse:
The environment stands out in sharp relief to anyone trying to hide. Anybody within 50ft. of you takes a -5 truespeak penalty to Hide and Move Silently skill checks. In addition, nobody in this area can gain concealment from a terrain feature so long as this effect persists. This is a very subtle change, and requires a Spot check against your Truespeak check to notice the difference in the environment.
Augmentation (normal):
For every +2 modifier applied to the DC, the bonus granted by this effect improves by +1.
Augmentation (reverse):
For every +2 modifier applied to the DC, the penalty applied by this effect improves by +1.

Harden the Metal

Incantation:
1
Base DC:
14
Duration:
5 rounds
Normal:
This incantation improves the hardness of one piece of equipment by 5.
Reverse:
This incantation reduces the hardness of one piece of equipment by 5.
Augmentation (normal):
For every +6 modifier applied to the DC, the increase in hardness improves by 5.
Augmentation (reverse):
For every +6 modifier applied to the DC, the reduction in hardness improves by 5.

Heat the Metal

Incantation:
2
Base DC:
19
Duration:
7 rounds
Normal:
This incantation acts as the heat metal spell, albeit with truespeak characteristics (ie. no range restriction, no saving throw, etc.)
Reverse:
This incantation acts as the chill metal spell, albeit with truespeak characteristics (ie. no range restriction, no saving throw, etc.)
Augmentation (normal):
For every +2 modifier applied to the DC, the fire damage inflicted by the effect improves by 1d4.
Augmentation (reverse):
For every +2 modifier applied to the DC, the cold damage inflicted by the effect improves by 1d4.

Move the Arrow

Incantation:
1
Base DC:
13
Duration:
1 round
Normal:
While this effect lasts, you may use an immediate action to add a +2 competence bonus to a ranged weapon attack roll.
Reverse:
You gain a +2 deflection bonus to AC against ranged weapons.
Augmentation (normal):
For every +2 modifier applied to the DC, the competence bonus granted by this effect improves by +1. Alternatively, for every +4 modifier applied to the DC, the duration of the effect improves by 1 round.
Augmentation (reverse):
For every +2 modifier applied to the DC, the bonus to AC granted by this effect improves by +1. Alternatively, for every +4 modifier applied to the DC, the duration of the effect improves by 1 round.

 

 

Move the Token

Incantation:
4
Base DC:
27
Duration:
Instantaneous or 5 rounds (reverse)
Normal:
This incantation teleports an unattended nonmagical object weighing up to 10 lb up to 10ft. in a direction of your choice. You may not imbed the object in living matter, although if you choose to place it in a solid object, it is shunted to the nearest available space and takes 1d6 points of damage (penetrating hardness) per 5ft. shunted.
Reverse:
When reversed, this incantation stops teleportation effects in an area around you with a radius of 10ft. Anybody attempting a teleportation effect from within that area must make a caster level check against a DC of 10 + your truenamer level or the effect fails.
Augmentation (normal):
For every +1 modifier applied to the DC, the maximum weight of the object increases by 5 lb. Alternatively, for every +1 modifier applied to the DC, the maximum distance you can teleport it increases by 10ft.
Augmentation (reverse):
For every +3 modifier applied to the DC, you can increase the radius of the effect by 5ft. Alternatively, for every +1 modifier applied to the DC, the DC to resist the effect increases by 1.

Open the Way

Incantation:
3
Base DC:
23
Duration:
5 rounds
Normal:
This incantation creates a passageway through a solid object that is no more than 5ft. thick. The passageway is large enough for a single Medium-sized person at a time to move through it.
Reverse:
This incantation removes a single passageway by filling it in with material similar to the area around it. For example, if it is a doorway through a stone wall, the doorway is filled with stone of the same thickness as the wall around it.
Augmentation (normal):
For every +6 modifier applied to the DC, this effect can target an object 5ft. thicker than normal.
Augmentation (reverse):
For every +4 modifier applied to the DC, the duration of this effect improves by 1 round.

Purify the Food

Incantation:
1
Base DC:
11
Duration:
Instantaneous
Normal:
This incantation removes poison from a specified food. It can target one normal portion sufficient for a single person with each use. It can only remove the poison if the Fortitude save DC of the poison is less than the Truespeak check made to speak this incantation. This incantation cannot remove magical poisons. It also renders the food almost entirely flavourless.
Reverse:
When reversed, this incantation makes a portion of food taste delicious, enhancing its normal flavour. This also helps mask any poison that might be in it, and forces anybody eating it to take a -2 circumstance penalty to any Fortitude save made against poison in the food.
Augmentation (normal):
For every +2 modifier applied to the DC, one additional portion of food can be targetted.
Augmentation (reverse):
For every +2 modifier applied to the DC, one additional portion of food can be targetted.

Rebuild the Dweomer

Incantation:
6
Base DC:
33
Duration:
Instantaneous
Normal:
This incantation restores a magic item to the same state it was in in the previous round. For example, a wand targetted by this effect would regain a charge, while a scroll targetted would regain the spell stored in it. This incantation will work on any item short of an artifact, although a single magic item can only be affected once in any given 24-hour period.
Reverse:
This incantation targets a magic item with a spell stored in it, such as a potion, wand or scroll. Staffs are not valid targets, as they don’t actually store a spell in them. The item is subsumed as if the spell stored in it had been cast. If it has charges, it loses 1d10 charges. This incantation will work on any item short of an artifact, although a single magic item can only be affected once in any given 24-hour period.
Augmentation (normal):
This incantation cannot be augmented.
Augmentation (reverse):
This incantation cannot be augmented.

 

 

Rewrite the World

Incantation:
6
Base DC:
60
Duration:
Instantaneous
Normal:
One of the most powerful truname effects, this incantation rewrites the world to include a revision introduced by you. You can change virtually anything you can imagine, but the world will always take the simplest method possible to introduce your change. The actual mechanics of this effect are left up to the DM to adjudicate, but this effect can provide any benefit a wish spell or similar effect can manage. The truenamer using this incantation takes a -5 penalty to Truespeak checks for 24 hours after using this incantation. This penalty stacks with itself.
Reverse:
This potent version of the incantation can reverse a wish, miracle, reality revision, rewrite the world, or similar effect which occured within the previous round. All consequences caused by this effect are removed or otherwise undone. The truenamer using this incantation takes a -5 penalty to Truespeak checks for 24 hours after using this incantation. This penalty stacks with itself.
Augmentation (normal):
This incantation cannot be augmented.
Augmentation (reverse):
This incantation cannot be augmented.

Seize the Item

Incantation:
4
Base DC:
26
Duration:
Instantaneous
Normal:
This incantation causes a single unattended object weighing no more than 5 lb to fly into your hand. The item can be no more than 30ft. away.
Reverse:
This incantation is a disarm attempt against the target. You may substitute a truenamer level check as your disarm check. The target cannot attempt to disarm you if the attempt fails. This is still a disarm check, and you can thus benefit from bonuses such as the Improved Disarm feat.
Augmentation (normal):
For every +2 modifier applied to the DC, the maximum weight of the object increases by 5 lb. Alternatively, for every +2 modifier applied to the DC, the maximum range of this incantation increases by 10ft.
Augmentation (reverse):
For every +2 modifier applied to the DC, you gain a +1 bonus on the disarm check.

Sharpen the Blade

Incantation:
2
Base DC:
21
Duration:
5 rounds
Normal:
This incantation targets a weapon that deals slashing damage. Its critical threat range is improved by 1. This effect stacks with effects such as keen weapon.
Reverse:
This incantation targets a weapon that deals slashing damage. Its critical threat range is modified to 20/x2.
Augmentation (normal):
For every +4 modifier applied to the DC, the duration of this effect improves by 1 round.
Augmentation (reverse):
For every +4 modifier applied to the DC, the duration of this effect improves by 1 round.

Shroud the Earth

Incantation:
3
Base DC:
23
Duration:
10 rounds
Normal:
This incantation causes light snow to fall in a 10ft. radius circle centered around a point of your choice. It takes 1 round for effects of the snow to take effect as it starts to pile up. After the duration has expired, the snow stops falling and the snow either melts or remains as determined by the environment.
Reverse:
When reversed, this incantation causes all snow in a 10ft. radius circle centered around a point of your choice to instantly sublimate, leaving barren ground beneath.
Augmentation (normal):
For every +3 modifier applied to the DC, the radius of the circle increases by 5ft. Alternatively, by increasing the DC by 15, you can cause heavy snow to fall instead. It is treated as light snow the first round, and heavy snow for the remaining duration.
Augmentation (reverse):
For every +3 modifier applied to the DC, the radius of the circle increases by 5ft.

Slick the Surface

Incantation:
1
Base DC:
15
Duration:
5 rounds
Normal:
A 10ft. by 10ft. space becomes covered with a slippery substance. Anybody who moves through the square must make a DC 10 Balance check or fall prone. Standing up requires another Balance check against the same DC.
Reverse:
A 10ft. by 10ft. space becomes exceptionally sticky. Moving through this space consumes 10ft. of a creature’s speed for every 5ft. traversed. In addition, if a creature ends their turn on the surface, they must make a DC 10 Strength check or be unable to move off the space for 1 turn.
Augmentation (normal):
For every +4 modifier applied to the DC, another 5ft. by 5ft. square adjacent to the original area is affected. Alternatively, for every +5 modifier applied to the DC, the duration improves by 1 round.
Augmentation (reverse):
For every +4 modifier applied to the DC, another 5ft. by 5ft. square adjacent to the original area is affected. Alternatively, for every +5 modifier applied to the DC, the duration improves by 1 round.

 

 

Stiffen the Air

Incantation:
5
Base DC:
28
Duration:
5 rounds
Normal:
This incantation hardens air into a rigid material. It allows you to create four seperate 5ft. by 5ft. square platforms out of air. These can be at any elevation you like, but they cannot move after you have used the incantation.
Reverse:
This incantation quells any air effects in the area. It targets a wind wall, gust of wind, or similar effect, and suppresses the effect for the duration of the incantation.
Augmentation (normal):
For every +6 modifier applied to the DC, you can create one additional platform.
Augmentation (reverse):
For every +4 modifier applied to the DC, the duration of this effect increases by 1 round.

Sully the Unseen

Incantation:
2
Base DC:
20
Duration:
1 round
Normal:
While this effect lasts, invisibility is impossible in a 50ft. burst around you as dirt and other particulate attaches itself to every being in the area.
Reverse:
This incantation targets one person. All dirt and other substances fly off the target, leaving them exceptionally clean, as if they had just taken a bath.
Augmentation (normal):
For every +3 modifier applied to the DC, the range of the burst increases by 10ft.
Augmentation (reverse):
For every +1 modifier applied to the DC, this effect targets 1 additional being.

Swallow the Light

Incantation:
2
Base DC:
17
Duration:
5 rounds
Normal:
This incantation causes magical darkness to permeate an area 10ft. in radius, centered around a point of your choice.
Reverse:
When reversed, this incantation dispels any magical darkness in an area 10ft. in radius, centered around a point of your choice. You must make a truenamer level check against a DC of 10 + the caster level of the effect to dispel the darkness.
Augmentation (normal):
For every +2 modifier applied to the DC, the radius of the area effected increases by 5ft. Alternatively, by increasing the DC by 10, you can make the darkness so deep that darkvision cannot penetrate it. At this point, only devils and others with the See in Darkness ability can see through it.
Augmentation (reverse):
For every +2 modifier applied to the DC, the radius of the area effected increases by 5ft. Alternatively, for every +1 modifier applied to the DC, you gain a +1 bonus on the opposed level check.

Transmute the Iron

Incantation:
4
Base DC:
25
Duration:
5 rounds
Normal:
This incantation alters the composition of one iron weapon so that it is made of a different metal, such as cold iron, silver, or adamantine. Although this is chiefly for the purposes of overcoming damage reduction, the weapon still gains any other properties associated with the material, such as the -1 penalty to damage rolls for being made of silver.
Reverse:
This incantation alters the composition of one weapon so that it is made of conventional iron.
Augmentation (normal):
For every +5 modifier applied to the DC, you can target an additional weapon. You do not need to make all the targets into the same kind of metal.
Augmentation (reverse):
For every +5 modifier applied to the DC, you can target an additional weapon.

 

 

Unhinge the Earth

Incantation:
6
Base DC:
31
Duration:
Instantaneous
Normal:
This incantation transforms the area in 100ft. around you into difficult terrain (see the Player’s Handbook, page 148). In addition, all beings standing on the ground in the area aside from you are blown away. They are knocked 1d4 x 10ft. away from you, and fall prone. Only targets of your size or smaller are affected by this.
Reverse:
This incantation removes all terrain features that provide cover in an area of 100ft. around you as the earth swallows any aberrational feature to smooth out at your command. If in an urban setting, buildings are not affected by this. Rubble, trees, bushes, and the like are removed from the area.
Augmentation (normal):
For every +5 modifier applied to the DC, beings in the area are knocked an additional 1d4 x 10ft. away from you.
Augmentation (reverse):
This incantation cannot be augmented.

View the Secret

Incantation:
3
Base DC:
23
Duration:
5 rounds
Normal:
This incantation allows you to view a location you have previously visited. For the duration of the effect, you can see and hear the location as if you were actually there. Your body is treated as helpless for the duration of the effect.
Reverse:
This incantation prevents you from being scryed or otherwise viewed remotely. If an area is being viewed, you simply fail to appear in it. If you personally are being viewed, the effect fails.
Augmentation (normal):
For every +4 modifier applied to the DC, the duration of this effect improves by 1 round.
Augmentation (reverse):
For every +4 modifier applied to the DC, the duration of this effect improves by 1 round.

 

 

Recitation Index

Recitation of the Ardent Arcanist

Recitation:
2
Base DC:
19
Duration:
Recitation
Effect:
You gain a +2 truespeak bonus to your arcane caster level. In addition, if you can use invocations you can use an invocation with a casting time of 1 standard action as a move action if you succeed on a Truespeak check when you use it (DC 15 + 2x the effective spell level of the invocation). Finally, you do not provoke attacks of opportunity for casting arcane spells or using spell-like abilities.
Augmentation:
For every +4 modifier applied to the DC, the bonus to your caster level increases by +1.

Recitation of the Barricaded Mind

Recitation:
3
Base DC:
23
Duration:
Recitation
Effect:
You gain a +2 truespeak bonus to Will saving throws.
Augmentation:
For every +3 modifier applied to the DC, the bonus to your Will saving throws increases by +1. Alternatively, if you increase the DC of the Truespeak check by 14, you gain the mettle of mind ability. Whenever you succeed on the saving throw against an effect that offers a Will save for half damage or partial effect, you instead take no damage or are otherwise unaffected.

Recitation of the Broken Spell

Recitation:
5
Base DC:
28
Duration:
Recitation
Effect:
You gain spell resistance 10.
Augmentation:
For every +1 modifier applied to the DC, your spell resistance increases by 1.

Recitation of the Careful Drop

Recitation:
1
Base DC:
12
Duration:
Recitation
Effect:
You are treated as if under the effects of a feather fall ability. In addition, you gain a +2 truespeak bonus on Balance checks.
Augmentation:
For every +2 modifier applied to the DC, the bonus to your Balance checks improves by +1.

Recitation of the Cunning Step

Recitation:
1
Base DC:
14
Duration:
Recitation
Effect:
You gain an uncanny ability to watch out for danger. You gain the trapfinding ability, which means you can use the Search skill to locate traps with a DC over 20. See the rogue class feature of the same name. In addition, you gain trap sense +1. You apply this bonus to your saving throws against traps.
Augmentation:
For every +4 modifier applied to the DC, your trap sense increases by +1.

Recitation of the Eclipsed Sun

Recitation:
3
Base DC:
21
Duration:
Recitation
Effect:
You gain a +2 truespeak bonus to your caster level for mysteries. In addition, you may use all of your mysteries as if they were one grade easier to cast (arcane spell mysteries become spell-like mysteries, spell-like mysteries become supernatural mysteries).
Augmentation:
For every +4 modifier applied to the DC, the bonus to your caster level improves by +1.

Recitation of the Ethical Bent

Recitation:
6
Base DC:
34
Duration:
Recitation
Effect:
You gain an alignment subtype. You must have the alignment aspect desired in your alignment. Your attacks automatically overcome damage reduction as if they were aligned to the alignment you choose. In addition, you gain damage reduction 5, penetrated only by the opposed alignment to the alignment you choose.
Augmentation:
For every +2 modifier applied to the DC, the damage reduction provided improves by 1.

Recitation of the Fortified Body

Recitation:
3
Base DC:
22
Duration:
Recitation
Effect:
You gain a +4 truespeak bonus to AC and damage reduction 2/–.
Augmentation:
For every +4 modifier applied to the DC, the bonus to your AC increases by +1 and your damage reduction improves by 1/–.

Recitation of the Harried Step

Recitation:
1
Base DC:
16
Duration:
Recitation
Effect:
Your land speed increases by 10ft. and you gain a +1 deflection bonus to AC.
Augmentation:
For every +3 modifier applied to the DC, your land speed increases by an additional 10ft., and you gain an additional +1 deflection bonus to AC.

 

 

Recitation of the Heart’s Cage

Recitation:
3
Base DC:
32
Duration:
Recitation
Effect:
You gain a +4 truespeak bonus on binding checks. In addition, you only need to wait 4 turns to use any vestige’s ability which requires you to normally wait 5 turns before it can be used again.
Augmentation:
For every +3 modifier applied to the DC, the bonus to your binding checks improves by +1.

Recitation of the Hydra’s Bane

Recitation:
5
Base DC:
29
Duration:
Recitation
Effect:
Your melee attacks deal either entirely fire or entirely acid damage, at your choice. This includes extra damage from critical hits and abilities such as sneak attack. Weapon special enhancements, such as a frost enhancement, are not altered. You must decide to use either fire or acid damage when you first activate this recitation. In addition, you gain a +2 bonus on sunder checks and sunder damage rolls.
Augmentation:
For every +2 modifier applied to the DC, the bonus to your sunder checks and sunder damage improves by +1.

Recitation of the Imposed Pull

Recitation:
3
Base DC:
24
Duration:
Recitation
Effect:
You gain the ability to treat the world as if it had subjective gravity. You gain the benefit of a spider climb effect.
Augmentation:
If you increase the DC of the Truespeak check by 9, you gain a fly speed equal to your land speed with good maneuverability.

Recitation of the Puma’s Grace

Recitation:
2
Base DC:
17
Duration:
Recitation
Effect:
You gain a +2 truespeak bonus to Reflex saving throws.
Augmentation:
For every +3 modifier applied to the DC, the bonus to your Reflex saving throws increases by +1. Alternatively, if you increase the DC of the Truespeak check by 10, you gain the evasion ability. Whenever you succeed on the saving throw against an effect that offers a Reflex save for half damage, you instead take no damage or are otherwise unaffected.

Recitation of the Reaper’s Foil

Recitation:
6
Base DC:
31
Duration:
Recitation
Effect:
You become immune to critical hits and precision-based damage, as well as death from massive damage. If you fall below -10 hp, you automatically heal half your normal hp and this recitation ends. Once it has ended in this way, you cannot reenter this recitation for 1 minute.
Augmentation:
If you increase the DC of this recitation by 15, you are healed fully when your hp drops below 0, and you also become immune for the duration of the recitation to any death effect.

Recitation of the Rejuvenated Self

Recitation:
6
Base DC:
31
Duration:
Recitation
Effect:
You gain fast healing 5.
Augmentation:
For every +4 modifier applied to the DC, your fast healing increases by 1.

Recitation of the Sanguine State

Recitation:
2
Base DC:
19
Duration:
Recitation
Effect:
You gain immunity to poison. If you are currently poisoned, the poison is purged from you. If undead, you gain immunity to ravages (see the Book of Exalted Deeds for more information on ravages).
Augmentation:
This recitation cannot be augmented.

Recitation of the Shattered Mind

Recitation:
5
Base DC:
28
Duration:
Recitation
Effect:
You gain power resistance 10.
Augmentation:
For every +1 modifier applied to the DC, your power resistance improves by 1.

Recitation of the Shooting Star

Recitation:
4
Base DC:
25
Duration:
Recitation
Effect:
You gain a truespeak bonus equal to your Intelligence modifier on ranged attack rolls and damage rolls. In addition, you don’t provoke attacks of opportunity for using a ranged weapon.
Augmentation:
For every +3 modifier applied to the DC, the bonus on attack and damage rolls increases by +1.

 

 

Recitation of the Unclouded Eye

Recitation:
1
Base DC:
10
Duration:
Recitation
Effect:
You can see whether any being can be affected by an utterance or not (ie. whether their current hp is at or below your absolute limit). Targets that can currently be affected by an utterance are cast in a blue light, while targets whose hp is currently too high are shown as normal.
Augmentation:
If you increase the DC of this recitation by 1, you can use other vocalizations while in this state, although you cannot activate a second recitation without first lapsing this one. Alternatively, if you increase the DC of this recitation by 10, you automatically learn the current hp of any enemy you can see.

Recitation of the Unheard Voice

Recitation:
2
Base DC:
21
Duration:
Recitation
Effect:
You create an area of silence. This area has no significant radius, and applies only to the square you are in. You may continue this recitation despite the silenced area. This is an exception to the rule that you cannot Truespeak in an area of silence.
Augmentation:
For every +8 modifier applied to the DC, you may increase the radius of the effect by 5 ft.

Recitation of the Unscribed Name

Recitation:
5
Base DC:
28
Duration:
Recitation
Effect:
You gain name resistance 5.

Augmentation: For every +3 modifier applied to the DC, your name resistance improves by 1.

Recitation of the Unimpeachable Soul

Recitation:
2
Base DC:
19
Duration:
Recitation
Effect:
You gain a +2 truespeak bonus to Fortitude saving throws.
Augmentation:
For every +3 modifier applied to the DC, the bonus to your Fortitude saving throws increases by +1. Alternatively, if you increase the DC of the Truespeak check by 12, you gain the mettle of body ability. Whenever you succeed on the saving throw against an effect that offers a Fortitude save for half damage or partial effect, you instead take no damage or are otherwise unaffected.

Recitation of the Untouched Snow

Recitation:
4
Base DC:
25
Duration:
Recitation
Effect:
You become invisible. This effect ends if you attack anyone or otherwise take a hostile action.
Augmentation:
If you increase the DC of the Truespeak check by 16, your invisibility does not end because of attacking or otherwise taking a hostile action.

Recitation of the Vital Heart

Recitation:
3
Base DC:
22
Duration:
Recitation
Effect:
You gain immunity to nonmagical diseases. If you are currently infected with a disease, it is purged from you.
Augmentation:
If you increase the DC of this recitation by 10, you become immune to magical diseases as well, such as mummy rot or lycanthropy.

Recitation of the Warrior’s Arm

Recitation:
4
Base DC:
25
Duration:
Recitation
Effect:
You gain a truespeak bonus equal to your Intelligence modifier on melee attack rolls and damage rolls. In addition, you can make one additional attack in a full attack pattern at your highest base attack bonus, but all the attacks made in that pattern take a -2 penalty.
Augmentation:
For every +3 modifier applied to the DC, the bonus on attack and damage rolls increases by +1.

Recitation of the Wise Man

Recitation:
1
Base DC:
16
Duration:
Recitation
Effect:
You gain a truespeak bonus on unarmed attack rolls equal to your Intelligence modifier. In addition, you gain a +4 truespeak bonus to your Wisdom score. Finally, you unarmed damage increases to equal the unarmed damage of a monk of your character level.
Augmentation:
For every +3 modifier applied to the DC, the bonus on attack and damage rolls increases by +1. Alternatively, for every +5 bonus applied, the bonus to your Wisdom score improves by +1.

 

 

Contracts

Magical contracts allow a recipient to borrow power from a provider, utilizing their abilities for a set amount of time. The contract has several stages, from Novice to Ascendant, with increasing levels of power available at each stage.

Contract Tiers

The provider can sacrifice effective levels for specific features, allowing the recipient to gain access to their abilities. The Recipient can use the effects however they would like within the limits of the contract. Additionally once a Contract has advanced to tier “Adept” the Recipient receives a +1 Bonus to their related rolls for each tier of advancement, along with an additional damage dice every other tier, starting at Adept for appropriate rolls

As the contract progresses, the Recipient can dedicate more resources to the contract in order to advance it. This can include sacrificing magical items, gold, XP, or performing tasks for the Provider. As the contract advances, the Recipient gains access to more power from the Provider.

  • Novice: 1-3 levels of power (Tier 1)
  • Adept: 4-6 levels of power (Tier 2)
  • Master: 7-10 levels of power (Tier 3)
  • King: 11-14 levels of power (Tier 4)
  • Sacred: 15-18 levels of power (Tier 5)
  • Ascendant: 19-21+ levels of power (Tier 6)

Investment

The recipient must expend gold and experience points to create a magical contract. The investment is based on the contract stage, with a cost of 500gp per level of the Provider, and 1/25 as much experience points from the recipient to the provider, multiplied by the tier of contract. The provider receives only a quarter of the value of the experience point investment, while the rest is used to maintain the contract. Advanceing the contract is paying twice the XP and Gold difference for if you made a new contract. You may redefine terms/effects at this time. Both parties must be in phyiscal contact to create and end the contract.

Contract Formula

Recipient must have access to someone with Geas/Quest and pay

(500gp x Provider level or CR)xContract Tier

XP cost is 1/25th the gold value

This is simply for creating the contract does not involve any terms/conditions.

Recipient and Provider

Any creature can make a contract with any other creature, and the magic of the world will enforce it. Neither the recipient nor the provider needs to be magical. Though there does need to be a caster, either participating or assisting to expend a Geus/Quest spell.

It’s important for both the recipient and provider to carefully consider the terms of the contract before entering into it, as the consequences of breaking a magical contract can be severe.

Contract Termination

When the contract reaches its duration or is terminated early, the power borrowed from the Recipient is returned. If the terms of the contract are broken, the Recipient may seek retribution, or penalties may be applied. The contract breaker will lose twice the value of the XP invsetment into the contract, along with any bonus xp recieved from the contract if any. The DM should determine the other consequences of breaking a Magical Contract based on the terms of the contract and the severity of the breach.

Contract Terms

Before a magical contract can be established, the recipient and provider must agree on the terms of the contract. The recipient will receive certain abilities or powers, while the provider will give up those same abilities or powers for a set amount of time, this can be any length of time, though typically range in weeks to months. The payment for the contract is not limited to the sacrificed gold or experience points, but can be any agreed-upon terms that the provider is willing to relinquish their abilities for. Any stipulations can be set within the contract itself as long as both parties agree on said terms. (All subject to DM approval)

Once the payment has been decided, consequences for breaking the contract are put into place. These consequences can range from losing consciousness to losing the ability to speak or even revoking all power from the other party. If either party breaks the contract before its normal termination, they will suffer the agreed-upon consequences. The only way to avoid these effects is to be within a dead magic zone with a radius of 1 kilometer extending from all sides of you per Contract Tier.

It’s important for both parties to carefully consider the terms of the contract before entering into it, as the consequences of breaking a magical contract can be severe. The terms of the contract should be negotiated between the parties and should be appropriate for the situation.

 

 

Contract Variations

Magical Contracts can take many forms and can be used for a variety of purposes. Some contracts may require the Recipient to perform tasks or provide services in exchange for power. Others may require the Provider to protect the Recipient from harm or to assist them in a specific goal. The terms of the contract should be negotiated between the parties and should be appropriate for the situation.

Example:
5th Level Fighter wanting to recieve a Fireball spell from a 10th level wizard. Needs 15,000gp and 600xp. Wizard then can lower the level of his effective Caster Level for Fireball to provide the Fighter with that spell. To provide enough to cast it however it would require 5 levels. So the Wizard and fighter could cast Fireball as a 5th Level wizard. The Fighter gets as many casting of Fireball as the wizard sacrifices Spells per day of appropriate level. The Spell ignores State requirements but still uses them to generate effects.

Example terms: For 1 Month the wizard shall provide 5 levels of casting ability for the use of a Fireball spell, with two, 3rd level spell allotments per day. In Exchange for a magical Scrying orb. Should the contract be prematurely ended the party at fault shall revoke all experience gained during the contract time period, and transfer the same amount back to the other party.

Example:
5th Level Fighter wanting to recieve Sneak Attack from a 10th level Rogue. Needs 15,000gp and 600xp. The Rogue can then sacrifice however many effective levels for just his Sneak attack ability, the fighter is then provided those effective levels for the duration of the contract. Should they sacrifice all 10, the fighter can sneak attack as a 10th level rogue, the rogue would now no longer have access to said feature.

Example terms: For 1 Month the rogue shall provide 5 levels worth of Sneak attack. In Exchange for free passage through the Recipants lands. Should either party break this contract the party at fault shall take Damage equal and equivalent to Maxed out Sneak attack to the throat as if from a called shot from the Provider.

In both cases the contract level would causes the fireball and Sneak Attack would do 1 more dice of damage.

Example:
5th Level fighter wants a 10th Level fighters Spring Attack feat. They would need 15,000gp and 600xp. The Provider would now no longer have access to Spring Attack. The Recipiant does not need any of the prerequisites to benefit from this feature.

Example terms: Until returned the Provider will give the Spring Attack class feature. In Exchange the recipient provides free room and board for life to the Provider. Should this contract end prematurely the party at fault must make a DC 10+(5 per month) Fortitude save or die of organ failure.

 

 

Mythal’s

Base Cost = ((Spell Level^2 x 1,000gp)x Tier) x (Size Level x Complexity Level)

Spell Level: Denotes the level of the spell, Epic counts as 10, 0 counts as .5

Size: Rated on a scale of 1 to 10, denotes the radius

  • 1: 10ft x Spell Level
  • 2: 20ft x Spell Level
  • 3: 50ft x Spell Level
  • 4: 100ft x Spell Level
  • 5: 200ft x Spell Level
  • 6: 500ft x Spell Level
  • 7: 1,000ft x Spell Level
  • 8: 2,000ft x Spell Level
  • 9: 1 Mile x Spell Level
  • 10: 2 Miles x Spell Level

Complexity: Rated on as X, X is the number of effects/rules the Mythal has. Mythals can only effects spells of lower level then they are.

  • Ex: Counter Offensive spells, Counter Teleportation effects = 2 Complexity.

Charms

Rituals

 

 

Part 6: Rules of Sanctus

Injury System (Guide to Injuries)

What is the Injury System?

Intended to increase the threat of normal weapons and effects in order to increase the tension and threat in any given combat scenario. Not recommended for parties that have not already reached 3rd Level. These Injuries follow 3 basic damage types

  • Bludgeoning: Such as a impact from a warhammer, or any blunt object

  • Piercing: Such as a strike from a spear or an impacted arrow

  • Slashing: Such as the slice of a Greataxe or the slash or a sword

Each of these kinds of damage effects have different outcomes, and effects depending on the weapon, wielder, and the outcome.

What is an Injury?

Any physical effect thaty causes either

  • Any Critical.
  • The defender loses 30% of their max hp in one physical attack.

Applying Injuries

  • Step 1: Determine the damage done by the attack.

  • Step 2: Determine Severity.

  • Step 3: Determine Resistence.

  • Step 4: Apply any modifiers.

  • Step 5: Determine Location.

  • Step 6: Determine Outcome.

Step 1(Determine Damage)

Not all damage will incur some form of injury, depending on the defender and the attacker, its possible that no injury will be inflicted at all, in later levels this becomes more and more the case, where injuries drop of in frequency but drastically increase in the threat of getting one. Only Physical Damage from weapons or Sonic/Force damage from Energy can cause any form of injury.

Step 2(Determine Severity)

Size denotes the difference if any between the attacker and the defender.

Example
Adventurer attacks a Goblin (Small creature) with a Large Greataxe. Greataxe is a slashing weapon so the Adventurer would have +2 Slashing on the Severity Table.

M: is denoted to the amount of Max HP lost in a single attack.

Severity Table
Damage Type Size Severity
Bludgeoning -3 Size 1d2
-2 Size 1d3
-1 Size 1d4
30% M 1d4
40% M 1d4+1
Bludgeoning Base(Medium) 1d6
+1 Size 2d4
+2 Size 1d12
+3 Size 3d6
+4 Size 3d8
Bludgeoning +5 Size 6d6
Slashing -3 Size 0
-2 Size 1
-1 Size 1d2
30% M 1d4
40% M 1d4+1
Slashing Base(Medium) 1d6
+1 Size 1d10
+2 Size 2d6
+3 Size 2d8
+4 Size 2d10
Slashing +5 Size 4d8
Piercing -3 Size 1d2
-2 Size 1d3
-1 Size 1d4
30% M 1d4
40% M 1d4+1
Piercing Base(Medium) 1d6
+1 Size 2d6
+2 Size 2d10
+3 Size 2d12
+4 Size 3d10
Piercing +5 Size 6d8

If a weapon were to have multiple types of damage, such as a horses bite, or a morningstar, then you would divide up the types of damage by a D100.

 

 

Step 3(Determine Resistence)

Roll a Fortitude Save to determine how much you can resist.

Resistence Table
Save DC Resistence Mod
15 -1
20 -2
30 -3
40 -4
50 -5
70 -8
Death DC 40+damage Negate

Step 4(Other Modifiers)

Factors that modify the severity of an injury.

Modifiers Table
Effect Severity
Shield Bonus -1
Medium Armor -1
Heavy Armor -2
Hydraulic Armor -3
Power Armor -3
High Craft Material -2
Magic Material -1
Per 6 Natural Armor -1*
Partial Cover -1
Full Cover -2
Total Cover -3
Two-Handing +2
Bonus Damage Dice per 5 Dice +1*
Bonus Precision Dmg/Hit per effect +1*
Knowledge Devotion +1
Iaijutsu Focus +1
Full Attack using Power/Reckless Attack +1
Hitting an existing injury +1
50% Max HP +1
60% Max HP +2
70% Max HP +3
80% Max HP +4
90% Max HP +5
100% Max HP Death

Death Save: Death Saves only apply if the defender suffered from taking 100% of their max health as physical damage in one attack.

Severe Failure: If the defender rolls a natural 1 on the fortitude save then the injury is increased by 1 size category.

Step 5(Location)

After finding the approriate Damage type, Severity score, and Location, you can then apply the effect on the related table. Roll a 1d10, to determine the location.

Location Table
Roll Location
1 Feet
2 Left Leg
3 Right Leg
4 Hip
5 Left Arm
6 Right Arm
7 Hands
8 Torso
9 Neck
10 Head

Upon rolling Hands/Feet, roll a 1d2 to determine left or right.

Called Shots/Special conditions

Called shot

If a Attacker so chooses, she can use what is called a Called Shot. Depending on the desired target location, the attacker suffers a penalty to hit.

  • Body or Hip: -2 to hit
  • Limbs: -4 to hit
  • Hands, feet, neck, head: -6 to hit
Strange Anatomy

In the event that the defender has multiple limbs, tails, heads, etc, then the DM is free to determine what section of the body that this applys towards

Energy Injuries

Sonic damage is treated as Bludgeoning damage, while Force is treated as all 3 damage types.

Feats that effect Injuries
Name Severity
Diehard -1
Endurance -1
Great Fortitude -1
Improved Critical +1
Improved Precise Shot +1

 

 

Injury Table
Damage Type/Severity Location Effect
Bludgeoning (3) 1-4 Knocked Prone.
5-7 -2 to hit with next attack roll.
8 No effect.
9-10 Stunned for 1d2 rounds.
Bludgeoning (5) 1-4 Knocked Prone, Grievous Wound 1/2 Movement. (1d4 weeks)
5-7 Grievous Wound -2 to attack rolls. (1d4 weeks)
8 Stunned for 1d4-1 rounds, Grievous Wound -2 to all Fort & Reflex saves. (1d4/2 weeks)
9 Stunned for 1d4 rounds, Grievous Wound -1 to attack and damage rolls, -2 to Constitution and Wisdom based checks. (1d4 weeks)
10 Knocked Unconscious, Grievous Wound -1 to Con, Strength, Dexterity Scores, -2 to skill checks, -2 to attack rolls. (1d6 weeks)
Bludgeoning (7) 1-4 Knocked Prone, Grievous Wound -2 Attack and Damage rolls, -3 to Strength, Dex, and Con based checks. (3d4 weeks)
5-7 Limb is useless for 1d4 minutes, Grievous Wound -3 Attack and Damage rolls, -1 to Strength, Dex, and Con based checks. (3d4 weeks)
8 Stunned for 2d4 rounds,Concussed Fort Save DC=10+(1/2 Damage taken)Grievous Wound -3 to saves & checks. (3d4 weeks)
9 Death in 1d6+(Constitution Modifier) rounds, Concussed Fort Save DC=10+(1/2 Damage taken), Grievous Wound -2 to attack & damage rolls, -5 to Physical based checks. (3d6 weeks)
10 Knocked Unconscious, Death in 2d4+(Constitution Modifier) rounds, Grievous Wound -4 to attack & damage rolls, -6 to Physical based checks. (3d6 weeks)
Bludgeoning (9) 1 Severed, Knocked Prone, Grievous Wound -3 Attack and Damage Rolls, -6 Dexterity and Constitution based checks. (1d4 Months) Scar 1/2 Movement.
2-4 Knocked Prone, Concussed Fort Save DC=10+(1/2 Damage taken), Grievous Wound -4 Attack and Damage rolls, -6 to Strength, Dex, and Con based checks. (1d4 Months) Scar 1/2 Movement
5-6 Limb is useless for 2d6 minutes, Grievous Wound -5 Attack and Damage rolls, -3 to Strength, Dex, and Con based checks. (1d4 Months) Scar -2 to Attack and Damage Rolls
7 Severed, Greivous Wound -3 Attack & Damage rolls, -2 to physical based checks. (1d4 Months) Scar -2 to Attack and Damage rolls.
8 Knocked Unconscious, Bleed 1/2(1d100(Max HP)), Grievous Wound -2 to Saves & Checks. (2d4 Months) Scar -1 to Saves and Checks
9 Knocked Unconscious, Bleed (1d100(Max HP)), Grievous Wound -2 to Attack, Damage, Saves & Checks. (2d4 Months) Scar -1 to Attack, Damage, Saves and Checks
10 Knocked Unconscious, Death in 1d4+(Constitution Modifer) rounds, Bleed (1d100(Max HP)), Grievous Wound -3 to Attack, Damage, Saves & Checks. (2d4 Months) Scar -2 to Attack, Damage, Saves and Checks
Bludgeoning (11) 1 Severed, Knocked Prone, Death in 2d6+(Constitution Modifer) rounds. Scar 1/2 Movement, -1 Dexterity.
2-3 Severed, Knocked Prone, Concussed Fort Save DC=15+(1/2 Damage taken) Death in 2d4+(Constitution Modifer) rounds. Scar 1/2 Movement, -2 Dexterity, -2 to Attack rolls.
4 Treated as a Severity 9 Leg & Hip Injury.
5-6 Severed, Concussed Fort Save DC=15+(1/2 Damage taken) Death in 2d6+(Constitution Modifer)Scar -2 to Attack & Damage rolls, -2 to Strength.
7 Severed, Death in 3d6+(Constitution Modifer)Scar -1 to Attack & Damage rolls, -1 to Strength, -1 Dexterity.
8-10 Instant Death
Bludgeoning Damage

Typically manifesting as debuffs and deblitating effects, along with long term crippling of Defenders.

Piercing Damage

Piercing damage usually rewards precise aim towards very vital body part’s, rewarding with quick and easy to accomplish kills. Though even if the vital area is missed later on the severity of the wound will cause extreme amounts of bleedin

Slashing Damage

Slashings deals with massive amounts of bleeding damage, and permanent injuries that will stack upon your target, crippling them over time.

 

 

Damage Type/Severity Location Effect
Piercing (3) 1-6 No effect
7 -2 to next Attack Roll.
8-9 Bleed 1d4 Damage for 1d4 rounds.
10 Bleed 1d4 Damage for 1d6 rounds. Scar -2 to Checks involving Sight.
Piercing (5) 1-4 Griveous Wound 1/2 Movement (1d6 Weeks)
5-7 Bleed 1d4 Damage, -1 to attack and damage rolls.
8 Bleed 1d6 Damage.
9 Death in 1d6+(Constitution Modifer) rounds.
10 Instant Death
Piercing (7) 1-4 Bleed 1d4 Damage, -1 to attack and damage rolls, 1/2 movement.
5-7 Bleed 1d6 Damage, -2 to attack and damage rolls.
8 Death in 1d6+(Constitution Modifer) rounds.
9 Death in 1d3+(Constitution Modifer) rounds.
10 Instant Death
Piercing (9) 1-4 Bleed 1d6 Damage, -2 to attack and damage rolls, 1/4 movement.
5-7 Bleed 2d4 Damage, -3 to attack and damage rolls, -1 to Saves and Checks.
8+ Instant Death
Piercing (11) 1 Severed, Bleed 3d4 Damage, -2 to attack and damage rolls. Scar 1/4 movement.
2-4 Severed, Bleed 3d6 Damage, -3 to attack and damage rolls. Scar 1/4 movement.
5-6 Severed, Bleed 3d6 Damage. Scar -2 to attack and damage rolls, -1 to Strength,-1 Dexerity.
7 Severed, Bleed 3d4 Damage, Scar -4 to Attack rolls, -2 to Dexterity.
8+ Instant Death
Slashing (3) 1-8 Bleed 1d4 for 1d4 rounds.
9 Death Roll 1d100+(Character Level x 2) die on Result less then 40. Bleed 1d4.
10 -3 to Next attack roll
Slashing (5) 1-4 Knocked Prone, Bleed 1d4. Grevious Wound 1/2 Movement, -2 to Dexterity based checks, -3 to Strength based checks. (1d6 weeks)
5-7 Bleed 1d6. Grevious Wound -2 to Attack and Damage rolls, -3 to Dexterity based checks, -3 to Strength based checks. (1d6 weeks)
8 Bleed 3d4.
9 Death Roll 1d100+(Character Level x 2) die on Result less then 50. Bleed 1d6.
10 Death Roll 1d100+(Character Level x 2) die on Result less then 60. Bleed 2d4.
Slashing (7) 1 Severed, Death in 2d6+(Constitution Modifier) rounds. Concussed DC 10+(1/4 Damage). Bleed 1d6. Scar 1/2 movement.
2-3 Death in 2d4+(Constitution Modifier) rounds. Concussed DC 10+(1/2 Damage). Bleed 2d4. Grieveous Wound Lose use of limb, 1/2 Movement, -2 Dexterity, -2 Strength. Scar -10 Movement, -1 to Strength.
4 Death in 2d4+(Constitution Modifier) rounds. Concussed DC 10+(1/2 Damage). Bleed 2d4. Scar -2 Dexterity, -2 Strength.
5-6 Death in 2d4+(Constitution Modifier) rounds. Concussed DC 10+(1/2 Damage). Bleed 2d4. Grieveous Wound Lose use of limb, Lose 1 extra attack, -2 to Saves, -2 Attack and Damage rolls. (2d6 weeks) Scar -2 Strength, -1 Dexterity.
7 Severed. Death in 1d6+(Constitution Modifier) rounds. Concussed DC 10+(1/2 Damage). Bleed 2d4. Scar -1 to attack & damage rolls, -1 Strength, -1 Dexterity.
8 Death in 1d6+(Constitution Modifier) rounds. Concussed DC 10+(1/2 Damage). Bleed 1d12. Scar -2 to Saves.
9 Death Roll 1d100+(Character Level) die on Result less then 60. Bleed 2d6.
10 Instant Death

 

 

Damage Type/Severity Location Effect
Slashing (9) 1 Severed, Death in 1d6+(Constitution Modifier) rounds. Concussed DC 10+(1/4 Damage). Bleed 2d4. Scar 1/2 Movement, -1 Dexterity
2-3 Severed, Death in 1d3+(Constitution Modifier) rounds. Concussed DC 10+(1/2 Damage). Bleed 2d4. Scar 1/2 Movement, -2 Dexterity, -1 Strength, -1 Constitution.
4 Death in 1d3+(Constitution Modifier) rounds. Concussed DC 10+(Damage). Bleed 2d6. Scar 1/2 Movement, -2 Constitution, -2 Dexterity, -1 Strength.
5-6 Severed, Death in 1d3+(Constitution Modifier) rounds. Concussed DC 10+(1/4 Damage). Bleed 2d6. Scar -2 Strength, -2 Constitution, -1 Dexterity
7 Severed, Death in 1d4+(Constitution Modifier) rounds. Concussed DC 10+(1/4 Damage). Bleed 1d6. Scar -2 Strength, -1 Constitution, -1 Dexterity.
8 Concussed DC 10+(Damage). Bleed 4d6. Scar -4 Constitution.
9+ Instant Death
Slashing (11) 1 Treated as a Location 2-3, Severity 9 Injury.
2-3 Severed, Death in 1+(Constitution Modifier) rounds. Concussed DC 15+(1/2 Damage). Bleed 3d6. Scar 1/2 Movement, -2 Strength, -3 Dexterity, -2 Constitution.
4 Instant Death
5-6 Severed, Death in 1+(Constitution Modifier) rounds. Concussed DC 15+(1/2 Damage). Bleed 3d6. Scar -4 Strength, -2 Constitution, -2 Dexterity.
7 Treated as a Location 5-6, Severity 9 Injury.
8+ Instant Death

Key terms

Grevious Wound

All effects written after “Grievous Wound” remain during the noted duration or until healed.

Stabalize

Stabilize will simply stop the effects of the injury from killing the afflicted character.

Scar

Effects written before “Scar” do not apply. Wounds that do not heal through traditional means.

Concussed

An effect where the subject must make a Fortitude save to remain concsious.

Severed

Denotes the location is removed from the subjects body.

Bleed

Damage that persists for the duration, or until treated if there is none.

Death

Denotes the effect will cause Death to the subject.

Injury Value

How difficult an individual injury is to heal

 

 

Treatment & Recovery

Character proficent in the heal skill needs to take an action to treat effects of an Injury.

Injuries often have lasting effect, if you take time to heal your patient, then the difficulty of the characters recovery becomes less. Should a wound have a lasting effect, you may treat it with the healing skill, at either 8 Hours per Injury score, or 1 day if the effect is from a Scar.

  • If check is failed by only 5, then subject is still stablized.
  • Magical Supplement: Healing Magic can be used to reduce the DC of a Heal check by half of its equivalent Heal check, if used in the healing process.
  • Example: Cure Moderate Wounds would reduce the check by 15 if used in the healing process, a DC 34 Heal check would be reduced to 19
Injury Value
  • Injuries have a Base Value of 10.
  • Multiple Severity Score by 2.
  • Each Dice in effect description increase Value by 2.
  • Each Keyword increase Value by 2. Double total Value if “Grievous Wound”.
  • Severed increase Value by Location number x3.
  • After all modifiers are added, that value will heal all wounds/effects before Scar, Scar’s require double the end result check to heal.
Example 1:
Severity 6 Slashing injury to the the arm (Location 6), would have a Injury score of 10(Base)+12(Severity Score)+4(2 dice in description)+8(2 Keywords, 1 being Grievous wound)=34 Injury Value, this would require a DC 34 Heal check and 272 Hours to heal all effects. 29 Would stabilize the character if they were dying. a 68 Would do it in 28 Hours, and a Cure Serious Wounds would fix it immediatly. Still will not reattach limbs.
Example 2:
Severity 4 Piercing injury to the Head (Location 10), would have an injury score of 10(base)+8(Severity score)+4(2 dice)+4(2 keywords)=26 or 52 for Scar’s. a Heal check of 26 will cure all non lasting non scar effects, to remove the Scar a character would need a DC 52 heal check and 52 days, a Cure critical wounds will also heal this injury instantly. Still will not restore limbs.
Healing Time Reduction
Time Reduction Modifier
Stabalize -5
10% of total time Double
20% of total time +20
50% of total time +10
120% of total time -3
150% of total time -6
200% of total time -10
300% of total time -15
400% of total time -20
500% of total time -30
1,000% of total time -50
Magical Healing
Spell/Dice Heal DC
Cure Light Wounds 20
Cure Moderate Wounds 30
Cure Serious Wounds 40
Cure Critical Wounds 60
Heal 80

New Actions

Aiming

Instead of making an attack, you may spend a standard action to aim at a specific target, your next attack has +1 to hit, you may spend extra Standard actions to accumulate a Aim Bonus up to your BAB (Base Attack Bonus).

Special
Should someone be proficent in the weapon being used they may expend extra attacks they would of normally recieved to accumulate a Bonus.
Example
6th Level Fighter may spend up to 6 Standard Actions or 6 Full rounds aiming giving them a +6 Bonus to hit. If they are proficent in the weapon they can reduce this to 3.

 

 

Part 7: Places of Sanctum

Continents and Oceans

Dramtor

Sanctum is a mythical world where a vast continent sits on the entire Eastern Hemisphere, making it the largest landmass on this planet. This continent is so massive that it can fit several nations within its boundaries, including Yuvon, Vulkt, Urdsten, Regulus, and Steel. The continent is divided by a range of mountains known as Orion’s Belt, which runs almost entirely across it, effectively splitting it into two halves.

These two halves of the continent are entirely distinct, with each side harboring its unique types of flora, fauna, and denizens. The Eastern side of the continent is home to ferocious Monsters and powerful Dragons, making it a perilous place for human life. In contrast, the Western side of the continent is home to squabbling kingdoms such as Urdsten, Regulus, and Steel, which are in a constant power struggle. This western part of the continent is commonly referred to as Torna, while the eastern part is known as Dralda.

Dralda, the eastern half of the continent, is a wild and untamed land where only the strongest and most cunning creatures can survive. Dragons rule the skies and guard their hoards of treasure fiercely, while the Monsters roam the land, devouring any prey they can find. Humans who dare to venture into this part of the continent are often seen as easy prey and are quickly dispatched by the dominant species.

In contrast, the Western half of the continent, Torna, is a land of kingdoms and conflict. The kingdoms of Urdsten, Regulus, and Steel have been at war for centuries, fighting over territory, resources, and power. The people of Torna have developed advanced technology and magic, but they also suffer from poverty and corruption, which makes their society unstable.

The range of mountains known as Orion’s Belt is the most striking feature of the continent, dividing it into two very different worlds. This vast and imposing mountain range is home to many secrets and treasures, and it is also the only way to cross from one half of the continent to the other. The journey through Orion’s Belt is treacherous, and only the bravest and most skilled adventurers attempt it.

In conclusion, the continent on Sanctum is a fascinating and diverse place, with two entirely distinct halves. The eastern half, Dralda, is a land of Monsters and Dragons, while the western half, Torna, is a land of kingdoms and conflict. The range of mountains known as Orion’s Belt divides these two worlds, making it a dangerous and challenging place to navigate.

Torna (Western Split)

Torna

Dralda (Eastern Split)

Dralda

 

 

Frelya

Frelya

The northern continent on Sanctum is a frozen and mountainous region that has been inhabited by frost giants and other hardy winter people for centuries. The continent is known for its freezing temperatures, treacherous terrain, and icy landscapes that make it one of the harshest environments on Sanctum.

Despite the challenging environment, the northern continent has become a hub for industry and technology, thanks to the presence of great engine cities and Citymechs. These advanced facilities have established immense colonies of factories, forges, and other manufacturing facilities that make use of the region’s vast natural resources.

The great engine cities on the northern continent are known for their towering structures and massive machinery. These structures are powered by powerful engines that generate heat, allowing them to operate even in the frigid temperatures of the region. These cities are home to many skilled craftsmen and engineers who work tirelessly to create the latest technological advancements in machinery and manufacturing.

The Citymechs that operate on the northern continent are some of the most advanced machines in the world. These enormous robots are capable of incredible feats of strength and agility, making them ideal for mining and other industrial tasks. They are also equipped with advanced sensors and processors that allow them to navigate the treacherous terrain of the frozen mountains and glaciers.

Despite the presence of the great engine cities and Citymechs, the northern continent is still home to many indigenous frost giants and winter folk. These hardy people have adapted to the harsh environment of the region and have developed unique survival skills that allow them to thrive in even the most extreme conditions.

In recent years, there has been growing concern about the impact of industrialization on the environment and the native inhabitants of the northern continent. Many environmentalists and human rights activists are calling for greater regulation of the manufacturing and mining operations on the continent to ensure that they are not causing undue harm to the ecosystem and the people who call it home.

In conclusion, the northern continent on Sanctum is a unique and challenging environment that has become a hub for industry and technology. The region’s natural resources and harsh terrain have made it an ideal location for the development of great engine cities and Citymechs, but there is growing concern about the impact of these advancements on the environment and the indigenous population. Despite these challenges, the northern continent remains an important center of innovation and industry on Sanctum.

 

 

Vespa

Vespa

The landmass that sits on the western hemisphere is a vast and diverse continent, known for its stunning natural beauty and peaceful atmosphere. The continent is the home of the nation of Soulus, which is known for its unique culture and way of life.

The lands of Soulus are diverse and rich in natural resources, featuring great forests, towering mountains, vast marshes, and sprawling meadows. These different landscapes provide a home for a wide variety of flora and fauna, including unique species of animals and plants that are found nowhere else on the planet.

The forests of Soulus are particularly remarkable, with ancient trees that stretch towards the sky and create a canopy of green that provides shelter and food for many creatures. These forests are also a source of timber and other natural resources that are used in the construction of homes and other structures.

The mountains of Soulus are another noteworthy feature of the continent, with towering peaks that offer stunning views of the surrounding landscape. These mountains are also home to many rare minerals and metals, which are used in the manufacturing of advanced technology and other products.

The marshes and meadows of Soulus are also important features of the continent, providing a habitat for many unique species of wildlife and plants. These areas are also an important source of food and other resources for the people of Soulus, who have developed sustainable practices for harvesting these resources while preserving the environment.

Despite the richness of the land and its natural resources, the people of Soulus are known for their peaceful way of life. The nation is committed to preserving its natural beauty and promoting harmony among its citizens. The people of Soulus value community, cooperation, and respect for nature, and these values are reflected in every aspect of their culture and society.

In conclusion, the landmass that sits on the western hemisphere is a vast and diverse continent that is home to the nation of Soulus. The continent’s great forests, mountains, marshes, meadows, and more provide a rich and varied landscape that is both beautiful and resource-rich. The people of Soulus value peace, harmony, and sustainability, and their commitment to these values has created a unique and thriving society that is a testament to the potential of humanity.

 

 

Malice

Malice The circular landmass created by the lord of the 9 hells, Malcor, is a desolate and barren place, devoid of natural life. The only inhabitants of this bleak and broken landscape are creatures that feed on each other, driven by their insatiable hunger and the harsh environment in which they live.

The landmass itself is a strange and eerie place, with twisted mountain crags and deformed waterfalls that flow with strange, orange-colored water. The landscape is broken and jagged, with deep crevasses and jagged cliffs that make travel treacherous and difficult.

The creatures that inhabit this world are equally strange and terrifying. They are twisted and malformed, with razor-sharp claws and teeth that are used to tear apart their prey. They roam the barren wasteland in packs, driven by their unending hunger and thirst for blood.

Despite the harshness of this environment, some have attempted to colonize it, drawn by the potential riches that could be found in its strange and twisted landscape. However, these attempts have met with little success, as the environment is simply too harsh and unforgiving for any civilization to survive for long.

The circular landmass created by Malcor is a place of darkness and despair, a testament to the power of evil and the horrors that can be wrought by those who would seek to control the forces of the universe. It is a place that few would dare to venture, and those who do so do at their own peril, risking their very souls to the darkness that lies within.

In conclusion, the circular landmass created by Malcor is a desolate and barren place, devoid of life and filled with twisted landscapes and terrifying creatures. It is a place of darkness and despair, a reminder of the power of evil and the horrors that can be unleashed upon the universe. Few dare to venture into this land, and those who do so risk their very souls to the darkness that lies within.

 

 

Sapphire Expanse

Sapphire

The warmest and likely most safe ocean on Sanctum is a vast body of water that is characterized by its steady winds, shallow waters, and relatively low incidence of storms. While it is known for its winds, the storms that do occur are quickly broken upon the three landmasses that are located at its corners, making it a relatively safe place for ships and other vessels to navigate.

The ocean’s warm waters are home to a wide variety of marine life, including fish, whales, dolphins, and other aquatic creatures. The waters are also a major source of food for many of the people who live on the shores of the ocean, as well as a vital transportation link for goods and people traveling between the landmasses that surround it.

The ocean is also the most traveled sea on Sanctum, thanks to its shallow waters and steady winds. Many ships and other vessels regularly traverse the ocean, carrying people and goods to and from the various landmasses that surround it. These vessels range from small fishing boats to large, heavily armed warships, all of which rely on the ocean’s unique properties to make their journeys safely and efficiently.

Despite its relatively calm waters, the ocean is not without its dangers. Strong currents, shallow reefs, and other hazards can pose a threat to even the most experienced sailors, and there are always risks associated with long voyages across such a vast expanse of water.

In conclusion, the warmest and likely most safe ocean on Sanctum is a vital resource for the people who live on its shores and those who rely on it for transportation and trade. Its shallow waters and steady winds make it the most traveled sea on Sanctum, while its rich marine life provides a vital source of food for many of the people who live in the surrounding regions. While there are risks associated with navigating this vast expanse of water, the ocean remains an essential part of life on Sanctum and will continue to play a crucial role in the region’s economy and culture for generations to come.

 

 

Frozen Expanse

Frozen

The Arctic Ocean, also known as the enchanted “half-frozen ocean of the north,” is a wondrous and mystical place. Beyond the continent of Frelya lies a constant sheet of ice, stretching all the way to the most northern point of the world. At the dead of winter each year, the water’s all the way to the Dragon Isles can be frozen, creating an otherworldly landscape that is both beautiful and treacherous.

Despite the freezing temperatures and harsh conditions, many creatures call this mystical ocean home. They live on the floating icebergs that often remain through each melting, adapting to the magical properties of the environment. Among these creatures are polar bears, arctic foxes, seals, and walruses, each possessing their own unique abilities and powers. Some even say that there are mythical beings that dwell in the depths of the ocean, waiting to be discovered by those brave enough to venture into the unknown.

The Arctic Ocean is more than just a place of wonder and magic. It is a vital part of the world’s mystical ecosystem, supporting a diverse range of life forms that are imbued with mystical energies. Many species of fish, including enchanted cod, herring, and salmon, call the Arctic Ocean home, as do mystical creatures such as mermaids, sea serpents, and other magical beings that have yet to be discovered.

However, the Arctic Ocean is also facing many mystical challenges, brought about by the changing of the magical energies that flow through the world. The warming of the planet has caused the magical properties of the ocean to shift, causing it to become unstable and unpredictable. This has led to the loss of enchanted sea ice habitat for many mystical creatures, as well as changes in the flow of magical energies throughout the world.

In addition to the mystical challenges posed by the shifting magical energies, the Arctic Ocean is also facing threats from those who seek to exploit its magical properties for their own gain. Dark wizards and other nefarious entities seek to tap into the mystical energies of the ocean, putting the fragile ecosystem at risk and threatening the very balance of the world.

In conclusion, the Arctic Ocean is a place of magic and wonder, filled with enchantment and mystery. It is home to a diverse range of enchanted life forms, each possessing their own unique abilities and powers. However, it is also facing many mystical challenges that must be addressed in order to preserve the balance of the world’s magical energies. By working together to protect and preserve this mystical ecosystem, we can ensure a future filled with magic and wonder for generations to come.

 

 

Expanse of Onyx

Onyx

The sea of Malice is a place of fear and danger, a world of monsters and creatures that haunt the depths of the ocean. It is an endless and mysterious place, filled with an astonishing variety of creatures, each more terrifying than the last. This is a place where danger lurks around every corner, where one wrong move can mean the difference between life and death.

The sea of Malice is home to many monsters, creatures that are the stuff of legends and nightmares. They come in all shapes and sizes, from giant sea serpents and krakens, to mermaids and sirens that lure sailors to their doom. There are also vicious predators that roam the ocean’s depths, such as giant sharks, monstrous squids, and other creatures that defy description.

Despite the dangers that lurk beneath the waves, there are many brave souls who venture into the sea of Malice, seeking adventure and treasure. These brave adventurers are known as sea-farers, and they come from all corners of the world, seeking to make their fortune or find fame and glory. Some are pirates, seeking to plunder and pillage, while others are explorers, seeking to chart new territories and discover the secrets of the ocean.

The sea of Malice is also a place of magic and wonder, filled with enchanted creatures and mystical energies. Some say that there are magical islands hidden deep within the sea, where wizards and sorcerers practice their dark arts. Others claim that there are ancient cities and lost civilizations beneath the waves, waiting to be discovered by those brave enough to explore the ocean’s depths.

However, the sea of Malice is not without its dangers. Dark magic and powerful curses abound, and there are many who seek to use the sea’s magical energies for their own dark purposes. Pirates and other villains roam the ocean, preying on the unwary and spreading fear and terror wherever they go.

In conclusion, the sea of Malice is a place of fear and wonder, a world of monsters and magic that exists beyond the boundaries of the known world. It is a place of danger and adventure, where brave souls venture forth to seek their fortunes and discover the secrets of the ocean. But it is also a place of darkness and evil, where villains and monsters lurk in the shadows, waiting to prey on the unwary. For those brave enough to venture into its depths, the sea of Malice is a place of endless possibility and wonder, a world of fantasy and magic that defies description.

 

 

Serene Expanse

Serene

The sea known as the Calm is a mysterious and magical place, where the waters are still and the wildlife is rare. It is a place of tranquility and peace, where the only sound is the gentle lapping of the waves against the shore. Few storms or waves disturb the surface of the sea, and the few that do are quickly subdued by the magical energies that permeate the area.

The sea of Calm is a place of great beauty, with crystal clear waters that reflect the sunlight in a dazzling array of colors. Beneath the surface of the sea, there is a world of wonder and magic, where creatures of myth and legend swim in harmony with one another. Giant sea turtles and schools of exotic fish can be seen gliding through the waters, while playful dolphins and mischievous mermaids frolic in the shallows.

Despite the tranquility of the sea of Calm, there is a sense of mystery and wonder that pervades the area. Rarely seen creatures of myth and legend are said to reside in the deeper waters of the sea, and ancient ruins and lost cities are rumored to exist on the ocean floor. Some say that the sea of Calm is home to powerful wizards and sorcerers, who use the magical energies of the area to work their spells and enchantments.

But despite the allure of the sea of Calm, few venture into its tranquil waters. The few sailors who do venture into the area report strange occurrences and eerie sensations, as if they are being watched by some unseen force. Many believe that the sea of Calm is cursed, and that those who venture too far into its depths are doomed to never return.

In conclusion, the sea of Calm is a place of great mystery and beauty, a world of magic and wonder that exists beyond the boundaries of the known world. It is a place of peace and tranquility, where the waters are still and the wildlife is rare. But it is also a place of mystery and danger, where the unknown lurks beneath the surface of the sea. For those brave enough to venture into its depths, the sea of Calm is a place of endless possibility and wonder, a world of fantasy and magic that defies description.

 

 

Dragons Crucible

Dragon Crucible

The Dragon’s Crucible is a vast and mystical ocean that is dominated by a powerful and ancient species known as Sea Dragons. These majestic creatures have lived in the ocean for countless millennia and have built great underwater cities that are the envy of all other underwater civilizations. The Sea Dragons have a rich and complex culture that has evolved over centuries, and they have developed an intricate society that is both beautiful and deadly.

The Sea Dragons are a fierce and proud people, and they fiercely defend their territory against any who would seek to challenge their authority. They are a dominant species in the Dragon’s Crucible, and their influence is felt throughout the ocean. Under their rule, various cultures of underwater life have formed alliances and pledged their loyalty to the Sea Dragons, and they all live in relative peace and harmony.

Despite the appearance of peace, however, life in the Dragon’s Crucible is far from idyllic. The Sea Dragons are a powerful and sometimes ruthless people, and they do not take kindly to those who would threaten their way of life. Their cities are heavily fortified, and their armies are powerful and well-trained. They are fiercely protective of their borders, and any who trespass into their territory do so at great peril.

But despite their fearsome reputation, the Sea Dragons are not without their softer side. They are a people of great wisdom and compassion, and they are deeply in tune with the magic and mysticism of the ocean. They are known to be great healers and teachers, and many of the other underwater civilizations come to them seeking their guidance and wisdom.

For those who are brave enough to venture into the Dragon’s Crucible, there is much to see and discover. The underwater cities of the Sea Dragons are wonders of architecture and engineering, and their culture and traditions are steeped in magic and mysticism. The ocean itself is teeming with life, from schools of colorful fish to majestic whales and powerful sea monsters. But one must always be cautious when venturing into the Dragon’s Crucible, for the Sea Dragons are always watching, and they do not take kindly to outsiders.

 

 

Beasts Crucible

Beast Crucible

The ocean of abundant life is a mystical and dangerous place, where the most enormous and powerful sea creatures roam free. It is a savage and unforgiving environment, where the weak are quickly consumed by the strong, and where the battles between massive beasts can cause natural disasters that shake the very foundations of the ocean floor.

At the heart of this ocean, the Leviathan reign supreme. These titanic creatures are the largest and most fearsome predators in the sea, with jaws that can crush ships and bodies that can dwarf entire cities. They are the ultimate apex predators, and their ferocity and strength are unmatched in the natural world.

But the Leviathan are not the only creatures that call this ocean home. The ancient and enigmatic Lluverion also make their home in these waters, mysterious beings that are said to be the guardians of the ocean’s magic and secrets. They are elusive and rarely seen, but their presence is felt throughout the ocean, and many believe that they hold the key to unlocking the mysteries of the sea.

Life in the ocean of abundant life is a constant struggle for survival. From the smallest plankton to the largest Leviathan, every creature is engaged in an endless battle for food, territory, and dominance. The sea is full of predators, from vicious schools of barracuda to massive squid with tentacles as long as a city block. And even the most massive creatures are not immune to the dangers of the sea, as they can fall prey to the massive storms and natural disasters that can strike at any moment.

Despite the dangers, however, the ocean of abundant life is a place of wonder and magic. The ocean is teeming with life, from tiny bioluminescent creatures to massive whales that sing hauntingly beautiful songs. The water is crystal clear, and the vibrant coral reefs and colorful schools of fish are a sight to behold. For those who are brave enough to venture into these waters, the rewards can be great, but one must always be mindful of the dangers that lurk beneath the surface.

 

 

Kingdoms of Sanctum

Yuvon

Yuvon

Ruler:
Jun Vodan of House Ra
Main Residence:
.01% True Dragons, 57.99% Rak, 13% Anor, 11% Khazdur, 8% Vast, 6% Eldar, 4% Coldhart
Population
  • Royal Class: 27
  • Noble Class: 1987
  • Citizen:41,200,000
  • Service Class: 500,000,000+
Capital:
Hofkiin
Military:
Secret
Economy:
Extremely Prosperous
Main Export:
magic items
Main Import:
Livestock
Summary:
The nation of Yuvon is a land ruled by five dragon states, each with its own unique culture and beliefs. These dragon states make up the nobility and sovereignty of the nation, with each state nominating a candidate to compete in a series of contests and events to prove their worthiness for the title of Dragon King. The Dragon King is a position held until the next Planar Twilight, which is an event that only occurs every 500 years during the Dragon’s Festival.

Should the Dragon King be assassinated, fall in battle, die of disease, or any other unfortunate means, the succession will move on to the heir apparent until the next Contest. While the dragon nobility holds all the power in the nation of Yuvon, they are not cruel or warmongering rulers. In fact, the dignity and honor of the dragon species propagate prosperity for all races under the Wings of the Dragon King.

The other races of Yuvon are not seen as pure enough to rule, even legendary Draconian heroes who are individually more powerful than their peers. However, the dragons do not discriminate against the other races and strive to create a peaceful and prosperous society for all. The nation is known for its strict adherence to tradition and its strong sense of honor and justice. Despite their strict hierarchy and traditional ways, the dragons of Yuvon are not afraid of innovation and progress, constantly seeking new ways to improve their society and the lives of their subjects.

 

 

Draconic Monarchy

Jun: Ruler of Yuvon
Thur: Ruler of each Draconic State
Drog: Leader of their Dragon House
Nonvul: Title given to all Dragon Nobility.

Dragon States

The 5 States that rule over Yuvon, and govern it’s people.

Dragon’s Seat

The House currently incharge of all of Yuvon. Currently Vodan Rak the Radiant Greatwyrm of House Ra sits atop Dragon Society.

Chromatic

The dragon’s dictated by Color, the Reds, Blues, Greens, Blacks and more, over a dozen Dragon Houses sit under these banners, but only 6 have remained over the eons. Red, Blue, Black, Green, Brown, and Purple.

Metallic

Beings dictated by the good of creation, altruistic beings bent of helping the world and it’s people in some way. Over the years, due to all kinds of trickery, evil, and betrayal, many metallic houses have fallen, despite this, 5 houses have remained everstanding. Gold, Silver, Steel, Brass, Bronze.

Gem

Dictated by their own wellbeing, this group took the longest to settle both into society and into alliances, due to this no 1 house has managed to stick through the millenia, despite this 3 houses manage to make it into the modern era. Emerald, Obsidian, Sapphire

Planar

Beings unbound from their intial homes, finding a foothold in the massive expanse of The Prime, countless different kinds of dragons have found their way into the Prime Materium, several attaching themselves to the budding coalition of dragons in it’s infancy, overseeing a unified development, having by far the most dragon houses over the years, the one’s that are most of note currently only number 7. Radiant, Pyroclastic, Shadow, Mirage, Battle, Adamantine, Styx.

Wild

Dragon’s originally unsatisfied with their origins, now find pride in having detached themselves from such silly constraints, due to this these 4 houses have remained unmoving. Timber, Ocean, Fang, Ethereal.

Misbegotten

The Realm that surrounds Yuvon and shields it from the other Nation’s of Dramtor (Eastern Continent). Another Family in the current Seat’s home Kingdom shall take control over the Misbeggoten. The Thur has often apointed notable Dragonkind such as Dragonborn, Half Dragons, etc in positions of power, some maintaining those positions through the transfer of power.

Jun Vodan Ra

Vodan Ra

Brilliant Dawn, Draco Paragon


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STR DEX CON INT WIS CHA
13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

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48
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Dragon Houses

Zane Malakta (Kingdom Passion)

Zane Malakta, also known as the Kingdom of Passion, is a sovereign state located within the larger Nation of Yuvon. The Kingdom is unique in that it is ruled by Chromatic dragons, who are known for their fierce and powerful nature. House Nox, a family of dragons known as “Thur”, holds the ruling power in Zane Malakta, and their influence can be felt throughout the kingdom.

The land of Zane Malakta is known as Sustis, a land of rolling hills, lush forests, and sparkling rivers. The kingdom is home to a diverse array of creatures, including dragons, humans, elves, dwarves, and many others. The people of Zane Malakta are known for their passion and fiery nature, which is reflected in the art, music, and culture of the kingdom.

Despite its fierce rulers, Zane Malakta is a peaceful and prosperous kingdom, with a strong economy based on agriculture, trade, and industry. The kingdom is also known for its impressive military might, with a powerful army of dragons and soldiers ready to defend the land at all costs.

In addition to its impressive military and economic strength, Zane Malakta is also renowned for its arts and culture. The kingdom is home to many talented artists, musicians, and writers, and its cities are filled with museums, galleries, and performance spaces.

Overall, Zane Malakta is a vibrant and dynamic kingdom, full of passion, creativity, and strength. Its people are fiercely loyal to House Nox and the ruling dragons, and they take great pride in their unique culture and way of life.

Thur Xhova Nox

Xhova Nox

Queen of Shadows, Thur of Sustis, Queen of Chromatic Dragons


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13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

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House Nox (Black):
Currently Thur of Sustis. Methodical, calculated, though surprisingly quite pleasant to discuss with, thought to be the most cordial of Chromatic Houses. Despite their intimidating appearance, the members of House Nox are surprisingly cordial and pleasant to talk to. They are known to be the most amicable of the chromatic houses. The dragons of House Nox are masters of strategy, and they always approach any situation with a well-thought-out plan. Their intelligence and cunning make them formidable adversaries, and their strength and power are unmatched. Despite their reputation, House Nox is not known for being aggressive, but rather for their diplomatic and rational approach to solving problems. They are respected and admired by many for their wisdom and their ability to navigate complex situations with ease.

 

 

House Imtor (Red):
Renowned for their brutal and merciless nature. Their tempered and passionate demeanor often manifests as explosive rage, and they are feared by many for their brutality. Despite their evil and twisted sense of honor, they are respected for their ability to execute their tasks and duties with ruthless efficiency.Members of House Imtor take pleasure in the suffering of others and have no qualms about sacrificing their allies or loved ones if it serves their own interests. Their notorious reputation makes them one of the most feared and dangerous houses in the dragon world, and those who dare to cross them do so at their own peril.

Drog Brovd Imtor

Brovd Imtor

**


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House Ihrv (Blue):
This house is known for its members’ duality, as they can be either fierce combatants and passionate speakers or secluded scholars and gluttons of excess. The blue dragons of House Ihrv are powerful and proud creatures who have an insatiable thirst for knowledge and experience. They are known for their exceptional speaking abilities and their love of debates and arguments. The members of House Ihrv are also renowned for their love of excess and indulgence, often surrounding themselves with the finest food, drink, and other luxuries. On the other hand, some members of the house prefer to retreat to their libraries and study rooms, immersing themselves in knowledge and seeking to expand their minds. Despite their differing personalities, all members of House Ihrv share a deep loyalty to their family and will fiercely defend their honor and reputation.

Drog Ihstil Ihrv

Ihstil Ihrv

**


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House Weyhg (Green):
Recognized as great planners, but their cautious nature often leads them to be overly prudent in their decision-making. House Weyhg is known to be vindictive and vengeful, making them a formidable force to be reckoned with when they are wronged. They are heavily entrenched in the land and connected to nature itself, which is evident in the way they live their lives. The dragons of House Weyhg have a deep respect for the natural world and seek to protect it at all costs. They are powerful creatures, and their connection to the earth gives them an advantage in battles. They are tenacious fighters and will stop at nothing to protect their territory and their family. Despite their sometimes questionable methods, House Weyhg is respected for their loyalty, and many admire their ability to persevere in the face of adversity.

Drog Skuld Weyhg

Skuld Weyhg

**


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House Yar’krgug (Brown):
This house is known for its members’ exceptional crafting abilities and their mastery of combat. They are renowned for their great hunts, where they seek out unique materials to use in their works of art and war. House Yar’krgug is considered the most savage of the chromatic houses, and their dragons are ferocious creatures that will stop at nothing to protect their family and territory. The brown dragons of House Yar’krgug are skilled fighters, with their strength and ferocity unmatched by any other dragon. They use their craftiness to create formidable weapons and armor, which they use in battle to devastating effect. Despite their sometimes brutal tactics, House Yar’krgug is respected for their ingenuity and their willingness to do whatever it takes to win. Their master craftsmanship and fearsome combat abilities make them a force to be reckoned with in the dragon world.

Drog Sthrox Yar’krgug

Sthrox

**


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13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

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House Reign (Purple):
They are widely considered the most self-righteous of the chromatic houses, believing themselves to be superior to others due to their exceptional magical abilities. The dragons of House Reign are incredibly gifted in the art of magic, with their knowledge and understanding of arcane power unmatched by any other dragon. They use their resources and knowledge to seclude themselves from the rest of society, preferring to live in solitude rather than mingle with the common populace. House Reign is widely respected for their magical prowess, and their dragons are often sought after for their expertise in matters of the arcane. However, their arrogance and self-righteousness can often be off-putting to others, and their seclusion has led to many rumors and tales about their true nature. Despite this, House Reign remains a powerful and influential force in the dragon world, using their gifts to further their own interests and agenda.

Drog Yhald Reign

Yhald

**


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13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

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Zane Svel (Kingdom Metal)

Zane Svel, also known as the Kingdom of Metal, is a sovereign state located within the larger Nation of Yuvon. The Kingdom is unique in that it is ruled by Metallic dragons, who are known for their intelligence, wisdom, and love of wealth. House Vyrld, a group of powerful Gold Dragons known as a “Thur”, holds the ruling power in Zane Svel, and their influence can be felt throughout the kingdom.

The land of Zane Svel is known as Vestik, a land of rugged mountains, deep valleys, and vast mines. The kingdom is home to a diverse array of creatures, including dragons, dwarves, gnomes, and many others. The people of Zane Svel are known for their love of metalworking and craftsmanship, which is reflected in the architecture, art, and technology of the kingdom.

Despite its rulers’ love of wealth and power, Zane Svel is a prosperous and thriving kingdom, with a strong economy based on mining, metalworking, and trade. The kingdom is also known for its impressive military might, with a powerful army of dragons and soldiers ready to defend the land at all costs.

In addition to its impressive military and economic strength, Zane Svel is also renowned for its metalworking and technological innovations. The kingdom is home to many skilled artisans and engineers, and its cities are filled with workshops, factories, and laboratories.

Overall, Zane Svel is a dynamic and industrious kingdom, full of innovation, wealth, and power. Its people are fiercely loyal to House Vyrld and the ruling dragons, and they take great pride in their unique culture and way of life.

Thur Odaxis Vyrld

Glimmering King, Thur of Vestik, King of Metal Dragons


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13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

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House Vyrld (Gold):
Currently Thur of Vestik. They are widely regarded as some of the most natural, kind, and straightforward of all metallic dragons. The gold dragons of House Vyrld are known for their benevolent nature, and they take great pride in using their abilities and resources to aid those in need. They are empathetic creatures, with a deep understanding of the emotions and struggles of others. The members of House Vyrld are respected for their honesty and straightforwardness, as they always speak their minds and never shy away from difficult conversations. They are loyal and honorable creatures, with a deep sense of duty to their family and their community. Despite their incredible power and influence, House Vyrld is known for their humility and their willingness to work alongside others for the greater good. They are a shining example of what it means to be a noble dragon and are widely admired and respected by all who know them.

 

 

House Shatter (Silver):
They are recognized for their regal and statuesque appearance, with a commanding presence that demands respect. House Shatter is less outgoing than other metallic houses, preferring to keep to themselves unless they are needed. They are willing to right wrongs and protect those who are in need, but their subjects must show a desire for growth and improvement. House Shatter is not known for seeking out evil, but they are considered paragons that stand as an example against it. They believe in leading by example and inspiring others to do good, rather than forcing them to do so. The silver dragons of House Shatter are known for their wisdom and their ability to see the bigger picture. They have a deep understanding of the world and its workings, and they use their knowledge to help guide others towards a brighter future. Despite their reserved nature, House Shatter is respected and admired by all who know them, and they are a powerful force for good in the dragon world.

Drog Bost Shatter

Bost

**


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13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

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House Cyrmyr (Steel):
They are known for their fascination with humanoid races, often taking an interest in their cultures and way of life. However, they have a deep-seated mistrust of authority and believe that the law should serve its purpose only when it maintains order flexibly, allowing them to protect their interests and advance their aims. The dragons of House Cyrmyr are fiercely independent and will not tolerate any attempt to control or dominate them. They begrudgingly hold their position only due to the supremacy of House Vyrld and the Dragon King, recognizing the need for a leader to maintain order and stability. House Cyrmyr is respected for their strength and their willingness to fight for what they believe in. They are powerful creatures, with a deep understanding of strategy and tactics, making them formidable opponents in battle. Despite their independent nature, House Cyrmyr is considered an important part of the dragon world, and their dragons are widely respected for their intelligence and their strength of character.

Drog Lovollia Cyrmyr

Lovollia

**


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13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

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House Bolytahry (Brass):
They are known for their placid and curious nature, with a talkative demeanor that makes them a joy to be around. They are slow to anger, and even in battle, they are rarely cruel or vengeful, often allowing their beaten enemies to retreat. The dragons of House Bolytahry are compassionate creatures, with a deep understanding of the importance of diplomacy and communication. They believe in finding peaceful solutions to problems whenever possible, and they are always willing to listen to the opinions of others. However, they are still dragons and are conceited, proud, and touchy creatures. They have a deep sense of their own importance and will not tolerate any disrespect or disregard for their authority. Despite this, they are widely respected for their intelligence and their kindness, and they are considered valuable members of the dragon community. House Bolytahry is a shining example of how dragons can be both powerful and compassionate, and they are admired by all who know them.

Drog Rota Bolytahry

Rota

**


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STR DEX CON INT WIS CHA
13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

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House Quo’Gohma (Bronze):
They have an elevated sense of purpose, believing that their way is the proper way. They are confident and self-assured, with a deep understanding of their own importance and their place in the world. The dragons of House Quo’Gohma have little patience for fools and believe that disagreement arises from willful ignorance. They don’t debate or argue, and if someone pushes them, they might react with violence. They are not quick to anger, but when they are, they are formidable opponents in battle. The dragons of House Quo’Gohma are respected for their strength and their determination, but their uncompromising nature can make them difficult to work with at times. Despite this, they are considered valuable members of the dragon community, and their dragons are widely admired for their intelligence and their sense of purpose. House Quo’Gohma is a powerful force in the dragon world, and they are feared by their enemies and respected by their allies.

Drog Tosk Quo’Gohma

Tosk

**


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13(+1) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 10(0)

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Zane Noach (Kingdom Opulance)

Zane Noach, also known as the Kingdom of Opulence, is a sovereign state located within the larger Nation of Yuvon. The Kingdom is unique in that it is ruled by Gem dragons, who are known for their love of beauty, luxury, and extravagance. House Jennu’Vhast, a group of powerful Emerald Dragons known as a “Thur”, holds the ruling power in Zane Noach, and their influence can be felt throughout the kingdom.

The land of Zane Noach is known as Nurgagos, a land of glittering gems, lush gardens, and opulent palaces. The kingdom is home to a diverse array of creatures, including dragons, humans, and many others. The people of Zane Noach are known for their love of beauty and luxury, which is reflected in the art, architecture, and culture of the kingdom.

Despite its rulers’ love of extravagance and excess, Zane Noach is a prosperous and thriving kingdom, with a strong economy based on trade, agriculture, and gem-mining. The kingdom is also known for its impressive military might, with a powerful army of dragons and soldiers ready to defend the land at all costs.

In addition to its impressive military and economic strength, Zane Noach is also renowned for its art, culture, and luxury goods. The kingdom is home to many talented artists, designers, and jewelers, and its cities are filled with galleries, boutiques, and markets offering the finest goods and services.

Overall, Zane Noach is a glamorous and luxurious kingdom, full of beauty, wealth, and extravagance. Its people are fiercely loyal to House Jennu’Vhast and the ruling dragons, and they take great pride in their unique culture and way of life.

Thur Bo Jennu’Vhast

King of Contracts, General of Dictation, Thur of Nurgagos, King of Gem Dragons


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House Jennu’Vhast (Emerald):
Currently Thur of Nurgagos. They are deeply inquisitive creatures, with a keen interest in local customs and history. They are known to be incredibly knowledgeable, often exceeding even the greatest human scholars in particular fields of study. The dragons of House Jennu’Vhast have a strong desire for knowledge, and they pursue it with reckless abandon, often culling the very land itself for its secrets. They are not concerned with the consequences of their actions and will stop at nothing to gain the knowledge they seek. Despite this, they are respected for their intelligence and their dedication to their pursuit of knowledge. The dragons of House Jennu’Vhast are valued members of the dragon community, and their knowledge and expertise are sought after by dragons and other creatures alike. However, their single-minded focus on knowledge can make them difficult to work with at times, and their disregard for the environment can lead to conflict with other creatures. House Jennu’Vhast is a powerful force in the dragon world, and their dragons are feared for their knowledge and their determination.

 

 

House Malajesk (Obsidian):
Known for their extreme intelligence, arrogance, and cruelty. They are quick to anger and have a reputation for toying with their prey before finishing it off. They are feared for their resilience and tyrannical nature, ruling their territories with iron claws and harsh judgments. The dragons of House Malajesk are by far the most tyrannical of the gem dragons, and their subjects are subject to their every whim. They have little patience for those who question their authority and will not hesitate to crush any rebellion or dissent. Despite their cruel nature, the dragons of House Malajesk are highly respected for their intelligence and their ability to hold onto power. They are valued members of the dragon community, and their expertise in matters of strategy and warfare are sought after by other dragons. However, their arrogance and cruel nature can make them difficult to work with, and their subjects often live in fear of their wrath. House Malajesk is a powerful force in the dragon world, and their dragons are feared and respected by all who know of them.

Drog York Malajesk

York

**


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House Lero’Vai (Sapphire):
They are a fiercely independent house, often remaining aloof from the political machinations of other dragon houses, preferring to focus on their own interests and territorial expansion. Despite their reputation for being antisocial, they were fiercely loyal to their allies and subjects, and their presence on the battlefield could turn the tide of any conflict. The sapphire dragons were also known for their cunning and strategic minds, often employing unconventional tactics to outsmart their enemies. Their mastery of psionic powers also made them formidable opponents, capable of reading minds, manipulating thoughts, and even rendering their enemies unconscious with a single thought. Despite their aggressive nature, sapphire dragons were deeply honorable creatures, and they had a strict code of conduct that governed their actions. They demanded respect and loyalty from their followers, but they also showed great respect and loyalty to those who earned it from them.

Drog Val Lero’Vai

Val

**


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Zane Irthir (Kingdom Enlightened)

Zane Irthir, also known as the Kingdom of Enlightened, is a sovereign state located within the larger Nation of Yuvon. The Kingdom is unique in that it is ruled by Planar dragons, who are known for their deep knowledge of the planes of existence and their connection to the spiritual realm. House Rilark, a group of powerful Adamantine Dragons known as a “Thur”, holds the ruling power in Zane Irthir, and their influence can be felt throughout the kingdom.

The land of Zane Irthir is known as Sahragartha, a land of rolling hills, lush forests, and ancient ruins. The kingdom is home to a diverse array of creatures, including dragons, elves, and many others. The people of Zane Irthir are known for their deep spiritual knowledge and their dedication to enlightenment, which is reflected in the art, architecture, and culture of the kingdom.

Despite its rulers’ deep connection to the spiritual realm and focus on enlightenment, Zane Irthir is a prosperous and thriving kingdom, with a strong economy based on agriculture, trade, and magical arts. The kingdom is also known for its impressive military might, with a powerful army of dragons and soldiers ready to defend the land at all costs.

In addition to its impressive military and economic strength, Zane Irthir is also renowned for its magical knowledge and spiritual wisdom. The kingdom is home to many powerful wizards, clerics, and druids, and its cities are filled with libraries, temples, and schools offering knowledge and enlightenment.

Overall, Zane Irthir is a kingdom focused on spiritual and magical growth, full of knowledge, wisdom, and enlightenment. Its people are fiercely loyal to House Rilark and the ruling dragons, and they take great pride in their unique culture and way of life.

Thur Axgyr Rilark

King of Toughness, Flying Fortress, Thur of Sahragartha, Guardian King, Champion of Planar Dragons


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House Rilark (Adamantine):
Currently Thur of Sahragartha. Renowned for their fierce appearance, but equally renowned for their unwavering dedication to the common good of all intelligent creatures. House Rilark dragons are helpful to a fault, always willing to sacrifice whatever is needed to ensure the safety and prosperity of those around them. They are also known as eternally vigilant protectors of their lands and the plane itself, fiercely defending it against any threat that may arise. Despite their formidable strength, House Rilark dragons are widely considered exemplars of good, respected and revered by all who know them. They are a powerful and inspiring force, a testament to the power of selflessness and devotion to the greater good.

 

 

Thur D’st Zel

Queen of The Lost, Queen of the Damned, Thur of Misbegotten


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House Zel (Styx):
Currently Thur of Misbegotten a group of dragons that originated from the corrupted waters of the river Styx. The corruption of the river seeped into the very being of these dragons, leaving them with a dark and foreboding nature. However, they have managed to overcome this darkness and use their understanding of dark forces to bend injustice to their will. House Zel dragons have a unique ability to navigate the darkest corners of the world, using their knowledge of the darkness to bring light to the shadows. Despite their newfound sense of purpose, they often struggle to understand certain travesties, leaving them feeling lost and helpless in the face of some of the world’s most insidious evils. Despite this, House Zel dragons remain a formidable force, feared and respected by many for their unparalleled knowledge of the dark forces that threaten the world.

 

 

House Ra (Radiant):
Currently Jun of Yuvon. A legendary and revered group of dragon kin. Their fervent dedication to the promotion of goodness is matched only by their unwavering opposition to evil. Despite their fearsome reputation, House Ra is known for their noble demeanor and willingness to provide aid, healing, and comfort to those in need, particularly those who uphold justice and virtue. However, when faced with adversaries who threaten the balance of order, House Ra becomes fierce and merciless, unleashing their full might in defense of what is right. Their reputation as zealous and powerful defenders of good has made them a legendary force to be reckoned with, inspiring hope and admiration in those who stand with them.
House Kol (Pyroclastic):
House Kol, is a formidable group of dragons whose temperament is often compared to a volcano. Like a volcano, they have a fiery and unpredictable nature, and their reactions can be truly explosive if pushed beyond their limits. House Kol dragons are known for their love of meat, but can subsist on a diet of minerals if necessary. Despite their ferocious tendencies, House Kol dragons are revered for their strength and intelligence, and have a long history of serving as protectors and guardians of their lands. They are a powerful and respected force in the world of dragons, feared and admired by many.

Drog Run’d Kol

Son of the Volcano, Burning Heart


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House Dust (Shadow):
Cunning and devious group of dragons who are renowned for their mental capabilities, surpassing even the highly intelligent Red Dragons, and standing on par with the brilliant Gold Dragons, the smartest of the metallic dragons. Their strategic thinking and craftiness make them formidable opponents, as they are known for their ability to outwit even the most seasoned of adversaries. House Dust dragons are shrouded in mystery and are seldom seen, preferring to keep to the shadows and work behind the scenes to achieve their goals. Despite their reputation as cunning and elusive, House Dust dragons are deeply loyal to those they trust and are known to be valuable allies to those who earn their respect.

Drog Ohv Dust

Ohv

**


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House Myst (Mirage):
Reclusive and independent group of dragons who prefer to stay out of the larger conflicts between light and dark. They are known for their affinity for the Eladrin, whom they consider kindred spirits due to their shared desire for privacy and independence. Mirage dragons are also renowned for their cunning nature, and are capable of being both cruel manipulators and playful tricksters. Their elusive and mysterious nature makes them difficult to predict, and their motives are often unclear. Despite their reputation as solitary creatures, House Myst dragons are fiercely loyal to those they consider allies and will go to great lengths to protect them. They are a fascinating and enigmatic group of dragons, respected and feared by many.

Drog Lak Myst

Lak

**


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House Blyd (Battle):
Renowned for their fearlessness and optimism. They find great pleasure in armed conflict and are among the most skilled and fearsome fighters in the dragon world. House Blyd dragons have a unique ability to find the positive side in any situation, no matter how grim, and this ability makes them great inspiring forces and morale boosters within an army. Their positive outlook on life and boundless enthusiasm make them a joy to be around, and their fearlessness in battle makes them highly respected among their peers. Despite their love of combat, House Blyd dragons are not reckless, and they always approach a battle with a strategic and well-thought-out plan. They are a powerful and respected force in the dragon world, feared and admired by many.

Drog Davk Blyd

Davk

**


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Zane Slathir (Kingdom Instinct)

Zane Slathir, also known as the Kingdom of Instinct, is a sovereign state located within the larger Nation of Yuvon. The Kingdom is unique in that it is ruled by Wild Planar dragons, who are known for their primal instincts and deep connection to the natural world. House Dew, a group of powerful Timber Dragons known as a “Thur”, holds the ruling power in Zane Slathir, and their influence can be felt throughout the kingdom.

The land of Zane Slathir is known as Elotar, a land of dense forests, deep rivers, and rugged mountains. The kingdom is home to a diverse array of creatures, including dragons, elves, and many others. The people of Zane Slathir are known for their deep connection to the natural world and their instinctual wisdom, which is reflected in the art, architecture, and culture of the kingdom.

Despite its rulers’ primal instincts and focus on the natural world, Zane Slathir is a prosperous and thriving kingdom, with a strong economy based on hunting, gathering, and trade. The kingdom is also known for its impressive military might, with a powerful army of dragons and soldiers ready to defend the land at all costs.

In addition to its impressive military and economic strength, Zane Slathir is also renowned for its connection to the natural world and its instinctual wisdom. The kingdom is home to many powerful druids and rangers, and its cities are filled with temples, groves, and shrines honoring the spirits of the natural world.

Overall, Zane Slathir is a kingdom focused on primal instincts and natural wisdom, full of strength, resilience, and adaptability. Its people are fiercely loyal to House Dew and the ruling dragons, and they take great pride in their unique culture and way of life.

Thur Jhyd Dew

Titan Queen, Thur of Elotar, Gentle Mountain, Mother Forest


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House Dew (Timber):
Currently Thur of Elotar. Fierce defenders of the forests they call home. They share many characteristics with the treants they often ally themselves with, including their imposing size and the deep connection they share with the natural world. However, unlike treants, Timber Dragons are more pragmatic in their approach to forest defense. While they will fight fiercely to protect a forest they believe is threatened, they are also willing to accept the cyclical nature of the natural world, and will often see the destruction of one forest as an opportunity for a new one to grow in its place. Despite their immense power, Timber Dragons are known for their restraint, often choosing not to rule over the creatures of the forest they protect, instead allowing them to thrive and grow on their own. They are respected by all who call the forest home, and feared by any who would threaten its delicate balance.

 

 

House Ound (Ocean):
Fiercely protective of their territory. These dragons tirelessly patrol their domains, scanning the vast expanse of the ocean for any signs of danger or evil. House Ound dragons are incredibly powerful and fierce fighters, capable of taking on even the most dangerous of foes. They are feared and respected by all who know them, and their reputation as fierce protectors of the ocean is well-known throughout the land. Despite their fearsome reputation, House Ound dragons are also known for their wisdom and insight, and many seek out their counsel in times of trouble. They are a powerful and respected force, a testament to the power of vigilance and dedication to the protection of one’s home.

Drog Dofoh Ound

Dofoh

**


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House Garm (Fang):
Known for their unpredictable nature. These dragons are susceptible to seemingly random outbursts of rage and violence, making them a formidable force on the battlefield. House Garm dragons are also known for their exceptional cruelty, often playing with their food before devouring it. Despite their fearsome reputation, if backed into a corner, they are quick to bargain for their lives. One of their most unique abilities is their capacity to perfectly mimic any sound or voice which they have previously heard, making them exceptional spies and assassins. Due to their unpredictable nature, Fang Dragons are often viewed with a mixture of fear and awe by those who know them, as their power and potential for destruction cannot be denied.

Drog Harrak Garm

Harrak

**


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House Lyvay’yyll (Ethereal):
Known for their insatiable curiosity. These dragons find joy in following and spying on the inhabitants of the Prime Material plane, always seeking to learn more about the world around them. They are particularly interested in finding objects of interest, and upon discovering something that piques their curiosity, an Ethereal Dragon will stop at nothing to obtain it. They are skilled thieves, able to slip in and out of the Material plane undetected, stealing objects and returning them to their personal vaults in the Ethereal plane. Despite their thieving ways, Ethereal Dragons are generally not considered malevolent creatures, and many are content to observe the Material plane from a distance. However, those who possess valuable or rare objects would be wise to keep them well-guarded, lest they fall into the hands of an Ethereal Dragon.

Drog Pro’o Lyvay’yyll

Pro'o

**


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Misbegotten Houses

House Nailen:
House Porcohst:
House Blotht:
House Gordian:
House Onveltin:
House Pathers:
House Lorgrynd:
House Tazt’tzat:
House Endulgon:
House Vastarian:
House Motra:
House Bith:
House Kardaxis:

 

 

Expanses of Yuvon

Drazden (Royal Expanse)

Drazden

The Kingdom bestowed to the Royal house that conqured the last Dragon Ascension. The ecology of Drazden is primarily dominated by dense forests and vast woodlands, teeming with a diverse range of flora and fauna that thrive under the watchful eye of the dragon nobility.

The economy of Drazden does not rely on exports, as it is entirely self-sufficient and sustained by the vast resources provided by other states within the kingdom. The dragon rulers carefully manage the resources of the state, utilizing their vast wealth and influence to maintain their position of authority.

The culture of Drazden is steeped in tradition and ceremony, with grand palaces and temples dedicated to the dragon rulers and their history. Only dragon nobles are permitted to reside in the capital cities upper ring, the city itself being surrounded by moats of molten metal and guarded by powerful magic, reflecting the immense power and status of the dragon rulers.

One of the most striking features of the capital city is the constant storm that surrounds it, believed to be a manifestation of the dragon rulers’ immense power and protection. The storm is carefully maintained by skilled dragon sorcerers, who ensure that it remains within the boundaries of the city walls, emphasizing the exceptional control and precision wielded by the dragon rulers.

Overall, Drazden is a captivating and intricate vassal state, where the dragon rulers’ power and the state’s natural beauty are intertwined, creating an awe-inspiring landscape where only the dragon nobility and the privileged few are permitted to explore its secrets.

 

 

Sustis (Passion Expanse)

Sustis

The first settled Kingdom of all of Yuvon, the home of the Chromatic Kingdom of dragons, ruling their island with absolute authority, only bending their whims due to ancients pacts with the Royal seat and the Dragon Ascencion.

Governed by the powerful House Nox. Sustis is a large island surrounded by smaller islands and is divided into two major regions: the frosty, forested, and mountainous southern region used primarily for hunting and preserving wildlife, and the warmer northern region that houses most settlements.

The ecology of Sustis is diverse and rich, with a range of flora and fauna that thrive in the varying climates of the region. The southern region is home to dense forests, icy mountains, and vast open plains, all of which support an array of creatures like wolves, elk, and even wild dragonkin. The northern region, on the other hand, is characterized by milder weather and is home to fertile farmlands, rolling hills, and sprawling cities.

The economy of Sustis revolves around mining and gemstone trade, and the region is largely self-sufficient in terms of food and other basic resources. Despite this, there are no restrictions on trade, and commerce is free to flow in and out of the region. The people of Sustis are varied, with humans, dwarves, goliaths, and giants all living under the rule of the half-dragons and landwyrms who govern each settlement.

The culture of Sustis is heavily influenced by its draconic rulers, with dragon nobles residing in private estates and governing from afar. The nobility are generally reclusive, but they can be quite welcoming and extravagant when they make announced visits. However, the dragon rulers are known for their cruelty, and the people of Sustis live in fear of their wrath. The commonfolk of Sustis are generally self-reliant, but they are quick to offer aid when asked, and they are known for their helpfulness and hospitality. Despite the harsh rule of the dragon nobles, Sustis is also home to some of the best schools in Sanctus as a whole, specializing in astronomy, arcane magic, and planar research.

 

 

Vestik (Metal Expanse)

Vestik

Known as the Steel heart of Yuvon, these are the dragons and beings most individuals outside of Yuvon are familiar with. By far the most altruistic of the Dragon seats, it is little surprise these are the lands governed by the Metal Kingdom.

Ecology: Vestik is characterized by its rugged, mountainous terrain and is covered in dense forests, rolling hills, and vast grasslands. The climate in Vestik is moderate, with mild summers and harsh winters. The land is rich in minerals, and many of its mountains are known for their valuable deposits of precious metals.

Flora and Fauna: The forests of Vestik are teeming with a variety of trees, including conifers, birch, and aspen. The forests are also home to a diverse range of animals, including wolves, bears, lynx, and elk. The grasslands of Vestik are dominated by tall grasses and wildflowers and are home to herds of bison and wild horses.

Economy: Vestik is a land of great wealth, and its economy is built on mining and metalworking. The mountains of Vestik are home to some of the richest mineral deposits in Yuvon, and the people of Vestik are skilled in the art of metalworking. They are known for producing intricate, beautiful metal objects, from weapons and armor to jewelry and decorative art.

Culture: The people of Vestik are proud and independent, and they have a rich cultural heritage that is steeped in tradition. They are known for their hospitality and their love of storytelling, music, and dance. The people of Vestik are also skilled hunters and horsemen and are known for their expertise in archery.

The Metallic Dragons who rule over Yuvon are seen as benevolent protectors by the people of Vestik, who view them as powerful and wise guardians of the land. The people of Vestik pay tribute to the dragons in the form of offerings of metal and precious stones, and in return, the dragons offer their protection and guidance to the people of Vestik.

In conclusion, Vestik is a unique and beautiful land, home to a proud and independent people who have thrived under the benevolent rule of the Metallic Dragons. The state is known for its rich mineral deposits, skilled metalworkers, and diverse flora and fauna, making it an important contributor to the economy and culture of Yuvon.

 

 

Nurgagos (Opulance Expanse)

Nurgagos

The Kingdom of Opulence, Nurgagos, may appear barren at first glance, with towering machines and mines dominating the landscape. However, beneath the surface lies a vast network of infrastructure that connects Nurgagos to the rest of Yuvon and beyond.

Ecology: Due to the heavy industrialization, the ecology of Nurgagos has suffered greatly. Very little food is grown in the region, as the Gem Dragons who rule the kingdom have opted to import food supplies instead. The air and water quality have also been negatively affected by the industrial activity.

Society: Nurgagos is ruled by a council of Gem Dragons, who are known for their love of wealth and luxury. The citizens of Nurgagos are divided into two groups: those who work in the various industries controlled by the Gem Dragons, and those who provide services to the ruling class. The society is highly hierarchical, with very little social mobility.

Economy: The economy of Nurgagos is heavily reliant on the industries controlled by the Gem Dragons. These industries include mining, manufacturing, and technology. The Gem Dragons prioritize profit over all else, and as a result, workers are often overworked and underpaid.

Flora and Fauna: The heavy industrialization has had a negative impact on the flora and fauna of Nurgagos. There are few natural habitats left in the region, and the few remaining species have adapted to the polluted environment. The Gem Dragons have little interest in preserving the natural world, as they prioritize profit over conservation.

Military: Nurgagos has a powerful military, with highly advanced weapons and technology. The Gem Dragons view military might as essential to maintaining their power and wealth. The military is used to suppress dissent and maintain order among the population.

Resources: Nurgagos is rich in mineral resources, including gems, metals, and rare earth elements. The Gem Dragons have used their control of these resources to amass great wealth and power. However, the heavy industrialization has led to the depletion of many of these resources, and the Gem Dragons are constantly seeking new sources of wealth and power.

In summary, the Kingdom of Opulence, Nurgagos, may appear prosperous on the surface, but its society is deeply unequal and its ecology has suffered greatly due to heavy industrialization. The ruling class, comprised of Gem Dragons, prioritize profit over all else and use their military to maintain their power and suppress dissent. The economy is heavily reliant on the industries controlled by the Gem Dragons, and the kingdom’s rich mineral resources have been depleted due to the focus on profit.

 

 

Sahragartha (Enlightened Expanse)

Sahragartha

The kingdom known as the most beautiful place on Sanctum is a haven of peace, where conflicts are resolved through contests of strength or trial of peers. The kingdom is controlled by the New World Planars, also known as the Enlightened Seat, who are reasonable and easy to talk to.

Ecology: The kingdom’s ecology is one of its most prized possessions. The many gardens, glades, and sanctuaries are carefully tended to, making the kingdom a haven for flora and fauna alike. The people of the kingdom understand the importance of preserving their environment and take great care to do so.

Society: The society of the kingdom is based on a culture of nonviolence and mutual respect. Disputes are settled through peaceful means, and the people value intellectual pursuits over physical ones. Tournaments, contests, and competitions are popular, and the kingdom is home to some of the greatest schools, libraries, and museums.

Economy: The kingdom’s economy is centered around intellectual pursuits, such as research, education, and the arts. The people of the kingdom value knowledge and creativity, and there is a strong emphasis on education and learning. The economy is relatively small compared to other kingdoms, but the people are prosperous and content.

Flora and Fauna: The kingdom’s ecology is one of its most prized possessions. The many gardens, glades, and sanctuaries are home to a wide variety of flora and fauna, making the kingdom a haven for nature lovers. The people of the kingdom take great care to preserve their environment and protect their wildlife.

Military: The kingdom has a small and peaceful military, which is rarely called upon. The people of the kingdom value nonviolence and prefer to settle disputes through peaceful means. The military is focused on protecting the kingdom’s borders and maintaining order within the kingdom.

Resources: The kingdom is not rich in natural resources, but it is rich in intellectual resources. The people of the kingdom value knowledge and creativity, and they have created a thriving economy centered around intellectual pursuits. The kingdom’s wealth is based on its people’s intellect and creativity, rather than on natural resources.

In summary, the kingdom known as the most beautiful place on Sanctum is a peaceful and prosperous society that values nonviolence, intellectual pursuits, and the preservation of the environment. The people are focused on education, learning, and creativity, and they have created a thriving economy centered around these pursuits. The military is small and focused on protecting the kingdom’s borders and maintaining order within the kingdom. Overall, the kingdom is a haven of peace and prosperity, where nature and intellect are both highly valued.

 

 

Elotar (Instinct Expanse)

Elotar

The Kingdom of the Planar Wyrms is split into two distinct areas, the ancestral home of planar wyrms of all kinds. The first area is The Elder Jaws, a series of islands and archipelagos across the sea border of Yuvon, stretching to the very sea floor. The true size of this kingdom rivals that of the rest of Yuvon.

Ecology: The ecology of the Kingdom of the Planar Wyrms is diverse and unique. The Elder Jaws are home to a wide variety of flora and fauna, with many species found nowhere else in the world. The sea floor is rich in minerals and other resources, making it a hub of economic activity.

Society: The society of the Kingdom of the Planar Wyrms is complex and hierarchical. The planar wyrms are organized into clans, each led by a powerful dragon. The dragons are highly respected and revered by their followers, who see them as powerful and wise leaders. The society is highly stratified, with the powerful dragons at the top and the lower classes at the bottom.

Economy: The economy of the Kingdom of the Planar Wyrms is based on fishing, mining, and trade. The sea is rich in fish and other marine life, and the sea floor is rich in minerals and other resources. The planar wyrms are skilled traders, using their ships to transport goods across the sea and to other kingdoms.

 

 

Flora and Fauna: The Elder Jaws are home to a wide variety of unique flora and fauna. The sea is filled with colorful fish, and the reefs are home to a variety of marine life, including sea turtles, dolphins, and whales. The islands are home to exotic plants, such as orchids and palm trees, and a wide variety of birds.

Military: The military of the Kingdom of the Planar Wyrms is highly skilled and well-organized. The planar wyrms have a powerful navy, and their ships are some of the fastest and most advanced in the world. They are skilled in both naval and aerial combat, and are feared by their enemies.

Resources: The Kingdom of the Planar Wyrms is rich in resources, with the sea floor being a major source of minerals and other valuable materials. The planar wyrms are skilled miners and fishermen, and their ships are some of the best in the world. They are also skilled traders, and their goods are highly sought after in other kingdoms.

In summary, the Kingdom of the Planar Wyrms is a complex and hierarchical society, organized into clans led by powerful dragons. Their economy is based on fishing, mining, and trade, and their navy is highly skilled and well-organized. The kingdom is rich in resources, with the sea floor being a major source of minerals and other valuable materials. The ecology of the kingdom is diverse and unique, with The Elder Jaws being home to a wide variety of flora and fauna found nowhere else in the world. Overall, the Kingdom of the Planar Wyrms is a powerful and respected kingdom, feared by their enemies and respected by their allies.

Misbeggoten (Barrier Expanse)

The lands between Yuvon and the other Nations on Dramtor.

 

 

Soulus

Soulus

Ruler:
Corvair Makarov
Main Residence:
73% Sol , 10% Rak, 5% Anor, 5% Khazdur, 3% Elves, 2.3% Vast, 1.5% Coldhart, .2% Eldar
Population:
55,311,894
Capital:
Ralgus
Military:
The Legion
Economy:
Very Prosperous
Main Export:
Artisan goods/fabrics
Main Import:
Fish
Summary

The nation of Soulus, founded by King Corvair Makarov, is a place of nobility, honor, and respect. The people of Soulus work together in near-perfect harmony, with an unending devotion to their king. The noble houses each take up an aspect required for the country’s prosperity, while two other houses are responsible for ensuring that their duties are fulfilled. This network of checks and balances is overseen by His Majesty Corvair and his eldest son and daughter of the time.

The nation of Soulus is known for its strong sense of community, where everyone works together for the common good. The people are highly skilled in their chosen professions, and they take great pride in their work. The noble houses are responsible for different areas of the country’s prosperity, such as agriculture, industry, and defense. Each house is led by a noble who is highly respected by the people.

Soulus is a coastal nation, and its people have a strong connection to the sea. They are skilled sailors and fishermen, and the sea provides much of the country’s food and trade goods. The coastal towns are bustling centers of activity, with traders and travelers from all over the world coming to do business.

Despite its prosperity, Soulus has had its share of challenges. There have been times of war and famine, but the people have always come together to overcome these difficulties. The nation’s strength comes from its sense of community and its devotion to King Corvair, who is seen as a wise and just ruler.

Overall, the nation of Soulus is a place of peace, prosperity, and community, led by a king who is loved and respected by all.

 

 

Soulian Line

God King and Queen Divine
Corvair Makarov

Corpus

Formally Corpus Makarov.
The Eternal Son, The Divine Rule, His Grace, God King, Markova Mor

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Innumerable
Languages
All
Wealth
All of Soulus
Eminence
68
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

Founder and Ruler of Soulus, protector and divine ruler, Corvair is adored by his people and his followers, a land without pain, where children do not go hungry, where the downtrodden are saved, only those deemed hopeless or enemies are treated to death. Said to have never known harm, his Grace’s inner circle knows otherwise. Cursed with Eternal Persistence while he may never perish, the pain and suffering from the elements still caused him great destress, often both physically and mentally.

Have founded his Utopia he and his family and many descendants have vowed to protect these lands they call home, his eternal prescence attracting not only followers but power, soon his very presence rivaling the Outer Gods themselves.

Eternal Queen Syl

Syl

**

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
All
Wealth
All of Soulus
Eminence
44
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

 

 

High Lords (Monarchs)
Astarian Sengrid

Astarian Sengrid

Monarch of Order, Overlord of Maluth

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
45
feats
attacks

Unknown.

Sumarry/Deeds
Mistress Valla

Mistress Valla

Mistress of Maluth

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
31
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Zaztra Geralt

Zaztra Geralt

Monarch of Minds, Overlord of Dengraf

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
45
feats
attacks

Unknown.

Sumarry/Deeds
Master Tord

Master Tord

Master of Maluth

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
33
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Eldra Blake

Eldra Blake

Monarch of Solace, Overlord of Stratus

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
51
feats
attacks

Unknown.

Sumarry/Deeds
Master Licht

Master Licht

Master of Stratus

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
40
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Axe Rengenwald

Axe Rengenwald

Monarch of Fangs, Overlord of Rengenwald

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
52
feats
attacks

Unknown.

Sumarry/Deeds
Mistress Tystaria

Mistress Tystaria

Mistress of Rengenwald

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
39
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Leo Furur

Leo Furur

Monarch of Conquest, Overlord of Keldred

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
54
feats
attacks

Unknown.

Sumarry/Deeds
Mistress Shara

Mistress Shara

Mistress of Keldred

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
50
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Task Alykyr

Task Alykyr

Monarch of Rest, Overlord of Selcrum

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
48
feats
attacks

Unknown.

Sumarry/Deeds
Mistress Morganna

Mistress Morganna

Mistress of Selcrum

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
41
feats
attacks

Unknown.

Sumarry/Deeds
Great Families
The Sengrid Family:
Reigns over The Marsh of Maluth
The Geralt Family:
Reigns over Dengref Coast
The Blake Family:
Reigns over Stratus Wilds
The Rengenwald Family:
Reigns over Rengenwald Mountains
The Furor Family:
Reigns over Keldred Grove
The Alykyr Family:
Reigns over Selcrum Wastes
Duke (18 Houses)
Marquiee (36 Houses)
Viscount (108 Houses)

 

 

Markovian Worship

Great Sages

The Keeper’s and guardians of the different aspects of magic that permeate the lands of Soulus, they are granted divinity in order to carry out their duties till their soul becomes one with Sanctum.

Lady Kessig Of The Lost Green

Kessig

Sage of Nature

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
51
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds
Lord Strauss of The Everwell

Strauss

Sage of Life

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
51
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

 

 

Lady Vaust of Hallow’s End

Vaust

Sage of Death

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
52
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds
Lord Grul of The Void

Grul

Sage of the Unknown

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
52
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

 

 

Seven Sovereigns

Beings forged out of the very blood of Corpus along with the soul of a great champion, their bodies reformed into monuments of glory, winged beings who exude a great force.

Arch Sovereign Daikon Elpeldia

Daikon

Lord of Angels

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
58
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds
Rayfon Smite

Rayfon

Angel of Might

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
48
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds
Grom Dauntless

Grom

Angel of the Stronghold

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
48
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

 

 

Faux

Faux

Angel of Continuity

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
48
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds
Tourk Rogwell

Tourk Rogwell

*Angel of Advancement *

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
48
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds
Ranax

Ranax

Angel of Sacrifice

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
48
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

 

 

Uth’Rek’Tel’Cra

Uth’Rek’Tel’Cra

Angel of Selves

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
48
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds
Reylanna

Reylanna

Angel of Peace

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

 

 

Hands of Justice

The Hands of Justice is a prestigious order of angel soldiers and peacekeepers who serve directly under the 7 Sovereigns of the Markovian faith. They are known for their unwavering devotion to justice and their unwavering commitment to the protection of the faithful.

Structure: The Hands of Justice is a hierarchical order, with the 7 Sovereigns at the top of the structure. Below them are the Archangels, who oversee the order’s various divisions. Each division is led by a Commander, who is responsible for overseeing their unit’s duties and operations. The individual units are composed of Angel soldiers, who are the primary peacekeepers and defenders of the faith.

Duties: The Hands of Justice is responsible for enforcing the Markovian faith’s laws and protecting the faithful from harm. They serve as the first line of defense against any threats to the faith, and their duties include maintaining law and order within the faith’s territories, investigating crimes and heresies, and ensuring that justice is served.

Mission: The Hands of Justice’s primary mission is to defend the Markovian faith and its followers. They are tasked with maintaining the faith’s integrity and enforcing its laws, ensuring that the faithful are safe from harm and that justice is served in all matters. They serve as the embodiment of the faith’s principles, and their actions reflect the faith’s teachings.

Training: Angel soldiers undergo rigorous training in combat and diplomacy, as well as extensive religious education. They are taught to be skilled warriors and defenders of the faith, but also to be compassionate and just in their actions. Their training is overseen by the Archangels, who ensure that they are prepared to carry out their duties effectively.

Reputation: The Hands of Justice is widely respected throughout the Markovian faith for their bravery, integrity, and commitment to justice. They are known for their impartiality and their unwavering dedication to their duties. Their presence is a source of comfort to the faithful, who know that they can count on the Hands of Justice to protect them from harm and ensure that justice is served.

In conclusion, The Hands of Justice is a prestigious order of angel soldiers and peacekeepers who serve directly under the 7 Sovereigns of the Markovian faith. They are responsible for enforcing the faith’s laws and protecting its followers, and they are known for their unwavering devotion to justice and their commitment to the faith’s principles. Their actions reflect the faith’s teachings, and they are widely respected throughout the faith for their bravery, integrity, and impartiality.

Geliad

Geliad

Left Hand of Justice, Hand of Faith

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
38
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

 

 

Harranak

Harranak

Right Hand of Justice, Hand of Battle

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
38
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds
Blood of Mercy

The Blood of Mercy is a revered and mystical order that serves the Markovian faith under the nation of Soulus. This order is deeply rooted in the belief that every soul deserves the utmost respect and reverence, regardless of their affiliation with the nation of Soulus or the Markovian faith. As such, they are responsible for carrying out funeral rites for all beings, from mortals to devas, with care and precision.

The members of the Blood of Mercy are chosen from among the most devout followers of the Markovian faith. They are carefully trained in the art of funeral rites, and they are taught to show compassion and empathy to all beings, even in death. Their primary role is to ensure that the deceased are given the proper respect and honor that they deserve, and to help usher their souls into the afterlife.

One of the most unique aspects of the Blood of Mercy is their ability to rescind death in certain cases. When a being’s soul is not ready to pass on, the members of the order can use their mystical powers to bring them back to life. However, this is only done in rare and special cases, and only with the permission of the Markovian priests.

In addition to their role in funeral rites, the Blood of Mercy also works closely with the Hands, who are responsible for guiding souls to their final resting place. The members of the order assist the Hands in their duties, helping to ensure that every soul is able to find peace in the afterlife.

The members of the Blood of Mercy are deeply respected and revered by the people of Soulus, and their work is seen as essential to the smooth functioning of society. Their compassion, empathy, and dedication to the well-being of all beings make them an integral part of the Markovian faith and the nation of Soulus.

 

 

Keepers

The Keepers are a revered and mysterious order that serves the Markovian faith under the nation of Soulus. This order is deeply rooted in the belief that the deceased should be honored and remembered long after their passing. As such, they are responsible for preserving the remains of all deceased beings of Soulus, ensuring that their bodies can continue to serve even after their soul has departed.

The members of The Keepers are chosen from among the most skilled artisans and craftsmen in Soulus. They are carefully trained in the art of preservation, and they are taught to show the utmost care and respect to the remains of the deceased. Their primary role is to ensure that the bodies of the deceased are preserved in a way that allows them to serve long after the departure of their soul.

One of the most unique aspects of The Keepers is their ability to preserve the bodies of the deceased for millennia. They use a variety of techniques and methods to ensure that the remains of the deceased are protected from decay and other natural processes. Thanks to their diligent care, typical Anor bodies have lasted for thousands of years, serving as a testament to the skill and dedication of The Keepers.

In addition to their role in preserving the remains of the deceased, The Keepers also serve as the maintainers of all deceased of Soulus. They are responsible for ensuring that the tombs, mausoleums, and other final resting places of the deceased are maintained and cared for properly. They take great care in ensuring that these places are kept clean, organized, and respectful, ensuring that the deceased continue to receive the honor and reverence that they deserve.

The members of The Keepers are deeply respected and revered by the people of Soulus, and their work is seen as essential to the preservation of the nation’s cultural heritage. Their dedication to the well-being and memory of the deceased make them an integral part of the Markovian faith and the nation of Soulus.

 

 

States of Soulus

Strata Reach (The Holy Land)

Strata Reach An Island suspended over the ocean, massive spires of rock jutting out of the ocean to hold the main landmass more then a mile above the ocean surface. The top platform bordered by a snowy mountainrange, acting like a mass bowl for a lush forest, split into Temperate in the East, Tropical in the West, and Boreal in the south. At the center of the landmass, another floating rock, around the size of a mountain, held down by massive smoking chains, a strange waterfall pouring from all sides, a divine structure that acts as the capital of Soulus.

 

 

Marsh of Maluth

Maluth Vast and ominous, a complex web of winding rivers, misty forests, and treacherous terrain. Its inhabitants are a diverse and often dangerous group, with the ruling Vampire nobles, the Sengrid family, holding the majority of power.

The Sengrid family dominates the political and cultural landscape of the Marsh of Maluth. Their opulent and extravagant lifestyle sets the tone for the rest of the vampire nobility, and their laws and customs govern the behavior of the populace. They are also the primary economic power in the region, with their most significant export being magical reagents, which are highly prized for their mystical properties.

The economy of the Marsh of Maluth is heavily reliant on these magical reagents, which are harvested from the unique flora and fauna of the swamp. The Sengrid family controls the majority of this trade, exporting the reagents to other countries and generating vast amounts of wealth. In turn, the economy is heavily reliant on imports of livestock, which are needed to feed the vast numbers of undead workers who toil in the swamps.

Despite the danger and darkness of the Marsh of Maluth, it is a vital economic center, providing a significant portion of the country’s magical resources. The Sengrid family is the driving force behind this trade, and their control over the region ensures that their power and influence are felt far beyond the borders of the swamp.

The Marsh is a fantastical and forbidding place, home to a diverse population of vampires, undead workers, and other monsters. Its culture is defined by the decadent and opulent vampire nobility, while the environment is a treacherous and labyrinthine network of swamps, forests, and rivers, populated by deadly flora and fauna. It is a place of darkness and danger, where few dare to tread, and those who do must be prepared to face the horrors that await them.

 

 

Dengraf Coast

Dengraf A coastal state consisting of a series of islands on the border of the greater kingdom of Soulus. The landscape is lush and verdant, with rolling hills and towering mountains that overlook the endless expanse of blue waters. The state is ruled by the Geralt family, a line of humans that have lived for hundreds of years, unlike most, thanks to their knowledge of the arcane arts.

The forests that border Dengraf are massive and filled with all manner of magical creatures. Giant eagles, fierce tigers, and majestic unicorns roam the forests, while the sea is home to merfolk, krakens, and other sea monsters. The people of Dengraf are skilled hunters, and they use their prowess to slay these creatures and harvest their various parts for trade.

The culture of Dengraf is deeply tied to innovation and knowledge. Massive observatories built along the islands allow the people to study the stars and unlock the secrets of the universe. Alchemy and magic are also highly regarded, and many of the inventions made in Dengraf are arcane in nature. The populace is highly skilled and trained, with everyone learning to fight and defend themselves against the various dangers that lurk in the forests and seas.

The landscape of Dengraf is awe inspiring, with stunning views of the ocean and rolling hills. The massive cities that line the coast are architectural marvels, built to withstand the harsh storms and winds that batter the state. The buildings are tall and imposing, made from a mix of stone, wood, and arcane materials.

The flora of Dengraf is diverse and beautiful, with vibrant wildflowers and towering trees that are home to various magical creatures. The Geralt family has also used their knowledge of magic to cultivate various fruits and vegetables, some of which can only be found in Dengraf.

Overall, Dengraf Coast is a land of magic, innovation, and beauty, where the people are skilled and brave, and the landscape is breathtaking.

 

 

Stratus Wilds

Stratus Ruled by the House Blake, an order of powerful Liches. Stratus Wilds is a land of temperate and tropical forests with massive trees, thick brush, and bountiful creeks and rivers that provide for its inhabitants. The settlements in this state are built into the ground in hillsides, serving as havens from the wilds that surround them.

The flora of Stratus Wilds is diverse and exotic, ranging from towering redwoods to slender bamboo, from fragrant wildflowers to tangled vines. Some of the most remarkable plants in this state include the Flickerwood, a tree that emits a faint glow at night; the Bloodbloom, a carnivorous flower that attracts and traps insects with its sweet scent; and the Mindvine, a vine that grows into the minds of those who touch it, giving them prophetic visions.

Stratus Wilds is home to a wide variety of fauna, including creatures from across the multiverse. Elemental beasts roam the forests, such as the Thunderhoof, a massive stag made of pure lightning, and the Magma Drake, a dragon whose breath ignites the ground beneath it. Other creatures include the Rainbow Serpent, a massive snake that glows with all the colors of the rainbow, and the Mist Wolf, a wolf-like creature that can vanish into thin air.

The inhabitants of Stratus Wilds are a diverse bunch, from humans to elves, and other magical races. House Blake, the ruling order of Liches, maintains a strict hierarchy, with the most powerful Liches holding the most significant positions of power. The people of Stratus Wilds are hardy and self-reliant, making their homes in the hillsides and using the resources of the forest to survive.

The environment of Stratus Wilds is lush and beautiful, but also unpredictable and dangerous. The forests are filled with hidden dangers, from carnivorous plants to traps set by hostile creatures. Many of the rivers and creeks that run through the forest have treacherous currents and hidden whirlpools, and the weather can be unpredictable and severe.

The culture of Stratus Wilds is one of independence and resilience. The people of Stratus Wilds value their connection to the land and the creatures that inhabit it, and they work hard to maintain their way of life. Woodworking and crafting are essential skills, as the state’s primary export is mystical woods and creatures with magical properties, which are highly valued in other regions. The people of Stratus Wilds also have a deep reverence for the arcane, and magic is an integral part of their culture and daily lives.

Overall, Stratus Wilds is a fascinating and magical state, filled with exotic flora, dangerous fauna, and a hardy and independent people. It is a land of contrasts, where beauty and danger exist side by side, and where magic is both a source of wonder and a potential threat.

 

 

Rengenwald Mountains

Rengenwald Located in a rugged and inhospitable region, characterized by boreal forests, rocky peaks, and snow-capped mountains. The terrain is challenging to traverse, and only the most hardened and experienced travelers can make their way through the rough and unforgiving landscape.

The region is known for its impressive and imposing wildlife, with massive beasts roaming the land, your typical bears of course, but also ancient predators older then the world itself. The forests are teeming with life despite the challenge. The air is crisp and cold, with snow and frost covering the ground for much of the year.

The Rengenwald Family, a clan of Lycanthrope, rule over the region with a familial but aggressive hand, strength and family loyalty are highly valued. The people of the Rengenwald Mountains are hardworking and determined, living off the land and relying on their wits to survive the harsh environment.

Settlements in the Rengenwald Mountains are often built into the mountainsides or nestled in the heart of a forest. The buildings are rugged and sturdy, built to withstand the harsh weather and the potential for attacks from wildlife. The people are tough and resourceful, relying on each other for support and protection.

The flora of the Rengenwald Mountains is dominated by boreal forests, with pine and spruce trees stretching up to the sky. The undergrowth is thick, with ferns and shrubs covering the forest floor. In the higher elevations, alpine tundra and rocky outcroppings dominate the landscape.

The people of the Rengenwald Mountains are fiercely loyal to the Rengenwald Family, with a culture centered around strength, family, and tradition. Hunting and mining are the primary industries, with minerals and other natural resources being the main export. The people also rely on worker undead as a source of labor.

Overall, the Rengenwald Mountains is a rugged and challenging region, dominated by a powerful ruling family and populated by a resilient and determined people. The landscape is both beautiful and dangerous, with massive beasts and harsh weather testing the limits of those who call it home.

 

 

Keldred Grove

Keldred Located in a region dominated by dense boreal and temperate forests, which cover most of the territory. The forests of Keldred are vibrant and teeming with life, hosting a variety of flora and fauna. The trees are alive and active, forming a complex and interconnected ecosystem that supports an abundance of life. Dryads, fey, and other magical creatures call these forests home, adding to their otherworldly allure.

The people of Keldred are ruled by the Furor family, a planar-descended family with a predominantly human bloodline. The Furors are known for ruling with freedom and passion, which is reflected in the culture of the people they govern. The people of Keldred are adventurous, outgoing, and aggressive. They are also kind and welcoming, making Keldred Grove a popular destination for travelers seeking adventure and wonder.

The settlements of Keldred Grove are scattered throughout the territory, but they are more populous than in most places. The people of Keldred are self-sufficient and mainly produce their own food and other necessities. However, they do export various foods and grains, which are highly sought after in other parts of the region.

Keldred Grove is home to a diverse array of wildlife. The forests are inhabited by great beasts, including dragons known as Landwyrms, which roam the various forested landscapes. The forests are also home to a variety of smaller animals, such as deer, bears, wolves, and other predators. The people of Keldred are adept hunters and gatherers, able to survive in the wilderness with ease.

The culture of Keldred is heavily influenced by the natural environment. The people of Keldred revere nature and its inhabitants, viewing them as sacred and worthy of respect. They have a deep connection to the land and the forests, which they believe are alive and imbued with magic. The people of Keldred also have a strong sense of community, working together to protect their territory from outside threats.

Overall, Keldred Grove is a land of wonder and mystery, where the natural world reigns supreme. Its people are strong, independent, and fiercely protective of their land and way of life. Visitors to Keldred are welcomed with open arms, but they must also be respectful of the land and its inhabitants.

 

 

Selcrum Wastes

Selcrum Situated in a desolate region, primarily consisting of wastelands, deserts, rocky fields, and dust bowls. The landscape is dotted with several dark lakes, but the scarcity of oases makes the environment harsh and challenging to navigate. The state is ruled by the Alykyr family, an otherworldly group of humanoids that barely resemble humans. The Royal house has ruled over Selcrum for generations and takes a distant and detached stance on governance, focusing more on research, including psionic, arcane, and divine research.

The people of Selcrum are self-reliant, resourceful, and dangerous. They have adapted to their environment and are skilled at navigating the harsh and challenging terrain. The flora is limited to hardy, drought-resistant plants that can survive in the arid conditions. The fauna, on the other hand, is both small and poisonous, or massive and armor-plated. There are also dangerous predators, including sandworms and other creatures that make the environment perilous.

The environment in Selcrum is characterized by a swinging climate, ranging from scorching hot temperatures during the day to freezing cold nights. Settlements are augmented by massive machines or supported by oases, and the people rely on these resources to survive. The culture of Selcrum is unique and heavily influenced by the challenging environment. The people are self-sufficient, resourceful, and fiercely independent, and they have developed a reputation for being dangerous and unpredictable. The culture is steeped in tradition, and many rituals and customs have evolved over the years to help the people survive in this harsh environment.

Selcrum Wastes is a challenging environment to live in, but the people have adapted and developed a unique culture. The flora and fauna are both dangerous and fascinating, and the environment swings from scorching hot to freezing cold. The Alykyr family, ruling over the state, has a significant focus on research, and the people of Selcrum are self-reliant, resourceful, and fiercely independent.

Notable Laws of Soulus

  • No Exports outside of Noble supervision.
  • Departure from Soulus is Exile from Soulus, all rights and property shall be confiscated.
  • Association with The Black Hand will immediately result in all rights and property confiscated.
  • Communication with other nation’s is banned, communication to other realms is allowed under Noble supervision.
  • Do not instigate or hinder followers of The Faith of the Allgod, any unnecessary involvement is followed by judgment from the Hands of Justice.
  • Interfering with the duty of the divine will proceed with all rights and property being confiscated.
  • Not following the limit of eternal retainers shall be followed by immediate judgment by the Hands of Justice.
  • Every Festival of Returns any Citizens or Noble debts shall be tripled.

 

 

Progress

Progress

Ruler:
None
Main Residence:
Unknown
Population:
??? (Minimum 35 million)
Capital:
None
Military:
Constructed
Economy:
Extremely Prosperous
Main Export:
Crafts & Curios
Main Import:
Magical reagents /livestock
Summary:
The nation of Progress is a collection of city-states that have formed a union for mutual protection and benefit. The cities that make up Progress are diverse in their cultures, economies, and ways of life, but they have come together to share their strengths and overcome their weaknesses.

Each city-state is ruled by a Mayor or Ruler who is responsible for the governance of their people. These leaders meet once every decade to discuss matters of trade, defense, governance, and culture. The meeting is a time for the mayors to share their experiences, successes, and challenges with each other, and to work together to find solutions to the problems they face.

The city-states of Progress are united by a shared commitment to progress and innovation. They are always looking for new ways to improve their cities and their people’s lives. They invest heavily in education and research, and they encourage entrepreneurship and creativity. This focus on progress has made Progress one of the most advanced and prosperous nations in the world.

Despite their unity, the city-states of Progress maintain their unique identities and cultures. Each city has its own traditions, festivals, and way of life, and they take pride in their individuality. However, they also recognize the value of their union and work together to ensure the continued prosperity and protection of their people.

Corporate Conclave

the 7 City states that make up Progress, each have 1-3 support cities, with varying surrounding provinces.

 

 

Neld

Neld

Headquaters of Nelton Incorporated , led by its founder Sir Nelton. The city is a massive hive that houses over 4 million people, making it one of the largest cities in the world.

As you enter the city, you will immediately be struck by the sheer scale of the machinery that dominates the skyline. Massive machinations from mechs to airships, landships to mechanus weapons and various forms of power and hydraulic armors can be seen being created and exported from Neld. The air is filled with the sounds of clanking gears, whistling steam, and the hiss of hydraulics.

The Nelton Corporation is the lifeblood of Neld, and it is responsible for the creation and export of much of the machinery produced here. The corporation is headed by the visionary Sir Nelton, a brilliant inventor who has been instrumental in the development of the city. He is known for his innovations in the field of mechanus weapons, and it is rumored that his most recent invention, a steam-powered cannon, is capable of decimating entire armies.

The city itself is a marvel of engineering, and it is built on several levels, each dedicated to a specific function. The lower levels are home to the factories and workshops, where the machinery is created and maintained. The middle levels are where the bulk of the population lives, in towering apartment blocks and sprawling tenements. The upper levels are reserved for the wealthy and powerful, where they can enjoy the comforts of their luxurious mansions.

The streets of Neld are a chaotic jumble of steam-powered vehicles and pedestrians, and the air is thick with the acrid smell of coal and oil. Despite the pollution, the city is remarkably clean, thanks to the tireless efforts of the Nelton Corporation’s army of cleaners and sweepers.

One of the most striking features of Neld is the network of pneumatic tubes that crisscrosses the city. These tubes are used to transport goods and messages at incredible speeds, and they are one of the most efficient forms of transportation in the city.

The people of Neld are a hardworking and industrious lot, and they take pride in their city and their work. They are fiercely loyal to the Nelton Corporation, and many of them have spent their entire lives working for the company.

Despite its many wonders, Neld is not without its problems. The city is heavily polluted, and the air and water quality are poor. There is also a growing divide between the wealthy and the poor, and many of the city’s residents struggle to make ends meet.

However, despite these challenges, Neld remains a beacon of innovation and industry, a testament to the ingenuity and determination of its people.

 

 

Nelton Inc.
Imperial Nelton

CEO & Owner of Neld & Nelton Incorporated.

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
40
feats
attacks

Unknown.

Sumarry/Deeds

In operation for 7,000 years. It is run by its founder, the enigmatic “Imperial Nelton,” who has maintained control over the company for millennia. The corporation is known for its vast array of metal goods, which range from weapons and armor to farming equipment, ship parts, and mech parts.

The employees of Nelton Incorporated work tirelessly to produce these goods, often to the point of exhaustion. However, they are provided with recovery suites and a full day of rest after their shifts, ensuring that they are able to recover and return to work refreshed.

The heart of Nelton Incorporated is the sprawling city of Neld, which serves as a massive factory dedicated to the production of massive machines. The city is a labyrinth of factories, assembly lines, and workshops, all connected by a vast network of pipes, conveyor belts, and pneumatic tubes.

Despite the grueling work conditions, Nelton Incorporated is seen as a beacon of industry and progress in the Fantasy/Steampunk world. The company’s products are highly prized and sought after, and its reputation for quality and reliability is unmatched. However, there are those who question the cost of this success, and wonder whether the employees of Nelton Incorporated are being exploited for the sake of profits.

 

 

Expanse City

headquarters of Telton and Haster Enterprise, now referred to as just T&H Enterprise. The city is led by the descendants of Telton and Haster, two of the greatest inventors and magic-users of their time. They combined their knowledge of arcane and technological implements to create a city unlike any other, where magic and technology work in harmony.

The city is a sprawling metropolis that is home to over 2 million people, mostly consisting of gnomes and dwarves. However, various other races can also be found here, living and working together in harmony. The streets of Expanse City are a maze of twisting alleyways and bustling thoroughfares, where magic and technology coexist.

The city is powered by magical fuel, which is used to run the various systems and machines that keep the city running. The fuel is harvested from the surrounding forests and mountains, where magical creatures and plants can be found. The city’s residents are skilled in the art of magic and technology, and they are constantly seeking new ways to improve their inventions.

One of the most striking features of Expanse City is the towering spires that rise up into the sky. These spires are the homes of the city’s most powerful and wealthy residents, and they are filled with all manner of magical and technological wonders. The lower levels of the city are home to factories and workshops, where the city’s inventors and engineers create new machines and devices.

The city’s transportation system is a marvel of magictech innovation. The streets are filled with magical carriages and flying machines that are powered by enchanted crystals and runes. There are also teleportation gates scattered throughout the city, allowing for quick travel from one location to another.

Despite the technological advances of Expanse City, the city is not without its magical roots. The city’s residents are skilled in various forms of magic, and many of the city’s inventions are imbued with magical properties. The city is also home to several magical academies, where young wizards and sorcerers are trained in the ways of magic.

The people of Expanse City are a diverse and hardworking group, dedicated to their craft and their city. They take pride in their inventions and their ability to combine magic and technology. However, the city is not without its problems. The demand for magical fuel has led to deforestation and other environmental concerns, and there is also a growing divide between the wealthy and the poor.

Despite these challenges, Expanse City remains a beacon of magic and technology, a testament to the ingenuity and determination of its people.

 

 

T&H Enterprise
Leopold Bottleson Hastur

CEO of T&H Enterprise, Main Shareholder of T&H Enterprise, Fallen son of T&H

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
22
feats
attacks

Unknown.

Sumarry/Deeds

T&H Enterprise is a prominent Fantasy/Magictech corporation that is dedicated to pushing the boundaries of invention and arcanist craft. The company employs a team of highly skilled and creative workers, engineers, and crafters who are passionate about their work and committed to producing innovative new products.

Unlike other corporations, T&H is not solely focused on mass production and shipping out goods to other cities. Instead, the company prioritizes the invention of great items, often using cutting-edge magic and technology to create items that have never been seen before.

Despite its focus on invention over mass production, T&H still manages to sell a significant amount of its products in the bustling city of Expanse City. The city’s many visitors and foot traffic make it an ideal location for T&H to showcase and sell its wares.

Leopold Bottleson Hastur, one of the many children of the previous Indell Bottledaughter Hastur, is the current head of T&H Enterprise. Under his leadership, the company has continued to innovate and push the boundaries of magic and technology, earning a reputation as one of the most forward-thinking and creative corporations in all of Sanctum.

 

 

Ardforge

Headquaters of the Firesons. This coalition of dragonborn, half-dragons, and other dragonkin are dedicated to the perfection of blacksmithing, using various elemental energies in the creation of their great machines. The city is a testament to their dedication and skill.

The city is home to over 3 million people, and it is considered one of the most prosperous and well-taken-care-of city states of Progress. This is due in large part to the “Firesons” investment in the quality of life for its citizens and the surrounding area. The city is known for its stunning architecture, with tall spires and grand halls that showcase the work of the Firesons’ craftsmen.

The people of Ardforge are proud of their city and their craft. Blacksmithing is a way of life here, and every resident takes pride in their ability to work metal and harness elemental energies. The streets are filled with the sound of hammers on anvils and the roar of elemental fire as the Firesons’ craftsmen work tirelessly to create the greatest machines the world has ever seen.

The city is powered by the Firesons’ unique brand of elemental magic. The city’s forges are fueled by a combination of fire, earth, air, and water magic, all carefully balanced to create the perfect environment for the creation of the Firesons’ machines. These machines range from massive steam-powered hammers to intricate clockwork mechanisms, all imbued with the power of the elements.

Despite their focus on blacksmithing, the Firesons are not without their detractors. Some believe that their reliance on elemental magic is dangerous and unsustainable, and there are concerns about the long-term effects of their mining and forging practices on the environment. However, the Firesons are committed to ensuring the sustainability of their craft, and they are constantly seeking new ways to improve their methods.

The people of Ardforge are well taken care of, with access to high-quality housing, education, and healthcare. The Firesons believe that a well-cared-for workforce is a productive one, and they are committed to investing in the quality of life for their citizens. This has helped to create a strong sense of community in Ardforge, and the people here are fiercely loyal to their city and their craft.

In conclusion, Ardforge is a forge city unlike any other. The Firesons’ dedication to blacksmithing and their unique brand of elemental magic have created a city that is both prosperous and well cared for. The people of Ardforge take pride in their craft, and they are committed to ensuring that their city remains a beacon of blacksmithing excellence for generations to come.

 

 

Firesons
Terrance S. Que

Main shareholder of Firesons

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
38
feats
attacks

Unknown.

Sumarry/Deeds

Located in the great forge city of Ardforge. The company is one of the largest settlements and corporations in the city, and is made up of dragonborn, kobolds, dragonkin, and half-dragons of all kinds who are dedicated to the craft and trade of elemental goods.

Firesons produces a wide range of elemental goods, ranging from the mundane to the advanced. The company is known for its coal-powered stoves and furnaces, which are essential for heating homes and powering industry in the cold and inhospitable environment of Ardforge. However, Firesons also produces more advanced products such as ice and lightning-charged machinations like mechs and thunderrails, as well as magical swords and armor that are enchanted with elemental mana.

The company is run by Terrance Ser Que, a Terrasque who has been given enough teachings and lessons to carry out the daily duties of running a company of half-dragons. Under his leadership, Firesons has become one of the most successful and respected forge companies in all of Ardforge, known for its high-quality products and skilled craftsmen.

 

 

Endline

Headquaters of Everton Supplies. One of the farthest settlements to the north. The harsh cold and winds nearly freeze the city to its core, but the corporation that runs it, Everton Supplies, makes use of the frigid cold and bends it to assist in maintaining the massive terra engines that siphon magical power from the earth.

The city and Everton Supplies focus mostly on the acquisition of raw materials, ranging from ores to stones, to special waters and gases, and even raw magic itself. The city is a hub of resource acquisition and refinement, and its machines are among the most efficient in the world, thanks to the expertise of the Everton Supplies engineers.

Endline is a hive city, with layer upon layer of interconnected tunnels and chambers that stretch deep into the frozen earth. The city’s residents are a hardy and determined lot, who are well suited to the harsh living conditions of the northern wastes. They are a mix of races, including humans, dwarves, gnomes, and even some half-giants who are particularly adept at working in the city’s mines.

The city’s most impressive feature is undoubtedly the massive terra engines that power it. These machines are among the most advanced in the world, capable of harnessing the power of the earth and bending it to the will of the Everton Supplies engineers. The engines are constantly maintained and upgraded, ensuring that the city remains operational even in the most extreme conditions.

Despite its harsh living conditions, Endline is a prosperous city, with a strong economy based on the acquisition and refinement of raw materials. The city’s residents are well compensated for their work, and they enjoy a high standard of living relative to other hive cities in the world. However, life in Endline is not without its dangers, as the harsh environment and dangerous machines can easily take lives if one is not careful.

In conclusion, Endline is a frozen hive city that is a testament to human ingenuity and determination. The city’s advanced terra engines and skilled engineers allow it to thrive in an environment that is otherwise inhospitable to human life. Despite its harsh living conditions, the city is a hub of resource acquisition and refinement, and its residents enjoy a high standard of living relative to other hive cities in the world.

 

 

Everton Supplies
La’Krak Bigbull

President of Everton Supplies, Son of Stoutmourn

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
32
feats
attacks

Unknown.

Sumarry/Deeds

Everton Supplies is a prominent fantasy/hive city/supply company located in the sprawling super city of Endline. The city is nestled into the crust of the earth, providing protection against the constant cold that envelops the region. The massive factories that are constantly pumping out various commercial products are cooled by freezing temperatures, creating a perfect environment for industrial production.

Despite the distance, population, and harsh living conditions of Endline, Everton Supplies is one of the most popular suppliers for any good across Sanctum, regardless of profession. The company specializes in a wide range of products, including medical supplies, weapons, and magical reagents, making it a one-stop-shop for anyone in need of supplies.

The company is run by La’Krak Bigbull, who took over from his mother, Lady Iron Bright. La’Krak is a minotaur who rules with a gentle but firm hoof, keeping both his company and city running smoothly. Under his leadership, Everton Supplies has become one of the most successful and respected companies in all of Sanctum, known for its high-quality products and efficient supply chain.

 

 

Quest

Headquaters of Valiant Incorporated. Focused on the creation and refinement of adventuring gear. The entire populace is centered around the support of various guilds across the continents, all of which are dedicated to exploring the world and uncovering its secrets. Quest is run by Valiant Incorporated, which is by far the most altruistic and heroic of the city-states/corporations. They fight for the common people, though they still generate an immense amount of profit due to the success of their products and services.

Despite not having the biggest populace, the most profit, or even the most powerful individuals, Quest is often considered the capital of the nation due to how welcoming it is to foreigners. The city is a hub of activity, with adventurers from all over the world coming to purchase equipment and seek out work. The city’s architecture is a mix of magic and technology, with towering spires of gleaming metal and stone surrounded by intricate rune-inscribed walls.

The city’s residents are a mix of races, including humans, elves, dwarves, and even some gnomes and halflings. They are a hardworking and determined lot, dedicated to supporting the various guilds and ensuring that the adventurers who come through the city are well-equipped and prepared for the dangers that lie ahead.

Valiant Incorporated is run by a council of wise and powerful wizards, who are revered throughout the city for their knowledge and experience. They are constantly experimenting with new forms of magic and technology, seeking to create the ultimate adventuring gear that will help explorers to conquer even the most treacherous of environments.

Despite the focus on adventuring gear, Quest is not without its dangers. The city is often the target of bandits and other nefarious individuals who seek to steal valuable equipment or disrupt the flow of trade. The Valiant Incorporated council is always vigilant, and they employ a dedicated corps of guards and mercenaries to keep the city safe.

In conclusion, Quest is an elemental magic-tech hive city that is focused on the creation and refinement of adventuring gear. The city is run by Valiant Incorporated, which is renowned for its altruism and heroism. Despite its relatively small population, the city is a hub of activity, with adventurers from all over the world coming to purchase equipment and seek out work. The city’s residents are hardworking and determined, dedicated to supporting the various guilds and ensuring that adventurers are well-equipped for the dangers that lie ahead.

 

 

Valiant Inc.
Jupitus Escadale

Hero of Staff at Valiant Inc.

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
41
feats
attacks

Unknown.

Sumarry/Deeds

Valiant Incorporated, or Val Inc. for short, is a Fantasy/Questing/Magicpunk corporation that is dedicated to investing in the research and creation of safer adventuring practices and gear. Val Inc. is by far the most popular corporation known around the world, with a reputation for producing high-quality products that are coveted by adventurers, hunters, and magic users alike.

Val Inc. specializes in a wide range of products, including bags of holding, everlasting rations, everfull mugs, and other common items that are often seen and traded among well-traveled individuals. Their products are designed to make adventuring safer and more efficient, providing adventurers with the tools they need to succeed in their quests.

The company is led by Jupitus Escadale, who is both the Head Hero and Head of Staff at Valiant Incorporated. Jupitus has a very close relationship with the guilds Fairy’s Wings, Hydra’s Blade, and King’s Glaive, which has helped to make Val Inc. one of the most respected and influential companies in the industry.

With a focus on innovation, safety, and reliability, Valiant Incorporated has become the go-to corporation for adventurers and magic users across the world. Whether you are a seasoned adventurer or a novice just starting out, Val Inc. has the products and expertise you need to succeed.

 

 

Obsidian Hold

Obsidian Hold is a sprawling hive city that seems to stretch on forever, with towering buildings that are blackened from years of soot and grime. The city is heavily industrialized, with factories and refineries that belch thick smoke into the air, casting a dark haze over the entire area. The people who live here are tough and hardy, used to the constant noise and pollution of the city.

The city is ruled by the Black Iron Army, a powerful organization that commands an army of soldiers and workers who are responsible for maintaining the city’s massive machines and defenses. The Black Iron Army is also the primary force behind the Black Iron Bank, which controls the flow of money and commerce throughout the city and beyond.

Despite the harsh conditions, Obsidian Hold is a bustling hub of activity, with markets and shops lining the streets, selling everything from raw materials to finished goods. The city is known for its metalworking and engineering, with skilled craftsmen and engineers working tirelessly to create new and innovative technologies.

The city’s most notable landmark is the Obsidian Citadel, a massive fortress that looms over the city, made entirely of dark obsidian stone. The Citadel houses the headquarters of the Black Iron Army and is heavily fortified, with walls that are nearly impenetrable and a network of tunnels and traps that make it nearly impossible to breach.

Despite the city’s militaristic nature, the people of Obsidian Hold are fiercely independent and proud of their city’s heritage. They are a tough and resilient people, and many of them have stories of overcoming great adversity and hardship in order to survive in this unforgiving environment.

The city has a population of 1,400,219 people, with a mix of humans, dwarves, and other races who have made their home here. Despite the harsh living conditions, the people of Obsidian Hold have a strong sense of community and are fiercely loyal to one another, making it one of the most tight-knit and well-organized cities in the region.

 

 

Black Iron Bank/Army
Judos Kore

1st Blade

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
46
feats
attacks

Unknown.

Sumarry/Deeds

The Black Iron Bank is a Fantasy/Magictech/Steampunk bank that is known for its funding of the Black Iron Army, the personal force of the Ancient of War known as “Black Iron Tark.” This massive humanoid figure is clad in black iron, and he is focused on being the conqueror of the world. To achieve this aim, he has founded the Black Iron Bank, a regulatory bank used to help fund and expand the conflicts of the world, giving massive donations to various nations in need for military might, wanting to keep conflict at its peak while maintaining order.

Despite the bank’s involvement in funding conflicts, most individuals involved in any aspect of city life have a fairly mundane relationship with the Black Iron Bank. The bank operates like any other financial institution, with customers depositing their money and withdrawing funds as needed. However, the bank is also known for its strict regulations and its willingness to enforce them with ruthless efficiency.

The Black Iron Bank is a force to be reckoned with, and its influence extends far beyond the battlefield. The bank’s power and resources allow it to influence the political and economic landscape of the world, and its leaders are feared and respected by all who know them. While the bank may be seen as a necessary evil by some, there is no denying that it plays a crucial role in the ongoing conflicts of the world, and its support can mean the difference between victory and defeat for many nations.

 

 

Vulcan’s Hand

Vulcan’s Hand, a hive city dedicated to the craft of blacksmithing and the creation of magical constructs, is a sight to behold. As soon as one enters the city’s gates, they are greeted with the clang of metal, the hiss of steam, and the hum of magic. The entire city is a sprawling complex of forges, workshops, and foundries, with towering chimneys billowing smoke and steam into the sky.

Run by the “Crafter’s Coalition of Vulcan”, a group of highly skilled smiths and craftsmen from various races and backgrounds, the city is named after the ancient deity of crafts and blacksmithing, Vulcan. The Coalition takes pride in upholding the traditions and teachings of their forefather, and the work they produce reflects this dedication.

The populace of Vulcan’s Hand, totaling 1754351, is mostly made up of Warforged, Ironborn, and Dwarves, with other races finding their place within the city as well. Visitors will see bustling streets filled with automatons and constructs of all shapes and sizes, powered by magical fuel and imbued with arcane enchantments. It’s not uncommon to see a massive golem trudging through the streets, or a fleet of flying constructs soaring overhead.

Vulcan’s Hand also has a direct connection to the Dwarven nation of Urdsten, with a permanent gate connecting the city to the dwarven capital. This agreement allows for the sharing of knowledge, resources, and technology, further advancing the craft of blacksmithing and magical constructs.

The people of Vulcan’s Hand are passionate about their craft and take great pride in the prosperity of their inventions. The city is filled with guilds and organizations dedicated to specific areas of expertise, from weaponsmiths to automaton builders. These groups work tirelessly to perfect their craft and push the boundaries of what is possible with magical technology.

Overall, Vulcan’s Hand is a bustling city dedicated to the art of blacksmithing and magical constructs, and visitors will be in awe of the skill and dedication on display.

 

 

Crafter’s Coalition of Vulcan
Varg Yort

Head Smith

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
40
feats
attacks

Unknown.

Sumarry/Deeds

“The Crafters Coalition of Vulcan” is a group of master craftsmen hailing from various regions of Sanctum, brought together by their shared passion for creating the finest goods in honor of the Ancient of Crafts, Vulcan. The coalition is based in the city of Vulcan’s Forge, a bustling metropolis of forges, workshops, and foundries. The coalition is known for their exceptional quality of work, utilizing various materials including metals, wood, glass, and gems to create weapons, armor, jewelry, and other items of exceptional quality and craftsmanship.

Led by Varg Yort, a skilled blacksmith and close friend of Vulcan, the coalition values creativity, innovation, and the pursuit of perfection in all their endeavors. They often hold competitions and workshops to improve their craft and push the boundaries of what is possible. While they primarily create goods to sell for profit, they also take pride in their creations, often signing their work with the symbol of Vulcan’s hammer to signify their dedication to the craft. The coalition is highly respected by the people of Sanctum, with their products being highly sought after by collectors, adventurers, and those in need of the finest wares.

 

 

Regulus

Regulus

Ruler:
Ascendant Vykelt Adysian Regnus Fulgran & King of the Eye Xamas Cross VII.
Main Residence:
56% Anor , 14% Rak, 13% Khazdur, 9% Eldar, 8% Coldhart
Population:
31,037,957
Capital:
Ultima Primus
Military:
Church Military
Economy:
Very Prosperous
Main Export:
Wood/Services
Main Import:
Livestock
Summary:
Founded by the church of the Allgod. The church and state are deeply intertwined, with the church holding a prominent role in the governance of the nation. The leaders of Regulus are chosen by the church, and they are expected to adhere strictly to the tenets of the faith in order to maintain their power.

Regulus is a highly organized society, with laws and regulations that are strictly enforced by the church and state authorities. Order is highly valued, and the people of Regulus pride themselves on their ability to maintain a peaceful and prosperous society. The church sees itself as the guiding force behind this order, and it works tirelessly to promote the teachings of the Allgod throughout the land.

The people of Regulus are deeply religious, and the faith of the Allgod plays a central role in their lives. The church holds a significant amount of power, and it is responsible for overseeing all aspects of religious life in the nation. Emissaries from Regulus are known to travel far and wide across Sanctum, seeking to spread the teachings of the faith to all corners of the land, including even the most dangerous and remote regions.

While the nation of Regulus is known for its strong religious convictions, it is not without its faults. The strict adherence to order and the church’s teachings can lead to a lack of tolerance for other viewpoints, and those who do not conform to the ideals of the faith may find themselves facing persecution or discrimination. However, for those who are willing to embrace the faith of the Allgod and abide by the laws of the church and state, Regulus can be a land of great opportunity and prosperity.

 

 

Ruling Class of Regulus

Twin Kings (High Ascendent & King of the Eye)
House Fulgran:
High Ascendent
Vykelt Adysian Regnus Fulgran

High King of Regulus, High Ascendent, Regal Dragon, Hero King

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Much of Regulus
Eminence
42
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

The Royal house “Fulgran” of the Nation of Regulus is one of the most esteemed and respected royal families in the world. They have a long and proud history that dates back centuries, and they have played a crucial role in the development and prosperity of their nation.

At the head of the Fulgran family is the High King, who is referred to as the “High Ascendant”. The High Ascendant is not only the political leader of the nation, but also a spiritual leader who is revered by the people for his wisdom, guidance, and divine connection. He is seen as the embodiment of the values and virtues that the Fulgran family holds dear, and his rule is marked by a deep commitment to justice, order, and the common good.

The Fulgran family is known for their regal bearing, impeccable manners, and unwavering honor. They are true paragons of humanity, embodying the very best that the human race has to offer. Their blood is said to flow with perfection, and their talent sparkles in their minds. They are accomplished in a wide range of fields, from the arts to sciences, and are respected and admired for their intellectual prowess as well as their physical beauty.

The Fulgran family is deeply committed to the welfare of their nation and their people. They are generous benefactors who give generously to the poor, and are tireless in their efforts to improve the lives of those who are less fortunate. They are also deeply committed to the preservation of their cultural heritage, and are known for their love of music, art, and literature.

 

 

In short, the Fulgran family is a shining example of all that is good and noble in humanity. They are the embodiment of the values of honor, integrity, and compassion, and are a source of inspiration and hope for all those who look to them for guidance and leadership.

Directly governing “Regal Province” located in the heart of the Nation of Regulus, serving as the administrative center of the nation. It is known for its diverse landscape, rich ecology, and varied flora and fauna.

The Regal Province province is characterized by its rugged, mountainous terrain. The landscape is dotted with dense forests, sprawling grasslands, and winding rivers that provide water and sustenance to the local flora and fauna. The ecology of the province is diverse, with a wide variety of plant and animal species that are unique to the region.

The flora of Regal Province is characterized by its abundance and variety. The forests are home to towering trees, including oak, maple, and pine, which provide shelter and food for a variety of wildlife. Wildflowers such as bluebells and sunflowers can be seen throughout the grasslands. Additionally, the province is known for its extensive vineyards and orchards, which produce some of the finest wines and fruits in the nation.

The fauna of Regal Province is equally diverse, with a wide variety of species inhabiting the region. The province is home to large mammals such as bears, wolves, and deer, as well as smaller animals such as rabbits, squirrels, and raccoons. The rivers and streams are teeming with fish, including trout, bass, and salmon, making it a popular destination for fishing enthusiasts.

Fulgran responsibilties:
  • Ensuring the security and stability of their nation.
  • Governance of their nation, making decisions regarding laws, policies, and economic matters.
  • Administration of justice and provision of social services.
  • Maintenance of the country’s infrastructure.
  • Leading a large retinue of advisors, courtiers, and servants who help them carry out their duties and responsibilities.
  • Maintaining a large number of supporters and allies among the aristocracy and common people.

 

 

House Cross:
King of the Eye
Xamas Zoh’Grace Cross VII

King of Regulus, King of the Eye, Lord of Hope, Storm King, Storm of Hope

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Much of Regulus
Eminence
38
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

The Royal house “Cross” of the Nation of Regulus is a powerful and esteemed royal family known for their unwavering determination, stoic demeanor, and reliability. At the head of the Cross family is the King, who is referred to as the “King of the Eye”. The King is not only a political leader but also a powerful magician, who is revered for his mastery of the arcane arts.

The Cross family is known for their indomitable spirit and their unwavering commitment to their people. They have a long and proud history that dates back many centuries, and they have played a crucial role in the development and prosperity of their nation. They are masters of magic and are renowned for their ability to manipulate the elements and harness the power of the arcane.

In addition to their magical prowess, the Cross family is also unrivaled in the art of diplomacy. They are skilled negotiators and are known for their ability to find common ground even in the most challenging of circumstances. They are respected and admired by other nations for their ability to navigate complex political situations with ease and grace.

The Cross family is known for their reliability and steadfastness. They are true to their word and are known for keeping their promises no matter what. They are also known for their stoic demeanor and their ability to remain calm and composed even in the face of adversity.

In short, the Cross family is a shining example of the power and determination of the human spirit. They are masters of magic, unrivaled diplomats, and reliable and steadfast allies. They are respected and admired by their people and by other nations for their commitment to justice, honor, and the common good.

House Cross province is called the “Storm Province” due to its tempestuous weather patterns that can bring thunderstorms, hurricanes, and blizzards. The province is located on the eastern coast of the Nation of Regulus and is known for its rugged coastline, towering mountains, and rolling hills.

The landscape of the Storm Province is characterized by its diversity. The province has a long coastline, dotted with sandy beaches and rocky cliffs. Inland, the terrain is rugged, with towering mountains and deep valleys. The region is also home to vast grasslands and dense forests, providing habitat for a wide variety of wildlife.

 

 

The ecology of the Storm Province is heavily influenced by its coastal location and rugged terrain. The coastal areas are home to a variety of marine life, including fish, shellfish, and sea birds. Inland, the forests provide habitat for a variety of bird and mammal species, including bears, wolves, and deer. The grasslands support herds of grazing animals, such as bison and elk.

The flora of the Storm Province is also diverse. The forests are home to a variety of trees, including oak, maple, and birch. The grasslands are dominated by tall grasses, including buffalo grass and blue grama. The coastline is dotted with a variety of plants, including beach grass and sea oats, that help protect the shoreline from erosion.

In addition to its natural resources, the Storm Province is also known for its rich cultural heritage. The province is home to several ancient ruins and archaeological sites, dating back to the earliest inhabitants of the region. The province is also known for its vibrant port cities, which serve as important hubs of trade and commerce.

Cross responsibilties:
  • Diplomacy: House Cross serves as the primary diplomatic representatives of the Nation of Regulus to other nations and organizations. They are responsible for negotiating treaties, resolving disputes, and promoting the nation’s interests abroad.
  • Administration: House Cross oversees the administrative affairs of the Nation of Regulus, including the collection of taxes, management of public resources, and maintenance of infrastructure. They are also responsible for ensuring that the government runs efficiently and effectively.
  • Magic and Arcane Affairs: House Cross is renowned for their mastery of magic and the arcane arts. They are responsible for managing the nation’s magical resources and promoting the development and use of magic for the benefit of the Nation of Regulus.
  • Education: House Cross promotes education and intellectual development throughout the Nation of Regulus. They are responsible for managing the nation’s schools, universities, and other educational institutions, and ensuring that all citizens have access to quality education.
  • Culture: House Cross is responsible for promoting and preserving the cultural heritage of the Nation of Regulus. They are responsible for promoting the arts, literature, music, and other cultural expressions, and preserving the nation’s history and traditions.

 

 

Dukes (Warden’s)

Governance of the land is divided into provinces, with each province led by a Count or Sire. However, above the level of the Counts are the powerful and influential Wardens, also known as Dukes. These individuals are responsible for the administration and governance of entire regions, overseeing all of the Counts in the North, South, East, or West of Regulus respectively. The Wardens are appointed by the central government and are typically chosen for their exceptional leadership abilities and deep understanding of the complex political landscape of Regulus. They are responsible for overseeing the economic, social, and military affairs of their regions, ensuring that all provinces under their purview are operating efficiently and effectively. The Wardens are also responsible for maintaining diplomatic relations with neighboring regions and managing any conflicts that arise. As the highest level of authority in their respective regions, Wardens have significant power and influence, but they are also held to a high standard of accountability. Their decisions can have far-reaching consequences, and they must always act in the best interests of the people they serve. The Wardens are respected and admired in Regulus for their wisdom, leadership, and dedication to the prosperity and stability of the kingdom as a whole.

House Gale:
Warden of the North
Tayfin Boltos Gale

**

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Much of the Northern provinces of Regulus
Eminence
21
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

Known for its free-spirited and willful individuals, who are fiercely loyal and determined. Here is a detailed description of the House and the society it governs:

People: The people of House Gale are known for their fierce independence and strong sense of individualism. They are a hardy people, living in the rugged and unforgiving northern provinces of Regulus. They are skilled hunters, fishers, and farmers, and are fiercely loyal to their house and their way of life. They value personal freedom and self-reliance, and are quick to defend their land and their people from any threat.

Society: House Gale’s society is organized around a system of clans, each with its own chief and lands. The clans are fiercely independent, but they recognize the authority of the Duke of House Gale, who serves as the overall leader of the province. The Duke is responsible for maintaining order, settling disputes, and protecting the people of House Gale from external threats. Despite their independence, the clans of House Gale have a strong sense of community and work together to protect their land and their people.

Ecology: The northern provinces of Regulus are known for their harsh climate and rugged terrain. The land is covered in dense forests, icy tundras, and treacherous mountains. Despite the challenges, the people of House Gale have learned to live off the land, hunting and fishing for their food, and using the natural resources of the land to survive. The forests are home to a variety of wild game, while the rivers and lakes are teeming with fish. The mountains are rich in minerals and other valuable resources, which House Gale uses to trade with other provinces of Regulus.

 

 

Economy: House Gale’s economy is based primarily on hunting, fishing, and agriculture. The people of House Gale are known for their skill with a bow and arrow, and they hunt game such as deer, elk, and bears for food and for trade. Fishing is also a major industry in the province, with the people of House Gale catching a variety of fish from the rivers and lakes. Agriculture is challenging in the northern provinces due to the harsh climate, but the people of House Gale have developed innovative techniques to grow crops such as potatoes and turnips in the frigid soil. House Gale also engages in trade with other provinces of Regulus, exchanging their valuable resources such as minerals and furs for goods that they cannot produce themselves.

Military: House Gale has a strong military tradition, with each clan responsible for providing warriors to defend the province. The warriors of House Gale are skilled hunters and trackers, and they are known for their fierce determination in battle. The Duke of House Gale serves as the overall commander of the province’s military, coordinating the efforts of the various clans in times of war. Despite their independent nature, the clans of House Gale are quick to come to the aid of their fellow clans in times of need, and they work together to protect their land and their people.

In summary, House Gale is a noble house of the fantasy nation of Regulus, serving under the Royal houses and Kings Fulgran and Cross, and controlling the northern provinces of the nation. The people of House Gale are fiercely independent and value personal freedom and self-reliance. They have developed innovative techniques to survive in the harsh northern climate, and their economy is based primarily on hunting, fishing, and agriculture. House Gale has a strong military tradition, with each clan responsible for providing warriors to defend the province.

 

 

House Kingrin:
Warden of the West
Rorch Dondarian Kingrin

**

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Much of the Western provinces of Regulus
Eminence
26
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

Entrusted with the responsibility of controlling the western provinces of the nation. The members of House Kingrin are known for their honorable and stern character, as well as their insight and wisdom that is second to none. Let’s explore more about House Kingrin, including their people, society, ecology, economy, military, and more.

People: The people of House Kingrin are proud and noble, with a deep respect for tradition and a strong sense of honor. They are known for their physical prowess and are skilled in various forms of combat, such as archery, swordsmanship, and horse riding. They are also known for their intelligence, with a particular interest in politics, philosophy, and history.

Society: House Kingrin’s society is hierarchical, with a strong emphasis on the importance of family and loyalty. The head of the family is the Duke or Warden, who is responsible for governing the province and ensuring the safety and prosperity of its people. Below the Duke or Warden are various lesser lords, who hold titles such as Baron or Viscount, and who are responsible for managing smaller regions within the province.

Ecology: The western provinces of Regulus are characterized by rugged terrain, with mountains, forests, and valleys dominating the landscape. The people of House Kingrin have learned to adapt to this environment, with many of them being skilled hunters, trappers, and woodsmen. They have a deep respect for the natural world and take care to preserve its beauty and resources.

Economy: The economy of House Kingrin is based on agriculture, mining, and trade. The western provinces are rich in natural resources, including timber, iron, and precious metals, which are mined and traded throughout Regulus. The people also grow crops such as wheat, barley, and oats, as well as raising livestock such as cattle and sheep.

Military: House Kingrin is renowned for its military prowess, with a well-trained and well-equipped army. The soldiers are highly disciplined and trained in various forms of combat, including archery, swordsmanship, and cavalry tactics. They are led by the Duke or Warden, who is also responsible for the defense of the province.

Religion: The people of House Kingrin are deeply religious, with a strong belief in the pantheon of gods and goddesses that are worshipped throughout Regulus. They have particular reverence for the god of war, as well as the goddess of wisdom and knowledge.

In conclusion, House Kingrin is a noble and honorable noble house that holds a vital role in the governance and defense of the western provinces of Regulus. Their society is hierarchical and based on family and loyalty, with a deep respect for tradition and honor. They are skilled in various forms of combat and have a deep reverence for the natural world and their gods and goddesses.

 

 

House Rose:
Warden of the East
Amani Gardus Rose

Warden of the East, Lord of Beauty

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Much of the Eastern provinces of Regulus
Eminence
23
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

Controlling the eastern provinces of Regulus. They are known for their cunning, brilliance, and beauty, using their silver tongues and unrivaled physiques to get ahead of the competition.

The people of House Rose are mainly humans, with a few elven and half-elven members as well. They are renowned for their stunning looks and graceful movements, often attracting the attention of both men and women alike. However, they are not just all beauty and no brains. Members of House Rose are also incredibly intelligent, with a natural talent for diplomacy and negotiation.

Society in House Rose is built on a strict hierarchy, with the ruling Duke or Warden at the top. They are responsible for managing the various territories and holdings of the house, ensuring the prosperity and security of their people. Below them are the other members of the house, ranked according to their status and accomplishments.

The economy of House Rose is based on trade and commerce. They have access to some of the richest and most fertile lands in Regulus, which they use to grow crops, raise livestock, and mine precious metals and gemstones. They are also known for their exquisite craftsmanship, producing some of the finest jewelry, textiles, and artwork in the land.

In terms of military, House Rose has a formidable army, made up of highly skilled and well-equipped soldiers. They are trained in a variety of combat styles, including sword fighting, archery, and magic. Their cavalry is particularly fearsome, known for their speed and agility on the battlefield.

House Rose is also known for its strong ties with the magic community. Many of their members are skilled in various forms of magic, such as divination, enchantment, and illusion. They have their own academy of magic, where aspiring mages can hone their skills and learn from the best.

Ecologically, House Rose has a deep appreciation for nature and the environment. They take great care to preserve the forests, mountains, and rivers within their territories, and have strict laws governing the use of natural resources. They are also known for their extensive gardens and parks, filled with exotic plants and flowers.

In conclusion, House Rose is a powerful and influential noble house in the fantasy nation of Regulus. Their beauty, intelligence, and diplomacy make them formidable opponents in any arena, be it politics, commerce, or warfare. They are deeply connected to the magic community and have a strong sense of environmental responsibility, making them a well-rounded and respected house in Regulus.

 

 

House Passion:
Warden of the South
Gyrzel Passion

**

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
All of
Eminence
20
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

They are responsible for overseeing the southern provinces of Regulus and are known for their passionate, fiery, boisterous, and loud personalities. This house is known for rushing head first into most options, letting the details work themselves out as they go, their luck unrivaled.

The people of House Passion are known for their bold and daring personalities. They are natural risk-takers who have a great zest for life and enjoy living on the edge. They are also fiercely loyal and protective of their family and friends. They value honesty, courage, and honor above all else and are not afraid to speak their minds.

Society in House Passion is vibrant and energetic. The people are always on the move, engaged in various activities, from music to sports to social events. They are known for their love of dancing, and it’s not uncommon to see impromptu dance parties breaking out in the streets. The society is quite liberal, with minimal restrictions on dress or behavior.

Ecologically, House Passion’s territories are rich in natural resources. The region is lush with greenery, and the climate is warm and humid, making it an ideal place for agriculture. The land is fertile, and the people are skilled at growing crops, especially fruits and vegetables. The forests in this region are dense and provide a rich habitat for various animals and birds.

The economy of House Passion is centered around agriculture, with many people involved in farming, fishing, and animal husbandry. They also have a thriving trade in exotic fruits, vegetables, and spices. Their cultural exports include music, dance, and art. The people of House Passion are known for their entrepreneurial spirit, and many of them run their own businesses.

The military of House Passion is made up of bold and daring warriors who are not afraid to take risks on the battlefield. They are known for their impulsive and aggressive tactics, which often catch their enemies off-guard. They are fierce fighters who never back down from a fight. They also have a strong navy, which patrols the southern coastlines of Regulus and protects their territories from invaders.

In conclusion, House Passion is a vibrant and energetic Noble House in the fantasy nation of Regulus. The people are passionate and bold, with a great zest for life. The society is liberal, and the economy is centered around agriculture and trade. Their military is made up of daring warriors who are not afraid to take risks on the battlefield. House Passion is a force to be reckoned with, and their luck is unrivaled.

 

 

Sire (16 Houses)

Governance of the land is divided into provinces, each with its own unique characteristics and challenges. In order to maintain order and provide effective governance, powerful individuals known as Sires or Counts are appointed to lead each province. These individuals are responsible for a wide range of duties, including overseeing the collection of taxes, maintaining the local infrastructure, and providing for the safety and security of the province’s inhabitants. They are often required to make difficult decisions and balance the needs of various factions within their province, ensuring that the welfare of the people under their care is always at the forefront of their minds. The role of a Count is highly respected in Regulus, and those who are appointed to this position are expected to be highly capable leaders with a deep understanding of the needs of their people. The power and authority granted to a Count can vary, depending on the province and the level of autonomy granted by the central government. However, regardless of their level of authority, a Count’s role is essential in ensuring the stability and prosperity of Regulus as a whole.

House Storm:
Serves under House Gale

Controlling the Vintald Province of Regulus.

People: The people of House Storm are known for their fierce and erratic nature. They are a proud and martial people, with a long history of combat and warfare. They are skilled combat artists, and their might often carries them through most catastrophes. They are also known for their loyalty and honor, and they will fiercely defend their house and their province.

Society: The society of House Storm is highly structured and hierarchical. The head of the house is known as the “Stormlord” and is considered to be the ultimate authority in the house. Below the Stormlord are the various counts and sires, who are responsible for managing the affairs of the province and leading their forces in battle. The society of House Storm is deeply rooted in tradition and honor, and they value bravery and martial prowess above all else.

Ecology: The Vintald Province, which is controlled by House Storm, is a rugged and wild land. It is characterized by dense forests, rocky cliffs, and deep valleys. The province is home to many dangerous creatures, including dragons, griffins, and other monstrous beasts. Despite the dangers, the people of House Storm are fiercely loyal to their land and will fight to defend it from any threat.

Economy: The economy of House Storm is largely based on agriculture and trade. The province is known for its fertile soil and bountiful harvests, which are sold throughout Regulus. In addition, the province is home to several major trading centers, which serve as hubs for commerce and travel. House Storm also has a strong tradition of mining and metalworking, and their weapons and armor are renowned throughout the realm.

Military: The military of House Storm is among the most feared in Regulus. They are highly trained and disciplined, and they specialize in rapid strikes and lightning-fast maneuvers. The soldiers of House Storm are known for their skill with the sword and other close-combat weapons. They are also adept at using ranged weapons, such as bows and crossbows, and their archers are among the best in the realm. In addition, House Storm maintains a strong cavalry force, which is used to harass enemy flanks and disrupt their formations.

In conclusion, House Storm is a powerful and feared noble house in the fantasy nation of Regulus. Their people are known for their fierce and erratic nature, and they are skilled combat artists. The society of House Storm is deeply rooted in tradition and honor, and they value bravery and martial prowess above all else. The province they control, Vintald, is a rugged and wild land, with a strong economy based on agriculture, trade, and mining. Finally, their military is among the most feared in the realm, with highly trained and disciplined soldiers who specialize in rapid strikes and lightning-fast maneuvers.

 

 

House Torrent:
Serves under House Gale

Controlling the Falgulch Province of Regulus. The members of House Torrent are known for their steadfast, sturdy, and reliable nature, and they are famous for their ability to withstand any storm or conflict.

The people of House Torrent are a hardworking and honorable people. They are renowned for their sense of duty and loyalty to their liege lords, and they take great pride in serving House Gale. The people of House Torrent are predominantly human, but there are also a number of dwarves and elves who live among them.

The society of House Torrent is based on a strict hierarchy, with the noble house at the top and the common folk at the bottom. However, despite this hierarchy, there is a great deal of mutual respect between the different classes. The members of House Torrent are known for their fairness and even-handedness, and they are beloved by their people.

The ecology of the Falgulch Province is a rugged and unforgiving one. The land is characterized by steep, rocky cliffs, deep canyons, and dense forests. Despite these challenges, the people of House Torrent have managed to thrive in this environment. They have developed a deep understanding of the land and have learned to use its resources in a sustainable and responsible manner.

The economy of House Torrent is primarily based on agriculture and mining. The fertile soil of the Falgulch Province allows for the cultivation of a wide variety of crops, including wheat, barley, and potatoes. The province is also rich in mineral resources, particularly iron and copper. The people of House Torrent are skilled miners, and they have developed sophisticated mining techniques that allow them to extract these resources efficiently and safely.

The military of House Torrent is a well-trained and well-equipped force. The soldiers of House Torrent are renowned for their discipline and bravery, and they are considered to be some of the finest soldiers in Regulus. The military of House Torrent is primarily composed of heavy infantry and cavalry, and they are known for their use of shields and spears in battle.

In summary, the Noble House Torrent is a proud and honorable noble house, known for its steadfastness, reliability, and resilience. Their people are hardworking and loyal, and they have learned to thrive in the rugged environment of the Falgulch Province. They are a crucial part of the economy and military of Regulus, and they are respected and admired by all who know them.

 

 

House Tyrant:
Serves under House Gale

Controlling the Swifland Province of Regulus. The members of House Tyrant are known for their resourcefulness, opportunism, and cunning nature, and they are willing to use whatever means necessary to accomplish their goals.

The people of House Tyrant are known for their shrewdness and adaptability. They are a diverse group, with humans, elves, and goblins living together in the Swifland Province. The people of House Tyrant are fiercely independent and individualistic, and they are not afraid to take risks or seize opportunities when they arise.

The society of House Tyrant is based on a strict hierarchy, with the noble house at the top and the common folk at the bottom. However, unlike other noble houses, House Tyrant does not place a great deal of importance on tradition or honor. Instead, they value results and success above all else, and they are willing to do whatever it takes to achieve their goals.

The ecology of the Swifland Province is varied and diverse. The land is characterized by rolling hills, deep forests, and rushing rivers. The people of House Tyrant have learned to adapt to this environment, and they have developed a deep understanding of the land and its resources.

The economy of House Tyrant is primarily based on trade and commerce. The Swifland Province is strategically located on the main trade routes of Regulus, and the people of House Tyrant have taken full advantage of this. They are known for their skill in trade negotiations and their ability to spot opportunities for profit.

The military of House Tyrant is a well-trained and well-equipped force. The soldiers of House Tyrant are renowned for their resourcefulness and flexibility, and they are willing to adapt their tactics to suit the situation at hand. The military of House Tyrant is primarily composed of light infantry and archers, and they are known for their use of guerrilla tactics and ambushes in battle.

In summary, the Noble House Tyrant is a powerful and cunning noble house, known for their resourcefulness, opportunism, and willingness to do whatever it takes to achieve their goals. Their people are diverse and adaptable, and they have learned to thrive in the varied environment of the Swifland Province. They are a crucial part of the economy and military of Regulus, and they are respected and feared by all who know them.

House Gard:
Serves under House Cross via House Gale

Managing the Storm Province in their stead. The members of House Gard are known for their vigilance, loyalty, determination, and ruthlessness, always putting their all into their duties and missions.

The people of House Gard are renowned for their discipline and determination. They are a hardy and resilient people, with a strong sense of duty and loyalty to their noble house and the Royal House Cross. The people of House Gard are predominantly humans, with a few dwarves and half-elves living among them.

The society of House Gard is highly structured and hierarchical. The noble house is at the top, followed by the military and the common folk. The people of House Gard place a great deal of importance on discipline and order, and they are known for their strict adherence to rules and regulations.

The ecology of the Storm Province is harsh and unforgiving. The land is characterized by rocky cliffs, stormy seas, and treacherous weather conditions. The people of House Gard have learned to adapt to this environment, and they have developed a deep understanding of the land and its resources.

The economy of House Gard is primarily based on fishing and seafaring. The Storm Province is strategically located on the coast, and the people of House Gard have built a thriving fishing industry around it. They are also known for their skill in shipbuilding and navigation.

The military of House Gard is a highly trained and well-equipped force. The soldiers of House Gard are renowned for their discipline and determination, and they are willing to put their lives on the line for their noble house and the Royal House Cross. The military of House Gard is primarily composed of heavy infantry and naval forces, and they are known for their use of brutal and efficient tactics in battle.

In summary, the Noble House Gard is a powerful and determined noble house, known for their vigilance, loyalty, determination, and ruthlessness. Their people are disciplined and resilient, and they have learned to thrive in the harsh environment of the Storm Province. They are a crucial part of the economy and military of Regulus, and they are respected and feared by all who know them.

 

 

House Shard:
They are known for their steadfast determination, destructive nature, and undaunted approach to diplomacy and warfare. As Sires or Counts serving under the noble house Kingrin, they manage the Highstone Province, which is considered one of the most crucial and strategic regions in the entire kingdom.

The people of House Shard are typically known for their bravery, loyalty, and tenacity. They come from a long line of warriors and have a deep sense of pride in their family’s legacy. They are trained from a young age in the art of combat and are known for their proficiency in all forms of warfare, including archery, swordsmanship, and hand-to-hand combat.

The society of House Shard is a complex and hierarchical one. The noble house is at the top of the social ladder, with the Sires and Counts serving as the ruling class. Beneath them are the commoners, who are typically farmers, craftsmen, and merchants. Despite the rigid class system, House Shard is known for its sense of community and unity. Members of the noble house are fiercely loyal to each other, and they are willing to make great sacrifices for the good of the family.

Ecologically, the Highstone Province is a mountainous region with a mix of forests, grasslands, and rugged terrain. It is rich in minerals and natural resources, making it an important region for trade and commerce. However, the land is also home to many dangerous creatures, including giant wolves, griffins, and wyverns. House Shard has trained many skilled hunters and trackers who are capable of navigating the treacherous landscape and defending against these dangerous creatures.

The economy of House Shard is based on agriculture, mining, and trade. The province is known for its fertile lands, which are used to grow a variety of crops, including wheat, barley, and potatoes. The mines in the region produce gold, silver, and iron, which are highly sought after by traders and merchants from across the kingdom. The province is also a major trade hub, with caravans passing through on their way to other parts of the kingdom.

House Shard’s military is one of the most feared in the entire kingdom. They are known for their brutal efficiency in battle, and their soldiers are some of the best-trained and equipped in the realm. The army is made up of a mix of infantry, archers, and cavalry, and they are capable of fighting in any terrain or situation. House Shard’s commanders are skilled tacticians and strategists, and they are known for their ability to turn the tide of a battle with a well-placed charge or a surprise attack.

In summary, House Shard is a noble house in the fantasy nation of Regulus, known for their determination, destructive nature, and undaunted approach to diplomacy and warfare. They manage the Highstone Province, which is a crucial and strategic region in the kingdom. The people are brave, loyal, and tenacious, and they come from a long line of warriors. The society is hierarchical, but House Shard is known for its sense of community and unity. The province is mountainous and ecologically diverse, with dangerous creatures and valuable resources. The economy is based on agriculture, mining, and trade. The military is highly skilled and feared throughout the kingdom.

 

 

House Denstin:
House Denstin is a powerful and influential Noble House in the fantasy nation of Regulus. They are one of the Sires or Counts that serve under the Noble house Kingrin, controlling the Freystal Province of Regulus, an Island located in the Western territories. House Denstin is known to be resourceful, efficient, determined, methodical, and willing to take any action necessary to benefit the prosperity of their people.

The people of House Denstin are hardworking and dedicated to their craft. They are skilled craftsmen, traders, and sailors who are always seeking to improve their skills and push the limits of their abilities. The people of House Denstin are also fiercely loyal to their House and are willing to go to great lengths to protect and promote its interests.

Society in House Denstin is characterized by a strict hierarchy based on social status and wealth. The highest echelons of society are dominated by the Noble Houses, with House Denstin occupying a prominent position. Below the Nobles are the merchants, craftsmen, and sailors, who form the backbone of the province’s economy.

The ecology of Freystal Province is dominated by the sea, with a strong maritime tradition in House Denstin. The sea is not only the source of the province’s wealth but also the main transportation route for goods and people. The province is also known for its lush forests and fertile lands, which are used to cultivate crops and raise livestock.

The economy of House Denstin is centered around trade, with a particular focus on maritime trade. The province is home to several major ports that serve as important trade hubs for the entire region. House Denstin is also known for its skilled craftsmen who produce high-quality goods that are in high demand throughout the kingdom.

The military of House Denstin is renowned for its discipline and efficiency. The House maintains a small but highly trained standing army, which is supported by a well-trained and well-equipped militia. House Denstin’s military is primarily focused on defending its borders and protecting its interests, but it is also capable of launching offensive operations when necessary.

In terms of religion, House Denstin follows a pantheon of gods and goddesses that are worshipped throughout the kingdom. The House maintains a close relationship with the local temple, which plays an important role in the province’s spiritual life.

Overall, House Denstin is a powerful and influential Noble House that plays a crucial role in the economy, society, and military of the Freystal Province of Regulus. The House’s people are hardworking and dedicated to their craft, and they are fiercely loyal to their House. House Denstin’s strength lies in its resourcefulness, efficiency, determination, and methodical approach to problem-solving.

 

 

House Stern:
House Stern is a powerful and feared Noble House in the fantasy nation of Regulus. They are one of the Sires or Counts serving under the Noble house Kingrin, controlling the Thorn Province, the largest territory in the western lands of Regulus. House Stern is known to be ruthless in the execution of their duty while still somehow maintaining just order and reasonable control.

The people of House Stern are known for their fierce loyalty to their House and their dedication to their duty. They are skilled warriors and administrators, and they are renowned for their efficiency and ruthlessness. The people of House Stern are also deeply religious, and they believe that their duty is ordained by the gods.

Society in House Stern is characterized by a strict hierarchical structure based on military rank and social status. The highest echelons of society are dominated by the Noble Houses, with House Stern occupying the top position. Below the Nobles are the military officers and soldiers, who form the backbone of the province’s military and administrative systems.

The ecology of the Thorn Province is characterized by harsh and unforgiving terrain, with rugged mountains and desolate deserts dominating the landscape. Despite this, House Stern has managed to carve out a prosperous province by controlling the valuable trade routes that run through their territory. The province is also home to several important mines and quarries that produce valuable minerals and resources.

The economy of House Stern is dominated by trade and military activities. The province’s strategic location at the crossroads of several major trade routes has made it an important hub for commerce and trade. House Stern also maintains a large and well-trained military, which serves as both a deterrent to potential enemies and a means of maintaining order and control within the province.

The military of House Stern is known for its discipline and efficiency. The House maintains a large standing army, which is supported by a network of well-trained and well-equipped militia units. The military is primarily focused on defending the province’s borders and protecting its interests, but it is also capable of launching offensive operations when necessary.

In terms of religion, House Stern follows a strict and orthodox faith that is focused on the worship of the gods of war and justice. The House maintains close ties to the local temple, which plays an important role in the province’s spiritual life.

Overall, House Stern is a powerful and feared Noble House that plays a crucial role in the military, economic, and administrative systems of the Thorn Province of Regulus. The House’s people are known for their fierce loyalty and dedication to their duty, and they are renowned for their efficiency and ruthlessness. House Stern’s strength lies in its ability to maintain just order and reasonable control over its territory, even in the face of harsh and unforgiving conditions.

 

 

House Krask:
House Krask is a Noble House in the fantasy nation of Regulus. They are one of the Sires or Counts serving under the Noble house Kingrin, controlling the Shinhara Province, known as the shield of honor that guards the Regal province of Regulus. House Krask is known for its honorable, loyal, and kind nature, although they can sometimes be stubborn and gullible.

The people of House Krask are characterized by their strong sense of duty and honor. They are loyal to their House and to the kingdom of Regulus, and they take great pride in their role as the guardians of the Regal province. The people of House Krask are also known for their kindness and generosity, and they are often seen as the “heart” of the kingdom.

Society in House Krask is based on a strict code of honor and duty. The highest echelons of society are dominated by the Noble Houses, with House Krask occupying a position of great respect and influence. Below the Nobles are the military officers and soldiers, who form the backbone of the province’s military and administrative systems.

The ecology of the Shinhara Province is characterized by rolling hills, fertile farmland, and thick forests. The province is home to many small villages and towns, as well as several important cities. The people of House Krask take great care to preserve the natural beauty of their land, and they are known for their sustainable agricultural practices.

The economy of House Krask is primarily based on agriculture and trade. The province is one of the largest producers of food in the kingdom, and it exports its surplus to other provinces. House Krask also maintains a small but well-trained military, which serves as both a defensive force and a means of maintaining order within the province.

The military of House Krask is known for its discipline and bravery. The House maintains a standing army that is supported by a network of well-trained and well-equipped militia units. The military is primarily focused on defending the province’s borders and protecting its interests, but it is also capable of launching offensive operations when necessary.

In terms of religion, House Krask follows a strict and orthodox faith that is focused on the worship of the gods of honor and duty. The House maintains close ties to the local temple, which plays an important role in the province’s spiritual life.

Overall, House Krask is a respected and influential Noble House that plays a crucial role in the military, economic, and administrative systems of the Shinhara Province of Regulus. The House’s people are known for their sense of duty and honor, as well as their kindness and generosity. House Krask’s strength lies in its ability to guard the Regal province with honor and to maintain a peaceful and prosperous society within its own borders.

 

 

House Amora:
House Amora is a Noble House in the fantasy nation of Regulus. They are one of the Sires or Counts serving under the Noble house Rose, controlling the Grinereach Province, known as the shattered shores, situated near the entrance to the great bay of Regulus known as the Starry Sea in the eastern territories. House Amora is known for their determination, regal nature, well-spokenness, confidence, directness, and quick thinking, whether it be in battle or diplomacy.

The people of House Amora are characterized by their regal bearing and confidence. They are often seen as being somewhat aloof, but this is simply a result of their strong sense of self-assurance. The people of House Amora are also known for their directness and their willingness to tackle difficult problems head-on.

Society in House Amora is based on a strong tradition of honor and respect. The Noble Houses occupy the highest echelons of society, with House Amora occupying a position of great respect and influence. Below the Nobles are the merchants and artisans, who form the backbone of the province’s economy.

The ecology of the Grinereach Province is characterized by rugged cliffs, rocky beaches, and dense forests. The province is home to several small fishing villages, as well as a few larger cities. The people of House Amora take great care to preserve the natural beauty of their land, and they are known for their sustainable fishing practices.

The economy of House Amora is primarily based on fishing and trade. The province is one of the largest producers of fish in the kingdom, and it exports its surplus to other provinces. House Amora also maintains a small but well-trained military, which serves as both a defensive force and a means of maintaining order within the province.

The military of House Amora is known for its determination and bravery. The House maintains a standing army that is supported by a network of well-trained and well-equipped militia units. The military is primarily focused on defending the province’s borders and protecting its interests, but it is also capable of launching offensive operations when necessary.

In terms of religion, House Amora follows a strict and orthodox faith that is focused on the worship of the gods of honor and courage. The House maintains close ties to the local temple, which plays an important role in the province’s spiritual life.

Overall, House Amora is a respected and influential Noble House that plays a crucial role in the military, economic, and administrative systems of the Grinereach Province of Regulus. The House’s people are known for their regal bearing, confidence, and determination, as well as their directness and quick thinking. House Amora’s strength lies in its ability to defend its shores with honor and to maintain a peaceful and prosperous society within its own borders.

 

 

House Aldros:
House Aldros is a Noble House in the fantasy nation of Regulus. They are one of the Sires or Counts serving under the Noble house Rose, controlling the Voltalda Province, known as the wild shield of faith. The province is characterized by great forests standing at the basin of Mount Orion and is the seat of the Church of the Allgod in the eastern territories of Regulus. House Aldros is known for their wild nature, devoutness, boisterousness, and their ability to take decisive action quickly without overthinking.

The people of House Aldros are characterized by their wild and boisterous nature. They are often seen as being impulsive and unpredictable, but this is simply a result of their strong sense of faith and their willingness to follow their instincts. The people of House Aldros are also known for their strong devotion to the Church of the Allgod and their willingness to fight for their beliefs.

Society in House Aldros is based on a strong tradition of faith and devotion. The Church of the Allgod occupies the highest echelons of society, with House Aldros occupying a position of great respect and influence due to their close ties to the Church. Below the Church and the Noble Houses are the merchants and artisans, who form the backbone of the province’s economy.

The ecology of the Voltalda Province is characterized by great forests that are teeming with wildlife. The province is also home to a few small towns and villages, as well as a few larger cities. The people of House Aldros take great care to preserve the natural beauty of their land, and they are known for their sustainable forest management practices.

The economy of House Aldros is primarily based on forestry and trade. The province is one of the largest producers of timber in the kingdom, and it exports its surplus to other provinces. House Aldros also maintains a small but well-trained military, which serves as both a defensive force and a means of maintaining order within the province.

The military of House Aldros is known for its ferocity and zealotry. The House maintains a standing army that is supported by a network of well-trained and well-equipped militia units. The military is primarily focused on defending the province’s borders and protecting its interests, but it is also capable of launching offensive operations when necessary.

In terms of religion, House Aldros follows the strict and orthodox teachings of the Church of the Allgod. The House maintains close ties to the local temple, which plays an important role in the province’s spiritual life. The people of House Aldros are known for their fervent faith and their willingness to fight and die for their beliefs.

Overall, House Aldros is a respected and influential Noble House that plays a crucial role in the military, economic, and spiritual systems of the Voltalda Province of Regulus. The House’s people are known for their wild and boisterous nature, as well as their strong devotion to the Church of the Allgod. House Aldros’ strength lies in its ability to defend its forests and its faith with zeal and ferocity, while maintaining a peaceful and prosperous society within its own borders.

 

 

House Bavil:
House Bavil is one of the most prominent Noble Houses in the fantasy nation of Regulus, serving under the Noble house Rose. They are the Counts of the Jernator Province, which is the largest province in the eastern territories of Regulus, renowned for its natural beauty and vast landscapes.

The people of House Bavil are known for their reserved and calm nature. They are intelligent and curious, always seeking knowledge and new experiences. They value education and the pursuit of knowledge, and many members of the House hold positions of leadership in academia, the arts, and other intellectual pursuits.

Society in the Jernator Province is focused on the arts and culture. The people of House Bavil have a deep appreciation for music, literature, and the visual arts. They are well known for their poetry and epic sagas, which often explore themes of love, honor, and heroism.

The ecology of the Jernator Province is diverse and vast, with rolling hills, deep forests, and towering mountains. It is home to a wide range of flora and fauna, and the people of House Bavil have a deep respect for the natural world. They are committed to preserving the environment and maintaining a balance between human development and ecological conservation.

The economy of the Jernator Province is based on agriculture, mining, and trade. The province is home to vast farmlands, rich mineral deposits, and bustling ports that connect Regulus to other nations across the sea. House Bavil is known for their shrewd business sense and their ability to navigate complex trade negotiations.

In times of war, the military forces of House Bavil are known for their discipline and strategic thinking. They are not known for their brute strength or aggression, but rather their ability to outthink and outmaneuver their enemies. The House is also home to many skilled archers, who are trained in the use of the longbow and are feared for their accuracy and range.

Overall, House Bavil is a noble and respected House, known for its intellectual pursuits, love of the arts, and shrewd business sense. The people of House Bavil are reserved and calm, but also curious and free-spirited, always seeking new knowledge and experiences. They are committed to preserving the natural world and maintaining a balance between human development and ecological conservation.

 

 

House Orchid:
House Orchid is one of the most powerful noble houses of the eastern territories of Regulus. They are the primary rulers of the Dentyr Province, which is considered the heart of Regulus due to its capital city being located there. As a direct descendent family from House Rose, they have inherited their beauty, elegance, and charm, but they are also known for their ruthlessness, efficiency, and often domineering and cruel nature.

The people of House Orchid are proud of their lineage and reputation, and they have a strong sense of nobility and honor. They are well-educated and well-spoken, and they have a refined taste for art, music, and literature. However, they can also be arrogant, condescending, and ruthless when it comes to securing their power and maintaining their position in Regulus.

Society in the Dentyr Province is divided into distinct social classes, with the nobility occupying the highest echelons of society. The middle class is composed of merchants, artisans, and professionals, while the lower class is made up of laborers, peasants, and slaves. House Orchid is known for its lavish lifestyle, with extravagant parties, luxurious estates, and elegant gardens.

The ecology of the Dentyr Province is diverse and includes both natural and man-made environments. The province has lush forests, rolling hills, and fertile plains, which are used for agriculture and grazing. The capital city of Dentyr is known for its beautiful gardens, which are meticulously maintained by the House Orchid’s skilled gardeners.

The economy of the Dentyr Province is based on trade and commerce, with the capital city being a major center for business and finance. House Orchid controls many of the lucrative trade routes and ports, and they use their influence to secure their dominance over the economy. They are known for their shrewd business acumen and their ability to maximize profits while minimizing expenses.

The military of House Orchid is well-trained and well-equipped, with a focus on cavalry and archers. They maintain a large standing army and are quick to deploy troops to quell any rebellion or threat to their power. The House Orchid’s soldiers are known for their discipline and loyalty, and they have a fierce reputation on the battlefield.

In conclusion, House Orchid is a powerful and influential noble house in the eastern territories of Regulus. They are known for their beauty, elegance, and charm, as well as their ruthless efficiency and domineering nature. They have a strong sense of nobility and honor, and they use their power and influence to maintain their position in Regulus.

 

 

House Anders:
House Anders is a noble house of Regulus that serves under House Passion, controlling the Maugh Province in the southern territories of the nation. The people of House Anders are known for their stoic and stern demeanor, and they are fiercely loyal to their house and the broader nation of Regulus. They are a stable force in the often tumultuous political landscape of Regulus, and their reputation for strength and resilience has earned them the respect of their allies and adversaries alike.

Society in the Maugh Province is characterized by a strong emphasis on discipline and duty. House Anders values honor and integrity above all else, and its members are expected to embody these values in all aspects of their lives. The people of the province are generally hardworking and dedicated, with a strong sense of community and a willingness to work together for the greater good.

Ecologically, the Maugh Province is a diverse region that encompasses a range of landscapes, from hills and rocky forests to open plains and rolling grasslands. The people of the region have a deep respect for the natural world, and they work to preserve its beauty and diversity while also utilizing its resources for the benefit of the community.

The economy of the Maugh Province is largely agricultural, with farmers and ranchers working the land to produce crops and livestock for trade and consumption. The province is also known for its skilled craftsmen, who produce high-quality goods ranging from pottery and textiles to weapons and armor.

In terms of military might, House Anders is a formidable force to be reckoned with. The house maintains a well-trained and disciplined army, with soldiers who are fiercely loyal and willing to lay down their lives for their cause. They are known for their expertise in guerrilla warfare and their ability to adapt to changing battle conditions, making them a formidable foe for any who would challenge them.

Overall, House Anders and the Maugh Province embody the virtues of discipline, duty, and strength that are highly valued in Regulus. They are a crucial pillar of the nation’s political and military power, and their contributions to the broader society are deeply respected and appreciated.

 

 

House Heart:
House Heart is a Noble House in the southern territories of Regulus, serving under the Noble House Passion. They control the Willow Province, which is known for its frozen forests, mountain ranges, and ancient magic. The people of House Heart are known for their wisdom, compassion, and deep understanding of the natural world.

The society of House Heart is centered around the concept of harmony between nature and civilization. They believe that it is possible to live in a way that is both respectful of the environment and fulfilling for human beings. As such, the people of House Heart are often skilled in herbalism, gardening, and other forms of natural healing.

The ecology of the Willow Province is diverse, with forests, mountains, and rivers all coexisting in a delicate balance. The people of House Heart take great care to maintain this balance, believing that the natural world is a reflection of the divine.

The economy of House Heart is based on trade in rare herbs, spices, and other natural resources. The people of the Willow Province are known for their mastery of herbalism, and many powerful potions and remedies are produced in their lands. In addition, House Heart is also home to skilled artisans who create beautiful works of art from the natural materials found in the region.

Despite their reputation for compassion and wisdom, House Heart is not without a military. Their soldiers are well-trained in the use of magic and natural elements, making them a formidable force in battle. However, they prefer to use diplomacy and negotiation to resolve conflicts whenever possible, believing that violence should always be a last resort.

In summary, House Heart is a Noble House in the southern territories of Regulus that values harmony with nature, wisdom, and compassion. The people of House Heart are skilled in herbalism and natural healing, and they strive to maintain the delicate balance of the natural world. While they are capable warriors, they prefer to use diplomacy and negotiation to resolve conflicts whenever possible.

 

 

House Hearth:
House Hearth is one of the most prosperous and renowned noble houses in the fantasy nation of Regulus. They are referred to as Sires or Counts and serve under the Noble house Passion, controlling the Cloud Province, the capital province of the southern territories of Regulus. The people of House Hearth are known for their generosity, kindness, and love for their land and people.

The society of House Hearth is one of the most open and inclusive in Regulus. They are accepting of all races and religions, and prioritize the well-being of their citizens over their own personal gain. The province is known for its great cities, bustling with commerce and trade, with the jewel of Regulus, the capital city of Sionna, situated in the Cloud Province. The people of House Hearth are a mix of all races, religions, and cultures, living together in harmony and prosperity.

The ecology of the Cloud Province is diverse, with vast farmlands, lush forests, rolling hills, and snow-capped mountains. The land is rich and fertile, allowing for bountiful crops and thriving wildlife. The people of House Hearth are known for their love of nature and their efforts to preserve the land and the environment for future generations.

The economy of the Cloud Province is driven by commerce, trade, and agriculture. The province is home to some of the largest markets and bazaars in the nation, attracting merchants and traders from all over the world. The agricultural sector is also robust, with bountiful crops of grains, vegetables, and fruits, and a thriving livestock industry.

The military of House Hearth is not as extensive as other noble houses, as they prioritize diplomacy and peace over warfare. However, they have a well-trained and equipped army that is ready to defend the province and the nation if the need arises. The soldiers of House Hearth are known for their courage, discipline, and loyalty to their house and the people of Regulus.

Overall, House Hearth is a noble house that prioritizes the well-being of their people and their land. They are known for their generosity, kindness, and love for nature, and have created a prosperous and inclusive society in the Cloud Province.

 

 

House Zvalt:
House Zvalt is a Noble House that serves under the Royal house Cross via Noble house Passion in the fantasy nation of Regulus. They control the Breaker Province, which is known for its great machine lands, expansive mines, and massive forge cities. The province is situated near the coast in the southern territories of Regulus.

House Zvalt is known for being hardworking and militaristic. They believe that blood, sweat, tears, and one’s soul must all be given to better Regulus. The people of House Zvalt are tough, disciplined, and fiercely loyal to their cause. They are always ready to fight for Regulus and to defend their home province against any threat that may arise.

Society in Breaker Province revolves around the great machine lands and the production of advanced technology. The province is home to many training camps, foundries, shipyards, and mech yards, where skilled workers and soldiers hone their craft. The people of House Zvalt are skilled engineers, mechanics, and craftsmen, and they take great pride in their work.

The ecology of Breaker Province has been heavily impacted by the massive industrialization that has taken place in the region. The landscape is dotted with mines, factories, and cities, and the air is often thick with smoke and pollution. However, House Zvalt recognizes the importance of protecting the environment, and they have invested in various initiatives to mitigate the impact of their industrial activities.

The economy of Breaker Province is heavily focused on the production of technology and the military-industrial complex. The province exports various high-tech goods to other regions of Regulus, and their military prowess is renowned throughout the land.

House Zvalt maintains a strong military presence in the province, with a large standing army and a formidable navy. Their soldiers are highly trained and equipped with the latest technology, and they are always prepared to defend their home against any threat.

Overall, House Zvalt is a powerful and influential Noble House in Regulus, dedicated to the advancement of their province and the protection of their people. While they may come off as cold and militaristic, their commitment to the greater good of Regulus is unwavering.

 

 

Exalt (64 Houses)

Governance of the land is divided into provinces, with each province led by a Count or Sire. Below the Counts are the Exalts, also known as Barons. These individuals are responsible for the governance of entire settlements within a province, such as cities, towns, and villages. Exalts are appointed by the Counts and are chosen for their leadership abilities, political acumen, and expertise in managing the affairs of a settlement. They are responsible for ensuring that the needs of their constituents are met, including matters of public safety, healthcare, education, and infrastructure. They oversee the provision of services, such as the maintenance of roads, the collection of taxes, and the administration of justice. In addition to these duties, Exalts also act as a representative of their settlement to the higher levels of authority within the province. This includes attending meetings with other Exalts and with their Count, providing feedback on the state of their settlement, and advocating for their settlement’s needs. Exalts must be able to balance the competing interests of their constituents while staying within the parameters set by their Count. Their role is critical in ensuring that the province’s settlements are operating smoothly and that the people within them are being properly cared for. The Exalts are respected members of the community and are viewed as trustworthy and reliable leaders.

House Tempest:
House Tempest is one of the most feared and respected Noble Houses in the Northern territories of Regulus, serving under Noble house Storm. They are known for their unparalleled skill in combat and their fierce loyalty to their liege lords. The members of House Tempest are often seen as wild and unpredictable, embodying the very essence of the tempest storms that rage across the North. Their noble title is called Exalt or Baron, and they hold control over some of the most remote and inhospitable regions of the North. Despite their reputation for being ruthless in battle, House Tempest is also known for their deep sense of honor and tradition.
House Terror:
The Noble house Terror serves under Noble house Storm in the Northern territories of Regulus. They control the Frost Province, a cold and unforgiving land with treacherous mountains and icy tundras. House Terror is known for their cunning and ruthlessness, with a reputation for using fear as a tool to maintain their power. They are not afraid to use underhanded tactics and covert operations to achieve their goals, and are skilled in espionage and assassination. Despite their harsh methods, House Terror is fiercely loyal to House Storm and will stop at nothing to defend their land and people. The title of the nobles in House Terror is Exalt or Baron, and they are respected for their unwavering loyalty and fierce determination.
House Thyrm:
House Thyrm is a Northern Noble House serving under the powerful Noble House Storm. They control the Frost Province, known for its icy tundras and snow-capped mountains. The members of House Thyrm are known to be fiercely loyal and disciplined, valuing strength and honor above all else. The Noble Title of the House is Exalt or Baron, and the Thyrm family is respected and admired throughout the Northern territories of Regulus for their bravery, martial prowess, and unwavering devotion to the House of Storm. The people of the Frost Province look up to House Thyrm as guardians of their land, and the House’s military might and expertise are formidable assets in times of war.
House Dammith:
House Dammith is one of the noble houses serving under Noble House Storm in the Northern territories of Regulus. They hold the title of Exalt or Baron and are known for their strategic and tactical prowess in battle. They control the Frost Province, a land of harsh winter climates and frozen tundras, which has trained the members of House Dammith to be hardy and resilient. The people of House Dammith are highly disciplined and follow a strict code of honor, valuing loyalty and duty above all else. They are respected for their military prowess and are often called upon to lead the armies of Regulus into battle. However, they can come off as cold and aloof to those outside their family, maintaining a sense of distance and formality in their interactions.
House Turmoil:
House Turmoil is a Noble house in the Northern territories of Regulus, serving under the Noble house Torrent. Their noble title is Exalt or Baron. House Turmoil is known for their fierce and unpredictable nature. They are a passionate and bold people who embrace the chaos and disorder of life. They are not afraid to take risks, and often make decisions that others might view as reckless. Despite their wild nature, House Turmoil is fiercely loyal to their liege and will stop at nothing to defend their territory and honor. They are a powerful force in the North, and their unpredictable nature makes them a formidable ally or enemy.

 

 

House Expyr:
House Expyr is a Noble House in the Northern territories of Regulus that serves under Noble house Torrent. The Noble title of House Expyr is Exalt or Baron. The House controls the province of Frosthold, a land of bitter cold, icy peaks, and sweeping tundras. House Expyr is known for their strength and resilience, as they have learned to survive in the harsh climate of Frosthold. The people of House Expyr are stoic, disciplined, and fiercely loyal to their House and to Regulus. The economy of Frosthold revolves around mining and fishing, and House Expyr controls the most productive mines and fishing grounds in the region. The military of House Expyr is renowned for its heavy infantry, who are known to be unbreakable in battle.
House Trident:
The Noble house Trident serves under the Noble house Torrent in the Northern territories of Regulus. Their noble title is called Exalt or Baron. House Trident is renowned for their fierce loyalty to House Torrent and their unbreakable determination in battle. Their emblem is a trident, symbolizing their connection to the sea and their naval prowess. They control the Coral Province, which is rich in marine resources and has a large fishing industry. The people of House Trident are known for their hardworking nature and their skill in navigating the treacherous waters of the northern seas. They have a strong navy and their ships are a common sight patrolling the coast and protecting the realm from outside threats.
House Gulf:
House Gulf is a Noble House serving under the esteemed Noble House Torrent, one of the most influential houses in the Northern Territories of Regulus. The members of House Gulf are titled as Exalts or Barons and are responsible for controlling the Gulf Province, which is known for its vast coastal cities and sea ports, connecting Regulus with other nations across the sea. House Gulf is a wealthy and powerful house, with extensive trading networks and strong naval forces. The people of House Gulf are known for their ambition, adaptability, and resilience, as they have learned to navigate the treacherous waters of politics and commerce in the region. They are shrewd negotiators and skilled diplomats, but also fierce warriors when needed, always ready to protect their interests and those of their liege lord, House Torrent.
House Tychos:
House Tychos is a noble house that serves under Noble house Tyrant in the Northern territories of Regulus. The members of this house are known for their ruthlessness and ambition, often going to great lengths to achieve their goals. The Noble Title held by them is Exalt or Baron, which signifies their position as powerful leaders within their province. They are strategic thinkers and often make calculated decisions that benefit their house, even if it means sacrificing personal relationships. The people of House Tychos are well-respected for their military prowess and often have a strong presence on the battlefield. Despite their reputation for being fierce, they have a deep sense of loyalty towards their own and will fiercely protect those they deem important.
House Ferh:
The Noble house Ferh serves under Noble house Tyrant in the Northern territories of Regulus, holding a small yet strategically important province that connects several major trade routes. The Ferh family is known for their cunning and resourcefulness, often engaging in political maneuvering to secure their position and gain more power. They are respected for their shrewdness and intelligence, but also feared for their willingness to do whatever it takes to achieve their goals. The Ferh family has produced many skilled diplomats, spies, and assassins over the years, making them a force to be reckoned with in the court and on the battlefield. The Noble Title of the Ferh family is Exalt or Baron.
House Azurt:
House Azurt serves under Noble House Tyrant in the Northern territories of Regulus, holding control of the vast Blue Plains. The Azurt family is known for its mastery over water, with many of its members possessing the ability to control and manipulate the element to their will. Their lands are fertile and abundant, with vast stretches of crops and fish farms dotting the landscape. The noble title given to members of the Azurt family is Exalt or Baron. They are known to be shrewd negotiators and savvy businessmen, with a strong focus on trade and commerce. The family is deeply loyal to House Tyrant, and their skilled water-based military forces are a vital part of the Northern territories’ defense.
House Lyon:
Noble house Lyon serves under Noble house Tyrant in the Northern territories of Regulus, and their Noble title is Exalt or Baron. They are known for their bravery and fierceness in battle. House Lyon’s members are often skilled fighters and warriors, who are able to inspire their troops and lead them to victory. They take great pride in their military prowess and are always prepared to defend their lands against any threat. However, despite their martial nature, House Lyon is also known for their honor and loyalty to their allies, and they are willing to put their lives on the line to protect their people and their kingdom.

 

 

House Fulcon:
House Fulcon serves under the Noble house Gard in the Northern territories of Regulus. Its members hold the title of Exalt or Baron, and they are known for their fierce loyalty and military prowess. The Fulcons have a long-standing tradition of serving as the primary defenders of the Northern territories, and they have proven themselves time and again in battle against invaders and threats to the realm. They are an honorable and disciplined house, placing great value on courage, strategy, and tactical brilliance. As a result, the Fulcon warriors are highly respected throughout Regulus, and their reputation as skilled fighters is renowned. While they are a martial house, the Fulcons also hold deep reverence for knowledge and learning, and many members of the house have devoted themselves to the study of history, tactics, and military strategy.
House Dranth:
House Dranth is one of the noble houses that serves under Noble House Gard in the Northern territories of Regulus. The members of this house hold the noble title of Exalt or Baron. House Dranth is known for their expertise in military strategy and tactics. They have a long and storied history of producing great military leaders, and their soldiers are some of the most disciplined and skilled in the land. The people of House Dranth are fiercely loyal to their liege lord and will stop at nothing to defend their lands and people. The province they control is known for its fertile farmland and abundant resources, and House Dranth is committed to using these resources to the benefit of their people and the wider kingdom of Regulus.
House Lochx:
House Lochx is one of the noble houses serving under Noble House Gard in the Northern territories of Regulus. The house holds the title of Exalt or Baron. House Lochx is situated in the icy tundras of the north, a region known for its harsh and unforgiving weather. Despite the tough conditions, the people of House Lochx are known for their resilience and determination. They are skilled hunters and survivalists, adept at navigating the treacherous terrain. The house’s economy primarily relies on trade in furs, meats, and other resources found in the tundra. In times of war, House Lochx is a formidable force, with its soldiers highly trained in combat techniques specific to the harsh northern environment.
House Saber:
Noble house Saber is one of the most respected and feared houses in the Northern territories of Regulus, serving under the Noble house Gard. The members of House Saber are renowned for their expertise in warfare and combat, and their Noble Title is called Exalt or Baron. They are born warriors and have a strict code of honor that they follow, valuing bravery and loyalty above all else. House Saber is known for producing some of the greatest generals and knights in Regulus, and their prowess on the battlefield is matched only by their diplomatic skills. They are respected and admired by their allies, and feared by their enemies.
House Oltor:
Noble house Oltor serves under Noble house Shard in the Western territories of Regulus. The members of House Oltor are known as Exalts or Barons, and they are primarily responsible for managing the lands and resources of the vast deserts and rocky wastelands of the Western territories. They are a rugged and resilient people, accustomed to harsh conditions and able to survive in the harshest of environments. House Oltor is renowned for their expertise in mining, particularly in the extraction of precious metals and gems from the rocky soil. They are also skilled traders, with caravans traveling across the desert to trade with distant lands. Though they are fiercely independent, the members of House Oltor are loyal to their liege lords in House Shard, recognizing the value of a unified Regulus.
House Granite:
House Granite is a prominent noble house serving under Noble House Shard in the western territories of Regulus. The members of House Granite hold the title of Exalt or Baron, and they are renowned for their strength and resilience, both physically and mentally. The harsh and rocky terrain of their land has made them adapt to an austere way of life, and they pride themselves on their self-sufficiency and resourcefulness. The people of House Granite are known for their unwavering loyalty and their dedication to their duties, and they take great pride in serving their liege lords. The economy of the House is based on mining and quarrying, with some trade in gemstones and metals. The military force of House Granite is well-disciplined and formidable, with a strong focus on defense and fortification.
House Nyd:
The Noble house Nyd serves under the powerful Noble house Shard in the Western territories of Regulus. Their Noble Title is called Exalt or Baron. House Nyd is known for their mastery of the arcane arts and their vast knowledge of ancient lore. They are the keepers of the Great Library of Regulus, which contains an immense collection of books, scrolls, and tomes on magic and history. The Nyd family is renowned for their skilled sorcerers and wise scholars who advise the other noble houses on magical matters and keep the secrets of the arcane safe. They are also famous for their skilled craftsmen who create enchanted objects and artifacts that are sought after by many throughout Regulus. House Nyd values knowledge and wisdom above all else, and they often hold competitions and debates to showcase their intellect and understanding of the world.

 

 

House Glass:
House Glass is a Noble House that serves under the rule of Noble House Shard in the Western territories of Regulus. The members of House Glass are renowned for their mastery of glasswork and are highly skilled artisans, glassblowers, and glaziers. Their land is dotted with large and intricate glass structures, including tall spires and glittering mansions, which have become a hallmark of their house. Glassworkers from all over Regulus come to House Glass to study their techniques and learn the secrets of their craft. The members of House Glass are known for their refinement, artistic talent, and impeccable taste, and are held in high esteem by the other noble houses of Regulus. The noble title for House Glass is Exalt or Baron.
House Frier:
Noble house Frier is a small but influential house serving under Noble house Denstin in the Western territories of Regulus. They are known for their shrewdness and cunning, and are often involved in business dealings, trade negotiations, and financial affairs. The members of house Frier are experts in economics and are often sought out for their advice on matters related to finance and commerce. The noble title of this house is Exalt or Baron, and they hold significant power and influence in the local economy. The members of house Frier are also known for their impeccable taste and refined lifestyle, and are often seen wearing the finest clothing and jewelry. They are deeply respected by the people of Regulus for their contributions to the economic growth of the kingdom.
House Jorn:
Noble house Jorn serves under Noble house Denstin in the Western territories of Regulus. The members of House Jorn are known for their prowess in sea-faring and trade, as their territories are located on the western coast of Regulus. They are skilled sailors and their fleets of ships dominate the western trade routes, making them one of the wealthiest houses in Regulus. House Jorn is also known for their political acumen and they have a history of successfully navigating the complex politics of the Western territories. The noble title for House Jorn is Exalt or Baron, and they are deeply respected and influential members of the Regulan aristocracy.
House Roch:
Noble house Roch serves under Noble house Denstin in the Western territories of Regulus. The members of this house are known for their strategic and tactical skills in warfare, and they are often called upon by the ruling house to assist in military campaigns. The house is known for its loyalty to the ruling family and for their fierce defense of their territory. The house has a long history of producing skilled warriors and leaders, and many of its members have earned recognition for their valor and bravery in battle. The Noble title given to the head of the house is Exalt or Baron, and they are responsible for managing the lands and people under their control in the name of their liege lord.
House Bronz:
Noble House Bronz is a loyal vassal of Noble House Denstin in the Western territories of Regulus. Their members are known for their courage and steadfastness in battle, and many have served as skilled soldiers in the Denstin army. The Bronz family is also famous for their impressive metalworking skills, particularly in the creation of weapons and armor. They are renowned for the quality and durability of their products, which are highly sought after by nobles and commoners alike. The title held by the head of the Bronz family is the Exalt or Baron, which represents their important status within the hierarchy of the Regulus nobility.
House Smith:
Noble House Smith is one of the many families that serve under Noble House Stern in the Western territories of Regulus. They have a long history of producing some of the finest blacksmiths in the land, known for their skill in crafting weapons and armor. The Smiths take great pride in their work and are highly respected throughout the kingdom for their contributions to the military. Their ancestral home, Forgehold, is a sprawling estate that houses multiple forges and workshops where the family’s craftsmen can hone their skills. As Exalts, the Smiths hold significant power and influence in the region, and their loyalty to House Stern is unwavering.
House Kovis:
Noble house Kovis is a respected and influential noble house that serves under Noble house Stern in the Western territories of Regulus. Known for their shrewdness and resourcefulness, they are expert traders who have made a fortune through their business acumen. Their holdings include several prosperous mines and trading posts that have been passed down through generations. Members of house Kovis are expected to be well-versed in commerce and diplomacy, and their skilled negotiators are often called upon to broker deals and settle disputes. Their Noble Title is Exalt or Baron, and they are considered among the most successful and powerful houses in the Western territories.
House Stedston:
Noble house Stedston is a prominent and powerful vassal house that serves under Noble house Stern in the Western territories of Regulus. They are known for their fierce loyalty and military prowess, having earned a reputation for being some of the most skilled and effective warriors in the region. The Stedstons are respected by their peers and feared by their enemies, thanks in no small part to their unwavering dedication to their liege lord and their willingness to do whatever it takes to protect their lands and people. The Stedstons hold the noble title of Exalt or Baron, and their leader is widely recognized as one of the most formidable and respected members of the Regulan aristocracy.

 

 

House Havel:
Noble house Havel is a prominent house serving under Noble house Stern in the Western territories of Regulus. Their family is renowned for their skilled cavalry, with their knights mounted on swift and sturdy horses. They are a proud and fiercely independent house, but loyal to their liege, House Stern. The Havels are also known for their shrewdness in trade, with many members of the family serving as merchants and traders across the region. Their wealth and connections have helped to increase their influence in the area, and they are highly respected by their allies and rivals alike. The title of Exalt or Baron is bestowed upon the head of the family.
House Morin:
Noble house Morin is a powerful and influential house that serves under Noble house Krask in the Western territories of Regulus. Their family history is shrouded in mystery, but it is known that they possess a vast fortune and own many lands in the region. The members of House Morin are known to be highly skilled in diplomacy, trade, and commerce. Their vast wealth and influence allow them to command respect and admiration from other noble houses. The Morin family is also known to be highly protective of their interests, and they will go to great lengths to ensure their prosperity and success. The head of the family holds the noble title of Exalt or Baron and is highly respected by other noble houses in the region.
House Brevik:
Noble house Brevik is a vassal house that serves under Noble house Krask in the Western territories of Regulus. The house is known for their skilled horse breeders and trainers, and they are often sought after for their expertise in these areas. The Brevik family is also well-regarded for their loyalty to their liege, the house of Krask, and they have a long history of serving as trusted advisors and loyal soldiers. The head of the Brevik family holds the title of Exalt, and they are responsible for managing the family’s estates and maintaining the family’s position within the hierarchy of the Western territories’ nobility.
House Zyph:
Noble house Zyph is a vassal of Noble house Krask, holding land in the Western territories of Regulus. The house has a long history of military service, with its members renowned for their skill in combat and strategic thinking. The Zyphs are known for their loyalty and unwavering commitment to their liege lord, Noble house Krask. The family’s seat is a formidable fortress, perched on a hill overlooking the surrounding lands. As befits their martial tradition, the Zyphs place a great emphasis on the training of their children in the art of war, with many of their youths sent to the best military academies in the land. The family’s noble title is Exalt or Baron.
House Mazzix:
Noble house Mazzix is a small but powerful house that serves under Noble house Krask in the Western territories of Regulus. The house is known for their skilled craftsmen and artisans who specialize in creating intricate and beautiful jewelry and artifacts. They are also known for their talented musicians and performers who entertain at various noble gatherings and events. Despite their small size, the house holds significant influence within the realm of art and culture, and their products are highly sought after by other noble houses and wealthy patrons throughout the kingdom. The head of the house is the Exalt or Baron Mazzix, a shrewd and ambitious leader who is always looking for new opportunities to expand their influence and wealth.
House Jovin:
Noble house Jovin is one of the most prominent and wealthiest noble houses in the Eastern territories of Regulus, and they serve under Noble house Amora. The members of the Jovin family are renowned for their shrewdness and their exceptional skills in diplomacy and trade. They are known to be adept merchants and often engage in profitable business ventures with other noble houses and even foreign powers. The Jovins are also famous for their exquisite taste in art, music, and literature, and they regularly host lavish parties and cultural events in their magnificent estate. The current head of the Jovin family is Exalt Aron Jovin, a respected and influential figure in the Regulan court.
House Vincin:
Noble house Vincin is one of the oldest and most respected houses in the Eastern territories of Regulus, serving under Noble house Amora. Their title of nobility is Exalt or Baron. The Vincin family is known for their exceptional skills in diplomacy, trade, and strategy, and they have played a key role in maintaining peace and stability in the region. They are highly respected by both their allies and enemies alike, and their wealth and power have made them a force to be reckoned with. The Vincin family is also known for their strong sense of honor and loyalty, and they have always been willing to put the needs of the kingdom above their own interests.
House Thorn:
Noble House Thorn serves under Noble House Amora in the Eastern territories of Regulus. Known for their exceptional skills in diplomacy, the members of House Thorn are adept at navigating the complex political landscape of the Eastern territories. They have long been trusted advisors and negotiators for the Amora family, and their loyalty is unwavering. The Thorns’ seat of power is a well-fortified castle nestled in the heart of a dense forest, surrounded by towering oak trees and hidden pathways. The members of House Thorn are granted the title of Exalt or Baron, depending on their rank and contributions to the family’s success.

 

 

House Lovanter:
Noble House Lovanter is a family of proud warriors who serve under Noble House Amora in the Eastern territories of Regulus. They are known for their skills in combat and their fierce loyalty to their liege. The Lovanter family is led by their Exalt or Baron, Lord Keth Lovanter, who is known for his tactical brilliance and his unwavering dedication to the defense of his people. The Lovanters are a martial house, and their soldiers are renowned for their discipline and tenacity on the battlefield. While they may not be as politically astute as some of their fellow nobles, the Lovanters are respected for their honesty and integrity, and they are always willing to lend their swords to defend their lord’s honor.
House Griffin:
Noble house Griffin is one of the houses that serve under Noble house Aldros in the Eastern territories of Regulus. The Griffins are known for their strong sense of honor and loyalty to their liege, and are often called upon to serve as knights and warriors in battle. They have a long and proud history of military service, and their knights are feared for their skill with the lance and sword. The Griffins are also known for their love of falconry, and many members of the house keep and train birds of prey for hunting and sport. The house is led by the Exalt, who is considered to be one of the greatest warriors in the Eastern territories.
House Exter:
Noble House Exter is one of the vassal houses of Noble House Aldros, serving in the Eastern territories of Regulus. The Exter family is known for their exceptional skills in agriculture and animal husbandry, and they are highly valued for their ability to provide food and resources to the region. The Exter family is led by a Baron, who oversees the management of their extensive farmlands and herds of cattle and sheep. Despite their humble roots as farmers, the Exters have proven to be shrewd negotiators, and they have built a reputation for their ability to trade with other regions and acquire rare goods for their liege lord.
House Keswick:
Noble House Keswick is one of the vassal houses that serve under Noble House Aldros in the Eastern territories of Regulus. Their members are known for their military prowess and are often chosen to lead Aldros armies in battle. The house is led by the Exalt or Baron Keswick who has a seat on the Aldros council. They are known for their strict code of honor and loyalty to their liege, which has earned them a reputation as dependable allies. They are also involved in the trade of luxury goods such as silks and fine wines, which has brought them considerable wealth over the years.
House Astor:
Noble house Astor is one of the houses that serve under Noble house Aldros in the Eastern territories of Regulus. They are known for their loyalty and dedication to their liege, as well as their skill in diplomacy and negotiation. Their noble title is that of Exalt or Baron, which they have held for generations. House Astor has a strong tradition of leadership and strategic thinking, which has helped them maintain their position of influence within the realm. They are well-respected among the other noble houses and are often called upon to mediate disputes between them. House Astor is known for its extensive library, which contains many rare and valuable tomes on history, philosophy, and magic.
House Lycan:
House Lycan is a noble house that serves under House Bavil in the eastern territories of Regulus. This house is known for its fierce loyalty to their liege and their skill in warfare, especially in the use of cavalry. The house is comprised of a number of skilled horsemen and horsewomen who have dedicated their lives to perfecting their craft. The current head of House Lycan is Baroness Emilia Lycan, a formidable leader who has earned the respect of her peers and subjects through her bravery and wisdom. The members of House Lycan are known for their ferocity in battle and their unwavering commitment to protecting their people and their lands.
House Fletch:
Noble house Fletch is a minor house that serves under Noble house Bavil in the Eastern territories of Regulus. The house is led by the Exalt or Baron Fletch, who has long been a loyal vassal to the Bavil family. The Fletches are known for their skills in agriculture and have managed to turn their lands into one of the most productive in the region. They also have a reputation for producing some of the finest horses in the kingdom, which are highly prized by nobles and merchants alike. Despite their humble origins, the Fletches are highly respected by their peers for their hard work, loyalty, and dedication to the Bavil family.
House Eltor:
Noble house Eltor is one of the houses that serve under Noble house Bavil in the Eastern territories of Regulus. The house is known for its fierce warriors and skilled hunters, who are often employed by the rulers of the region for their military prowess. The Eltor family holds the noble title of Exalt, which is a title of honor and respect among the people of Regulus. The family is also known for their hunting skills, and they are often called upon to provide meat for important celebrations and feasts. The Eltors are known to be fiercely loyal to their liege, and their warriors are some of the best in the region.

 

 

House Akford:
Noble house Akford is one of the vassal houses that serves under Noble house Bavil in the Eastern territories of Regulus. The house is known for their extensive knowledge of agriculture and their contribution to the food supply of the kingdom. The Akfords own vast farmlands and are skilled in the cultivation of various crops, such as wheat, barley, and vegetables. The head of the house, Exalt Akford, is respected for his shrewd business acumen and his ability to negotiate favorable trade deals with other houses in the region. Though they may not be as politically influential as some of the other vassal houses, the Akfords are essential to the economy of the kingdom and play a crucial role in ensuring its prosperity.
House Lily:
Noble house Lily is a vassal house of Noble house Orchid, located in the Eastern territories of Regulus. The house has a long-standing history of serving the Orchid family with loyalty and honor. The current head of the house is Lord William Lily, who is known for his shrewdness and astuteness in financial matters. The house has significant wealth and is involved in various trades such as textiles, spices, and luxury goods. The Lilies are also renowned for their skills in horse breeding, and their stables are considered to be some of the finest in the region. Their soldiers are known for their fierce fighting skills, especially with the use of archery. The Noble Title held by the head of the house is called Exalt or Baron.
House Cherish:
Noble house Cherish is a prominent house in the Eastern territories of Regulus that serves under Noble house Orchid. Their members are known for their elegance, sophistication, and love for the arts. They have long been patrons of the local artists and are responsible for bringing many art forms to the region. The house is known for its extravagant feasts and balls that are attended by the elite of Regulus. The current Exalt of the house is known for her kindness and generosity and is loved by the people of the Eastern territories. They hold several manors and lands and are well-respected for their wealth and influence.
House Dawn:
Noble house Dawn serves under Noble house Orchid in the Eastern territories of Regulus. The house is known for their skills in diplomacy and negotiation, making them an important asset to Noble house Orchid. They are also known for their skilled physicians and healers, often being called upon to tend to the wounded and sick. The house is led by a wise and compassionate Exalt, who is highly respected by their vassals and peers alike. Despite their gentle nature, the house is not to be underestimated, as they are fiercely protective of their own and will defend their territory and allies with great determination.
House Grost:
Noble house Grost is one of the vassal houses serving under Noble house Orchid in the Eastern territories of Regulus. The Grost family has been in service to the Orchids for generations and is known for their skill in agriculture and animal husbandry. The Grosts are particularly skilled in breeding and raising horses, and the Orchids often rely on them for their cavalry needs. The head of the Grost family carries the title of Exalt, and they are known to be fiercely loyal to the Orchids, often going above and beyond in their duties to show their dedication to their liege lords.
House Delaraine:
The Delaraines are a noble house in the Southern territories of Regulus known for their misfortune. Despite a short period of growth in wealth and supporters, the family has suffered from a high mortality rate among their heirs. Many members have married into other low noble families or rich merchants for financial security. However, some unlucky members died before achieving happiness. Despite their declining political influence, the Delaraines are known for their wealth, which comes from sponsors, allies, and their own children who bring in gold through various professions. The family also practices humble spending habits, resulting in a sizable savings balance. They managed to overcome their bad luck and rise to the rank of Exalt before the severing.
House Ytmyr:
Noble house Ytmyr, serving under Noble house Anders in the Southern territories of Regulus, holds a long-standing reputation for their mastery of agriculture and trade. With their ancestral lands being some of the most fertile in the region, Ytmyrs have grown rich from their expertise in cultivating crops and breeding livestock. The family is known to be shrewd merchants, trading goods both domestically and abroad. They have maintained their loyalty to house Anders by using their wealth to fund their patron’s military endeavors and by providing food and supplies for their armies during wartime. The Ytmyrs hold the title of Exalt, granted to them in recognition of their important contributions to the economy and military of Regulus.
House Thyrdin:
Noble house Thyrdin serves under Noble house Anders in the Southern territories of Regulus. The family is known for its skill in mining and metalworking, with many of its members serving as expert craftsmen and blacksmiths. Their wealth and political influence have grown in tandem with the region’s rich mineral deposits and valuable trade routes, making them a formidable force in the region. Thyrdin’s noble title is the Exalt or Baron, and they are respected for their expertise in the arts of metallurgy and for their contributions to the economy of the Southern territories.

 

 

House Branter:
Noble house Branter serves under Noble house Anders in the Southern territories of Regulus, and their Noble Title is Exalt or Baron. The Branters have a reputation for being fierce warriors and are often called upon to serve in the army of the Southern territories. They are known for their strict code of honor, which includes always keeping their word and never betraying their allies. Despite their martial prowess, the Branters are also known for their love of music and poetry, and many members of the family are accomplished bards and singers. The Branters are a proud and honorable family, and they are fiercely loyal to their liege lord, Noble house Anders.
House Raim:
Noble house Raim serves under Noble house Heart in the Southern territories of Regulus, holding the title of Exalt or Baron. The Raim family has a long-standing tradition of producing skilled warriors, and many of its members have earned renown on the battlefield. Despite their martial prowess, the Raims are known for their sense of honor and justice, and they often use their military might to protect the weak and uphold the law. This has earned them the respect of many of the common folk in the region, as well as the admiration of their peers in other noble houses. The Raims also have a reputation for being fiercely independent, and they are not afraid to challenge the authority of their superiors if they feel it is necessary to do so.
House Toll:
Noble house Toll is a vassal of Noble house Heart, serving under them in the Southern territories of Regulus. Their members hold the title of Exalt or Baron. The Tolls have a reputation for their skill in battle and for producing strong warriors, which has earned them respect among the other noble houses. Despite their martial prowess, the Tolls have also proven to be adept at diplomacy, and they often serve as negotiators and peacekeepers between other houses in the region. The house’s emblem is a black shield with a white raven in the center, symbolizing their strength and intelligence.
House Song:
Noble house Song is one of the vassal houses serving under Noble house Heart in the Southern territories of Regulus. Their title is Exalt or Baron. Known for their exceptional musical abilities, the Songs have been valued as entertainers in the courts of many noble houses. However, they have also made a name for themselves as skilled diplomats and negotiators, using their artistry and charm to secure advantageous deals for their liege lord. Despite their prominence in the court, the Songs are also known for their modesty and humility, living simple lives and focusing on their craft above all else.
House Greer:
Noble house Greer serves under Noble house Heart in the Southern territories of Regulus, holding the title of Exalt or Baron. The Greer family is known for their passion for music and the arts, and many of their members have become famous composers, poets, and painters. They have a long history of supporting the arts and are known to patronize young artists and musicians. Despite their focus on the arts, the Greer family has also made a name for themselves in trade, particularly in the sale of exotic goods from distant lands. They are often regarded as shrewd negotiators and savvy merchants.
House William:
Noble House William is a respected and loyal vassal of Noble House Hearth, operating within the Southern territories of Regulus. Led by their esteemed Exalt or Baron, the members of House William are known for their unwavering dedication to their liege and their commitment to maintaining the peace and prosperity of the region they call home. Their family crest is emblazoned with a lion, symbolizing their strength and courage in the face of adversity. While House William may not be the most powerful or influential house in the Southern territories, their unwavering loyalty and steadfast commitment to their duties have earned them a place of honor and respect among their peers.
House Dismyth:
Noble House Dismyth is a lesser-known but influential vassal of Noble House Hearth, operating within the Southern territories of Regulus. Led by their Exalt or Baron, the members of House Dismyth are renowned for their shrewdness and cunning in matters of diplomacy and trade. Their family crest features a serpent, symbolizing their ability to navigate the treacherous waters of politics and commerce with ease. While they may not have the military might of some of their peers, House Dismyth makes up for this with their keen intellect and cleverness, making them valuable advisors to those in power. Despite their reputation for being somewhat aloof and reserved, the members of House Dismyth are fiercely loyal to their liege and will go to great lengths to ensure the safety and security of the Southern territories.
House Ever:
Noble House Ever is a prestigious vassal of Noble House Hearth, operating within the Southern territories of Regulus. Led by their Exalt or Baron, the members of House Ever are renowned for their martial prowess and their unwavering dedication to the art of war. Their family crest features a pair of crossed swords, symbolizing their mastery of combat and their commitment to defending the realm from all threats. House Ever boasts some of the most skilled warriors in the Southern territories, and their prowess on the battlefield is the stuff of legend. Despite their fearsome reputation, the members of House Ever are honorable and just, following a strict code of chivalry in all their dealings. Their loyalty to their liege is unshakeable, and they are always willing to lay down their lives in defense of the Southern territories.

 

 

House Casteel:
Noble House Casteel is a wealthy and influential vassal of Noble House Hearth, operating within the Southern territories of Regulus. Led by their Exalt or Baron, the members of House Casteel are renowned for their business acumen and their ability to generate great wealth through trade and commerce. Their family crest features a golden coin, symbolizing their success and prosperity in the world of finance. House Casteel is known for its opulent lifestyle, with their members enjoying the finest luxuries that money can buy. Despite this, they are shrewd and cunning negotiators, always looking for new opportunities to expand their wealth and influence. Their loyalty to their liege is strong, but they are not above using their considerable resources to advance their own interests when it suits them. Despite this, House Casteel is a valuable asset to Noble House Hearth, providing them with the economic power necessary to maintain their position of influence in the Southern territories.
House Fudrig:
Noble House Fudrig is a lesser-known but respected vassal of Noble House Zvalt, operating within the Southern territories of Regulus. Led by their Exalt or Baron, the members of House Fudrig are known for their resourcefulness and their expertise in matters of agriculture and animal husbandry. Their family crest features a pair of crossed plowshares, symbolizing their connection to the land and their commitment to providing for the people of the Southern territories. House Fudrig is responsible for the vast farms and ranches that supply food and livestock to the region, and their members are renowned for their knowledge of crop rotation, irrigation, and animal breeding. While they may not have the military might or economic power of some of their peers, the members of House Fudrig are valued for their contributions to the prosperity and well-being of the Southern territories. Their loyalty to their liege is unshakeable, and they are always willing to lend their expertise and resources to any endeavor that will benefit the region as a whole.
House Harv:
Noble House Harv is a well-respected and influential vassal of Noble House Zvalt, operating within the Southern territories of Regulus. Led by their Exalt or Baron, the members of House Harv are renowned for their expertise in engineering and architecture. Their family crest features a towering castle, symbolizing their mastery of the art of construction and their commitment to building strong and secure structures for the people of the Southern territories. House Harv is responsible for the design and construction of many of the region’s most impressive fortifications, bridges, and other infrastructure projects. Their members are skilled craftsmen and artisans, able to work with stone, wood, and metal to create structures of great beauty and durability. Despite their focus on engineering, the members of House Harv are also skilled diplomats and negotiators, able to navigate the complex political landscape of the Southern territories with ease. Their loyalty to their liege is unwavering, and they are always ready to lend their expertise to any project that will benefit the region as a whole.
House Chopp:
Noble House Chopp is a vassal of Noble House Zvalt, operating within the Southern territories of Regulus. Led by their Exalt or Baron, the members of House Chopp are known for their expertise in forestry and woodcraft. Their family crest features an axe, symbolizing their mastery of the art of woodcutting and their commitment to sustainable forestry practices. House Chopp is responsible for the management and maintenance of the vast forests that cover much of the Southern territories, ensuring that they are not overharvested and that their resources are used wisely. Their members are skilled woodworkers and carpenters, able to fashion exquisite furniture, tools, and other items from the wood they harvest. House Chopp is also known for its skilled hunters, who are able to track and take down some of the most dangerous beasts that roam the forests. Despite their rugged and independent lifestyle, the members of House Chopp are loyal to their liege and willing to lend their skills and resources to any project that will benefit the Southern territories as a whole.
House Belvos:
Noble House Belvos is a vassal of Noble House Zvalt, operating within the Southern territories of Regulus. Led by their Exalt or Baron, the members of House Belvos are known for their expertise in animal husbandry and the breeding of fine horses. Their family crest features a galloping horse, symbolizing their connection to these majestic animals and their commitment to providing the finest horses to the people of the Southern territories. House Belvos is responsible for the vast ranches and stables that supply the region with horses for transportation, agriculture, and war. Their members are skilled trainers and riders, able to handle even the wildest and most spirited of horses. House Belvos is also known for its breeding programs, which produce some of the finest horses in all of Regulus. Despite their focus on horses, the members of House Belvos are also skilled merchants and traders, able to negotiate deals and contracts with ease. Their loyalty to their liege is unwavering, and they are always willing to lend their expertise and resources to any project that will benefit the Southern territories as a whole.

 

 

Seat (320 Houses)

Governance of the land is divided into provinces, with each province led by a Count or Sire. Below the Exalts are the Seats, also known as Lords. These individuals are responsible for the governance of towns and villages within a province. Seats are appointed by the Exalts and are chosen for their leadership abilities and expertise in managing the affairs of a town or village. They are responsible for ensuring that the needs of their constituents are met, including matters of public safety, healthcare, education, and infrastructure. They oversee the provision of services, such as the maintenance of local roads, the collection of taxes, and the administration of justice. In addition to these duties, Seats also act as a representative of their town or village to the higher levels of authority within the province. This includes attending meetings with other Seats and with their Exalt, providing feedback on the state of their town or village, and advocating for their settlement’s needs. Seats must be able to balance the competing interests of their constituents while staying within the parameters set by their Exalt. Their role is critical in ensuring that the province’s towns and villages are operating smoothly and that the people within them are being properly cared for. The Seats are respected members of the community and are viewed as trustworthy and reliable leaders who are closely connected to the daily lives of the people they serve.

Mayors/Councils

Often found governing smaller settlements with approval of a faraway lord.

 

 

Regulian Provinces

Regal

Regal

The province of Regal Expanse, governed by the Royal Family Fulgran, is a land of striking contrasts and unparalleled beauty. The province is situated on the edge of a vast desert, with its southern border marked by towering sand dunes that stretch as far as the eye can see. To the north of the province lies a lush, fertile plain that is irrigated by the River Fulgran, which runs through the heart of the province.

The people of Regal Expanse are fiercely proud of their culture and heritage, and are known for their love of poetry, music, and dance. They are skilled traders, with caravans of camels and horses crossing the desert to trade with neighboring provinces. The economy of the province is primarily based on agriculture, with the fertile plain to the north producing an abundance of crops, including wheat, barley, and olives. The province is also known for its skilled artisans, who produce intricate metalwork, pottery, and textiles.

The military of Regal Expanse is formidable, with well-trained soldiers equipped with the latest weapons and armor. The province is also home to a powerful order of magicians, who use their magical powers to defend the province and its people from external threats.

The ecology of the province is diverse and unique, with a variety of plants and animals that have adapted to the harsh desert environment. The desert is home to a variety of cacti, succulents, and other plants that can survive with little water, as well as several species of hardy desert animals, including snakes, lizards, and scorpions. The River Fulgran and the surrounding plain support a variety of crops and animals, including sheep, goats, and horses, as well as a variety of fish and other aquatic life.

The landscape of Regal Expanse is truly awe-inspiring, with the stark beauty of the desert giving way to the lush, green expanse of the river valley. The Royal Palace, a magnificent structure of white stone and gold, sits atop a hill overlooking the river, a symbol of the province’s wealth and power. The city of Fulgran, the province’s capital, is a bustling hub of activity, with markets, shops, and cafes lining the streets.

In the distance, the imposing silhouette of the Fulgran Mountains rises up, their snow-capped peaks a sharp contrast to the surrounding desert. The mountains are home to a variety of animals, including mountain goats and wolves, and are rumored to contain rich veins of gold and other precious metals. The province of Regal Expanse is a land of stark contrasts and natural beauty, a testament to the resilience and ingenuity of its people.

 

 

Allstone Rest

Allstone Rest

Allstone Rest is a province located in the heart of Regulus, ruled by The Faith of the Allgod, the most dominant military, magical, and divine force on the entire plane. The province is named after the grand temple located at its center, Allstone Temple, which serves as the beating heart of the Allgod’s worship.

The culture of Allstone Rest revolves around the teachings of the Allgod, which emphasize introspection, kindness, and devotion to the divine. The people of Allstone Rest are known for their warmth, empathy, and unswerving faith in the Allgod. They are a profoundly spiritual people who hold a deep-seated belief that all Deities are aspects of the Allgod, which lends them a unique perspective on the nature of divinity.

The economy of Allstone Rest is primarily agricultural, with the fertile fields surrounding the temple producing abundant crops and livestock. The province is also home to a significant number of skilled artisans and craftsmen who create exquisite works of art and jewelry that are highly prized throughout the realm. The temple itself is a major employer, with a large staff of priests, acolytes, and artisans dedicated to its upkeep.

The society of Allstone Rest is highly structured, with the temple serving as the epicenter of all social and political activity. The high priest of the Allgod serves as the governor of the province, with a council of priests and elders providing counsel on matters of governance. The people of Allstone Rest are fiercely loyal to the temple and its leadership, and will go to great lengths to safeguard their faith against any perceived threats.

The military of Allstone Rest is formidable, consisting of highly trained and disciplined soldiers. They are responsible for maintaining order within the province, protecting the temple and its occupants, and defending against any threats to the Allgod’s teachings. The military’s reputation as a force to be reckoned with is widely known throughout the realm, and serves as a potent deterrent to any who would seek to challenge the faith of the Allgod.

 

 

Allstone Rest is renowned throughout the realm for its potent magical abilities, which are believed to be granted to the temple by the Allgod himself. The priests of the temple are skilled in a diverse array of magical practices, including divination, healing, and elemental magic. They use their powers to help the people of the province and to protect against any threats to their faith.

The ecology of Allstone Rest is rich and varied, with rolling hills, dense forests, and wide-open fields all within the province’s borders. The landscape is dominated by the temple and its surrounding grounds, which are meticulously tended and adorned with beautiful gardens and fountains.

The flora and fauna of Allstone Rest are likewise diverse, with a wide range of plants and animals making their home in the province. The forests are teeming with towering trees and exotic creatures, while the fields are awash in wildflowers and grazing livestock.

The landscape of Allstone Rest is breathtakingly beautiful, dominated by rolling hills, dense forests, and verdant fields. The province’s center is the Allstone Temple, a grand edifice of white marble that stands proudly atop a hill overlooking the surrounding countryside. The temple is surrounded by a sprawling complex of gardens and courtyards, with fountains and pools of water adding to the serene atmosphere.

To the north of the temple lies a vast expanse of lush grassland, where herds of cattle and horses graze peacefully. In the east, the landscape gives way to a dense forest of towering trees, home to a variety of exotic creatures and plants. The forest is bisected by a sparkling river that winds its way through the province, providing fresh water and fishing opportunities for the locals.

To the south of the temple, the landscape becomes more rugged, with jagged peaks and rocky outcroppings rising up from the earth. Here, the terrain is home to a variety of mountain goats and other hardy creatures that have adapted to life in the harsh environment.

Throughout the province, carefully tended gardens and fields burst with vibrant colors and fragrances, thanks to the tireless efforts of the temple’s skilled gardeners and farmers. From the colorful wildflowers that line the roadside to the neatly ordered rows of crops that stretch to the horizon, the landscape of Allstone Rest is a testament to the province’s deep-seated reverence for nature and the divine.

The purpose of Allstone Rest is to act as a beacon of faith and devotion to the Allgod, and to provide a secure and prosperous home for those who call it home. The province exists to promote the values of empathy, charity, and devotion, and to defend against any who would seek to threaten the Allgod’s teachings. Though it is not widely known, the Allgod’s military is a formidable force, wielding immense power in the name of their deity.

 

 

Vintald

Vintald

Vintald Reaches, governed by the Noble Family House Storm, is a rugged and isolated region in the northern territories of Regulus. The landscape is dominated by the Vintald Mountains, a range of towering peaks that are covered in snow and ice for much of the year. The mountains provide a natural barrier against the harsh winds and storms that sweep across the region, creating a sheltered valley in the heart of the province.

The people of Vintald Reaches are hardy and self-sufficient, relying on their skills as hunters, trappers, and fishermen to survive in the rugged terrain. They are fiercely independent, and value their freedom and autonomy above all else. The economy of the province is based on the sale of furs, pelts, and other goods that are harvested from the local wildlife. The province also has a small mining industry, with precious metals and gems being extracted from the rocks and mountainsides.

The military of Vintald Reaches is composed of skilled hunters and warriors, who are adept at fighting in the rugged terrain and harsh weather conditions. They are known for their use of spears, bows, and other primitive weapons, which they have honed to a deadly efficiency. The province also has a small order of druids, who use their magical powers to communicate with the local wildlife and protect the province from external threats.

The ecology of Vintald Reaches is diverse and unique, with a variety of plants and animals that have adapted to the harsh conditions of the region. The forests surrounding the valley are home to a variety of trees, including evergreens and birch, while the tundra is home to mosses, lichens, and other hardy plants. The local wildlife includes moose, caribou, wolves, and bears, as well as a variety of smaller animals such as foxes, hares, and squirrels.

The landscape of Vintald Reaches is rugged and majestic, with the towering peaks of the Vintald Mountains dominating the horizon. The valley itself is lush and fertile, with crystal-clear streams and rivers running through it. The capital city of Storm’s End is located at the heart of the valley, and is surrounded by small farming communities and fishing villages. The city is home to a small but thriving market, where the local goods are sold and traded.

In the distance, the icy wastelands of the north stretch out to the horizon, a reminder of the harsh and unforgiving environment that surrounds Vintald Reaches. Despite the challenges posed by the landscape, the people of the province are proud of their independence and self-sufficiency, and remain fiercely loyal to their noble family, House Storm.

 

 

Storm

Storm

The Stormlands, governed by the Noble Family House Gard, is a vast and rugged province located in the northern territories of Regulus. The landscape is dominated by the Storm Peaks, a range of towering mountains that are perpetually shrouded in fog and mist. The region is known for its harsh and unpredictable weather, with violent storms and heavy snowfall a common occurrence throughout the year.

The people of the Stormlands are hardy and resourceful, relying on their skills as farmers, miners, and craftsmen to survive in the rugged terrain. They are a proud and stoic people, with a deep reverence for the natural world and a strong connection to the land. The economy of the province is based on the sale of precious metals and gems, as well as a variety of other goods that are harvested from the land and sea.

The military of the Stormlands is formidable and well-trained, with a strong emphasis on defensive tactics and the use of ranged weapons. They are known for their skilled archers, who are able to rain down arrows on their enemies from a safe distance. The province also has a small order of powerful wizards, who use their magical powers to control the elements and protect the province from external threats.

The ecology of the Stormlands is diverse and unique, with a variety of plants and animals that have adapted to the harsh conditions of the region. The forests surrounding the mountains are home to a variety of trees, including evergreens and birch, while the tundra is home to mosses, lichens, and other hardy plants. The local wildlife includes wolves, bears, elk, and mountain goats, as well as a variety of smaller animals such as foxes, hares, and squirrels.

The landscape of the Stormlands is rugged and majestic, with the towering peaks of the Storm Mountains dominating the horizon. The region is also home to a number of large lakes and rivers, which provide water and fish for the local communities. The capital city of Stormhold is located in the heart of the province, and is surrounded by small farming communities and mining towns. The city is home to a bustling market, where the local goods are sold and traded.

In the distance, the icy wastelands of the north stretch out to the horizon, a reminder of the harsh and unforgiving environment that surrounds the Stormlands. Despite the challenges posed by the landscape, the people of the province are proud of their resilience and perseverance, and remain fiercely loyal to their noble family, House Gard

 

 

Falgulch

Falgulch

Province:
Falgulch Break
Governor:
Noble Family House Torrent
Location:
An Island off the coast of the Northern territories in Regulus
Culture:
The people of Falgulch Break are seafarers and fishermen, and their culture revolves around the ocean. They are known for their hospitality and generosity towards travelers, as well as their love for music and dance. The inhabitants of Falgulch Break are skilled in building and navigating ships, and they trade regularly with the mainland and other neighboring islands.
Economy:
Falgulch Break’s economy revolves around fishing, trading, and shipbuilding. The island has an abundance of fish and other seafood, and its skilled fishermen bring in a bountiful catch each season. The island also has several shipyards that produce sturdy and reliable vessels that are in high demand across the region. Additionally, Falgulch Break is a hub for trade, as its location makes it an ideal stopping point for ships traveling to and from the mainland and other nearby islands.
Military:
The military force of Falgulch Break is a formidable naval fleet, equipped with the latest technologies in shipbuilding and warfare. They are trained in both conventional and unconventional warfare tactics, and they have a reputation for their lightning-quick strikes and cunning strategies. The navy also plays a crucial role in maintaining the safety and security of the island’s waters, protecting it from pirates and other maritime threats.

 

 

Magical Power:
The people of Falgulch Break have a deep reverence for the sea and its mystical powers. They believe that the sea is inhabited by powerful and mysterious creatures, and that it possesses its own form of magic that can be harnessed and used for various purposes. As such, many of the island’s inhabitants are skilled in magic related to water and the ocean, and they use it to aid them in fishing, navigation, and protection.
Ecology:
Falgulch Break’s landscape is dominated by its rugged coastline and rocky cliffs, which give way to lush forests and rolling hills as one moves further inland. The island is home to a wide variety of marine life, including whales, dolphins, seals, and a variety of fish species. The island’s forests are populated by several species of birds and small mammals, and its fields are dotted with wildflowers and other plants.
Flora and Fauna:
Falgulch Break has a diverse range of flora and fauna, with several species that are unique to the island. The island’s forests are home to towering trees and dense underbrush, and its fields are populated by wildflowers and other plants. The island’s marine life is equally diverse, with whales, dolphins, seals, and a variety of fish species populating its waters. Additionally, the island is home to several species of birds, including gulls, eagles, and pelicans.
Purpose:
Falgulch Break serves as an important hub for trade and commerce in the Northern territories, as well as a critical naval base and center of maritime power. The island’s skilled sailors and shipbuilders are in high demand, and its strategic location makes it a valuable asset in times of war or conflict. Additionally, the island’s rich culture and unique ecology make it a popular destination for travelers and adventurers alike.

 

 

Swifland

Swifland

The province of Swifland Isle, governed by the noble family House Tyrant, is a small but prosperous island in the Northern territories of Regulus. The island is known for its fertile lands, abundant forests, and pristine beaches that attract tourists from all over the world. The island’s economy is heavily dependent on tourism, agriculture, and fishing.

The people of Swifland Isle have a strong seafaring tradition and are skilled navigators, fishermen, and sailors. They have a laid-back lifestyle and are known for their hospitality, making visitors feel welcome and at home. The culture on the island is heavily influenced by the sea, with sea shanties and tales of legendary sea creatures being a common part of their folklore.

House Tyrant is the ruling family of the island, and they maintain a strong military presence to protect the island from potential threats. The military is highly trained in naval combat, and they have a small but formidable navy that patrols the waters surrounding the island. The magic on the island is also highly revered, with many of the islanders practicing various forms of elemental magic, including water magic.

The ecology of Swifland Isle is diverse, with dense forests, rolling hills, and rocky cliffs along the coast. The island is home to many unique species of flora and fauna, including the Swifland Seahorse, a rare species of seahorse that can only be found in the waters around the island. The island also has several nature reserves, which are protected areas that are home to many endangered species.

Overall, Swifland Isle is a beautiful and unique province in Regulus, with a rich culture and history that is deeply connected to the sea. It is a popular destination for tourists looking to relax on its beautiful beaches, explore its lush forests, and experience the island’s unique culture.

 

 

Highstone

Highstone

Highstone Reaches, located in the western territories of Regulus, is a province governed by Noble House Shard. The province is characterized by its mountainous and forested landscape, making it a favorite spot for adventurers and nature lovers alike.

The people of Highstone Reaches are hardy and resilient, much like the landscape they inhabit. They pride themselves on their self-sufficiency and resourcefulness, as they have had to learn to survive in the rugged terrain. The culture of Highstone Reaches is deeply rooted in nature and the elements, with many traditions and beliefs revolving around the mountains and forests that surround them. The people here have a great reverence for the land, and many are skilled hunters and gatherers.

The economy of Highstone Reaches is based on mining and forestry. The mountains of the region contain rich deposits of precious metals and minerals, which are extracted by skilled miners. The forests provide a steady supply of timber and other natural resources, which are used for building and crafting. In addition, the province is a popular destination for adventurers and explorers, which provides a steady source of income for the local economy.

The military of Highstone Reaches is small but formidable, consisting mainly of skilled archers and warriors trained in mountain warfare. The province is well-defended by natural barriers, which make it difficult for invaders to penetrate. The military is also supported by a small but powerful group of wizards, who use their magical powers to defend the province against any threats.

The magical power in Highstone Reaches is primarily elemental in nature, with many wizards specializing in controlling the forces of nature such as wind, water, and earth. The wizards of Highstone Reaches are highly respected for their abilities and are often called upon to provide aid and support during times of crisis.

The ecology of Highstone Reaches is diverse and abundant, with a wide variety of flora and fauna. The forests are home to many species of animals, including deer, bears, and wolves. The mountains are also home to many rare and exotic species, such as mountain goats and snow leopards. The province is also home to many natural wonders, such as crystal-clear lakes and majestic waterfalls.

In terms of purpose, Highstone Reaches is an important province for Regulus, as it provides a steady supply of natural resources and acts as a natural barrier against invaders. The people of Highstone Reaches take great pride in their province and are fiercely protective of their land and way of life.

 

 

Freystal

Freystal

The Freystal Archipelago is a stunningly beautiful cluster of islands that are located off the western coast of Regulus. The archipelago is governed by the noble House Denstin, which has been the ruling family for generations.

The people of Freystal Archipelago are seafarers, with fishing and trading being the primary sources of income. They are a hardworking and resilient people, who have learned to adapt to the challenges of living on the islands. Their culture is steeped in maritime traditions, and they are known for their skilled boat-building and navigational abilities.

The economy of the archipelago is centered around fishing, trading, and tourism. The islands are rich in natural resources, including fish, timber, and minerals, which are exported to other parts of Regulus. The archipelago is also a popular tourist destination, with visitors flocking to enjoy the natural beauty of the islands and the unique culture of the islanders.

The military of the archipelago is primarily focused on protecting the islands from pirate attacks and ensuring the safety of its citizens. The navy is well-trained and well-equipped, with skilled sailors and powerful ships that can navigate the treacherous waters of the archipelago.

The magical power of the archipelago is largely derived from the natural energies that flow through the islands. The islanders have learned to harness these energies and use them in their daily lives, from healing to divination.

The ecology of the archipelago is diverse, with a range of plant and animal species that are unique to the islands. The forests are filled with towering trees, while the beaches are home to a variety of marine life, including colorful fish and sea turtles.

The landscape of the archipelago is characterized by rugged cliffs, sandy beaches, and lush forests. The islands are dotted with small villages and towns, each with its own unique character and charm. The people of the archipelago are deeply connected to the land and sea, and their way of life is closely tied to the natural rhythms of the islands.

Overall, the Freystal Archipelago is a beautiful and vibrant place, full of natural wonder and cultural richness. It is a true jewel of the western territories of Regulus and a testament to the resilience and ingenuity of the people who call it home.

 

 

Thorn

Thorn

The Thorn Woods is a vast province in the western territories of Regulus, governed by Noble House Stern. The province is known for its dense forests, woodlands, and jungles that are interspersed with rocky hills, making it a difficult terrain to navigate. The province is home to various species of flora and fauna, with towering trees and vibrant vegetation covering most of the land.

The people of Thorn Woods are fiercely independent and pride themselves on their self-sustaining economy, with hunting, gathering, and farming being the primary means of livelihood. The province is also rich in minerals and natural resources such as iron, gold, and precious stones, which are mined from the rocky hills.

The military forces of Thorn Woods are well-trained in guerrilla warfare, taking advantage of the rugged terrain and utilizing their knowledge of the forests and woodlands to their advantage. The province is also known for its skilled archers and hunters, who provide a formidable defense against any invading forces.

Magic is deeply ingrained in the culture of Thorn Woods, with many of the inhabitants possessing magical abilities. The forests and woodlands are believed to be home to magical creatures, and there are many tales of powerful sorcerers who have made their homes deep in the heart of the Thorn Woods.

The province is also home to a variety of wildlife, including bears, wolves, deer, and exotic birds. The forests are home to various species of plants, including medicinal herbs, which are widely used in the province for healing purposes. The people of Thorn Woods are deeply connected to nature and the environment, and they go to great lengths to protect and preserve their natural resources.

The culture of Thorn Woods is deeply rooted in tradition, with the inhabitants taking great pride in their customs and beliefs. The people are known for their hospitality and generosity, welcoming travelers and strangers into their homes with open arms. The province is also known for its art and music, with many of the inhabitants possessing a natural talent for creative expression.

 

 

Shinhara

Shinhara

The province of Shinhara Expanse is a sprawling landscape with a diverse range of flora and fauna, dominated by forests, hills, plains, meadows, and savannahs. The region is governed by Noble House Krask, and the culture of the people is deeply rooted in their connection to the land and the natural world.

The economy of Shinhara Expanse is driven by agriculture, forestry, and animal husbandry. The vast plains and savannahs are home to herds of bison, elk, and antelope, while the forests provide a bounty of game animals such as deer, wild boar, and bear. The people of Shinhara Expanse have also cultivated the land and have established farms and plantations that produce a variety of crops such as wheat, corn, and soybeans.

The military of Shinhara Expanse is primarily composed of skilled archers and cavalry riders who are adept at navigating the rugged terrain of the region. They are fiercely loyal to Noble House Krask and are trained to defend their home against any threat.

Magical power is prevalent in Shinhara Expanse, with many of the people having a natural affinity for nature magic. The forests are said to be enchanted, and many travelers have reported experiencing strange and mystical occurrences while journeying through the woods. There are also several druidic orders that call the forests of Shinhara Expanse their home, and they are revered for their knowledge of the natural world.

The ecology of Shinhara Expanse is rich and diverse, with a wide variety of plant and animal species. The forests are dominated by towering oak, maple, and pine trees, while the plains are covered in tall grasses and wildflowers. The region is also home to several lakes and rivers that are teeming with fish and other aquatic life.

The fauna of Shinhara Expanse is equally diverse, with animals ranging from small rodents to massive elk and bison herds. Predators such as wolves, mountain lions, and bears also roam the region, adding an element of danger to the wilderness. The people of Shinhara Expanse have learned to coexist with these animals, respecting their place in the natural order of things.

Overall, the province of Shinhara Expanse is a wild and rugged region, where the people live in harmony with the land and the natural world. It is a place of great beauty and mystery, where magic and nature converge to create a truly unique and awe-inspiring landscape.

 

 

Grinereach

Grinereach

The Province of Jaws of Grinereach is a coastal region in the eastern territories of the Kingdom of Regulus, governed by Noble House Amora. The region is situated on a cliff overlooking the Bay of Stars, providing stunning views of the sea. The landscape of the province is dominated by dense forests and woods, which are home to a variety of flora and fauna.

The people of Jaws of Grinereach are known for their seafaring skills, and fishing is a significant part of their economy. The province’s economy also benefits from the trade that passes through the Bay of Stars, as merchants from all over the kingdom use the bay as a trading route.

Noble House Amora maintains a small but capable military force to protect the province from external threats. The military includes well-trained archers, swordsmen, and cavalry. The province’s magical power is relatively weak, with only a few practitioners of the magical arts residing in the area.

The ecology of Jaws of Grinereach is diverse, with dense forests and rocky coastlines providing habitats for a variety of flora and fauna. The forests are home to oak, maple, and elm trees, while the coast is lined with rocky cliffs, beaches, and tidal pools. The region is also home to a variety of animals, including deer, rabbits, foxes, and bears.

The people of Jaws of Grinereach have a unique culture that reflects their coastal lifestyle. Seafood is a significant part of their cuisine, and the province’s coastal location means that they have a love of the sea. The people of Jaws of Grinereach are also known for their love of music and dance, with festivals and celebrations often featuring traditional songs and dances.

Overall, Jaws of Grinereach is a beautiful and diverse province, known for its stunning coastal views, rich forests, and unique culture. The province’s location on the Bay of Stars makes it a vital part of the Kingdom of Regulus’s economy, and the people of Jaws of Grinereach are proud to call it home.

 

 

Voltada

Voltada

The Gulf of Voltalda is a province located in the eastern territories of the Kingdom of Regulus, governed by the noble House Aldros. The province is situated on the coast and overlooks the Bay of Stars, making it an important hub for maritime trade. The landscape of the Gulf of Voltalda is dominated by vast expanses of grasslands and plains, with occasional forests dotting the landscape.

The people of the Gulf of Voltalda are known for their love of horses and horse breeding, and horsemanship is a revered skill in the region. The economy of the province is largely driven by agriculture, with the grasslands and plains providing ample space for grazing livestock and growing crops. The region also benefits from the fishing industry, thanks to its proximity to the sea.

The military of the Gulf of Voltalda is known for its skilled cavalry units, which are highly valued by the Regulan army. The province is also home to skilled archers and spear fighters, who are adept at fighting on open plains.

Magical power is not as prominent in the Gulf of Voltalda as it is in other regions of Regulus, but there are still some practitioners of magic in the province. Many of these individuals are druids who have a deep connection to the natural world and use their magic to protect the land and the creatures that live there.

The ecology of the Gulf of Voltalda is diverse, with many different species of grasses, wildflowers, and shrubs covering the landscape. The region is also home to many different kinds of birds, including hawks, eagles, and falcons. The coastal areas are home to a variety of marine life, including fish, crabs, and lobsters.

Overall, the Gulf of Voltalda is a prosperous province with a strong agricultural tradition and a deep connection to the land and the sea. The people of the region are known for their skill in horsemanship and their reverence for nature, making it a unique and important part of the Kingdom of Regulus.

 

 

Jernator

Jernator

The province of Great Jernator, governed by the noble House Bavil, is a vast expanse of land in the eastern territories of Regulus. The landscape is mostly dominated by a harsh Savanna, with sparse vegetation and frequent droughts. However, scattered throughout the region are vast and dense forests, providing shelter and sustenance for the fauna and flora living within them.

The people of Great Jernator are hardy and resilient, adapted to living in a harsh environment. The culture here is heavily influenced by the nomadic tribes that roam the region, known for their impressive horsemanship and their reliance on the land to survive. They have a deep connection to the spirits of the land and believe that everything has a spirit that must be respected and cared for.

Economically, Great Jernator is dependent on the natural resources of the land, such as minerals, timber, and rare plants. The people are skilled craftsmen, creating beautiful jewelry and pottery from the resources available to them. Trading with neighboring provinces is also an important source of income.

The military of Great Jernator is based on their horsemanship, and the tribes maintain a strong cavalry unit that is feared by their enemies. They are known for their agility and speed on horseback, and their tactics revolve around hit-and-run attacks that take advantage of their superior mobility.

Magical power in Great Jernator is heavily influenced by the natural world, and the tribes have a deep understanding of the magic inherent in the land. They use this magic to communicate with the spirits of the land, heal wounds, and ward off evil spirits.

Ecologically, Great Jernator is a unique and fragile ecosystem that is constantly threatened by human activities. The flora here is adapted to the harsh environment, with many species being drought-resistant and able to store water. The fauna includes many species of large mammals, such as lions, elephants, and giraffes, as well as smaller mammals and numerous bird species.

Overall, Great Jernator is a unique and challenging province that has its own distinct culture, economy, military, and magical power. The landscape is harsh but beautiful, and the people here are hardy and resourceful, capable of surviving in a challenging environment.

 

 

Dentyr

Dentyr

Dentyr Gardens is a province located in the eastern territories of the Kingdom of Regulus, and it is governed by the noble House Orchid. The province is known for its breathtaking natural beauty, as the Great Mountains have been turned into massive gardens, and the valleys below are full of tended forests.

Culture: Dentyr Gardens is a peaceful and tranquil province, where the people have a great appreciation for the natural world. The inhabitants of this province are known for their horticultural expertise and their love of gardening.

Economy: The economy of Dentyr Gardens revolves around the cultivation and trade of rare and exotic plants, flowers, and herbs. The province is a major exporter of botanical products, and many of the wealthiest merchants in the kingdom have their roots in Dentyr Gardens.

Military: The military presence in Dentyr Gardens is relatively small, as the province has never been a target of aggression from neighboring kingdoms. The soldiers stationed in Dentyr Gardens are tasked with protecting the province’s borders and maintaining law and order.

Magical Power: The magical power in Dentyr Gardens is strong, as the province is home to many rare and magical plants. Many of the local herbalists and healers are skilled in the use of magic to enhance the properties of their remedies.

Ecology: The ecology of Dentyr Gardens is unique, as the province’s landscape has been transformed into an expansive garden. The gardens are home to a wide variety of flora, including rare and exotic species. The tended forests that surround the mountains are home to many types of wildlife, including deer, elk, and bears.

Flora: The province is known for its vast and varied plant life, including roses, orchids, lilies, and many other exotic flowers. The Great Mountains are covered in lush greenery, with a wide variety of trees, shrubs, and flowering plants.

Fauna: The tended forests in the valleys are home to a wide variety of wildlife, including deer, elk, bears, and many types of birds. The province is also home to many domesticated animals, including horses and goats.

Overall, Dentyr Gardens is a peaceful and beautiful province that is renowned for its horticultural expertise and botanical exports. The inhabitants of this province have a deep appreciation for the natural world, and they strive to maintain a harmonious relationship with the environment.

 

 

Maugh

Maugh

The Expanse of Maugh is a vast and open province situated in the southern territories of the kingdom of Regulus, ruled by Noble House Anders. The landscape is dominated by vast grasslands that stretch as far as the eye can see. These rolling fields of tall grass are dotted with scattered forests of taiga trees, with crystal-clear streams and rivers winding their way across the terrain.

The people of the Expanse of Maugh are known for their nomadic lifestyle, and many of them live in large tents and yurts that they can easily pack up and move from place to place. They are a hardy people, well-suited to living on the open plains and surviving the harsh winters that can descend upon the region. They have a deep respect for the land and its natural resources, and many of their traditions and beliefs are rooted in their connection to the earth.

The economy of the Expanse of Maugh is largely based on agriculture and animal husbandry, with many of the people relying on their herds of cattle, horses, and sheep to provide for their basic needs. They also engage in trade with neighboring provinces, exchanging their agricultural goods and animal products for manufactured goods and other resources that are not available in their region. The province is also home to several mines, providing a steady supply of valuable minerals and ores.

The military of the Expanse of Maugh is largely focused on defense, with the people relying on their knowledge of the land and their ability to adapt to changing circumstances to protect themselves and their homes. They are skilled with a variety of weapons, including swords, bows, and spears, and are known for their ability to ride and fight from horseback.

Magical power is not a significant aspect of life in the Expanse of Maugh, but there are a few individuals who possess a natural talent for magic. They are highly respected members of the community, and their abilities are often called upon to aid in healing, protection, and other tasks.

The ecology of the Expanse of Maugh is diverse, with a wide variety of plant and animal life living in the grasslands and forests. The taiga trees provide a home for many different species of birds and small mammals, while the grasslands support large herds of grazing animals like bison and antelope. There are also predators like wolves and cougars that hunt in the region, keeping the ecosystem in balance.

The flora of the Expanse of Maugh is dominated by grasses, with tall prairie grasses covering much of the open plains. There are also wildflowers, shrubs, and small trees that grow in the region, providing food and shelter for the many animals that call the province home.

The fauna of the Expanse of Maugh is diverse and abundant, with large herds of grazing animals like bison and antelope being the most common. There are also predators like wolves and cougars that hunt in the region, along with smaller animals like rabbits, squirrels, and mice. The province is also home to many different species of birds, including hawks, eagles, and owls.

 

 

Willow

Willow

The Willowed Woods is a province located in the southern territories of the kingdom of Regulus, governed by the noble House Heart. The landscape is mostly covered in dense forests, ranging from taiga to tundra, with rocky mountains jutting out of the ground. The weather is often harsh and unpredictable, with long winters and short summers.

The people of Willowed Woods are known for their hardiness and self-sufficiency. They are primarily hunters, trappers, and gatherers, relying on the resources of the forest to sustain themselves. They have developed a deep respect for nature and its creatures, and many of their traditions and customs revolve around honoring the spirits of the woods.

The economy of the province is centered around the trade of furs, hides, and other forest products, which are highly prized by merchants from other parts of the kingdom. The people of Willowed Woods also mine for valuable minerals and metals that are found in the mountains, which are used in the production of weapons, armor, and other goods.

The military of the province is small but highly skilled in forest warfare, as the dense trees and underbrush provide excellent cover for ambushes and surprise attacks. The soldiers of Willowed Woods are experts in tracking, stealth, and archery, making them formidable opponents in battle.

Magical power in the province is believed to be closely tied to the spirits of the forest, and many of the people are skilled in herbalism and other forms of natural magic. There are also powerful magical creatures that dwell in the woods, such as unicorns, sprites, and even dragons, which are both feared and revered by the people.

The ecology of Willowed Woods is incredibly diverse, with a wide range of flora and fauna that have adapted to the harsh climate. The forests are home to wolves, bears, deer, and other large mammals, as well as smaller creatures like squirrels, rabbits, and birds. The rivers and lakes teem with fish and other aquatic life, and there are even hot springs and geysers that are believed to have healing properties.

Overall, the Willowed Woods is a mysterious and enchanting province that is both beautiful and treacherous. Its people have learned to live in harmony with nature, but they are also fiercely protective of their home and way of life.

 

 

Cloud

Cloud

The Great Cloud Expanse is a vast province situated in the southern territories of the Kingdom of Regulus. It is governed by Noble House Hearth, a family known for their love of nature and their stewardship of the land. The province is characterized by its expansive Tundra’s and Taiga’s, which make up the majority of the landscape.

The people of the Great Cloud Expanse are hardy and self-sufficient. They have adapted to the harsh climate of the region, and rely heavily on hunting, fishing, and gathering for their sustenance. They are also skilled craftsmen, creating beautiful and intricate works of art from the natural resources of the land.

The economy of the province is based on trade, with furs, ivory, and other natural resources being the most valuable commodities. The people of the Great Cloud Expanse are known for their honesty and fairness in trade, and their reputation for reliability has made them sought after as trading partners.

The military of the Great Cloud Expanse is small but well-trained. The harsh conditions of the region have bred a tough and resilient people, who are skilled in survival and combat. The military is primarily used for defensive purposes, as the people of the Great Cloud Expanse prefer to avoid conflict whenever possible.

Magical power is not particularly prevalent in the Great Cloud Expanse, but the people have a deep respect for the natural world and believe in the power of the spirits that inhabit it. They practice a form of shamanism, which involves communicating with these spirits and seeking their guidance and protection.

The ecology of the Great Cloud Expanse is fragile but diverse. The Tundra’s and Taiga’s are home to a variety of plant and animal life, including reindeer, wolves, polar bears, and arctic foxes. The people of the Great Cloud Expanse have a deep reverence for the natural world and take great care to preserve it.

The flora of the province is primarily composed of various species of lichens, mosses, and grasses, which are adapted to the harsh climate. The most notable plant in the region is the dwarf birch, which is a small shrub that is able to survive in the low-nutrient soil of the tundra.

The fauna of the Great Cloud Expanse is diverse and abundant. The most iconic animal of the region is the reindeer, which is used for transportation, clothing, and food. Other notable animals include the arctic fox, which has a beautiful coat prized by hunters, and the polar bear, which is the largest predator in the region.

Overall, the Great Cloud Expanse is a beautiful and unique province, characterized by its harsh climate, diverse ecology, and hardy and self-sufficient people. The region is a testament to the resilience of the human spirit and the power of nature to inspire and sustain us.

 

 

Breaker

Breaker

The Province of Breaker Bay is a beautiful and prosperous region within the kingdom of Regulus, located in the southern territories and governed by the Noble House Zvalt. The land is situated on a large bay that serves as a natural harbor for ships, making it an important center for trade and commerce. The landscape is characterized by a mix of forested areas, taiga’s, and a perfect temperate forest that runs through the heart of the land.

The culture of Breaker Bay is diverse, with a mix of indigenous people and immigrants from other regions. The people of Breaker Bay are known for their industriousness, creativity, and strong work ethic. They are also renowned for their love of music, dance, and storytelling, with many traditional festivals and celebrations held throughout the year.

The economy of Breaker Bay is primarily based on agriculture, fishing, and trade. The land is fertile and the forests are rich in natural resources, making it an ideal location for farming and forestry. The bay provides ample fishing opportunities, with a variety of seafood caught and traded in the local markets. The region is also a hub for trade, with merchants from all over the kingdom coming to the bay to trade their goods.

The military of Breaker Bay is small but well-trained, with soldiers equipped with traditional weapons and tactics as well as some magical abilities. The region is located close to the border with neighboring kingdoms, making it a strategically important location for defense.

The magical power of Breaker Bay is strong, with many powerful sorcerers and mages residing in the region. The temperate forest that runs through the heart of the land is said to be home to ancient magical creatures and spirits that are revered and respected by the people.

The ecology of Breaker Bay is diverse, with a range of flora and fauna found throughout the region. The forests are home to a variety of trees and plants, including the majestic Breaker Oak that is unique to the region. The waters of the bay are home to many fish and other marine creatures, while the taiga’s and grasslands are home to a range of land animals such as deer, wolves, and bears.

Overall, Breaker Bay is a vibrant and thriving province within the kingdom of Regulus, known for its beauty, culture, and prosperity.

 

 

Knights Rank

Companion at arms:
Anyone who is in the Kingdom’s Army and aspires to become a knight, and fights for them voluntarily
Squire:
Someone who accompanies a knight personally into battle
Hedge Knight:
Honorary Lieutenants. A Recently appointed Knight not given the status of Noble or Name
Herald Knight:
Honorary Captain. An accomplished knight who will be now be treated as with noble Blood
Knight Officer:
Honorary Major
Knight Sergeant:
Honorary Lieutenant Colonel
Knight Captain:
Honorary Brigadier General
Knight Commander:
Honorary Brigadier General
  • Knight Lordship: A man appointed the title of Exalt or higher, and will forever be treated as with noble blood

  • Grand Master: A Leader of the Knights, someone who commands thousands upon thousands of men. Only 8 currently reside in Regulus

Regulian Force Ranks

Initiate
This is the lowest rank in the Regulian Force, typically given to new recruits who have just completed their basic training. They are expected to learn and follow the rules and regulations of the force, and to begin developing their skills and knowledge.
Sergeant
A non-commissioned officer (NCO) rank, the Sergeant is responsible for leading a small team of soldiers and ensuring they follow orders. They may also be responsible for training and mentoring lower-ranked soldiers.
Lieutenant
Commissioned officers with this rank are responsible for commanding a platoon of soldiers. They are responsible for tactical decisions and must be able to work closely with their sergeants to execute their plans.
Captain
A Captain commands a company of soldiers, which can include several platoons. They are responsible for executing missions and ensuring the safety and well-being of their soldiers.
Major
Majors are typically responsible for a battalion of soldiers, which can consist of several companies. They are responsible for making strategic decisions and ensuring that their battalion is ready for any mission that may come their way.
Lieutenant Colonel
This rank is typically held by officers who are responsible for a regiment, which can consist of several battalions. They work closely with their commanding officers to ensure the regiment is properly trained and equipped.
Colonel
A Colonel is responsible for commanding a brigade, which typically consists of several regiments. They must be able to lead a large number of soldiers and make critical strategic decisions.
Brigadier General
This rank is typically held by officers who are responsible for a division, which can consist of several brigades. They are responsible for ensuring the division is ready for any mission and can work closely with other high-ranking officers to make strategic decisions.
General
The highest rank in the Regulian Force, generals are responsible for commanding an entire army or military operation. They must be able to make critical decisions quickly and work closely with other high-ranking officers to ensure the success of their mission.

Regulian Unit Structure

  • Squad/Team: A squad or team typically consists of 8-12 soldiers, led by a non-commissioned officer (NCO) such as a Sergeant.

  • Platoon: A platoon typically consists of 30-40 soldiers, led by a commissioned officer such as a Lieutenant.

  • Company: A company typically consists of 100-150 soldiers, led by a Captain.

  • Battalion: A battalion typically consists of 300-800 soldiers, led by a Major

  • Regiment: A regiment typically consists of 2,000-3,000 soldiers, led by a Lt. Colonel.

  • Brigade: A brigade typically consists of 3,000-5,000 soldiers, led by a Colonel.

  • Division: A division typically consists of 10,000-15,000 soldiers, led by a Brigadier General.

  • Corps/Army: A corps or army can consist of several divisions and can vary greatly in size, ranging from 20,000 to hundreds of thousands of soldiers. They are typically led by a Lieutenant General or General.

 

 

Urdsten

Urdsten

Ruler
  • Seat’s of Angoor: 4 Head’s chosen by Dwarven nobility. Voted in at the end of each Century.
  • Appointed Head: King Rar’Gys Iyron
Main Residence:
43% Khazdur, 34% Rak, 9.99% Anor, 7% Coldhart, 5% Eldar, 1% Sol .01% Various other races.
Population:
20,207,200
Capital:
Durghen (map label currently incorrect)
Military:
Construct’s 70%, Citizen’s 30%.
Economy:
Very Prosperous
Main Export:
Minerals & Ales
Main Import:
Ale & Minerals
Summary

The nation of Urdsten is an ancient dwarven nation founded at the dawn of Sanctum. The dwarves who founded the nation are said to be birthed from the Tears, Sweat, Blood, and Mind of their god, Khaz Mord. Despite being lost and unknowing at first, the dwarves were full of innovation and curiosity which led them to band together and form the nation of Urdsten.

Initially, the dwarven royalty ruled over the nation. However, over time, the separation of ideas and ideals among the four founding families led to the dissolution of the royalty. Instead, the nation is now based on the four families that birthed it: Tears, Sweat, Blood, and Mind.

At the dawn of each century, each family nominates four candidates for the succession of their particular seat. Of the total of sixteen candidates, each winning candidate must be approved by a 2/3rd majority of the previous seat holder, excluding the prior seat holder. Once these seats have been decided, the rulers have unlimited and absolute authority.

Urdsten is known for its dwarven craftsmanship and is home to many skilled artisans and smiths. The nation is also fiercely protective of its people and resources, and its military is renowned for its discipline and efficiency. Despite being primarily a dwarven nation, Urdsten is open to trade and interaction with other races, as long as they abide by the laws and customs of the nation.

 

 

King Rar’Gys Iyron

Rar’Gys

**

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
All of Urdsten
Eminence
38
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

Urdstidian Chairs/Seats of Angoor

The 4 families that currently lead Urdsten culture and progress. Representing Tears, Sweat, Blood, and the Mind.

 

 

Children of Tears (House Ground)
Egon Ground

Seat of Bortablad

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
All of
Eminence
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

House Ground, also known as the Children of Tears, is a noble Dwarven family that resides in the magical-punk fantasy nation of Urdsten. They are known for their cunning political maneuvering and their fierce loyalty to their allies. House Ground controls the Bortablad (Terra Children) Expanse, a sprawling province that is home to a variety of unique creatures and landscapes.

The province of Bortablad is located in Southern reaches of Urdsten, surrounded by towering mountains and vast deserts. The region is rich in natural resources, including precious metals and gemstones, which have made House Ground one of the wealthiest families in the nation. The ecology of Bortablad is incredibly diverse, with forests, grasslands, and wetlands coexisting alongside more hostile environments such as the scorching sands of the Desert of Ashes.

The fauna of Bortablad is equally varied. Giant armored lizards known as Bladedrakes roam the deserts, while massive cave spiders known as Shadowweavers lurk in the darkness of the province’s many caverns. The skies are home to flying creatures such as Skywhales and Stormhawks, while the rivers and lakes teem with freshwater fish and other aquatic life.

The flora of Bortablad is just as impressive as its fauna. The region is home to towering trees such as the Silverwood, whose bark is prized for its magical properties. The twisted vines of the Bloodthorn forest are said to have healing properties, while the glowing mushrooms that grow in the underground caverns are sought after for their hallucinogenic effects.

House Ground is known for their love of music and poetry, and they have built several grand halls where musicians and poets from across Urdsten come to perform. They are also famous for their love of the arts, and their homes are decorated with intricate tapestries and sculptures.

Despite their love of the finer things in life, House Ground is a fiercely protective family, and they are not afraid to use force to defend their interests. They are known for their skilled armies of Dwarven warriors, and their elite fighters, known as the Tears of Ground, are feared throughout Urdsten for their prowess in battle.

In conclusion, House Ground, the Children of Tears, is a powerful and influential Dwarven family that controls the Bortablad Expanse in the magic-punk fantasy nation of Urdsten. The province is home to a diverse range of flora and fauna, and House Ground is known for their love of the arts and their fierce loyalty to their allies.

 

 

Children of Sweat (House Toil)
Gund Toil

Seat of Zvath

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
All of
Eminence
36
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

House Toil, also known as the Children of Sweat, is a prominent Dwarven noble family that controls the Zvath (Crafted Soul) Expanse in the magic-punk fantasy Dwarven nation of Urdsten. The family is known for their exceptional skill in crafting and engineering, and they are among the wealthiest and most influential families in the land.

The Zvath Expanse is located in the eastern region of Urdsten and is characterized by its vast underground networks of tunnels and chambers. The region is rich in precious ores and minerals, and House Toil has built an extensive mining and refining infrastructure to extract and process these valuable resources.

The ecology of Zvath is unique and diverse, with a rich array of subterranean flora and fauna. The underground lakes and rivers are home to blind fish and cave-dwelling crustaceans, while the stalactites and stalagmites are adorned with delicate mosses and fungi. The tunnels and chambers are also inhabited by a variety of subterranean creatures, including giant centipedes and blind, bat-like creatures known as Stonegazers.

House Toil is a family of exceptional craftsmen and engineers, renowned throughout Urdsten for their expertise in the field of mechanical and magical engineering. They have developed a wide range of innovative and cutting-edge technologies, including steam-powered machinery, clockwork automatons, and powerful magical artifacts.

Despite their expertise in the fields of science and technology, House Toil is also known for their deep respect for tradition and their love of art and culture. They are avid patrons of the arts and have commissioned numerous sculptures, tapestries, and other works of art that adorn their grand halls and chambers.

One of the most famous landmarks of Zvath is the Grand Foundry, a massive complex of forges and workshops where House Toil’s skilled craftsmen and engineers work to produce their incredible inventions and creations. The foundry is powered by a series of underground geothermal vents, and its walls are adorned with intricate runes and glyphs that channel and amplify the magical energy that fuels its operations.

In conclusion, House Toil, the Children of Sweat, is a prominent and influential Dwarven family that controls the Zvath Expanse in the magic-punk fantasy nation of Urdsten. The region is characterized by its vast underground networks of tunnels and chambers and is home to a unique and diverse array of subterranean flora and fauna. House Toil is renowned for their exceptional skill in crafting and engineering, as well as their deep respect for tradition and their love of art and culture.

 

 

Children of Blood (House Iyron)
Dak Fullblood Iyron

Seat of Ornzarbloth, Seat of Blood, Chief of Iyron, The Elder Iron

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Much of the Ornzarbloth region.
Eminence
22
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

House Iyron, also known as the Children of Blood, is a powerful Dwarven noble family that resides in the magic-punk fantasy nation of Urdsten. They control the Ornzarbloth (Blood of Ore) Expanse, a sprawling province known for its abundant mineral resources and harsh, unforgiving terrain.

The province of Ornzarbloth is situated in the western reaches of Urdsten, bordered by jagged mountains and icy tundras. The region is rich in precious metals and rare gemstones, which have made House Iyron one of the wealthiest and most influential families in the nation. The ecology of Ornzarbloth is harsh and unforgiving, with rocky cliffs, deep canyons, and frigid glaciers dominating the landscape.

Despite the harsh conditions, Ornzarbloth is home to a surprising variety of fauna and flora. Packs of savage Direwolves roam the tundras, while massive Cave Bears make their homes in the rocky cliffs. The skies are home to fierce predators such as Snow Eagles and Stormcrows, while the frigid waters are teeming with Arctic Char and other cold-water fish.

The flora of Ornzarbloth is dominated by hardy, resilient plants such as Arctic Willow and Mountain Heather. The region is also home to several species of lichens and mosses, which play an important role in stabilizing the soil and preventing erosion.

House Iyron is known for their fierce loyalty to their allies and their unyielding determination in the face of adversity. They are renowned for their skill in mining and metalworking, and their mines are among the richest and most productive in all of Urdsten. The family is also famous for their love of battle, and their warriors are among the most feared in the land.

Despite their reputation for toughness and resilience, House Iyron is also a family of great culture and refinement. They are known for their love of music and art, and their grand halls are decorated with intricate tapestries and sculptures.

One of the most famous landmarks of Ornzarbloth is the Bloodforge, a massive foundry that produces some of the finest weapons and armor in all of Urdsten. The forge is powered by the heat of the surrounding volcanic vents, and its walls are adorned with intricate runes and glyphs that amplify its magical properties.

In conclusion, House Iyron, the Children of Blood, is a powerful and influential Dwarven family that controls the Ornzarbloth Expanse in the magic-punk fantasy nation of Urdsten. The province is known for its abundant mineral resources and harsh, unforgiving terrain, and House Iyron is renowned for their skill in mining and metalworking, as well as their fierce loyalty to their allies.

 

 

Children of Mind (House Anvil)
Inplaxius Argustian Loxander Foltracst Brigunder Matlchwarf Mechnoridium Anvilsonsonson

Seat of Bethund, Master of Making, Descendent of Mechnoridium

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
All of
Eminence
25
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

House Anvil, also known as the Children of Mind, is a prominent Dwarven noble family that controls the Bethund (Deep Think) Expanse in the magic-punk fantasy Dwarven nation of Urdsten. The family is renowned for their scholarly pursuits and their exceptional intellect, and they are among the most respected and influential families in the land.

The Bethund Expanse is located in the Northerne region of Urdsten and is characterized by its rugged mountain ranges and deep valleys. The region is rich in minerals and ores, and House Anvil has built an extensive mining and refining infrastructure to extract and process these valuable resources.

The ecology of Bethund is harsh and unforgiving, with a rugged landscape that is home to a variety of hardy flora and fauna. The mountain peaks are home to large birds of prey, while the valleys are inhabited by small mammals and reptiles. The mountain streams and rivers are also home to a variety of fish and other aquatic creatures.

House Anvil is a family of exceptional scholars and intellectuals, renowned throughout Urdsten for their expertise in a wide range of subjects, including history, philosophy, magic, and engineering. They have developed a deep understanding of the world around them, and they use their knowledge to advance their family’s interests and promote the greater good of Urdsten as a whole.

Despite their intellectual pursuits, House Anvil is also known for their physical prowess and their love of adventure. Many members of the family are skilled warriors and explorers, and they have embarked on numerous expeditions into the mountains and caverns of Bethund in search of lost treasures and forgotten knowledge.

One of the most famous landmarks of Bethund is the Great Library of House Anvil, a massive complex of vaults and reading rooms that houses the family’s vast collection of books and manuscripts. The library is considered one of the greatest centers of learning in all of Urdsten, and scholars from all over the land come to study its vast collection.

In conclusion, House Anvil, the Children of Mind, is a prominent and respected Dwarven family that controls the Bethund Expanse in the magic-punk fantasy nation of Urdsten. The region is characterized by its rugged mountain ranges and deep valleys and is home to a variety of hardy flora and fauna. House Anvil is renowned for their exceptional intellect and their love of adventure, as well as their deep commitment to advancing knowledge and promoting the greater good of Urdsten as a whole.

 

 

Urdstidian Territories

Khazden (Great Mountain)

Khazden

The Khazden Expanse is the heart of the Kingdom of Urdsten, and it is where the royal family lives and rules over the Dwarven nation. It is also the home mountain to all Dwarves, and it is revered as a sacred site by all members of the Dwarven race.

The Khazden mountain range is located in the center of Urdsten and is the highest peak in the land. It is a massive, rugged range of mountains that stretch for miles in all directions, and its peaks are covered in snow and ice year-round. The mountains are rich in minerals and precious metals, and they have been mined extensively by the Dwarven people for centuries.

The Khazden Expanse is a region of stark beauty, with towering mountain peaks, deep valleys, and rushing rivers. The climate is harsh and unforgiving, with long, cold winters and short, cool summers. Despite the harsh conditions, the region is home to a variety of hardy flora and fauna, including mountain goats, wolves, and bears.

The royal family of Urdsten lives in the heart of the Khazden Expanse, in a sprawling fortress known as the Ironhold. The fortress is carved into the mountain itself and is protected by thick stone walls and a formidable array of traps and defensive measures. It is said that the fortress is impregnable and has never been breached by an enemy force.

The Khazden Expanse is also home to many important Dwarven institutions, including the Hall of Records, where the history of the Dwarven people is recorded, and the Temple of the Ancestors, where the Dwarven gods are worshipped. The region is also home to numerous mining towns and villages, where the Dwarven people work and live.

In conclusion, the Khazden Expanse is the heart of the Kingdom of Urdsten, and it is the home mountain to all Dwarves. It is a region of stark beauty, with towering mountain peaks, deep valleys, and rushing rivers. The royal family of Urdsten lives in the Ironhold fortress, and the region is home to many important Dwarven institutions and communities. The Khazden Expanse is a symbol of the strength and resilience of the Dwarven people, and it is revered as a sacred site by all members of the race.

 

 

Ornzarbloth (Blood of Ore)

Ornzarbloth

The terrain of Ornzarbloth is rugged and mountainous, with deep valleys and steep cliffs. The region is rich in minerals and precious metals, and it is the primary source of ore for the entire kingdom. The mountains of Ornzarbloth are known for their deep veins of iron, copper, silver, and gold, which are mined by the skilled Dwarven miners who live and work in the region.

The climate of Ornzarbloth is cool and dry, with long, cold winters and short, mild summers. The region is subject to frequent snowstorms and blizzards, which can make travel and mining difficult. Despite the harsh conditions, the Dwarven people have thrived in Ornzarbloth for centuries, and they have developed a unique culture and way of life that is closely tied to the mining industry.

The Dwarven communities in Ornzarbloth are centered around mining towns and villages, which are built into the mountains themselves. The towns and villages are often connected by a network of tunnels and subterranean passages, which allow the Dwarven miners to travel and transport their ore safely and efficiently.

The culture of Ornzarbloth is heavily influenced by the mining industry, and the Dwarven people who live in the province are known for their tenacity, resilience, and hard work. The Children of Blood, who rule over Ornzarbloth, are known for their shrewd business sense and their ruthless determination to protect their family’s interests and control over the province.

Ornzarbloth is also home to many wonders and sites of interest, including the Great Iron Mines, the Hall of Ores, and the Blacksmith’s Guild. The Great Iron Mines are a series of massive caverns that stretch deep into the heart of the mountains, where the Dwarven miners extract the precious iron ore that is the lifeblood of the kingdom. The Hall of Ores is a museum and archive dedicated to the history of mining in Urdsten, while the Blacksmith’s Guild is a renowned institution where Dwarven smiths hone their craft and produce some of the finest weapons and armor in the land.

In conclusion, Ornzarbloth is a rugged and inhospitable province that is the primary source of ore for the entire Dwarven nation of Urdsten. The region is controlled by the powerful and ruthless noble family known as the Children of Blood, who have developed a unique culture and way of life that is closely tied to the mining industry. Ornzarbloth is home to many wonders and sites of interest, and it is a testament to the resilience and tenacity of the Dwarven people who call it home.

 

 

Bortablad (Terra Children)

![Bortablad ]

The terrain of Bortablad is characterized by rolling hills, deep valleys, and lush forests. The region is blessed with abundant rainfall, fertile soil, and a temperate climate, which makes it an ideal location for farming and agriculture. The province is primarily known for its crops, which include grains, fruits, vegetables, and a variety of medicinal herbs.

The Dwarven communities in Bortablad are centered around small towns and villages, which are typically built on the outskirts of the forests and fields. The towns and villages are known for their quaint charm and their close-knit communities, and they are often connected by well-maintained roads and paths.

The culture of Bortablad is heavily influenced by agriculture, and the Dwarven people who live in the province are known for their hard work, resourcefulness, and strong sense of community. The Children of Tears, who rule over Bortablad, are known for their compassion and their commitment to the well-being of their people.

Bortablad is also home to many wonders and sites of interest, including the Great Greenhouse, the Garden of Tears, and the Temple of Gaia. The Great Greenhouse is a massive structure that houses a variety of exotic plants and animals, while the Garden of Tears is a serene and peaceful oasis that is dedicated to the memory of the fallen. The Temple of Gaia is a grand and imposing edifice that serves as the spiritual center of the province, and it is a place of pilgrimage for many Dwarven farmers and their families.

In conclusion, Bortablad is a fertile and bountiful province that is known for its agriculture and its close-knit communities. The region is controlled by the compassionate and benevolent noble family known as the Children of Tears, who have developed a unique culture and way of life that is closely tied to the land. Bortablad is home to many wonders and sites of interest, and it is a testament to the resilience and resourcefulness of the Dwarven people who call it home.

 

 

Zvath (Crafted Soul)

Zvath

The terrain of Zvath is characterized by rugged mountains, deep caverns, and rocky outcroppings. The region is rich in minerals and metals, including iron, copper, and silver, and the Dwarven people who live in the province are known for their skills in metalworking and crafting. The province is also known for its abundance of gems and precious stones, which are mined from deep within the mountains.

The Dwarven communities in Zvath are centered around the mines and the forges, which are typically built into the sides of the mountains or deep underground. The Dwarves who live in Zvath are known for their skill in crafting, and they produce some of the finest metalwork and jewelry in all of Urdsten.

The culture of Zvath is heavily influenced by craftsmanship and industry, and the Dwarven people who live in the province are known for their hard work, ingenuity, and resourcefulness. The Children of Sweat, who rule over Zvath, are known for their practicality and their focus on efficiency and productivity.

Zvath is also home to many wonders and sites of interest, including the Hall of the Ancestors, the Forge of the Gods, and the Crystal Caves. The Hall of the Ancestors is a grand and imposing edifice that serves as the spiritual center of the province, and it is a place of pilgrimage for many Dwarven craftsmen and their families. The Forge of the Gods is a massive forge that is said to be fueled by the power of the gods themselves, and it produces some of the finest metalwork and weaponry in all of Urdsten. The Crystal Caves are a network of underground caverns that are filled with stunning crystal formations and rare gems, and they are a popular destination for adventurers and treasure hunters.

In conclusion, Zvath is a rugged and industrious province that is known for its metalworking and craftsmanship. The region is controlled by the practical and efficient noble family known as the Children of Sweat, who have developed a unique culture and way of life that is closely tied to industry and efficiency. Zvath is home to many wonders and sites of interest, and it is a testament to the ingenuity and resourcefulness of the Dwarven people who call it home.

 

 

Bethund (Deep Think)

Bethund

The terrain of Bethund is characterized by deep underground caverns and winding tunnels, as well as rugged mountains and high plateaus. The region is rich in minerals and precious metals, including gold, silver, and mithril, and the Dwarves who live in the province are known for their skills in mining and metallurgy.

The Dwarven communities in Bethund are centered around the mines and the great halls of learning, which are typically built into the sides of the mountains or deep underground. The Dwarves who live in Bethund are known for their love of knowledge and their deep reverence for the history and traditions of their people. The province is home to many great libraries, archives, and schools of learning, and the Dwarven people who live there are widely regarded as some of the most learned and intelligent in all of Urdsten.

The culture of Bethund is heavily influenced by scholarship and intellectual pursuits, and the Dwarven people who live in the province are known for their wisdom, insight, and philosophical leanings. The Children of Mind, who rule over Bethund, are known for their deep respect for tradition and their dedication to preserving the history and lore of their people.

Bethund is also home to many wonders and sites of interest, including the Great Library of the Ancestors, the Hall of the Wise, and the Oracle’s Chamber. The Great Library of the Ancestors is a vast collection of books and scrolls that date back to the earliest days of Dwarven civilization, and it is a treasure trove of knowledge and information. The Hall of the Wise is a grand and imposing structure that serves as the seat of power for the Children of Mind, and it is home to many great thinkers and scholars. The Oracle’s Chamber is a mysterious and ancient chamber that is said to hold the secrets of the universe, and it is a place of pilgrimage for many Dwarven philosophers and mystics.

In conclusion, Bethund is a province that is known for its deep love of knowledge and intellectual pursuits. The region is controlled by the noble family known as the Children of Mind, who have developed a unique culture and way of life that is closely tied to scholarship and wisdom. Bethund is home to many great libraries, archives, and schools of learning, and it is a testament to the intelligence and philosophical leanings of the Dwarven people who call it home.

 

 

Vulkt

Vulkt

Ruler:
Horde King Vamyr Gozo Gha
Main Residence:
Unknown, mostly monstrous humanoids, under 10% regular humanoids.
Population:
62,015,750 (around 500,000,000 slaves)
Capital:
Zha’Thuun
Military:
Hordes ran by Warchief’s, under the Horde King
Economy:
Poor
Main Export:
Animal products
Main Import:
None
Summary

The nation of Vulkt is a harsh and unforgiving place, where violence and strife are a way of life. The clans that populate this land are numerous and varied, with each one vying for power and control over the others. They are fiercely independent, and often have little regard for the lives of those outside their own clan.

The monster king Kor is the only force that has been able to bring some semblance of unity to the clans of Vulkt. He and his powerful lineage have ruled over the land for centuries, using their strength to keep the other clans in check. While some may fear him, many others respect his power and look to him as a source of guidance and leadership.

Despite the constant conflict and struggle, Vulkt is a land of great resources and natural beauty. Its rugged terrain is rich in minerals and ores, and its forests are teeming with game and other wildlife. However, few are able to truly appreciate these wonders, as they are too busy fighting for their own survival.

It is said that if one can survive in Vulkt, they can survive anywhere. The people of this land are tough and resilient, and are able to adapt to even the harshest of conditions. They may not have the luxury of peace and stability, but they make up for it with their strength and determination.

 

 

Vamyr Gozo Gha

Vamyr Gozo

Horde King

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
All of Vulkt, 1 Main Behemoth, 7 Others.
Eminence
50
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds
Grun’Ghod

Grun’Ghod

Who Shatter Earth

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
None
Eminence
70
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

Great Hordes

The Great Hordes are the 14 dominant clans that rule over the nation of Vulkt, each with their unique set of beliefs, customs, and monstrous races. These clans have reigned over Vulkt for centuries, and their power is primarily based on their ability to conquer and control the largest territories and the most formidable behemoths.

Among the 14 clans, one stands above the rest, the clan that has managed to conquer the most land and subdue the most powerful behemoths. This clan, known as the “Khan’s Horde,” is the ruler of all of Vulkt, and its leader is recognized as the supreme ruler of the land.

The 13 other clans, while still powerful, must pay homage and tribute to the Khan’s Horde, as their status is determined by their ability to conquer and maintain their territories

 

 

Horde Gha

Clan Gha is a powerful and long-standing clan within the monster nation of Vulkt. They are made up of Lizardfolk giants who rule with supreme savagery, commanding respect and fear from those beneath them. The clan has been the ruling power of Vulkt for an impressive 2,000 years, a feat that is nearly unheard of in the tumultuous and chaotic land.

At the head of Clan Gha is the Horde King, a being of immense power and authority. Under his command, the horde leaders or Khans of each province maintain order and keep their subjects in line using the Behemoths provided to them. These Behemoths are fearsome creatures, tamed and controlled by the Horde King, and used as tools of power to maintain dominance over the populace.

The Horde King of Clan Gha is known to have a personal Behemoth named Grun’Ghod. This creature is a towering behemoth, with thick, armored hide and massive claws. Its eyes burn with a fiery intensity, and its jaws can snap shut with enough force to crush bone. Grun’Ghod is a symbol of the Horde King’s power and a fearsome creature that strikes terror into the hearts of those who would dare to oppose him.

In short, Clan Gha is a powerful and long-standing ruling clan in the monster nation of Vulkt, led by the supreme savagery of Lizardfolk giants. The Horde King commands authority and respect from those under his rule, with Grun’Ghod serving as a powerful symbol of his might and the ferocity of his rule.

 

 

Horde Dodhaz
Donzelias Dodhaz

Donzelias

Khan of The Great Bays, Young Anchor

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Horde Dodhaz
Eminence
28
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

Clan Dodhaz is a unique and powerful group of weresharks that reside within the monster nation of Vulkt. They are known for their incredible skill as craftsmen, creating some of the most intricate and masterful works of art and weaponry in the land.

As weresharks, Clan Dodhaz are formidable creatures in their own right. They possess incredible strength, speed, and agility both in and out of the water. Their bodies are covered in sleek, shimmering scales that provide natural armor against attacks.

However, it is their skills as craftsmen that truly set them apart. Clan Dodhaz has developed a mastery of various crafting techniques, using both natural and man-made materials to create their works of art. They are particularly skilled in working with metals, crafting weapons and armor that are both beautiful and deadly.

Despite their fearsome reputation as weresharks, Clan Dodhaz is a peaceful and welcoming group, always eager to share their knowledge and expertise with others. They are respected throughout the land for their skill and craftsmanship, and their creations are highly sought after by both monsters and humans alike.

Their Behemoth, Moltenfang is a massive and formidable creature that towers above the landscape, coiled and ready to strike at a moment’s notice. Its scales are as hard as stone, and its body is covered in ridges and cracks with glowing veins of lava visible just beneath its skin. Its movements are slow and deliberate, each one sending tremors through the ground beneath it.

Moltenfang’s blood flows through its veins like molten rock, and it can spew forth like a fiery volcano when it is angry or threatened. But when it is calm and at peace, Clan Dodhaz’s master craftsmen can use it as a powerful tool, providing a source of heat and energy for their creations.

Moltenfang is fiercely loyal to Clan Dodhaz and will defend its masters against all threats. Its size and strength make it an unstoppable force on the battlefield, and its ability to control the very earth itself with its molten blood makes it an invaluable asset to the wereshark craftsmen of Clan Dodhaz.

 

 

Moltenfang

Moltenfang

Molten Predator

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Horde Dodhaz
Eminence
44
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

 

 

Horde Qug
Lox of Qug

Lox

He who knows no rest, Khan of Qug

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Horde Qug
Eminence
43
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

Clan Qug is a Beastfolk clan that is obsessed with undeath and the cycle of life. They are a strange and mysterious group, and many are fearful of them due to their unusual practices.

Their Behemoth, known as Grommash, is a massive mammoth-like creature that is large enough to cause small tremors with each step it takes. Its shaggy fur is a dark, mottled brown, and its massive tusks curve downwards, almost scraping the ground.

Grommash is a creature of incredible power, and its presence alone is enough to inspire awe and fear. Its movements are slow and ponderous, and it seems to move with an almost unnatural grace. Despite its size, it is surprisingly agile, and its great strength allows it to trample anything in its path.

What sets Grommash apart from other Behemoths is its connection to the cycle of life and death. Clan Qug believes that the soul of a creature is never truly gone, and that it can be brought back to life through powerful magic. Grommash is said to be a vessel for this magic, and its very presence is said to bring the dead back to life.

Many fear Clan Qug and their Behemoth, but others see them as a necessary evil. Their powers over life and death are not to be taken lightly, and they are a force to be reckoned with on the battlefield.

The members of Clan Qug are a strange and unsettling group. They are often seen wearing animal skulls and bones, and their robes are adorned with mysterious symbols and runes. They are rumored to practice dark magic and to have the ability to reanimate the dead.

Despite their fearsome reputation, Clan Qug is highly respected for their knowledge of healing and herbalism. They are known to possess powerful potions and remedies that can cure almost any ailment. They are also skilled in combat and are feared for their use of powerful, undead soldiers.

The Beastfolk of Clan Qug are of varying shapes and sizes, but they all share a certain otherworldly quality. They have razor-sharp claws and teeth, and their eyes glow with an eerie light. Some say that they are not truly alive, but rather something that exists between life and death.

Despite their unusual practices and their eerie reputation, Clan Qug is fiercely loyal to their allies. They are known to go to great lengths to protect their friends and to help those in need. However, their loyalty comes at a price, and they will not hesitate to use their powers over life and death to achieve their goals.

 

 

Grommash

Grommash

Tremor Steps

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Horde Qug
Eminence
52
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

 

 

Horde Qomel
Korkug Qomel

Korkug

Old Snaptooth, Khan of Qomel

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Horde Qug
Eminence
41
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

Clan Qomel is a horde of river-dwelling creatures, including Werecrocs, Lizardfolk, Kobolds, and various other reptilian species. They make their home in the lush, green marshlands that are fed by great rivers.

The members of Clan Qomel are fierce and territorial, fiercely defending their territory from any intruders. They are skilled hunters and fishermen, able to catch and kill even the largest of river beasts with ease.

At the center of Clan Qomel’s power is their Behemoth, a Great 8 Winged Serpentine Tiger known as Kharaxa. Kharaxa is a massive creature, with shimmering scales that shift and change color in the light. Its wings are broad and powerful, allowing it to soar high above the rivers and marshes, and its claws are razor-sharp, able to tear through even the thickest hides.

Kharaxa is not just a physical force, however. It is also a spiritual one, revered by Clan Qomel as a powerful totem animal. Its presence is said to bring good fortune and prosperity, and its roar is said to carry for miles, striking fear into the hearts of its enemies.

Despite their fearsome reputation, Clan Qomel is also known for their hospitality and generosity. They are quick to welcome visitors to their lands, offering food and shelter to all who pass through. However, they are also quick to defend their territory and will not hesitate to use their Behemoth and their formidable fighting skills to protect their home and their people.

In the great rivers and marshes of their land, Clan Qomel rules supreme, a force to be reckoned with and a powerful ally to those who earn their trust.

Kharaxa

Kharaxa

Storm of Awe, Fangs of Foresight

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
None
Eminence
43
feats

Innumerable

attacks

Unknown.

Sumarry/Deeds

 

 

Horde Hanyx
Rykyr Tonsar Hanyx

King that never was, Wielder of the Ever-Point

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
45
feats
attacks

Unknown.

Sumarry/Deeds

Clan Hanyx is one of the toughest hordes in the land, made up of a variety of hardy folk, including Tortles, Dragonborns, Norkers, Orcs, Goblins, Half-Elementals, and other resilient creatures. They call the rugged, harsh landscape of the bordering nations their home, where war is a constant reality.

The members of Clan Hanyx are skilled warriors, trained from a young age to survive in the brutal landscape they inhabit. They are fiercely independent, relying on their own strength and wits to survive in a world where weakness is not tolerated.

At the center of Clan Hanyx’s power is their Behemoth, a massive creature known as Gorax the Devourer. Gorax is a hulking beast with thick, armored skin, massive jaws filled with razor-sharp teeth, and a long, powerful tail. Its eyes burn with an intense fiery gaze that strikes fear into the hearts of its enemies.

Gorax is a force to be reckoned with on the battlefield, its strength and ferocity matched only by its size. It can easily plow through enemy lines, trampling foes beneath its massive bulk, and its fiery breath can incinerate entire battalions of soldiers in an instant.

Despite its fearsome reputation, Gorax is fiercely loyal to Clan Hanyx and its allies. Its presence alone is often enough to intimidate enemies into submission, and its raw power has helped the Horde emerge victorious in countless battles.

In the harsh, unforgiving landscape of the bordering nations, Clan Hanyx stands strong, a bastion of resilience and strength in a world torn apart by war and chaos.

Gorax

Gorax

Devourer, Frozen Fear

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
50
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Horde Mofalyr
Walf Ygon Mofalyr

Walf Ygon

Great Brother, Keeper of Thoughts, Great Tree Seer

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Horde Mofalyr
Eminence
36
feats
attacks

Unknown.

Sumarry/Deeds

Clan Mofalyr is a unique horde, made up of scholarly creatures who value knowledge and wisdom above all else. Members of this horde are from monstrous races, including Half-Dragons, Owlkin, Catfolk, Rakshasa, and other highly intelligent beings. They spend much of their time studying ancient tomes, conducting experiments, and perfecting their arcane arts.

At the heart of Clan Mofalyr’s power is their Behemoth, a massive creature known as Vegaroth, the Celestial Chimera. Vegaroth is a creature of great intelligence and arcane might, with a keen understanding of magic and the mysteries of the universe. It has three heads, each capable of unleashing a powerful breath attack that can incinerate enemies from a distance.

Despite its incredible power, Vegaroth is a gentle creature that values knowledge and wisdom over violence and conflict. It often spends its time studying ancient tomes alongside its horde members, seeking to unravel the secrets of the universe and unlock the true potential of magic.

Members of Clan Mofalyr have great respect for Vegaroth, seeing it as a mentor and guide in their quest for knowledge. They often seek its counsel on matters of magic and arcane lore, and many believe that Vegaroth holds the key to unlocking the true secrets of the universe.

In the land of Vulkt, where strength and brutality are often valued over intelligence and wisdom, Clan Mofalyr stands apart, a bastion of knowledge and arcane power in a world torn apart by conflict and chaos.

Vegaroth

Vegaroth

Celestial Chimera, Multibeast, Arcane Devourer

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
44
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Horde Raug
Ragg Roog Raug

Ragg Old Axe, Khan of the Waves

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Horde Raug
Eminence
30
feats
attacks

Unknown.

Sumarry/Deeds

Clan Raug is a unique horde comprised of adventurous beings who are obsessed with freedom, expression, and the pursuit of their dreams. Members of this horde come from various races, including elves, humans, tieflings, and other free-spirited creatures who reject the constraints of society and traditional norms.

At the heart of Clan Raug’s power is their Behemoth, a terrifying Eldritch being known as Soulreaper, comprised of the energy of the souls it reaps. Soulreaper is a constant reminder of the danger of life and how precious it truly is, serving as a powerful symbol of the horde’s belief in the value of freedom and self-expression.

Soulreaper is a creature of immense power, capable of consuming the souls of its enemies and converting their energy into raw arcane power. It is also able to manipulate the energy of the souls it has consumed, using it to shape-shift, teleport, and unleash devastating attacks on its enemies.

Despite its terrifying appearance, members of Clan Raug revere Soulreaper as a symbol of their horde’s values, seeing it as a protector and guide in their quest for freedom and self-expression. They often seek its guidance when embarking on new adventures, and many believe that the creature holds the key to unlocking the true potential of their horde.

In the land of Vulkt, where conflict and chaos reign supreme, Clan Raug stands apart as a beacon of freedom and individuality. Its members reject the strict societal norms of the other hordes and embrace their unique passions and desires, always striving to live life to the fullest and never settling for anything less than complete freedom and expression.

Soulreaper

Soulreaper

Beast that never sleeps

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
51
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Horde Dorg
Bostos Dorg

Chief of Dorg Inc.

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Horde Dorg, many stakes elseware
Eminence
32
feats
attacks

Unknown.

Sumarry/Deeds

Clan Dorg is a bustling horde of inventive and industrious beings, a melting pot of diverse races that share a common passion for invention and discovery. Human, dwarf, elf, and gnome craftsmen and tinkerers, among others, all find their home here. They are not only driven by their insatiable curiosity but also by the harsh realities of life in their territory, which is marked by rugged terrain, inhospitable weather, and dangerous predators.

Despite the challenging environment, the Dorgians have thrived, building towering cities that seamlessly blend with the natural world. They harness the power of water, wind, and fire to fuel their intricate machines, and their great factories belch smoke into the sky, signs of the constant innovation and progress that drives their society. Though they are known to be insular and secretive, they are always eager to show off their latest invention or share their knowledge with other curious minds.

Their Behemoth, the Steelshaper, is a creature of great power and cunning. Its massive body is composed of thousands of intricately interlocking steel plates that glimmer in the sunlight. It is able to manipulate these plates at will, forming weapons and tools out of its own body. The Steelshaper’s jaws are lined with rows of razor-sharp teeth, and its massive size allows it to swallow boulders whole. Despite its fearsome appearance, the Steelshaper is docile and loyal to its Dorgian masters, who use the creature’s incredible strength and adaptability to aid in their mining and excavation operations.

Life in Dorgian territory is never easy, but the Dorgians have adapted and thrived, building their society on the foundations of invention and cooperation. The landscape is dominated by jagged mountains and deep valleys, which the Dorgians have learned to navigate with ease. The land is rich in minerals and rare metals, which the Dorgians mine with the help of their Steelshapers. However, the territory is also home to dangerous beasts and treacherous natural phenomena, which the Dorgians must constantly contend with to survive. Despite these challenges, the Dorgians remain a resilient and inventive people, driven by their passion for knowledge and discovery.

 

 

Steelshaper

Steelshaper

Chittering Death

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
44
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Horde Arb
Endel Landelia Arb

Endel

Old Bear, Old Endel, Chief of V.T.a.C

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Horde Arb, many stakes elseware
Eminence
35
feats
attacks

Unknown.

Sumarry/Deeds

Clan Arb is a unique horde in the nation of Vulkt, as it has managed to build a prosperous trade society amidst the constant chaos and strife that plagues the land. The horde is primarily composed of lycanthropes of all kinds, including wereowls, werebears, and werewolves, who have come together to create a bustling economy fueled by their unique skills and resources.

The landscape of the Clan Arb territory is a vast, snowy wilderness filled with treacherous mountains and frozen tundras. The horde has managed to carve out a series of small cities and towns amidst this harsh environment, using their skills in hunting and survival to thrive in this unforgiving land.

The Behemoth of Clan Arb is a Great Frost Wyrm known as “Frostbite,” a massive dragon-like creature with no visible maw and only one piercing eye that glows with an otherworldly blue light. Frostbite is large enough to cast a shadow over any of the Clan’s cities and is capable of summoning blizzards and freezing winds at will, making it a formidable weapon in the horde’s arsenal. Despite its fearsome appearance, Frostbite is fiercely loyal to Clan Arb and will defend its people at any cost.

Frostbite

Frostbite

King that never was, Wielder of the Ever-Point

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
43
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Horde Arzodh
Stagus Arzodh

Behemoth Khan, Son of Stoutmourn, Wielder of Malicous Glory

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
46
feats
attacks

Unknown.

Sumarry/Deeds

Clan Arzodh is a horde of monstrous races that inhabit the hills and mountains of Vulkt. They are predominantly minotaurs, giants, goatfolk, and other similar creatures. Despite their fearsome appearances, the people of these lands are surprisingly friendly and welcoming. They have a strong sense of community and place a high value on honor, loyalty, and honesty.

Their Behemoth is a magnificent Noble Raven, renowned for its incredible size, strength, and beauty. With a wingspan stretching nearly six hundred feet, it is able to soar effortlessly through the sky, casting its shadow over the rugged terrain below. Despite its regal appearance, the Great Eagle is a fierce and deadly predator, preying on anything that violates the Clan’s few rules or threatens their lands.

Life in the area is challenging but rewarding. The landscape is rugged and harsh, with steep cliffs, rocky crags, and deep gorges making travel difficult. The people of Clan Arzodh have adapted to this environment and have developed a culture that revolves around strength, endurance, and self-sufficiency. They rely heavily on the land and its resources, hunting, fishing, and mining to sustain themselves. Despite the many dangers of their homeland, the people of Clan Arzodh are fiercely proud of their heritage and are determined to protect it at all costs.

Gondu

![Gondu ]

**

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
45
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Horde Bulg
Lyr’Ynyr Bulg

Lyr'Ynyr

Queen of Ears

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
40
feats
attacks

Unknown.

Sumarry/Deeds

Clan Bulg is a horde consisting of monstrous bug-folk such as Beetlemen, Thri-kreen, and other insectoid creatures. Despite their intimidating appearance, they are the most meek of all the hordes. The clan values community, hard work, and diligence above all else.

The landscape where Clan Bulg resides is a vast arctic tundra, full of ice, snow, and biting winds. However, despite the harsh environment, the bugs have managed to build a thriving society. The clan’s cities are constructed from ice, with elaborate tunnels connecting the various buildings. The buildings are often intricate, reflecting the bugs’ skills as master builders.

The Behemoth of Clan Bulg is a massive turtle, known as Gellidrum, who is larger than some islands. Its back is covered with frozen mountains, and it slowly moves across the frozen tundra, providing shelter and protection to the clan. The turtle is considered a living deity to the bug-folk, and they revere it with great respect and care.

The culture of Clan Bulg is focused on tradition and hard work. The bug-folk spend their days tending to their communities, foraging for food, and crafting elaborate structures. They are a peaceful people who only resort to violence when necessary for self-defense. They value education, especially in the fields of architecture and engineering, and have developed many technological advancements to help them thrive in their frozen environment.

Despite their intimidating appearance, the bugs of Clan Bulg are a peaceful and industrious people who have managed to create a thriving society in one of the harshest environments in Vulkt.

Gellidrum

Gellidrum

Living Glacier

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
50
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Horde Odeg
Brick Odeg

The Heavy One

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
33
feats
attacks

Unknown.

Sumarry/Deeds

Clan Odeg is a horde of monstrous races that inhabit the desolate and rugged mountains of Vulkt. The clan is made up mostly of orcs and goblinoids, with occasional trolls, ogres, and other brutish creatures. They are known for their constant internal squabbles, with various warbands vying for power and resources within the clan. However, they can put aside their differences and unite when faced with a common threat.

Their behemoth is a terrifying necrotic hybrid of a great wyvern and an elk, known as Kriegshirsch. It is a massive creature with rotting flesh, glowing red eyes, and sharp talons that can tear through steel. Kriegshirsch prowls the mountains and valleys, hunting for prey and striking terror into the hearts of those who dare to cross its path.

The landscape of Clan Odeg’s territory is harsh and unforgiving, with towering peaks and deep ravines. The weather is harsh, with blizzards and storms raging throughout the year. The clan has learned to adapt to these conditions, using their cunning and strength to survive in this harsh environment. Despite their brutal nature, the Odeg are not without their own sense of honor and pride, and they will fiercely defend their land and people from any who threaten them.

Kriegshirsch

Kriegshirsch

**

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
50
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Horde Laz
Uhy Laz

Empress of Smoke, Mother of Dust

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
44
feats
attacks

Unknown.

Sumarry/Deeds

Clan Laz is a horde of birdfolk, including harpies, kenku, aarakocra, and other avian races. They inhabit the lush forests and mountainous regions of their territory, making full use of their natural abilities of flight and perching. Clan Laz is known throughout the land as a society of traders, couriers, and messengers, with their vast network of birdfolk messengers delivering goods and messages across vast distances in record time.

Their behemoth, known as the Great Wolf, is a powerful creature of impeccable wisdom and judgment. It is said that the Great Wolf is able to see through lies and deceit, making it the ultimate judge in Clan Laz. The Great Wolf is a protector of the clan and is often called upon to settle disputes or punish wrongdoers. Despite its intimidating size, the Great Wolf is a symbol of peace and justice in Clan Laz.

The landscape of Clan Laz’s territory is diverse, ranging from dense forests to rugged mountains. The birdfolk have adapted well to this environment, building their homes in the trees and on high cliffs. Their architecture is intricate and graceful, with many homes featuring natural materials and intricate carvings. The birdfolk of Clan Laz are proud of their heritage and work hard to maintain a balance with nature, which they see as essential to their way of life.

Gohr

Gohr

Hunter of Judgement, The Great Wolf

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
46
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Horde Azadh
Deha Azadh

Bitch of Misfortune

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
42
feats
attacks

Unknown.

Sumarry/Deeds

Clan Azadh is one of the most enigmatic and mysterious hordes in the land of Vulkt. Rumored to be inhabited by otherworldly beings and shape-shifting creatures, the clan is said to be a melting pot of races, cultures, and magical practices. Visitors who attempt to enter their lands often find their memories erased or their minds lost in a haze, unable to recall anything they experienced in the region. Even the inhabitants of Vulkt have little knowledge about the people of Clan Azadh.

Despite the mystery surrounding them, one thing is known for certain: Clan Azadh possesses one of the most fearsome Behemoths in all of Vulkt. Known as “Ral’Kron,” this Behemoth is a creature of darkness and light, appearing as a massive, black, serpentine dragon with glowing eyes and a maw that emits a blinding light. The creature’s power and size are incomprehensible, and it is said to be able to destroy entire cities with a single breath.

The landscape of Clan Azadh is equally shrouded in mystery. Visitors report seeing a diverse range of terrain, from lush forests to barren deserts, but the region is also said to contain areas of unfathomable darkness and unsettling silence. Some speculate that Clan Azadh is located on a different plane of existence altogether, accessible only to those with the right knowledge and means of transportation.

Despite their reputation, there are whispers that Clan Azadh is not as nefarious as some believe. Some say they are protectors of ancient knowledge, keepers of secrets that could alter the course of history. Others believe that they are simply misunderstood, a victim of their own mysterious nature. But until more is known about Clan Azadh and its people, the truth will remain elusive, and their enigmatic Behemoth will continue to strike fear into the hearts of all who hear its name.

Ral’Kron

Ral’Kron

Creeping Doom, The Souls Shadow

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
55
feats
attacks

Unknown.

Sumarry/Deeds

 

 

The Dragon Isles (Ryushima)

Ryushima

Ruler:
Emperor Au’Syd Volta
Main Residence:
31% Anor, 31% Rak, 17% Khazdur, 17% Vast, 3% Eldar, 2% Sol, 1% Coldhart
Population:
5,495,544
Capital:
Arag/Dragon Eye
Military:
Varies, mostly Anor based
Economy:
Moderate
Main Export:
Magical/herbal/medicinal reagents & art
Main Import:
Textiles/animal goods
Summary:
Ryushima is a war-loving nation founded by the Anor, a group of like-minded individuals who value strength and combat prowess above all else. They have a strong sense of pride and tend to be aloof towards outsiders, but they still believe in helping the common folk within their borders. The nation was founded just prior to the reawakening of The Ancients, which was a time of great upheaval and change throughout the world of Sanctum.

Despite their focus on war and battle, the people of Ryushima have a great respect and reverence for the dragon denizens that call their nation home. The dragons of Ryushima are powerful allies, and many of them have formed close bonds with the Anor people. The dragons are treated with the utmost respect and care, and they are seen as integral members of the nation.

Ryushima is funded almost wholly by the neighboring nation of Yuvon, which has a vested interest in maintaining the strength and power of its ally. Yuvon provides Ryushima with the resources and funding it needs to maintain its military might, and in return, Ryushima offers protection to Yuvon and its citizens.

The nation of Ryushima is led by a powerful warlord who has earned the respect and admiration of his people through his many victories in battle. He is a fierce and determined leader who will stop at nothing to protect his nation and his people. Under his leadership, Ryushima has become a force to be reckoned with, feared and respected by its enemies and allies alike.

 

 

Au’Syd Volta

Au'Syd

Emperor of Ryushima, Wielder of Dragonfang

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
38
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Prime Clans

The Great Clan’s that rule of Ryushima, maintaining control of their set of islands.

Head Clan (Volta)
Tyh’Syd Volta

Grandfather, Great Guide, Keeper of Arch-fang

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
27
feats
attacks

Unknown.

Sumarry/Deeds

The Head Clan (Volta) is the most dominant and influential clan in the archipelago nation of Ryushima, which honors dragons. The Emperor of Ryushima is the leader of the Head Clan and resides on the largest island in the archipelago, Draco Head.

The people of the Head Clan are renowned for their strong and formidable personalities, reflecting their long-standing legacy as skilled warriors and their close ties to dragons. They hold great pride in their ancestry and honor the dragons that they believe safeguard their land and bring them prosperity. The people of the Head Clan are expert combatants and many are trained in the use of traditional weapons like swords and bows.

Society in the Head Clan is built around a hierarchical structure based on merit and loyalty. Leaders of the clan are chosen based on their proficiency and capabilities and are expected to rule with integrity and honor. The society is deeply traditional, and its people hold their customs and rituals in high regard.

The ecology of the Island of Draco Head is unique, and it is home to diverse flora and fauna. The island’s forests are dense, harboring numerous species of trees, plants, and animals. The forests are also home to many dragons, which the Head Clan regards with reverence.

The economy of the Head Clan is rooted in agriculture and trade. The clan’s people excel in fishing and farming and exchange their produce with other clans and nations across the archipelago. The Head Clan is also recognized for its skilled craftsmen, who create exquisite and intricate items from materials like wood and metal.

The military of the Head Clan is robust and well-trained. The warriors of the clan are formidable combatants and instill fear in their enemies. The Emperor of Ryushima leads the military, which also serves as the military of the shogunate nation. The military is outfitted with conventional weapons like swords and bows, as well as modern ones like guns and cannons.

The Island of Draco Head is home to a unique and diverse range of flora and fauna. The island features many different species of trees, including the majestic dragonwood, which is believed to possess mystical properties. The island also hosts many species of animals, including the great dragons, which are regarded with reverence by the Head Clan’s people.

In conclusion, the Head Clan (Volta) is a mighty and influential clan with close ties to the dragons that protect their land. The Emperor of Ryushima is the leader of the Head Clan and commands great respect and authority. The Island of Draco Head is a place of immense natural beauty, with a unique ecosystem and diverse range of flora and fauna.

 

 

Heart Clan (Zho’Vun)
Goh’Sail Zho’Vun

Archmind, Tamer of Nosk-Fang

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
30
feats
attacks

Unknown.

Sumarry/Deeds

The Heart Clan (Zho’Vun) is a powerful and influential clan within the archipelago nation of Ryushima, known for their valiant warriors and their deep reverence for dragons. They reside on the central island, on the half known as Dragon Heart.

The people of the Heart Clan are passionate and outgoing, known for their strong personalities and their fierce loyalty to their clan and their nation. They take great pride in their skills as warriors, and their bond with dragons is legendary throughout the archipelago. The Heart Clan’s people are trained in a variety of weapons and martial arts, making them formidable opponents in battle.

Society in the Heart Clan is organized around a hierarchical structure that emphasizes discipline, respect, and honor. Leaders of the clan are chosen based on their skills and accomplishments, and they are expected to rule with fairness and integrity. The society is deeply traditional, and the Heart Clan’s people hold their customs and rituals in high regard.

The ecology of Dragon Heart is diverse and unique, with lush forests and sparkling streams that teem with life. The Heart Clan’s people are skilled at living in harmony with their environment, and they take great care to protect it. The island is also home to many species of dragons, which are held in the highest regard by the Heart Clan.

The economy of the Heart Clan is based on trade and craftsmanship. The clan’s people are renowned for their expertise in metalworking, woodworking, and other crafts. They produce exquisite jewelry, weapons, and other items that are highly valued by other clans and nations across the archipelago.

The military of the Heart Clan is formidable and well-respected. The warriors of the clan are skilled in a variety of combat techniques and are trained to fight both on land and at sea. The Heart Clan’s military is outfitted with state-of-the-art weaponry, including guns, cannons, and other advanced weapons.

The flora of Dragon Heart is diverse and includes many different species of trees and plants. The island’s forests are lush and dense, with many species of fruit trees and medicinal plants. The fauna of Dragon Heart is equally diverse, with many species of birds, mammals, and fish inhabiting the island.

In conclusion, the Heart Clan (Zho’Vun) is a powerful and influential clan within the archipelago nation of Ryushima. Their deep reverence for dragons and their fierce dedication to their clan and their nation make them formidable opponents in battle. The people of the Heart Clan are skilled craftsmen and expert warriors, and their passion and outgoing nature are admired throughout the archipelago. Dragon Heart is a place of immense natural beauty, with a unique ecosystem that the Heart Clan’s people protect with great care.

 

 

Soul Clan (Yin’Yhat)
Xavah Yin’Yhat

Keeper of the Dragon Sol

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
32
feats
attacks

Unknown.

Sumarry/Deeds

The Soul Clan (Yin’Yhat) is a highly respected and revered clan within Ryushima, situated on an archipelago. They are known for their diligence in scholarship and their deep reverence for dragons. They reside on the central island, on the half known as Drakken Bod.

The people of the Soul Clan are wise and studious, known for their dedication to learning and their love of knowledge. They take great pride in their intellectual pursuits, and their bond with dragons is revered throughout the archipelago. The Soul Clan’s people are trained in a variety of academic disciplines, including philosophy, history, and the sciences, making them highly respected scholars and advisers.

Society in the Soul Clan is organized around a structured and hierarchical system that values discipline, respect, and wisdom. Leaders of the clan are chosen based on their intellectual abilities and their contributions to the advancement of the clan and the nation. The society is deeply traditional, and the Soul Clan’s people hold their customs and rituals in high regard.

The ecology of Drakken Bod is diverse and unique, with rolling hills and winding rivers that support a wide variety of plant and animal life. The Soul Clan’s people are skilled at living in harmony with their environment, and they take great care to preserve it. The island is also home to many species of dragons, which are held in the highest regard by the Soul Clan.

The economy of the Soul Clan is based on trade and intellectual pursuits. The clan’s people are renowned for their expertise in a variety of fields, including mathematics, medicine, and the arts. They produce many scholarly works, treatises, and other intellectual works that are highly valued by other clans and nations across the archipelago.

The military of the Soul Clan is well-respected, although they are more focused on defense and protection than on offensive warfare. The warriors of the clan are skilled in a variety of martial arts techniques and are trained to defend their clan and nation with fortitude and bravery. The Soul Clan’s military is outfitted with state-of-the-art defensive weapons, including fortified structures and defensive walls.

The flora of Drakken Bod is diverse and includes many different species of plants, including medicinal herbs, fruit trees, and other useful crops. The fauna of Drakken Bod is equally diverse, with many species of birds, mammals, and fish inhabiting the island.

In conclusion, the Soul Clan (Yin’Yhat) is a highly respected and revered clan within the archipelago nation of Ryushima. Their dedication to scholarship and their deep reverence for dragons make them a unique and valuable asset to their nation. The people of the Soul Clan are wise and studious, and their intellectual pursuits are admired throughout the archipelago. Drakken Bod is a place of immense natural beauty, with a diverse ecosystem that the Soul Clan’s people take great care to protect.

 

 

Wing Clan (Whir)
Shu’Zho Whir

Wielder of the Zodiac Fang

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
26
feats
attacks

Unknown.

Sumarry/Deeds

The Wing Clan (Whir) is a dynamic and energetic clan within Ryushima, situated on an archipelago. They are known for their love of freedom and the open sky, and they reside on the upper islands simply known as Wing.

The people of the Wing Clan are outgoing and friendly, with a natural charm that draws others to them. They are deeply connected to the skies and the freedom it represents, often expressing themselves through art, music, and dance. The Wing Clan’s people are highly skilled in aerial combat and are renowned for their ability to soar through the air with grace and agility.

Society in the Wing Clan is highly democratic, with each member having an equal say in important decisions that affect the clan. They value individual freedom and autonomy, while still remaining loyal to the clan as a whole. The Wing Clan’s society is highly diverse, with members from many different cultural backgrounds and ethnicities.

The ecology of the Wing Clan’s island is unique and diverse, with towering mountains, deep valleys, and rushing rivers. The island is covered in lush forests, and its climate is temperate and mild. The Wing Clan’s people have a deep respect for their environment, and they take great care to protect it from harm.

The economy of the Wing Clan is based on trade and commerce, with many of its members engaged in the production of art, music, and other creative works. They are skilled at crafting intricate jewelry, textiles, and other handmade goods that are highly valued across the archipelago. The Wing Clan also has a thriving tourism industry, with many visitors coming to experience their unique way of life and witness their aerial feats.

The military of the Wing Clan is highly skilled in aerial combat, with its warriors trained in the use of spears, bows, and other weapons designed for use in the sky. The Wing Clan’s military is focused on defense and protection, with its warriors highly motivated to defend their clan and their way of life.

The flora of the Wing Clan’s island is diverse, with many species of plants and trees that are used in medicine, food, and other practical applications. The fauna of the island is equally diverse, with many species of birds and other flying creatures inhabiting the skies above.

In conclusion, the Wing Clan (Whir) is a unique and dynamic clan within the archipelago nation of Ryushima. Their love of freedom and the open sky, combined with their outgoing and friendly nature, make them a valuable asset to their nation. The Wing Clan’s people are highly skilled in aerial combat and are renowned for their ability to soar through the air with grace and agility. Their island is a place of immense natural beauty, with a diverse ecosystem that the Wing Clan’s people take great care to protect.

 

 

Claw Clan (Xha’Xhin)
Javos Xha’Xhin

Javos

**

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
32
feats
attacks

Unknown.

Sumarry/Deeds

The Claw Clan (Xha’Xhin) is a fierce and curious clan within Ryushima, situated on an archipelago. They reside on the barrier islands simply known as Dragon Claw and are known for their excellence in combat and insatiable curiosity.

The people of the Claw Clan are highly skilled warriors, with a natural ferocity that makes them formidable opponents in battle. They are also highly curious, always seeking out new knowledge and experiences. The Claw Clan’s people are highly independent and self-reliant, valuing personal strength and resilience above all else.

Society in the Claw Clan is highly hierarchical, with a strict system of rank and status. The strongest and most skilled warriors hold the highest positions of power within the clan, with younger members expected to learn from and obey their elders. The Claw Clan’s society is highly competitive, with members constantly seeking to prove their worth and rise through the ranks.

The ecology of the Claw Clan’s island is harsh and unforgiving, with rugged terrain and a hostile climate. The island is covered in rocky outcroppings, with sparse vegetation and little wildlife. The Claw Clan’s people are highly adaptive, however, and have learned to thrive in this challenging environment.

The economy of the Claw Clan is based on trade and raiding, with its members often venturing out into the surrounding islands to plunder resources and capture slaves. They are skilled at crafting weapons and armor, using the limited resources available to them to create highly effective tools of war.

The military of the Claw Clan is highly disciplined, with its warriors trained in a variety of combat styles and tactics. They are known for their ferocity and tenacity in battle, never giving up even in the face of overwhelming odds. The Claw Clan’s military is focused on conquest and domination, with its warriors highly motivated to expand their territory and influence.

The flora of the Claw Clan’s island is sparse, with only a few hardy plant species able to survive in the harsh environment. The fauna of the island is equally limited, with a few species of small mammals and reptiles making up the bulk of the local wildlife.

In conclusion, the Claw Clan (Xha’Xhin) is a fierce and competitive clan within the archipelago nation of Ryushima. Their excellence in combat and insatiable curiosity make them a valuable asset to their nation, but their harsh and unforgiving way of life also makes them feared by their neighbors. The Claw Clan’s people are highly skilled warriors, with a natural ferocity that makes them formidable opponents in battle. Their island is a place of rugged beauty, with a hostile environment that has forced the Claw Clan’s people to become highly adaptive and self-reliant.

 

 

Talon Clan (Phinda)
Jan Phinda

Calm Storm, Tempered Fury, Tamer of Ender-Fang

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
36
feats
attacks

Unknown.

Sumarry/Deeds

The Talon Clan (Phinda) is a calm and reserved clan within the fantasy nation of Ryushima, situated on an archipelago. They reside on the barrier islands known as Draco Talon and are known for their ruthless efficiency and calm etiquette.

The people of the Talon Clan are highly disciplined and efficient, with a natural talent for organization and strategy. They are also reserved and contemplative, preferring to carefully analyze situations before making decisions or taking action. The Talon Clan’s people value precision and accuracy above all else, striving to achieve their goals with minimal waste of resources or effort.

Society in the Talon Clan is highly structured and organized, with a strict system of rules and protocol governing behavior and interactions between members. The clan’s people are highly respectful of authority and hierarchy, with older and more experienced members holding the highest positions of power. The Talon Clan’s society is focused on achieving maximum efficiency and productivity, with its members constantly seeking to improve their skills and optimize their processes.

The ecology of the Talon Clan’s island is harsh and unforgiving, with rugged terrain and a hostile climate. The island is covered in rocky outcroppings, with sparse vegetation and little wildlife. The Talon Clan’s people are highly adaptable, however, and have learned to thrive in this challenging environment.

The economy of the Talon Clan is based on trade and manufacturing, with its members specializing in crafting high-quality tools and equipment. They are skilled at metallurgy, engineering, and other technical fields, using their expertise to create highly effective and efficient tools and machines.

The military of the Talon Clan is highly disciplined and well-trained, with its warriors skilled in a variety of combat styles and tactics. They are known for their ruthless efficiency in battle, using their skills and knowledge to gain the upper hand over their opponents. The Talon Clan’s military is focused on defense and protection, with its warriors highly motivated to safeguard their clan and nation.

The flora of the Talon Clan’s island is sparse, with only a few hardy plant species able to survive in the harsh environment. The fauna of the island is equally limited, with a few species of small mammals and reptiles making up the bulk of the local wildlife.

In conclusion, the Talon Clan (Phinda) is a highly efficient and disciplined clan within the archipelago nation of Ryushima. Their focus on precision and accuracy make them a valuable asset to their nation, but their reserved and contemplative nature can also make them seem aloof or distant to outsiders. The Talon Clan’s people are skilled craftsmen and warriors, using their knowledge and expertise to achieve maximum efficiency and effectiveness. Their island is a place of rugged beauty, with a harsh environment that has forced the Talon Clan’s people to become highly adaptable and resourceful.

 

 

Tail Clan (Bhotaz)
Lewis Bhotaz

Keeper of Sweetfang

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
30
feats
attacks

Unknown.

Sumarry/Deeds

The Tail Clan (Bhotaz) is one of the seven main clans within Ryushima, situated on an archipelago. They are known for their brash and brutish nature, often resorting to violence before trying diplomacy. However, despite their reputation, once you get to know them, they are the most loving and family-oriented clan. They are fiercely loyal to their own, and will do anything to protect their loved ones.

The Tail Clan lives on the eastern islands, which are simply known as Draco Tail. The environment here is tropical, with dense forests and vast beaches. The Clan’s people are tall, muscular, and have tanned skin due to their exposure to the sun. They have dark hair and eyes, and many adorn their bodies with tattoos and piercings.

Society in the Tail Clan revolves around family, and blood ties are highly valued. They have a strong patriarchal system, with the eldest male in the family acting as the head. Respect for elders is paramount, and disobedience is not tolerated. However, they also have a strong sense of community, and their villages are often tightly knit.

The economy of the Tail Clan is based on fishing and hunting. They are expert fishermen, and their boats are often adorned with colorful designs and dragon motifs. They also hunt for food in the forests, and are skilled at tracking and trapping game. Their skills in combat also make them excellent mercenaries and bodyguards.

The flora and fauna of the Draco Tail islands are diverse, with many exotic species of plants and animals. The forests are home to colorful birds, monkeys, and other small animals. The beaches are inhabited by sea turtles and various species of fish. The Tail Clan also has domesticated dragons, which they use for transportation and as a symbol of their strength.

The military of the Tail Clan is composed of skilled warriors, known for their brutal and efficient fighting style. They specialize in close-quarters combat, and are skilled with various weapons such as spears, swords, and axes. They are also known for their use of traps and ambushes, making them a formidable force to be reckoned with.

Overall, the Tail Clan may have a rough exterior, but their loyalty and love for their family and community make them a valuable and respected part of Ryushima’s society.

 

 

Lesser Clans

Clan Haneda
Clan Yakimanzo

 

 

Steel

Steel

Ruler:
Head Smith Ten
Main Residence:
Coldhart 77.777% . Living folk 22.222%. Other Folk .001%
Population:
13,087,090
Capital:
Stronghome (not labeled correctly on map)
Military:
None
Economy:
Prosperous
Main Export:
Metalcrafts
Main Import:
Metal’s
Summary

Steel is a nation that values progress and the betterment of their society. The citizens are encouraged to pursue their own interests and work on innovations that will benefit the nation as a whole. The nation does not engage in wars, nor do they have a standing army. However, they have been known to come to the aid of their allies in times of need.

The nation is not ruled by a single person or entity, but by a Head Smith who is appointed by the populace to conduct diplomatic relations and represent Steel in matters of state. The Head Smith is chosen based on their skills, intelligence, and ability to lead the nation in a peaceful and prosperous direction.

Despite their peaceful nature, Steel is not defenseless. They have some of the most advanced technologies in the realm, and their inventions have been known to defend their nation against any would-be invaders. Their technological advancements have also made them a valuable trading partner for other nations.

The citizens of Steel are highly regarded for their skills in crafting and engineering, and they have made significant contributions to the technological advancements of Sanctum. They are highly respected and often sought after by other nations for their expertise.

Overall, Steel is a nation that values peace, progress, and the betterment of their society. They have built a reputation as a peaceful nation that focuses on innovation and progress, and they are highly regarded by other nations for their expertise in crafting and engineering.

 

 

Head Smith 10

Head Smith 10

Leader of Steel

Armor Class
???
Hit Dice
???
Speed
???

STR DEX CON INT WIS CHA
???(?) ??? (?) -(?) ?? (?) ??(?) ??(?)

Saves
Unknown
Special qualities
Languages
Wealth
Eminence
35
feats
attacks

Unknown.

Sumarry/Deeds

 

 

Malcor

Malcor Country

Ruler:
Malcor/Baron Victix
Main Residence:
Mostly Vast, but not recorded.
Population:
1-2 million.
Capital:
None
Military:
Warlords
Economy:
Poor
Main Export:
None
Main Import:
Not recorded
Summary

Desolate, Unforgiving, the land itself is detrimental to life. Magic and Ruin flow like rivers through this land, the ring of Mountains protecting the center landmass rise over 20,000ft out of the sea. On the ring small tribes of various kinds of Vast and monsters fight for survival, there are few sentiments but daily conflicts. Due to the Planar stress of magical influence beings from the realms beyond frequently appear, hunting, enslaving, abducting, all manner of things to the natives. Only a few cities can maintain a tight enough security to be able to live reasonably.

The main landmark seen even over the peaks of the mountain ring, and appearing the landmass itself, at the center of the enter Nation is a Obsidian Spire of ridiculous height, estimated by mages to be 50,000ft in height. This is known as the Seat of Malcor, and even when the Lord of Hell is not manifested on the Prime, his energy flows through the spire into the surrounding land, it’s said you can hear the hum of the spire as you land on the center island.

 

 

Landmarks of Sanctum

Orions Belt

The largest and most awe-inspiring mountain range is known as “Orion’s Belt”. Spanning thousands of miles, this range is home to some of the tallest peaks in the world, rising so high that their snow-capped summits seem to touch the very sky. The jagged spires and craggy cliffs of Orion’s Belt are an impressive sight, and many tales are told of brave adventurers who have attempted to climb them.

The mountains of Orion’s Belt are known for their extreme weather conditions, with sudden blizzards and fierce winds that can batter even the most seasoned climbers. However, despite the danger, the range is home to a variety of wildlife, including rare and exotic species that cannot be found anywhere else in Sanctum.

Throughout history, the peaks of Orion’s Belt have been a symbol of strength and endurance, with many cultures considering them to be the dwelling place of powerful gods or otherworldly beings. They are also a popular destination for adventurers and travelers seeking to test their mettle against the most challenging terrain in the world. Overall, Orion’s Belt is a place of both beauty and danger, a land of high peaks and deep valleys that has captured the imaginations of people across Sanctum for generations.

Mount Orion

Mount Orion

Deep in the heart of a magical realm lies a majestic mountain range that reaches high into the sky, its snow-capped peaks glistening in the bright sunlight. This range is said to be home to powerful beings that have long since retreated from the world of mortals, preferring instead to live in seclusion within the towering peaks.

At the foot of the mountains, a great forest teems with life, its lush trees and verdant undergrowth providing shelter for all manner of creatures. But beyond the forest, the land grows desolate and barren, a harsh reminder of the power that lies within the towering peaks.

Few have dared to venture into the true depths of the mountains, for it is said that those who do so risk the wrath of the ancient beings that dwell within. But for those brave enough to make the journey, the rewards are great, for within the mountains lie secrets and treasures beyond imagining.

 

 

Esper Cradle

Esper Cradle

The Esper Cradle is a mystical place of wonder and power, hidden deep within a verdant forest atop snowy mountain peaks. The forest is alive with the music of birds and the rustling of pines, and the air is thick with the sweet scent of wildflowers.

As one approaches the Cradle, they are met with a stunning sight - a great, shimmering pool of water surrounded by towering stone pillars. The water of the pool is crystal-clear, and the sunlight dances across its surface in a dazzling display of color and light.

It is said that the waters of the Esper Cradle possess incredible magical properties, capable of bestowing great power and knowledge upon those who drink from it. But the waters are fiercely guarded by the forest’s ancient guardians - a race of powerful beings known as the Dryads.

The Dryads are fierce protectors of the Cradle, and will stop at nothing to defend their home from those who would seek to exploit its power. But for those who approach the Cradle with pure hearts and noble intentions, the Dryads are said to be wise and benevolent guides, capable of unlocking the true power of the Esper Cradle.

Beyond the pool lies a great stone archway, inscribed with ancient runes and symbols. Passing through the archway leads one into a vast, sunlit clearing, where the true power of the Cradle is revealed.

The clearing is alive with the magic of the Esper Cradle, and those who enter it are bathed in its warm, radiant light. Here, one can feel the power of the Cradle coursing through their veins, filling them with a sense of wonder and awe.

It is said that those who spend enough time within the Esper Cradle will emerge with great wisdom and knowledge, and that their spirits will be forever changed by the magic of this mystical place. For those who seek power and enlightenment, the Esper Cradle is a place of great importance and wonder, a true gem of the magical realm.

World Fangs

World Fang

World Fangs is a treacherous and foreboding place, a vast network of jagged peaks and deep, dark canyons that stretch out as far as the eye can see. The mountains here are tall and steep, their rocky crags sharp as knives and their slopes covered in treacherous scree and loose rock.

At the heart of the World Fangs lies a great volcano, a towering mountain of fire and smoke that belches forth molten rock and ash with terrifying force. The mountain is surrounded by a ring of jagged teeth-like rocks that rise up from the ground, creating a natural barrier that keeps all but the bravest and most foolhardy adventurers at bay.

Despite the dangers, there are those who brave the World Fangs in search of adventure and treasure. Many believe that the volcano at the heart of the Fangs holds great power and secrets, and that those who can withstand its fiery wrath will be rewarded with riches beyond their wildest dreams.

But the Fangs are not without their dangers. The mountain is home to fierce dragons, powerful giants, and all manner of terrifying creatures that prey upon the unwary. The slopes of the volcano are treacherous and unstable, and many who venture too close find themselves buried beneath an avalanche of molten rock and ash.

But for those who are brave enough to face the dangers of the World Fangs, the rewards are great. The volcano holds within its depths great veins of precious metals and gemstones, and the mountain is said to be imbued with powerful magical energies that can grant great power and knowledge to those who can master them.

For the bold and the daring, the World Fangs is a place of great opportunity and adventure, a realm of fire and stone where danger and treasure are two sides of the same coin.

 

 

Great Woods

The great forests of Sanctum are known for their vastness and untamed nature, covering vast expanses of the mystical realm. These forests are home to a diverse range of flora and fauna, including towering trees, vibrant flowers, and rare herbs. The air is thick with the scent of pine and other woods, and the ground is often covered in soft moss and fallen leaves. The forests are a haven for many creatures, from small insects to mighty beasts, and are also home to various mystical creatures, such as dryads and faeries. The forests are said to be enchanted, with many areas filled with magical energies and secrets waiting to be discovered by those brave enough to venture deep into the wilderness. Despite their beauty, the forests can be dangerous, with hidden dangers lurking around every turn, such as traps, ambushes, and the occasional monster. As such, travelers are advised to exercise caution when entering these untamed wilds.

Deepoak

Deepoak The Deepoak is a mystical and enchanted forest located in a realm of fantasy. Its name is derived from the ancient tree that serves as the heart and center of the forest, the great and majestic Tree of Life. The Deepoak forest is home to a diverse array of flora and fauna, with trees of all shapes and sizes, colorful flowers, and exotic animals.

The Tree of Life is the most magnificent sight within The Deepoak. It stands tall and proud at the center of the forest, its massive trunk and sprawling branches reaching towards the sky. The tree is so large that it seems to touch the heavens, and it’s believed that the leaves rustle with the whispers of the gods. At the base of the tree lies a clear pool of water, which is said to have healing properties.

As you walk deeper into the forest, the trees begin to close in around you, creating a canopy overhead that filters the sunlight into a soft, dappled glow. The air is rich with the sweet scent of wildflowers and the soft hum of buzzing insects. You can hear the rustling of small creatures in the underbrush and the occasional hoot of an owl in the distance.

The forest floor is a tapestry of mosses, ferns, and small shrubs, interspersed with patches of soft, green grass. The trees themselves are a marvel to behold, with their gnarled roots twisting and turning across the ground, and their trunks rising straight and true towards the sky.

But The Deepoak is not just a place of beauty and wonder. It’s also a place of danger, with hidden traps and pitfalls lurking beneath the forest floor, and strange creatures that lurk in the shadows. The forest is home to giant spiders, fierce wolves, and other dangerous beasts, all of which must be approached with caution.

Despite its dangers, The Deepoak is a place of great magic and mystery. It’s believed that the forest is home to ancient spirits and powerful magical energies that have been woven into the very fabric of the land. The forest is a place where the veil between the worlds is thin, and those who are attuned to the magic of the forest can access great power.

In conclusion, The Deepoak is a wondrous and magical place, filled with both beauty and danger. It’s a place where one can come to connect with the earth and the spirits that dwell within it, and to tap into the power of the natural world. It’s a place that will forever hold a special place in the hearts and imaginations of those who are lucky enough to experience its wonders.

 

 

Everwood

Everwood As you step into The Everwood, you’ll immediately notice that something is different. The air feels thick with magic, and the trees themselves seem to bend time and space. As you wander deeper into the forest, you’ll find yourself feeling slightly disoriented, as if time is moving at a different pace.

You’ll notice that the sun is lower in the sky than it should be, and the stars seem to be in different positions than you remember. The trees themselves are ancient, and their branches twist and turn in ways that seem impossible. Some of the trees have grown in such a way that they form arches and tunnels, and you’ll find yourself walking through corridors of leaves and branches.

As you continue your journey, you’ll notice that the creatures of The Everwood are unlike anything you’ve seen before. Some of them move with a languid grace, as if time moves slowly for them. Others move so quickly that they appear as blurs, leaving trails of after-images in their wake.

You’ll come across a clearing, and in the center of it, you’ll find a small pool of water. As you gaze into the water, you’ll see your reflection staring back at you, but there’s something different about it. You’ll notice that your reflection is older, as if time has moved forward faster than it should have.

The Everwood is a place where time is fluid, and those who travel through it are affected by its strange magic. Some may find themselves aging rapidly, while others may feel as if they’ve only been in the forest for a few minutes, even though hours have passed.

As you leave The Everwood, you’ll feel a sense of disorientation, as if you’ve stepped out of a dream and into reality. You’ll never forget your time in The Everwood, a place where time and space bend to the will of magic.

 

 

Crimsonwood

Crimsonwood Welcome to Crimsonwood, a forest shrouded in danger and terror. As you step into the forest, you’ll immediately feel a sense of foreboding. The trees are twisted and gnarled, their branches reaching out like the claws of some monstrous beast. The air is thick with the stench of decay and rot, and the only sounds are the rustling of dead leaves and the distant howling of wolves.

As you venture deeper into Crimsonwood, you’ll find that the forest is full of deadly surprises. The ground is treacherous and uneven, with hidden sinkholes and jagged rocks waiting to ensnare unwary travelers. Poisonous vines snake their way around the trunks of trees, waiting to ensnare and strangle their prey. The trees themselves seem to be alive, their branches twisting and contorting in grotesque shapes, as if they’re reaching out to grab you.

As you walk, you’ll notice that the forest is devoid of life. Any small creatures that may have once lived here have long since fled, and the only signs of movement are the shadows that seem to dance in the corner of your eye. The silence is only broken by the occasional snapping of a twig or the rustling of dead leaves.

As the sun begins to set, you’ll notice that the forest takes on a different tone. The crimson leaves seem to take on a sickly hue, and the trees themselves appear to come to life. The branches twist and writhe, forming grotesque shapes that seem to reach out and grasp at the air.

As you make your way back out of the forest, you’ll feel as if you’ve been on a journey through hell itself. Crimsonwood is a place of danger and horror, a place where every step could be your last. You’ll carry the memory of this forest with you always, a reminder that even the most beautiful things can hide a deadly secret.

 

 

The Nursery

Nursery Welcome to The Nursery, a forest unlike any other. Here, the trees are taller, the leaves greener, and the air seems to hum with an otherworldly energy. This is the home of the Ancients, Archeus Muhralthus and Delrima Muhralthus, two eldritch beings who embody the concepts of Family and Control.

As you enter the forest, you’ll notice that the trees are arranged in a strange, almost orderly fashion. They seem to grow in patterns, forming shapes that defy nature. The leaves are a bright, almost glowing green, and the air is filled with the sweet scent of blooming flowers.

As you venture deeper into The Nursery, you’ll begin to feel a sense of unease. The trees seem to be watching you, their branches reaching out like bony fingers. You’ll hear whispers on the wind, and the rustling of leaves will sound like voices murmuring secrets.

As you approach the center of the forest, you’ll come across a clearing. In the center of the clearing stands a large, ancient tree, its bark gnarled and twisted. It is said that this is the home of Archeus and Delrima, and that the tree itself is their physical manifestation in this world.

The Ancients themselves are seldom seen, but their presence is felt throughout the forest. Archeus embodies the concept of Family, and it is said that he watches over the forest like a protective parent. Delrima embodies the concept of Control, and it is said that she maintains order in the forest, ensuring that the trees grow in their proper patterns and that all creatures abide by the forest’s rules.

As you make your way back out of The Nursery, you’ll feel a sense of reverence for this strange, mystical forest. It is a place of wonder and mystery, where the concept of Family and Control reign supreme. The Nursery is a place of peace and harmony, a place where the natural world is perfectly balanced and controlled by powerful, ancient forces.

 

 

The Untamed

Untamed Welcome to “The Untamed”, a wild and untamed forest where nature reigns supreme. Towering trees, thick vines, and dense underbrush make traversing this land a daunting task. Here, life and even the land itself seem to fight for survival, creating a savage and unforgiving environment.

The trees are massive and ancient, their gnarled branches stretching high into the sky, blocking out most of the sunlight that filters through the dense canopy. The ground is covered in a thick layer of moss and fungi, and the air is thick with the scent of decaying plant matter.

The creatures that call this forest home are as fierce as the land they inhabit. Predators stalk their prey through the tangled underbrush, and prey species have adapted to become swift and agile, always on the lookout for danger. The roar of savage beasts echoes through the trees, and the rustle of leaves and snapping of branches signal that danger is never far away.

The Untamed is a place where few dare to venture, for it is said that the forest itself has a will of its own. Some say that the forest’s very spirit is alive and that it will do whatever it takes to defend itself against any who would threaten it. Others whisper that the spirits of long-dead warriors haunt the forest, seeking vengeance against those who would desecrate their sacred land.

The Untamed is a place of mystery and danger, but also of untold beauty. Hidden within its depths are ancient ruins and forgotten treasures, waiting to be discovered by those brave enough to venture into this wild and untamed land. For those who seek adventure and are willing to risk all, The Untamed is a place where the rewards are great, but the dangers are even greater.

 

 

Great Seas

These deserts are known for their extreme temperatures and harsh conditions, making them nearly impossible to cross without proper preparation and equipment. Despite their harsh nature, however, The Great Seas are also known for their stunning beauty, with vast expanses of sand dunes and towering rock formations creating a dramatic landscape. With many different deserts making up The Great Seas, each with their own unique features and challenges, they have become a popular destination for adventurers and explorers seeking to test their limits and uncover the mysteries of these vast, remote landscapes.

Great Sand Sea

Great Sand Sea The Great Sand Sea is a vast and foreboding desert that covers a significant portion of the continent of Vespa in the Selcrum Wastes of Soulus, in the Realm of Sanctum. It is the largest and most ancient desert on the continent, with an expansive and unrelenting landscape of shifting sand dunes that stretch as far as the eye can see.

The desert is known for its extreme temperatures, scorching heat during the day and bitter cold at night. The sand itself is fine and powdery, often whipped up by harsh winds that can create dangerous sandstorms that can disorient travelers and bury entire settlements.

Despite its hostile environment, the Great Sand Sea is home to a variety of creatures, both dangerous and exotic. Fierce sandstorms and searing heat make survival a constant struggle, and those who do manage to carve out a life in the desert are often as hardened and unpredictable as the landscape itself.

Ruins of ancient cities and forgotten civilizations dot the landscape, their crumbling walls and toppled pillars swallowed up by the endless sea of sand. It is said that deep beneath the shifting dunes, treasures and secrets beyond imagining lie waiting to be discovered by those brave enough to brave the desert’s many dangers.

For those who dare to venture into the Great Sand Sea, they will find themselves in a harsh and unforgiving world, where survival is a constant battle against the elements and the unknown.

Dusts of Dal’Thruud

Dusts of Dal'Thruud The Dusts of Dal’Thruud is a mystical and awe-inspiring desert located on the border of Yuvon and Vulkt, in a remote and seldom-explored region of the Realm of Sanctum. The very sands of the desert are said to be made of time and magic, imbued with arcane and divine energy that pulses through the dunes and whispers secrets to those who listen closely.

The desert is a place of great mystery and wonder, where travelers and adventurers come from far and wide to seek out the knowledge and power that lie hidden within its shifting sands. The very air crackles with magic, and the sunsets are said to be so beautiful that they can move even the most jaded of souls to tears.

Despite its otherworldly beauty, the Dusts of Dal’Thruud is a place of great danger, and those who dare to venture into its depths must be prepared for the many hazards that lie ahead. The sands are treacherous and ever-changing, shifting and swirling in strange and unpredictable patterns that can disorient even the most seasoned of travelers.

The desert is also home to a variety of strange and magical creatures, some of which are benevolent and helpful, while others are hostile and dangerous. From sand elementals that can reshape the very landscape with their powerful magic to fierce sand dragons that can breathe fire and sandstorms that can swallow entire caravans, the Dusts of Dal’Thruud is a place where the unexpected is always just around the corner.

Despite the many challenges of the Dusts of Dal’Thruud, those who are brave enough to explore its mysteries can find great rewards. Deep within the sands, there are ancient ruins, long-forgotten temples, and hidden treasures that are said to be worth fortunes. And for those who seek knowledge and enlightenment, the very sands themselves are said to hold the secrets of the universe, waiting to be unlocked by those with the courage and wisdom to do so.

 

 

Black Sand Sea

Black Sand Sea The Black Sand Sea is a vast and unforgiving desert, the most dangerous and deadly of all the deserts on the Realm of Sanctum. Its endless dunes stretch out as far as the eye can see, their black sands shifting and swirling in the fierce winds that howl across the landscape. The sky above is always dark and ominous, filled with thick clouds of dust and sand that blot out the sun and make it impossible to see more than a few feet in front of you.

The sands of the Black Sand Sea are not just black, but are infused with dark magic that imbues them with a malevolent sentience. The sand itself seems to writhe and twist, forming eerie shapes that seem to taunt and lure the unwary traveler. Strange whispers and moans can be heard on the wind, and it is said that the desert is haunted by the spirits of those who have perished within its unforgiving embrace.

The creatures of the Black Sand Sea are just as deadly as the terrain itself. From towering sandstorms that can swallow entire caravans to massive serpents that burrow beneath the sands, the desert is a place of constant danger and peril. Even the very air seems to be infused with dark magic, making it hard to breathe and sapping the strength of all who venture into its depths.

Au’Shin, the Ancient of Storms, is the protector of the Black Sand Sea. He is a towering figure, a mix of a sandstorm and a clutch of giant serpents, with skin the color of the deepest shadows and hair that crackles with lightning. His eyes glow with a fierce inner fire, and his voice booms like thunder across the desert sands.

Au’Shin is a being of immense power, feared and respected by all who know of him. He patrols the borders of the Black Sand Sea, keeping watch over the shifting sands and striking down any who would dare to trespass upon his territory. He is both a force of nature and a living weapon, able to conjure up storms of sand and lightning at will, and his wrath is legendary.

Despite his fearsome reputation, Au’Shin is not without compassion. He is said to have a soft spot for those who seek to explore the mysteries of the Black Sand Sea, and he has been known to offer his protection to those who are brave enough to venture into the heart of the desert. But those who seek his aid must be prepared to pay a steep price, for the power of the Ancient of Storms does not come cheaply.

 

 

Sites of Legecy

Sites of Legacy are mysterious and ancient locations that can be found throughout the world of Sanctum. These places are shrouded in history and legend, and many believe that they hold great power and secrets. They are often marked by stunning architecture, unusual structures, or unusual natural formations that have withstood the test of time. Although their purpose and origins are often shrouded in mystery, Sites of Legacy are known to be places of wonder, awe, and sometimes danger. Explorers and adventurers often seek out these sites in the hope of uncovering their secrets and discovering new knowledge and artifacts that can help unlock the mysteries of the past.

Primordial Tomb

Primordial Tomb Deep in the heart of a forgotten land lies the Primordial Tomb, the resting place of Gravelord Morsk, Primordial Ancient of Death. The tomb is hidden in a remote corner of the world, concealed by a dense thicket of ancient trees that whisper secrets to those who dare to approach.

The entrance to the tomb is an enormous stone portal, carved with intricate designs depicting the ancient rituals of death and rebirth. Beyond the portal lies a vast chamber, illuminated by an eerie blue-green glow that emanates from the moss and fungi that cling to the walls and ceiling.

The air is thick with the musty scent of decay, and the only sound is the faint drip of water echoing through the cavernous space. Bones and ancient relics lie scattered throughout the chamber, a testament to the power and influence of Gravelord Morsk in ages past.

Deeper within the tomb lies the resting place of the Primordial Ancient of Death himself, his body enshrined in an elaborate sarcophagus made of black marble and adorned with precious gems. It is said that the sarcophagus is guarded by the spirits of the dead, who rise up to defend their lord should any foolish adventurer attempt to disturb his rest.

Those who dare to explore the Primordial Tomb do so at their own peril, for the ancient magic that lingers in the air can twist the mind and ensnare the unwary. But for those who seek knowledge and power beyond mortal understanding, the tomb may hold secrets that are worth the risk.

 

 

Timehold

Timehold The Timehold is a mystical location that is said to control the flow of time across the cosmos. It is located in the middle of the Ocean known as The Beasts Crucible, on a floating island that is suspended in the center of a vast and endless sea. The Timehold is home to the Primordial Ancient of Time, Tibian Timehold, who has existed since the dawn of time itself.

Approaching the Timehold, one would first notice the massive, towering walls of the floating island. These walls are made of a dark, smooth stone that appears to be impenetrable. However, those who are meant to enter the Timehold will find that the walls will part to allow them entrance, as if recognizing their presence. Once inside, visitors are greeted by a breathtaking sight: a sprawling, ancient city that appears to have been carved into the very rock of the island itself.

The city within the Timehold is a maze of winding streets, towering spires, and mysterious structures. The buildings are constructed from a variety of materials, including stone, crystal, and metals that appear to be unknown to the mortal realm. The structures are intricate and ornate, featuring detailed carvings and glyphs that seem to glow with an otherworldly energy. The streets of the city are lined with exotic plants and trees, some of which appear to be centuries old. The air is filled with the sounds of bubbling fountains, singing birds, and the gentle rustling of leaves in the breeze.

At the heart of the city lies the palace of Tibian Timehold, a massive structure that seems to defy the laws of physics. The palace is made of a shimmering, translucent material that appears to shift and change color depending on the angle of the light. The interior of the palace is equally stunning, with soaring ceilings, intricate mosaics, and walls adorned with priceless treasures from across time and space.

The palace serves as the base of operations for Tibian Timehold, who is surrounded by a retinue of loyal guardians and advisors. These beings are ancient and powerful, possessing knowledge and abilities that are beyond the comprehension of mortals. The guardians and advisors of the Timehold are tasked with maintaining the flow of time across the cosmos, ensuring that the fabric of reality remains stable and balanced.

In addition to the guardians and advisors, the Timehold is also home to a number of other beings. These include ancient spirits, elemental entities, and other mystical creatures that are drawn to the power and energy of the Timehold. These beings are peaceful and benevolent, and they are happy to offer their aid and assistance to those who seek it.

Overall, the Timehold is a mystical location that is shrouded in mystery and wonder. It is a place of great power and importance, and those who are lucky enough to enter its walls are forever changed by the experience. The Timehold is a testament to the limitless possibilities of the universe, and a reminder that there is much more to existence than what can be perceived by mortal senses.

 

 

The Breach

The Breach The Breach is a mystical location that is known to be a swirling nexus of surging mystical energies of all kinds. It is a wound on the planes themselves, as magic is flooded in and out of this tear. The Breach is a place where the boundaries between the planes are thin, and where the laws of magic are constantly in flux.

Approaching the Breach, one would first notice the eerie, pulsating light that emanates from the tear in reality. The light is a sickly green color, and it seems to flicker and pulse with an otherworldly energy. As one gets closer, the sound of rushing winds and crackling energy becomes almost overwhelming, as if the very air is alive with the power of the Breach.

The tear in reality that is the Breach appears to be a massive swirling vortex of energy, with streams of magic flowing in and out in a never-ending cycle. The vortex seems to defy all laws of physics, and the colors and shapes within it are constantly shifting and changing. The energy within the Breach is a mix of all kinds of mystical energies, including elemental, divine, and arcane. It is a chaotic and unstable mix, and those who come too close risk being overwhelmed by the sheer force of it.

Despite the danger, the Breach has drawn many beings to its swirling energies. Some seek to harness its power for their own purposes, while others simply find themselves drawn to the raw, primal energy of the place. Beings of all kinds can be found around the Breach, including wizards, sorcerers, elementals, and even the occasional deity. It is said that those who spend too much time near the Breach are forever changed by its energies, their very being infused with the power of the planes.

Despite its apparent chaos, the Breach is not without its own order. There are guardians and protectors who watch over the Breach, ensuring that its energies do not spill out of control and wreak havoc on the surrounding planes. These guardians are powerful beings, able to manipulate the very fabric of reality to keep the Breach in check. They are watchful and vigilant, and they will not hesitate to defend the Breach from those who would seek to harm it.

Overall, the Breach is a place of great power and danger. It is a testament to the wild and unpredictable nature of magic, and a reminder that the planes themselves are not as stable as they might seem. Those who venture too close risk being consumed by the energy of the Breach, but for those who can harness its power, the rewards can be great indeed.

 

 

Gold Isle

Gold Isle Gold Isle is a desolate isle, void of any signs of life or vegetation. The island is a floating piece of land that drifts through the endless oceans of Sanctum, isolated from any other landmasses or inhabitants. Its only occupant is the legendary terror known as Culmanax, the Sleeping End.

The island itself is relatively small, measuring only a few miles in diameter. It is surrounded by a shimmering golden mist that obscures the view of anything beyond the island. The mist is said to be imbued with powerful magical energies that help to sustain the island and Culmanax’s slumber.

The terrain of Gold Isle is barren and desolate, with jagged rocky outcroppings and steep cliffs dominating the landscape. The rocks themselves are colored in shades of gold and yellow, giving the island an otherworldly appearance. The golden hue is said to be a byproduct of the magical energies that suffuse the island, imbuing everything with a golden sheen.

At the center of the island lies a towering mountain of gold, which serves as Culmanax’s resting place. The mountain is said to be made entirely of solid gold, and it glitters brilliantly in the sunlight. Culmanax’s body lies slumbering atop the mountain, his massive form covered in a layer of golden scales.

The island is surrounded by treacherous waters that are said to be filled with dangerous sea monsters and treacherous currents. Many ships have been lost trying to navigate the waters around Gold Isle, and only the bravest and most skilled sailors dare to venture near it.

Despite its desolate appearance, Gold Isle is a place of great power and importance. Culmanax is one of the most feared creatures in all of Sanctum, and his slumber on the island is said to be the reason for the island’s strange golden aura. Those who seek to harness the power of Culmanax and the island’s magical energies are said to be able to tap into great reserves of power, but at a great risk to themselves.

Overall, Gold Isle is a place of mystery and danger, where few dare to venture. It is a testament to the power and unpredictability of the magical forces that dominate the world of Sanctum, and a reminder that even the most desolate places can hold great secrets and hidden dangers.

 

 

Collectors Isle

Collectors Isle Collectors Isle is an enigmatic location that has been said to be home to the ancient Lindfallen known as The Collector, a mysterious being who travels in a drifting island atop his great castle. The island is said to be constantly on the move, wandering the endless oceans of Sanctum in search of great works, artifacts, creatures, and more.

The island itself is a sprawling mass of buildings, towers, and chambers, all built atop the drifting mass of earth and rock that serves as the Lindfallen’s base of operations. The castle at the center of the island is said to be massive, towering high above the other structures, and made of an otherworldly material that glows with an ethereal light.

The Collector is said to be a collector of all things, from the great works of art and literature to the rarest and most exotic creatures from across the planes of existence. His castle is said to be filled with countless treasures, relics, and oddities, all carefully preserved and cataloged for posterity.

Despite the vast wealth of artifacts and creatures that the Collector has collected, he is said to be a reclusive and solitary being, rarely venturing from his castle or interacting with others. Some speculate that he is an immortal or a deity, given the sheer scope of his collection and the fact that he has been traveling and collecting for untold eons.

The island itself is said to be protected by powerful wards and enchantments that keep it safe from harm and ensure that its contents remain secure. Those who have dared to approach the island or attempt to take something from it have been met with fierce resistance, as the Lindfallen is said to be a powerful sorcerer and warrior.

Overall, Collectors Isle is a place of great wonder and mystery, a testament to the vastness and diversity of existence itself. It is a place that few have seen and even fewer have visited, but its legend and reputation have spread far and wide across the planes of Sanctum.

 

 

Anvil Prima

Soul Fountain Anvil Prima is a legendary location, shrouded in mystery and myth. It is said to be the birthplace of Warforged and Ironborn, where the Ancient of Crafts Vulcan gave birth to sentient constructs. The location is located at the top of the Frozen Mount Khazden, which is known for its treacherous and inhospitable conditions, making Anvil Prima a remote and isolated place, far from the rest of the world.

According to legend, Anvil Prima was the place where the great Ancient Vulcan first created the Warforged and Ironborn, imbuing them with sentience and the power to think and feel for themselves. It is said that Vulcan crafted each Warforged and Ironborn by hand, carefully shaping their bodies and infusing them with magic and power.

The location itself is a massive forge, surrounded by mountains and glaciers, with its massive anvil at the center, serving as a testament to Vulcan’s craft and skill. The forge is said to be perpetually burning, fueled by an endless supply of magical energy, and the air is thick with the smell of smoke and burning metal.

Despite its harsh and inhospitable surroundings, Anvil Prima is a place of great reverence and respect among the Warforged and Ironborn. Many journey to the location to pay homage to their creator and to seek guidance and advice from Vulcan himself. It is said that those who are able to make the journey to Anvil Prima are forever changed by the experience, gaining a newfound appreciation for their own existence and the power of their own creation.

Overall, Anvil Prima is a place of great significance and importance in the world of Sanctum, a place where the power of creation and the magic of the cosmos come together to create something truly remarkable. It is a testament to the skill and craft of the ancient beings, and a reminder of the incredible potential of sentient constructs.

 

 

Soul Fountain

Soul Fountain Soul Fountain is a legendary location, located at the base of the Holy Land of Soulus, in the heart of Sanctum. It is said to be a well of infinite power, connected to the Primordial Tomb, a highway for spirits to pass on from Sanctum to the other planes of existence.

The fountain is tended to personally by Corvair Makarov, the King of Soulus, who is said to be one of the most powerful and revered beings in all of Sanctum. He is said to have been chosen by the gods themselves to watch over the fountain and ensure that the spirits of the departed are able to pass on safely to their next destination.

The fountain is said to be a place of great power and energy, and those who are able to tap into it are said to be able to gain incredible abilities and strength. However, it is also said to be a dangerous place, and those who are not prepared to handle its power may find themselves overwhelmed and consumed by its energy.

Despite its power, the Soul Fountain is said to be a peaceful and serene place, filled with the gentle sounds of flowing water and the soft glow of ethereal light. The water itself is said to be crystal clear and cool to the touch, and many believe that it has healing properties that can cure even the most dire of ailments.

Overall, Soul Fountain is a place of great mystery and wonder, a place where the veil between life and death is thin and the power of the cosmos is at its strongest. It is a place that is revered and respected by all who know of it, and its legend has spread far and wide across the planes of Sanctum.

 

 

Part 8: Organizations of Sanctum

Organizations and guilds serve several purposes in a fantasy city. These organizations are often formed to protect the interests of people involved in the same general trade or activity, from tailors to religious malcontents to thieves’ organizations. They can be large or small, weak or powerful, public or secretive, and their appearance and behavior may vary depending on the people who join and the city in which they operate.

Guilds can be essential to controlling entire economic markets and guiding the course of local government. For instance, a guild that controls the shipping and sale of lumber in a city far from any source of wood, or a powerful mercenary guild that protects a city with an otherwise weak militia, can have substantial leverage to make demands of the municipal government. A guild that becomes this powerful often fixes prices, drafts legislation favorable to it, or dominates markets otherwise unrelated to its pursuits.

Joining a guild is often easier than gaining the patronage of a noble house. In some cities, people of a certain profession might even be required to join the local guild. Guild membership can be an attractive prospect, but it is usually most appealing to characters who stand to gain from belonging, rather than the party as a whole.

Adventuring-oriented guilds might attract the interest of adventurers, as they offer opportunities for earning money or practicing skills. However, many guilds will be of no interest to adventurers, such as butchers or bakers guilds.

Corporations and cults can also be considered types of guilds or organizations. Like traditional guilds, corporations and cults can exert significant control over their respective markets or followers. In the case of a corporation, this may involve fixing prices or dominating a particular industry. In the case of a cult, this may involve controlling the beliefs and actions of its members.

In general, guilds and organizations serve to protect the interests and pursuits of their members, control economic markets, and exert influence over local government. Joining a guild can offer benefits such as financial support, a place to belong, and opportunities for practicing skills or earning money.

Joining an Organization

To join a guild, one must first locate the guildhouse of the particular guild they are interested in joining. This can typically be done with a DC 10 Gather Information or Knowledge (local) check. However, for more covert associations, such as a thieves or assassins guild, a higher check may be required (DC 20 or even DC 25). In some cases, seeking out clues through investigation and adventuring may be necessary to find a particularly well-hidden guild. This check can also reveal information about the guild’s membership requirements and operating procedures.

Alternatively, if someone has obtained fame or notoriety for a particular skill, the relevant guild may approach them directly. However, this is a relatively rare occurrence as established masters are more likely to form their own guild than to join an existing one.

Once someone has located the guildhouse, they must petition for membership. Most guilds require that a petitioner either belongs to one of their associated classes or possesses at least 4 ranks in a relevant skill. However, exceptions can be made if the guild believes that a petitioner’s abilities would be particularly useful. For instance, a mercenary guild may accept a sorcerer or warmage into its ranks if their spells would be of particular use on the battlefield.

Some guilds have additional requirements such as passing initiation rites or belonging to a certain race or religion.

While many guilds do require an entry fee and monthly dues, the amount can vary wildly depending on the guild and the city in which it operates. Some guilds might have no fees at all, while others might demand hundreds or even thousands of gold pieces for membership. Some guilds might also require additional payments for access to certain services or resources.

In addition, there are some guilds that don’t require any fees at all, but instead ask for other forms of payment or loyalty. For example, a thieves’ guild might require members to commit to carrying out occasional heists on its behalf, while a religious cult might demand complete devotion and obedience to its teachings.

Overall, the process of joining a guild involves finding the guildhouse, petitioning for membership, meeting the membership requirements (which may include belonging to a certain class or possessing certain skills), and paying any required fees or making other forms of payment.

It is important to note that not all guilds will be of interest to adventurers. It is unlikely that an adventurer would want to join a guild such as a butchers or bakers guild, even if they possess relevant skills. Adventuring-oriented guilds, however, may be of interest to some characters, and some may seek to join more mundane guilds for a way to earn money or practice their skills.

 

 

General Benefits

Joining a guild can have several benefits for its members. Firstly, guildhouses usually provide safe accommodation and food, so members have a place to stay and food to eat if they need it. Additionally, guild members help each other out, and being a member of a guild provides a bonus to Diplomacy and Gather Information checks when dealing with fellow guild members.

Guilds also provide financial benefits by subsidizing the cost of goods and services related to their chosen field, which can reduce the price of such goods by 10% for members. Moreover, guilds may provide loans to members who have fallen on hard times, which can be useful in emergencies. However, successfully requesting a loan requires a Diplomacy check, and there are penalties for multiple requests or failing to pay it back on time.

Finally, joining a guild gives members a specific contact related to their guild, which can be useful for gathering information or networking in their field of expertise. Overall, being a member of a guild can provide numerous benefits and resources to help individuals in their chosen profession or interest.

Types of Guilds

The most common types of Guilds/Organization

Hero Guilds

Organizations that unite individuals who seek to serve and protect their community or uphold a particular set of values.

Hunter Guilds

Groups of skilled hunters who specialize in tracking and taking down dangerous creatures, often for a fee.

Mage Guilds

Associations of magic-users who come together to share knowledge, resources, and power. They may also offer services to the public, such as magical education or spellcasting.

Explorer Guilds

Organizations dedicated to mapping uncharted territories, discovering new lands, and uncovering hidden treasures.

Crafter Guilds

Groups of skilled craftsmen who specialize in metalworking and related trades. They may offer training, resources, and support to their members.

Merchant Guilds

Associations of traders and merchants who work together to protect their interests, control markets, and negotiate favorable deals.

Corporations

Powerful organizations that often control entire economic markets and can have significant political influence.

Entertainer Guilds

Groups of performers and artists who band together to share resources, collaborate on projects, and support one another.

Cults

Secretive organizations that espouse a particular set of beliefs or values, often with religious or mystical overtones.

Assassin Guilds

Groups of trained killers who are hired to carry out assassinations, espionage, and other illicit activities.

Devout Guilds

Associations of individuals who are united by their devotion to a particular deity, religion, or spiritual practice. They may engage in religious activities, provide support and services to the community, or seek to further their beliefs through missionary work.

Thief Guilds

Composed of individuals skilled in larceny and covert operations. They operate outside the law and have their own rules and hierarchy. Thieves Guilds can range from small groups of pickpockets to powerful criminal organizations controlling the underworld of entire cities.

 

 

Heroes Listing

Silver Shields

Silver Shields Heartful Heroes


HQ Location
River next to Eldstone, Regulus
Number of Members
747
Leadership
Council of the 5 Shields
Guild Organization
Heroes

Summary

The Silvered Shields is a heroes guild that has been dedicated to protecting people and communities for over 4,000 years. They are well-known for their ability to take on jobs that require protection, and their commitment to using their skills and abilities to keep people safe.

With a membership of 747 individuals, the Silvered Shields is made up of people with a wide range of abilities, experiences, and backgrounds. Their focus is not on the rank or status of their members, but on the collective strength they can bring to bear on any given task.

As a guild of heroes, the Silvered Shields is committed to the well-being and safety of the people they serve. They are known for taking on missions that require bravery, selflessness, and quick thinking, and for always being ready to help in times of need. Their long history of service and dedication to their cause has earned them a reputation as one of the most respected and reliable heroes guilds in the land.


Ranks

  • Chosen: 17 Total
  • Heroes: 20 Total
  • Champions: 30 Total
  • Guardians: 58 Total
  • Marked: 97 Total
  • Warrior: 128 Total
  • Journeyed: 203 Total
  • Novice: 81 Total
  • New Blood: 93 Total
Other Ranks
  • Silver Shield Leader of The Guild, 5 Total
  • Silver Guard One of 2 Lieutenants to each Shield, 10 Total
  • Elite Shield One of the few elites of the guild with authority outside the Council of shields. 8 Total

 

 

The Seven Seats

Seats of Greatness


HQ Location
Number of Members
Less then 200
Leadership
The 7 Seats.
Guild Organization
Heroes

Summary

An elite organization with fewer than 200 members. The guild is governed by seven head members, known as the 7 Seats, each with their own small elite task force. The 7 Seats are some of the strongest and most respected individuals in the guild’s history, and their power is feared throughout the land. Even kingdoms would not dare attack this guild out of fear of their strength.


Ranks

  • Novice Seat: This is the entry-level rank for new members of The 7 Seats. Novices are expected to undergo extensive training and demonstrate a basic level of proficiency in combat. They are assigned to one of the seven elite task forces under the guidance of a higher-ranked member. (40 Total)
  • Guardian Seat: Guardians are skilled fighters who have proven their worth in battle. They are tasked with protecting the guild’s interests and carrying out missions assigned by the 7 Seats. To achieve this rank, a member must demonstrate mastery in combat and complete a series of difficult tasks assigned by the 7 Seats. (70 Total)
  • Champion Seat: Champions are elite warriors who have proven themselves in battle and have demonstrated exceptional leadership skills. They are responsible for leading and training other members of the guild. To achieve this rank, a member must demonstrate superior combat skills, exceptional leadership abilities, and complete a series of rigorous tests. (45 Total)
  • Hero Seat: Heroes are the most respected members of the guild, recognized for their bravery and skill in battle. They are responsible for undertaking the guild’s most challenging missions and providing guidance to other members. To achieve this rank, a member must demonstrate exceptional combat skills, exceptional leadership abilities, and complete a series of almost impossible tasks assigned by the 7 Seats. (30 Total)
  • Seat of Honor: This is the highest rank in the guild, reserved for only the most exceptional members. Members of this rank are given the utmost respect and have proven themselves to be the strongest and most skilled members of the guild. To achieve this rank, a member must demonstrate mastery in all areas of combat, exceptional leadership abilities, and complete a series of tasks assigned directly by the 7 Seats. (10 Total)
Leadership
  • The Founder: This is the guild’s oldest member, and the one who first established the guild.
  • The Protector: This Seat is responsible for protecting the guild and its members from any threats.
  • The Strategist: This Seat is responsible for developing and executing the guild’s strategic plans.
  • The Advisor: This Seat is responsible for advising the other Seats and providing guidance to the guild’s members.
  • The Hunter: This Seat is responsible for tracking down and eliminating any threats to the guild.
  • The Enforcer: This Seat is responsible for enforcing the guild’s rules and maintaining order within the guild.
  • The Champion: This Seat is responsible for leading the guild in battle and representing the guild in important events.

 

 

The Hydra’s Blade

Blade of the Many


HQ Location
Number of Members
9,850
Leadership
Zaspin Fulgran & Eshk’Khag
Guild Organization
Heroes

Summary

The goal of the Hydra’s Blade, the largest heroes guild on Sanctum, is to help people for profit and spread their influence and gold as far as they can to be hired as often as possible. They are co-led by the Grand Buster, the strongest and most influential member of the guild, and the Hydra patron “Eshk’Khag”.


Ranks

  • Cub (250 members): This rank is held by new members who are still undergoing training. They are not allowed to go on missions until they have proven themselves to their superiors.
  • Fox (6,000 members): The Fox is the lowest rank in the guild and is responsible for carrying out the orders of their superiors. They are also responsible for patrolling the guild’s territories and ensuring that they are secure.
  • Raccoon (2,500 members): The Raccoon is responsible for maintaining the guild’s equipment and ensuring that it is in good working order. They are also responsible for crafting new equipment and weapons for guild members.
  • Badger (1,000 members): The Badger is responsible for the day-to-day operations of the guild. They are responsible for managing the guild’s finances and ensuring that all members are paid on time.
  • Lynx (500 members): The Lynx is responsible for providing support to the Coyotes on missions. They are skilled in magic and provide magical support to their fellow guild members.
  • Coyote (200 members): The Coyote is responsible for carrying out missions assigned by the Panthera. They are also responsible for gathering intelligence and reporting back to their superiors.
  • Panthera (50 members): The Panthera is responsible for leading teams on missions and ensuring that they are successful. They are also responsible for recruiting new members and training them.
  • Alpha Wolf (10 members): The Alpha Wolf is the second-in-command of the guild and assists the Apex Predator in making important decisions. They are responsible for overseeing the lower ranks and ensuring that they are carrying out their duties effectively.
Leadership
  • Apex Buster: The highest rank in the guild, held only by the Grand Buster. The Apex Predator is responsible for leading the guild and making all important decisions. They are also responsible for overseeing the training of all members and ensuring that the guild’s mission is upheld.
  • Hydra Patron “Eshk’Khag”

 

 

Kings of Blue

**


HQ Location
Number of Members
Leadership
Guild Organization
Heroes

Summary


Ranks

Other Ranks

 

 

Hunters Listing

Crimson Hornets

Hornet Sons of the hunt


HQ Location
Just outside Eldstone in the Highstone Province
Number of Members
889
Leadership
Benny & Alek Trueshot
Guild Organization
Hunters

Summary

The Crimson Hornets are a fierce and efficient hunters guild that takes on the most challenging and dangerous prey, including dragons, abominations, and rogue demi-gods. They are known for their speed and precision, and their reputation strikes fear into the hearts of their targets. With their mastery of combat and a wide range of skills and resources, they pursue their quarry relentlessly and without mercy. If you find yourself on their list of prey, you had better hope that you can stay hidden, because once they find you, your time is running out.


Ranks

  • Crimson Commander (2)
  • Onyx Lieutenant (2)
  • Gold Grandmaster (7) As the highest traditional rank in the guild, a Gold Grandmaster is tasked with the most dangerous and challenging missions, including taking down rogue demi-gods and other mythical creatures. Their tasks require not only exceptional combat and strategic skills but also deep knowledge of ancient lore and the ability to improvise and adapt to changing situations.
  • Maroon Master (28) The tasks assigned to a Maroon Master are some of the most challenging in the guild, requiring a mastery of combat, strategic planning, and leadership. They are responsible for taking down the most elusive and powerful prey, and their success is critical to the guild’s overall success.
  • Violet Vanguard (41) The hunter is responsible for leading teams of other hunters into battle against the most powerful and dangerous prey. The difficulty of their tasks is extreme, and they must have exceptional leadership skills and combat ability to succeed.
  • Blue Slayer (211) Tasked with taking down the more powerful and dangerous prey, such as dragons or other large beasts. The difficulty of the tasks assigned to them is high, and they must be skilled in strategic planning, combat techniques, and the use of specialized equipment.
  • Green Hunter (198) This rank is responsible for taking on prey that requires combat skills. The difficulty of the tasks assigned to them is moderate, and they require a strong understanding of combat techniques and the use of weapons and armor.
  • Gray Tracker (303) The hunter is responsible for tracking down and locating the prey. They must be skilled in identifying and following tracks, as well as using other methods to find their target. The difficulty of their tasks varies depending on the prey, but they are generally considered challenging.
  • White Initiate (87) This rank is responsible for basic tasks such as scouting, gathering information, and assisting more experienced hunters. The tasks assigned to them are generally straightforward and relatively low-risk.
Other Ranks
  • Azure Elite (3) The Azure Elite rank is considered to be the highest and most prestigious within the Crimson Hornets Hunters Guild, reserved only for the most elite and accomplished hunters. As a result, they are tasked with the most challenging and difficult missions, requiring exceptional skill, experience, and resourcefulness. These tasks may involve hunting legendary creatures or handling situations that require the highest level of expertise and strategic planning. Azure Elite may also be called upon to undertake missions of great importance or high risk, such as protecting the guild from a powerful enemy or rescuing a key member of the guild who has been captured. Overall, the Azure Elite’s tasks would be among the most dangerous and challenging within the guild, and only the most exceptional and accomplished hunters would be able to attain this rank.
  • Clear Eye (7)

 

 

Scar Council

**


HQ Location
Number of Members
Leadership
Guild Organization
Hunter

Summary


Ranks

Other Ranks

 

 

Mages Listing

Wings of Fairy

Mage

Masters of Arcane Arts


Guild Headquarters (HQ) Location
Celestial Tower near Eldstone
Number of Members
1,021
Leadership
Gran Student Seraphina Fairywing
Guild Organization
Wings of Fairy

Summary

The Wings of Fairy is a prestigious mages guild dedicated to the mastery and application of magical arts. Renowned for their expertise in both offensive and defensive magic, they serve as teachers to aspiring mages and as formidable mages for hire to nations in need. Led by the enigmatic Gran Student Seraphina Fairywing, the guild combines wisdom with magical prowess to navigate the complexities of the magical world. Those who cross paths with the Wings of Fairy Guild are met with awe and respect, for their spells are as dazzling as their reputation.


Ranks

  • Celestial Archon (8): Archons are revered for their celestial mastery, embodying the divine essence in their magical arts. They are entrusted with tasks that require a connection to higher planes and profound understanding of celestial magic.

  • Ethereal Aetherist (12): Aetherists manipulate the ethereal energies that permeate the magical realms. Their skills in harnessing the raw essence of magic make them adept at tasks involving astral projection and manipulation of magical boundaries.

  • Radiant Auramancer (20):

  • Luminous Thaumaturge (44): Thaumaturges are adept at channeling and manipulating magical energies for offensive purposes. Luminous Thaumaturges specialize in unleashing powerful spells, harnessing the raw force of magic in their attacks.

  • Astral Invoker (66):

  • Mystic Architecht (88):

  • Soulum Invocant (100):

  • Arcane Scholar (111):

  • Augma Smith (222):

  • Mystical Novitiate (333): Novitiates are aspiring mages undergoing training within the guild. They are guided by experienced mentors and gradually develop their magical skills. The tasks assigned to them range from basic magical exercises to supporting more experienced guild members in various endeavors.

Special Ranks
  • Stellar Sage (5): Sages are the pinnacle of magical mastery within the Wings of Fairy Guild. Reserved for the most accomplished and revered mages, Stellar Sages are entrusted with the most delicate and crucial magical tasks.

  • Crystal Oracle (12): Oracles possess a unique ability to scry into the magical realms, gaining insights into the past, present, and potential futures. Their skills are crucial for strategic planning, foresight in magical conflicts, and uncovering hidden magical knowledge.

Channelers Breach

**


HQ Location
Number of Members
Leadership
Guild Organization
Mage

Summary


Ranks

Other Ranks

 

 

Explorers Listing

Western March

**


HQ Location
Number of Members
Leadership
Guild Organization
Explorer

Summary


Ranks

Other Ranks

 

 

Crafters Listing

 

 

Merchants Listing

 

 

Corporations Listing

 

 

Entertainers Listing

Zodiac Council

Performers of the 10,000 songs


HQ Location
Traveling Concert Ochedron
Number of Members
1,200+
Leadership
Zodiac Council
Guild Organization
Performers/Bard’s College.

Kings of the Concert

  • 1st: Lion of the Symphony
  • 2nd: The Scales of Sound
  • 3rd: Bull of the Hymn

Master of Music

  • 4th: Ram of the Crescendo
  • 5th: Archer of Melody
  • 6th: Twin Song

Scholars of the Song

  • 7th: Bearer of Sound
  • 8th: The Classical Goat
  • 9th: The Scorpion of Resonance

Students of the Lyre

  • 10th: Fish of Notes
  • 11th: Crab of Chime
  • 12th: The Virgin of Lyrics
Other Ranks
  • Laughing mask: This represents a Fool of sorts, someone who is to entertain the high and mighty with jokes and amusing songs.
  • Blood stained Lute: This is to show more of a combatant, someone with this is proven to be a useful help in any fight.
  • White Circle: This represents a perfect candidate, someone who has never failed or displeased when hired.
  • Black Lantern: This is for someone who is better at being quiet, unless needed to be loud.
  • Mug of Ale: This is someone who knows is most suited for bars and taverns, and brightens up any mood there.
  • Open Book: This represents a bard who is adept at knowing things from all around the world, a studied bard if you will.
  • Open Eye: This is a Bard who loves the arcane arts, and has been proven to be fairly good at them.
  • Silver Tongue: This is Bard known for being able to talk their way out of most situations.
  • Golden Harp: This Bard’s songs are known to dazzle and impress anyone who hears them, most bards of this type are hired from all around the world just to hear their songs.
  • Flaming Hand: This is a Bard who is good at many skills outside of both magic, politics, and song.
  • Round Table: This is a Bard who encompasses 4 or more of the above markings.
  • Marble Table: This is a Bard who encompasses 6 or more of the above markings.
  • Golden Table: This is a Bard who is flexible enough to show all of the above markings.

 

 

Cults Listing

Hand of Dusk

**


HQ Location
Number of Members
Leadership
Guild Organization
Cult

Summary


Ranks

Other Ranks

Eyes of the Forgotten

**


HQ Location
Number of Members
Leadership
Guild Organization
Cult

Summary


Ranks

Other Ranks

 

 

Assassins Listing

Vorpus Blade

**


HQ Location
Number of Members
Leadership
Guild Organization
Assassin

Summary


Ranks

Other Ranks

 

 

Devout Listings

Soul Knights

**


HQ Location
Number of Members
Leadership
Guild Organization
Devout

Summary


Ranks

Other Ranks

 

 

Thieves Listing

 

 

Part 9: Teachings of Sanctum

Feats

Balance Feats

Balance Feats are the Neutral equivalent of Vile and Exalted feats. An unstated prerequisite for taking a Balance feat is that the character must be Neutral on the Good-Neutral-Evil axis.

  • Balance of Power: Heal from both Positive and Negative energy
  • Balanced Spell: Adds the neutral descriptor on spells
  • Child of Dawn: You are now allowed to take Exalted feats despite alignment restrictions.
  • Child of Dusk: You are now allowed to take Vile feats despite alignment restrictions.
  • Child of Night & Day: You can take both Vile and Exalted feats
  • Consummate Diplomat: Never recieve penalties for differing alignment.
  • Distant Devotion: Devote yourself to a god despite alignment restrictions.
  • Paths of Power: Gain the option to choose to be healed by Positive or Negative energy.

 

 

Bonus Feats

Feats that may be taken as a Classes Bonus Feat.

  • Act without Thinking: Allows a character to take immediate actions, including attacking, even when caught off guard or surprised.
  • Adrenaline Rush: Grants Morale bonus to rolls and saves while healthy.
  • Ambitious Leader: Gain additional followers or cohorts.
  • Attuned Instincts: Gain Attacks of oppertunity based off wisdom.
  • Backstab: Improve the accuracy of Sneak Attacks.
  • Battle Leader: Raise banner to increase morale.
  • Blindside: Deal Extra damage to those unaware.
  • Brawn: Gain Effective strength for accuracy.
  • Brute: Gain Effective strength for damage.
  • Channel Ki: Use Ki & Concentration for saving throws.
  • Cognitive Reflexes: Gain Attacks of oppertunity based off intelligence
  • Combat Flair: Add Charisma to maneuvers
  • Combat Instincts: Sacrifice Will to increase Dodge.
  • Continued Toughness: Gain massive amounts of hp per HD.
  • Counterattack: Retaliate on an attempted attack.
  • Crack shot: Ignore soft cover.
  • Defy Death: Become resilent as you approach death.
  • Demoralizing Attack: Create panic in foes
  • Divine Destiny: Higher leadership score for attracting followers of the same faith.
  • Divine Edge: Sacrifice spells to increase critical.
  • Dust Swipe: Create a dust cloud to utilize in combat.
  • Encyclopedic Arcanum: Expand the versatility of summons.
  • Exhale: Add Aim bonus to damage
  • Experienced Instincts: Gain Attacks of oppertunity based off Age.
  • Expert Throw: Replace strength with Dex modifier for thrown weapons.
  • Expert’s Aid: Expand use of the Aid Another action
  • Fringeward: Sacrifice Attacks of Opportunity to guard allies from effects.
  • Great Leader: Massive Bonuses for focusing leadership
  • Greater Toughness: Gain DR/- equal to your Con Modifier.
  • Guard Ally: Become the target to protect an ally.
  • Inhale: Aim as a swift action
  • Implaceable Sentinel: Increase your threatened area.
  • Improved Counterstrike: Attack before your attacker.
  • Improved Aim: Increase the efficency of aiming.
  • Interposing Guardian: Expand the range of Guard Ally.
  • Intimidating Strike: Cause your foes to be shaken.
  • Kick’Em While Their Down: Extreme damage to prone foe.
  • Magic Doctrine: Higher leadership score for attracting casters of same casting ability.
  • Martial Artist: You are always considered armed.
  • Master of the Arts: Higher leadership score for attracting martial characters.
  • Master of Anatomy: Double bonus for Target Anatomy
  • Maximum Toughness: Triple hit point advancement from Toughness feats.
  • Mounted Defense: Protect your mount from harm
  • Mystic Thesis: Increase the rate of learning spells
  • Natural Multiattack: Treat only the attacks after the first 3 as secondary.
  • One with Lightning: Double Move speeds
  • Pierce Vitals: Increase damage of sneak attacks
  • Quick Sheath: Sheath weapon as a free action.
  • Reckless Attack: Sacrifice AC for Damage.
  • Refuse Death: Use your con to suspend death.
  • Scramble: Back away from danger after reflex saves.
  • Seize Victory: Advance cleave to a Standard action.
  • Sneaky Disarm: Sneak attack on a Disarm check.
  • Stalwart Defense Training: Natural hardiness applies to AC.
  • Talking Familiar: Familiar can now verbally communicate with others.
  • Target Anatomy: Gain bonus to severity rolls.
  • Thick-Skinned: Improve DR.
  • Veteran’s Insight: Aid Another can apply to all alies
  • Vigilance: Can not be flanked or surprised.
  • Vigor: High vitality increases natural abilities
  • Violent Strike: Combine the effects of Power and Reckless attack.
  • War Chief: Increase leadership score based off rage.

 

 

Charm Feats

Charms give different benefits based on what level slot they are invested in. In addition, 1st and 3rd level slots grant special bonuses if more than 1 slot of that level is filled with the same charm. 5th level slots are different in that they don’t give a passive benefit, but can be expended to produce a 1/day effect. Charms are not supposed to be flashy (except for some of the 1/day effects). They also must be prepared in the morning (Like Prepared casters), but only need 1 minute per spell level per slot. Charms are Su abilities though still give off a magic aura. The same charm taken on multiple levels does not stack with itself, with the exception of 5th level slotted charms and for 2nd/4th level slots, which gain the Multiple benefits of 1st/3rd level charms, respectively, but replacing the regular benefit with their own higher benefit (i.e. a +1 would become a +2). A charm filling multiple slots on the same level will only gain extra benefits under the

Multiple effect; the bonuses do not normally stack. Any charms you have are removed from your body when you begin to add new ones; you may instead keep the charms from the day before, if you wish.

Table Charm Slots
1st 1 1st level slot
2nd 2 1st level slots
4th 3 1st level slots, 1 2nd level slot
5th 4 1st level slots, 2 2nd level slots
7th 5 1st level slots, 3 2nd level slots, 1 3rd level slot
8th 5 1st level slots, 4 2nd level slots, 2 3rd level slot
10th 5 1st level slots, 4 2nd level slots, 3 3rd level slot, 1 4th level slot
11th 5 1st level slots, 4 2nd level slots, 3 3rd level slot, 2 4th level slots
13th 5 1st level slots, 4 2nd level slots, 3 3rd level slot, 2 4th level slots, 1 5th level slot
  • Doorholder: Focus around resisting shows of force.
  • Elemental Infusion: Increase your resistence to the elements.
  • Fishy Features: Become more adjusted for life in the water.
  • Greased Pig: Incrase your ability to escape.
  • Holy Hands: Gain abilities similar to a Paladin’s healing ability.
  • Rabbits Foot: Increase your luck and speed.
  • Reapers Blessing: Ward against death.

Construct Feats

Modifcations any type of Construct can take if they get access to feats.

  • Avatar of Metal: Chosen by a Deity of constructs
  • Blackiron Body: Body Becomes Black Iron
  • Blacksteel Body: Body Becomes Black Steel
  • Brilliant Body: Body Becomes Elemental Gold
  • Extreme Firepower: Increase the power of a AoE attack
  • Extreme Weapon Add-On: Attach a bigger weapon onto your body
  • Integrated Machine: Ability to intergrate a machine into your body.
  • Integrate Weapon: Attach a weapon to your body
  • One with the Machine: Further intergrate with a machine
  • One with the Maker: Increase insight Bonus & connection to your creator.
  • Perfected Body of Steel: Body Becomes Soul Steel
  • Rebuke Construct: Gain the ability to Rebuke constructs
  • Steel Samurai: Become better at using intergrated weapon
  • Steel Shogun: Become truly one with your weapon

Craft Feats

Feats based in the creation or improvement of items magic and mundane.

  • Black Forge: Ability to Create & Work Black Metals
  • Create Warforged: Ability to create Warforged
  • Death Craft: Ability to merge undead and constructs
  • Elemental Forge: Ability to Create & Work Elemental Gold
  • High Craft: Your creations becomes more powerful
  • Improved Construct: Ability to improve constructs
  • Integrated Machine: Ability to intergrate a machine into your body.
  • One with the Machine: Further intergrate with a machine
  • Rebuke Construct: Ability to control Construct’s
  • Soul Forge: Ability to Create & Work Soul Steel
  • Soul Stitched Cohort: Ability to create a Cohort from your own soul or soul energy
  • Soul Stitched Command: Ability to create followers from your own soul or soul energy

Divine Feats

Feats available to all Divine caster’s as Bonus feats.

  • Acolyte of Justice: Evil creatures smited are now Stunned.
  • Battle Prayer: Battle Zeal becomes an Aura for your allies.
  • Battle Zeal: Forgo a spell slot to gain bonus to hit and damage.
  • Bonded Concentration: Your connected companion can concentrate for you.
  • Bonded Development: Your bonded companion is treated as if you were 2 levels higher.
  • Bonded Feat: Your connected companion can access a feat for you.

 

 

  • Bonded Focus: Your connected companion abilities are now based on character level.
  • Death Craft: Constructs now also have the undead Type, undead have the Living Construct Type.
  • Distant Devotion: Devote yourself to a god despite alignment restrictions.
  • Divine Edge: Sacrifice spells to increase critical.
  • Divine Impact: Expend Turn attempts to improve accuracy.
  • Intiate of Justice: Grants smite evil.
  • Linked Resistence: Gain the Spell Resistence of your bonded companion.
  • Paragon of Faith: Greatly improves Battle Prayer
  • Rebuke Construct: Gain the ability to use Turn/Rebuke attempts to control Constructs.
  • Sanction Magic: Use Turn attempts to bolster or weaken arcane spells.
  • Soul Stitched Cohort: Ability to create a Cohort from your own soul or soul energy
  • Soul Stiched Command: Ability to create followers from your own soul or soul energy
  • Unrelenting Divine Fury: Apply Smite to all melee attacks in a round

Exalted Feats

Abilities that require the character to be of Good alignment.

  • Acolyte of Justice: Evil creatures smited are now Stunned.
  • Battle Prayer: Battle Zeal becomes an Aura for your allies.
  • Battle Zeal: Forgo a spell slot to gain bonus to hit and damage.
  • Intiate of Justice: Grants smite evil.
  • Paragon of Faith: Greatly improves Battle Prayer
  • Sanctified Soul: Able to add Sanctified spells to spell list.

General Feats

  • Adrenaline Rush: Grants Morale bonus to rolls and saves while healthy.
  • Arcane Edge: Sacrifice spells to increase critical threat and damage.
  • Arcane Sage: Sacrifice spells for accuracy and damage.
  • Ascetic Devotee: Allows advancement of Monk training and divine/wild casting.
  • Ascetic Hunter: Allows advancement of Monk training and ranger training.
  • Ascetic Knight: Allows advancement of Monk training and Paladin training.
  • Ascetic Rogue: Allows advancement of Monk training and Rogue training.
  • Ascetic Stalker: Allows advancement of Monk training and Ninja training.
  • Backstab: Improve the accuracy of Sneak Attacks.
  • Battle Casting: Able to retain touch spell while casting another spell.
  • Blindside: Deal Extra damage to those unaware.
  • Brawn: Gain Effective strength for accuracy.
  • Brute: Gain Effective strength for damage.
  • Careful Retreat: Withdraw as a move action with improved bonuses.
  • Concentrated Summoning: Concentrate to increase length of summoning time.
  • Conjurer of Armies: Greatly improve quality and amount of summoned creatures.
  • Dark Communion: Allows advancement of Binder training and Warlock training.
  • Death Pact: Allows advancement of Binder training and Ebon intitate training.
  • Devoted Mage: Allows advancement of Paladin training and Sorcerer training.
  • Devoted Performer: Allows advancement of Paladin training and Bard training.
  • Devoted Tracker: Allows advancement of Paladin training and Ranger training.
  • Double Minor Aura: May now project two minor auras at the same time.
  • Dual Personality: Diplomacy and Intimidate are class skills for you
  • Eldritch Toughness: Gain Spell Resistence.
  • Encyclopedic Arcanum: Expand the versatility of summons.
  • High Craft: Greatly reduces the price of crafting with special materials.
  • Hoof Smite: Special mounts can smite.
  • Improved Aim: Increase the efficency of aiming.
  • Improved Major Aura: May now project two major auras at the same time
  • Infer Arcanum: You can learn spells from magic items.
  • Inspiring Greatness: You and party members gain increased morale.
  • Keeper of the Old Knowledge: Gain the knowledge of the old world, your perspective on reality shifts accordingly.
  • Obscure Truename: Gain Name resistance.
  • Quickened Summons: Increase the speed of your summoning
  • Shrewd Perception: May add Wisdom to certain Dex based checks.
  • Study on Charms: Gain a knowledge of magical charms.
  • Superstition: Gain a knowledge of magical charms.
  • Swift Ambusher: Allows advancement of Scout training and Rogue training.
  • Truename Training: Truespeak and Speak Language are always class skills for you.
  • Vigilance: Can not be flanked or surprised.
  • Vigor: High vitality increases natural abilities.
  • Zealous Mage: Crusader levels stack with Sorcerer or Bard levels (choose one) to determine Steely Resolve.

 

 

Metamagic Feats

Feats that modify magic, spells, or powers in some way, often by increasing the effective level of the spell or power for some effect.

Ritual Spell: Rituals spells have a casting time of 6 hours or more, but do not expend the spell slot used when cast, and may be cast again should the ritual be performed again.

  • Arcane Power Infused: Spells deal damaged based off the raw magic force.
  • Arcane Sneak Attack: Sacrifice spells to improve sneak attack.
  • Balanced Spell: Add the neutral descriptor to spells.
  • Divine Spell: Sacrifice Turn attempts to retain spells.
  • Gambling Cast: Add randomness to otherwise fixed effects.
  • Improved Extend Spell: Greatly increasese spell duration.
  • Mass Spell: Spread spell effect to many targets.
  • Metamagic Master: Improve efficency of metamagic.
  • Resilient Summons: Conjurer willful and dispell resistent creatures.
  • Ritual Spell: Can cast certain spells as a ritual without expending them.
  • Ritualist: Increase ritual efficency.
  • Sanction Magic: Use Turn attempts to bolster or weaken arcane spells.

Monster Feats

Feats for making monsters bigger and badder.

  • Deceivingly Innocent Form: Obtain an alternate form to fool your foes.
  • Hoard: Gain bonuses for having a immense hoard of wealth to protect
  • Monster-Blooded: Your form shows more of your monsterous characteristics
  • Monster Hybrid: Merging of different types of your monsterous characteristics.

Psionic/Arcane Feats

Available abilities for any Psionic or Arcane caster.

  • Big Familiar: Increase the size of your familiar
  • Bonded Concentration: Your connected companion can concentrate for you.
  • Bonded Development: Your bonded companion is treated as if you were 2 levels higher.
  • Bonded Feat: Your connected companion can access a feat for you.
  • Bonded Focus: Your connected companion abilities are now based on character level.
  • Cadaverous Familiar: Animated skeleton or Zombie qualify as a familiar.
  • Diamond Mindblade: Add psychic strike to Diamond Mind Manuvers
  • Extra Familair: Gain another familiar
  • Familiar Bond: Gain a familiar even if you normally would not get one.
  • Familar Feat Merge: Familiar can use your feats.
  • Familar Range Extension: Increase empathic connection range
  • Improved Tashalorvok: Improves the effects of Tashalorvok
  • Linked Resistence: Gain the Spell Resistence of your bonded companion.
  • Master Psythief: Lurk levels stack with levels of other manifesting classes
  • Mystic Comprehension: Add a number of Wizard and Sorcerer spells to your Domain spell list
  • Mystic Thesis: Increase the rate of learning spells
  • Spellfire Weapon: Forge your spellfire into a weapon of your liking.
  • Talking Familiar: Familiar can now verbally communicate with others.
  • Tashalorvok: Add your levels in soulknife and one other psionic base class.

Vile Feats

Must be of Evil alignment to takes these feats, all have the Evil descriptor.

  • Vow of Decadence:
  • Vow of Excess:
  • Vow of Fornication:
  • Vow of Hatred:
  • Vow of Mischief:
  • Vow of Pestilence:
  • Vow of Vengeance:
  • Unspeakable Vow:

 

 

Truename Feats

Abilties related to Truenaming.

  • Ardent Truenamer: Increase your Absolute Limit.
  • Devoted Truenamer: +1 Bonus to truespeak checks.
  • Empower Utterance: Apply a special augment to any utterance.
  • Extend Truespeech: Increase length of Truespeech effect.
  • Extra Utterance: Gain more utterances.
  • Eye of Ethics: While you are in the recitation of the unclouded eye, you can see the alignment of all beings
  • Eye of Nomenclature: While you are in the recitation of the unclouded eye, you perceive the given name of all beings
  • Ete of Vitality: While you are in the recitation of the unclouded eye, you can glean the exact hp value of all beings
  • Maximize Utterance: Maximize the effect of an utterance
  • Mental Lexicon: You have committed vast tracts of your glossary to memory.
  • Obscure Truename: Gain name resistence
  • Penetrating Truespeech: +3 bonus on Truespeak checks made to use a truespeak effect against a target with name resistance.
  • Practiced Truenamer: truenamer level increases by 4. Truenamer level cannot exceed your character level.
  • Scorged Name: DC for any Knowledge check made to uncover your truename increases by 5.
  • Too Many Eyes: While you are in the recitation of the unclouded eye, you cannot be flanked.
  • Truename Rebuttal: +3 bonus on Truespeak checks made to counterspeak against another truenamer.
  • Truename Research: Can make any kind of Knowledge check to uncover a personal truename, even if you have no skill ranks in the necessary Knowledge skill.
  • Truename Training: Truespeak and Speak Language are always class skills for you.

Wild Feats

Feats that connect you more to the world or nature itself, available as bonuse feats for any Nature caster, divine caster, creatures with a shapeshift ability as Bonus feats.

  • Bonded Concentration: Your connected companion can concentrate for you.
  • Bonded Development: Your bonded companion is treated as if you were 2 levels higher.
  • Bonded Feat: Your connected companion can access a feat for you.
  • Bonded Focus: Your connected companion abilities are now based on character level.
  • Enchanted Animal Companion: May select a magical beast or vermin as an Animal Companion
  • Extra Compaion: Gain an extra animal companion.
  • Extra Wild Shape: Gain extra use of wild shape.
  • Hoof Smite: Special mounts can smite.
  • Improved Animal Companion: Treat the effective level of your animal companion as 2 levels higher.
  • Improved Link: Allows sharing of physical skills, and all personal, self, instant spells over any distance with animal companion.
  • Linked Instinct: Allows sharing of Short, Medium spells over any distance, and Feats over any distance with animal companion.
  • Linked Resistence: Gain the Spell Resistence of your bonded companion.
  • Natural Harmony: May select a plants as your animal companion.
  • Natural Multiattack: Treat only the attacks after the first 3 as secondary.
  • Nature’s Blessing: While in wildshape, sacrifice spells to gain elemental damage.
  • Pack Leader: Druid and Ranger levels stack for the purposes of determining the effective level of your animal companion.
  • Survival Instincts: You and your animal companion gain +1 insight bonus to saves.
  • Trusted by the Wilds: Form a truly special bond with your animal companions.

 

 

Feat Index

Acolyte of Justice (Exalted, Divine)

Prerequisite
  • Weapon Focus (with deity’s favored weapon)
  • Good alignment
  • 6th level
  • Initiate of Justice
Description

Evil aligned creatures subjected to a successful smite attack are also stunned for one round unless they succeed at a Fortitude saving throw (DC 10+ ½ character level+ Cha modifier).

Special: Paladin with this feat adds +1d6 sonic damage to their smite evil ability. This replaces the +1d4 sonic bonus to damage from the Initiate of Justice feat.

Act without Thinking (Bonus)

Prerequisite
  • Dexterity 16
  • Base Attack +7
Description

You may use immediate actions even when you are surprised or flat-footed. As an immediate action you may attack the creature closest to you.

Adrenaline Rush (Bonus, General)

Prerequisite
  • Constitution 15
Description

As long as a creature threatens you and you have at least 3/4 (or 75%) of your maximum hit points you gain a +1 morale bonus to attack rolls, to damage rolls, and to the saving throw DCs of spells and abilities you control. This bonus increases by +1 at your 5th character level and once every four levels thereafter.

Ambitious Leader (Bonus)

Prerequisite
  • Charisma 15
  • Leadership
Description

When you select this feat, Select followers or cohorts. Any followers or cohorts gained through this feat are cumulative with those gained for Leadership, this feat, or other feats that grant followers or cohorts. With the cohort option, you gain two additional cohorts at maximum level as determined by your Leadership score. Additionally, your cohorts are one level higher than they normally would be (allows cohorts to be one level lower than you instead of the normal 2 level minimum). If you select the follower option, you gain an additional 2 times the number of followers specified by your Leadership score.

Special: A character may gain this feat multiple times. The effects are cumulative.

Arcane Edge (General)

Prerequisite
  • Base attack bonus +5
  • Capable of casting 2nd level arcane spells.
Description

As a swift action, the character may sacrifice a prepared spell or spell slot and enlarges any slashing or piercing weapon’s threat range by a number equal to the spell sacrificed for the round (i.e. a 4th level spell sacrificed would make a longsword’s critical threat range 15-20/x2). This is a perfection bonus and does not stack with the Improved Critical feat nor with the keen special weapon property. The character also receives a perfection bonus to damage equal to the level of the spell sacrificed. Whenever a weapon is used with Arcane Edge, it takes 1 point of damage that bypasses hardness.

Arcane Power Infused (Metamagic)

Prerequisite
  • Ability to cast spells
Description

Half of the damage inflicted by an arcane spell modified by this feat is treated as raw magical energy, making it resistant to protection from elements and similar magic. The other half of the damage is treated normally as per the spell. Infusing an arcane spell with raw magical energy uses up a spell slot two levels higher than the spell’s actual level.

 

 

Arcane Sage (General)

Prerequisite
  • Discipline Focus (any)
  • Ability to spontaneously cast 2nd-level arcane spells.
Description

As a swift action that doesn’t provoke attacks of opportunity, you can sacrifice one of your daily allotment of spells to add a bonus to your martial strike attack rolls and damage rolls for 1 round. The bonus is equal to the level of the spell sacrificed. The spell is lost as if you had cast it. If you would normally be allowed to add your Wisdom bonus to AC or to damage with martial strikes (such as for a light armor wearing swordsage), you instead add your Charisma bonus (if any) to these abilities.

Arcane Sneak Attack (Metamagic)

Prerequisite
  • Ability to cast arcane spells
  • Sneak Attack +2d6
Description

By sacrificing a spell slot (as a free action), you channel the arcane energy into your weapon. You add 1d6 damage x Level of spell slot sacrificed (min 1d6) which is applied to your next sneak attack hit. The extra damage is applied once and not multiplied on a critical hit. Creatures immune to critical hit take half damage from the extra damage

Ardent Truenamer (Truename)

Prerequisite
  • Truespeak 4 ranks
  • Ability to speak utterances
Description

You add a value to your absolute limit equal to the number of class levels you have which do not normally contribute to it. If in the future you gain a level in a class which does not add to your absolute limit, you still add 1 to it.

Attuned Instincts (General, Bonus)

Prerequisite
  • Combat reflexes
  • Concentration 12 ranks
  • Balance 10 ranks
  • Dexterity 16
Description

This ability increses the total number of attacks of opportunity a character can make in a round equal to their Wisdom modifier.

Ascetic Devotee(General)

Prerequisite
  • Monastic Training
  • Flurry of blows class feature
  • Ability to spontaneously cast cure light wounds, inflict light wounds, or summon nature’s ally I as a divine spell.
Description

Choose one divine spellcasting class you possess Monastic Training in. Your levels in monk may be combined with any one divine spellcasting to determine your AC bonus, flurry of blows attacks, and unarmed damage.

Ascetic Hunter(General)

Prerequisite
  • Favored Enemy
  • Stunning Fist
  • Ki Strike
Description

Your monk and ranger levels stack for the purposes of stunning fist uses, unarmed strike damage, and favored enemy bonuses. In addition, you add one half your favored enemy bonus to the DC of stunning fist, and on a successful save your favored enemies are sickened.

Ascetic Knight(General)

Prerequisite
  • Improved Unarmed Strike
  • Stunning Fist
  • Smite Opposition
Description

Your Monk and Paladin levels stack for the purposes of Smite Opposition damage and times per encounter, as well as your unarmed damage and Stunning Fist uses per encounter. When you use a Stunning Fist with a Smite Opposition, the save DC is increased by 2, and on a successful save they are Staggered instead, though their HP does not necessarily drop to 0.

 

 

Ascetic Rogue (General)

Prerequisite
  • Improved Unarmed Strike
  • Stunning Fist
  • Sneak Attack
Description

Your Rogue and Monk levels stack for the purposes of sneak attack, unarmed strike damage, and stunning fist uses. In addition, anytime you use Stunning Fist when you are granted Sneak Attack, the DC is increased by 2, and you may increase the DC further by sacrificing Sneak Attack dice on a 1:1 ratio.

Ascetic Stalker (General)

Prerequisite
  • Improved Unarmed Strike
  • Ki Pool
  • Ki Strike
Description

Your Monk and Ninja levels stack for the purposes of unarmed strike damage, the size of your Ki Pool, and for your Ki Strike abilities. In addition, you may spend a use of your Ki in order to empower your unarmed attacks, allowing them to damage when they normally wouldn’t be able to. For one round, your unarmed strikes ignore any DR, and gain an enhancement bonus on attacks and damage equal to 1/2 your character level.

Avatar of Metal (Construct)

Prerequisite
  • Living Construct/Construct
  • Integrate Weapon
  • Steel Shogun
  • Blackiron Body
  • Must become a champion, representative, or avatar for a Deity with a City, Craft, Creation, Destiny, Knowledge, Protection, or Time Domain.
Description
  • Godly Attunement(Special): Details your personal connection with your patron being.
  • Gain +X Untyped to Attack and Damage Rolls (X= 1/4HD+Godly Attunement)
  • Gain Insight Bonus to AC Equal to you Wisdom Mod
  • Tremor Sense 100ft +(100ft or 10ft per Con mod). Go with the higher option
  • Sense Metal within 10ft per HD
  • Sense Magic Metal within 25ft per HD
  • Damage Reduction 10/+6
  • SR 15+(1/2HD)+Godly Attunment
  • Double HD for Rebuke Construct for each +2 bonus from Godly Attunement

Godly Attunement: Once you gain Favor with whatever being you’ve become a champion of and gain Avatar of Metal, you have a Base Attunement of 5, with the max being 10. You can be negatively attuned and more atttuned with your deity. Once you reach Minimum Attunement, you lose all access to the benefits of Avatar of Metal.

Minimum Attunement: -10

Starting Attunement: 5

Maximum Attunement: 10

Attunement can be effected in several ways. -For every away from your Patron on the cosmological scale, starting at 3 degrees of separation, you gain a Bonus or Negative to Attunement, stating at 0. Special Note (Each layer of hell and the Abyss count as a stacking layer, this goes for other pocket realms as well.)

Example: If you’re visting your Deity such as Zeus on Mount Olympus, there are 0 degree’s of seperation, so you would be granted a +3 to your Attunement. But if say you where on Mount Olympus and you worshiped Hades, he would still be in the outer planes, but not on the plane you’re on, nor on the pocket plane of Mount Olympus, giving 2 degree’s of seperation, granting you a +1.

Gain Example: Doing a task, a work of art, a act of gratitude, Find Items of power, etc.

Loss Example: Breaking a Vow, Law, etc, bringing dishonor or shame to the god or oneself.

 

 

Backstab (Bonus, General)

Prerequisite
  • Sneak Attack 1d6
Description

Gain a +1 bonus to attack rolls on sneak attacks with a +1 bonus per 2d6 total (Max +5 at 10d6)

Balance of Power (Balance)

Prerequisite
  • Knowledge (Arcana) or Knowledge (Religion) 12 ranks
  • Balance Feat
  • Path to Power
Description

You are healed by both positive and negative energy damage, and any offensive abilities have their saving throw increased by an additional 2 (stacking with Paths of Power). If used to heal allies, your positive/negative energy abilities heal an extra +2 HP/level more hit points (this does not stack with the +1 HP/level from Paths of Power).

Balanced Spell (Balance, Metamagic)

Prerequisite
  • Balance Feat
  • Metamagic Feat
Description

Adds the neutral descriptor to a spell. If the spell deals damage, half the damage dealt is automatically of a type against which the target is weak. If the target has no weaknesses, or is weak to all types equally, then the spell deals double damage. A balanced spell takes up a spell slot two levels higher than the spell’s actual level.

Battle Casting (General)

Prerequisite
  • Ability to cast spells
Description

When holding the charge of a touch attack spell, you can attempt a concentration check (DC 15 + held spell level, or increase the Casting Defensively DC by the level of the held spell) to cast another spell and not lose the held spell. If you fail the concentration check, you lose the held charge. Even if successful, you may not use both spells with a single touch, and you may not hold the charge of more than one spell.

Special: Battle Casting can be used in place of the Combat Casting feat to qualify for a feat, prestige class, or other special ability.

Battle Leader (Bonus)

Prerequisite
  • Charisma 13
  • Leadership
Description

Must have a banner or standard that is recognizable to your followers and cohorts, must use this standard to urge, inspire or rally your troops. Cohorts and followers that can directly see you or your banner gain a +1 morale bonus to attack rolls and on saving throws versus all fear effects per 5HD (Min 1). If either you or your banner falls, all followers and cohorts instead get a double the bonus as a penalty to attack and on saving throws versus all fear effects until you are restored, the standard is raised again or one minute elapses.

Battle Prayer (Divine, Exalted)

Prerequisite
  • Charisma 15 (Requirement for Paladin reduced by 2)
  • 9th level Divine Caster (Requirement for Paladin reduced by 2)
  • Battlefield Zeal
Description

Forgo an additional empty spell slot of your choice that is given by the class. It is unusable until you decide and in that state provides all allies within the 10ft x spell slot sacrificed divine bonus equal to your Battlefield Zeal. You may activate this aura as a free action Paladin’s may combine their Divine Grace (Su) with this Aura.

Battle Zeal (Divine, Exalted)

Prerequisite
  • Charisma 14 (Requirement for Paladin reduced by 2)
  • 6th level Divine Caster (Requirement for Paladin reduced by 2)
Description

Forgo an empty spell slot of your choice that is given by the class. It is unusable until you decide and in that state provides you with a divine bonus to hit and damage equal to the level of the locked spell slot.

 

 

Big Familiar (Arcane/Psionic)

Prerequisite
  • Ability to summon a familiar
Description

You can bind an animal or vermin of medium size or smaller to be your familiar. The familiar ceremony works just as described in the class description, except that the creature must be present and under your influence (charmed, tamed or captured, tricked, contract) and of a challenge rating equal to or lower than half your character level. Once bound, the new familiar becomes loyal to you, and gains all the benefits of a normal familiar, except that it has no species-specific familiar ability; it does not grant you any bonuses beyond those common to all familiars.

Special: Can be taken multiple times, stacks with itself. For each additional time it is taken, the maximum size of your familiar is increased by one category, from medium to large, to huge, and so on.

Notes: Must dismiss any familiar currently binded, before binding a new one,you cannot bind a new familiar until 1d6xHD of familiar days have passed since your last familiar was killed or dismissed.

Black Forge (Craft)

Prerequisite
  • Craft Feat
  • Ability to cast 4th level spells or powers
  • 8 Ranks in a craft Skill
Description

You can create Black Iron & Black Steel.

Blackiron Body (Construct)

Prerequisite
  • Living Construct
  • Admantine Body
Description
  • Effectively wearing Heavy Armor at all times.
  • +12 Armor Bonus
  • Damage Reduction 5/Blackiron, Magic
  • -10 to Base Speed
  • Max Dexterity bonus to AC is +1.
  • –4 Armor check penalty.
  • 30% Arcane Spell Failure chance.
  • Fire Resistance 15, Cold Resistance 10, and Electricity Resistance 5

Blacksteel Body (Construct)

Prerequisite
  • Living Construct
  • Blackiron body
Description
  • Effectively wearing Heavy Armor at all times.
  • +16 Armor Bonus
  • Damage Reduction 12/Blackiron, Magic
  • -10 to Base Speed
  • Max Dexterity bonus to AC is +0.
  • –6 Armor check penalty.
  • 25% Arcane Spell Failure chance.
  • Cold Resistance 20, and Electricity Resistance 10
  • Immunity to Fire

Blindeside (Bonus, General)

Prerequisite
  • Dexterity 13
  • Bluff 4 ranks
  • Sleight of Hand 4 ranks
Description

If you attack a creature that neither threatened you nor was threatened by you at the beginning of your turn, your attack gains a +2 bonus on attack rolls and deals additional damage equal to your base attack bonus. Special: You may Blindside foes on your attacks of opportunity, but not those provoked by enemies moving out of your threatened squares.

Bonded Concentration (Divine, Arcane/Psionic, Wild)

Prerequisite
  • Familiar, Animal companion, or Special mount
Description

When you cast a spell that normally requires your concentration, you can let your A familiar, Animal companion, or Special mount do the concentrating for you if it is within 5 ft. of you at the time of casting. The creature must remain within 5 ft. of you while concentrating to maintain your spell; otherwise the creature concentration is automatically broken. To maintain a certain spell, the creature must have an Intelligence score of 5 + the level of the spell or higher.

 

 

Bonded Development (Divine, Arcane/Psionic, Wild)

Prerequisite
  • Familiar, Animal companion, or Special mount
Description

Your Creature’s abilities are figured as if you were two levels higher.

Bonded Feat (Divine, Arcane/Psionic, Wild)

Prerequisite
  • Familiar, Animal companion, or Special mount
Description

Your Creature learns any one new feat it can use. This new feat is unavailable to you.

Bonded Focus (Divine, Arcane/Psionic, Wild)

Prerequisite
  • Familiar, Animal companion, or Special mount
Description

The abilities of your familiar, Animal companion, or Special mount are now based on your character level, not your class level

Brawn (Bonus, General)

Prerequisite
  • Strength 15
Description

When calculating an attack roll treat your strength score as +2 higher, increasing by 1 per 6 HD (max 5 at 18).

Brilliant Body (Construct)

Prerequisite
  • Living Construct
  • Blacksteel Body
Description
  • Effectively wearing Heavy Armor at all times.
  • +18 Armor Bonus
  • Damage Reduction 15/Epic
  • SR +8/Gain SR 16 whichever is higher
  • Max Dexterity bonus to AC is +2.
  • –4 Armor check penalty.
  • Acid Resistence 30, Sonic Resistance 20
  • Immunity to the Fire, Cold, Electricity
  • Absorb Element: Absorb one Element you’re immune to, your body now radiates the element in a 5ft radius centered on you which deals D6 per 10 damage absorbed. Lasts 1 round per Damage dice.

Brute (Bonus, General)

Prerequisite
  • Strength 15
Description

When calculating Damage treat your strength score as +2 higher, increasing by 1 per 6 HD (max 5 at 18).

 

 

Cadaverous Familiar (Arcane/Psionic)

Prerequisite
  • Familiar
  • Ability to cast the animate dead spell
Description

The familiar ritual is performed on the animated skeleton or zombie of a type of animal that can normally become a familiar. The familiar ceremony works normally, except that the creature is not actually summoned, and must be present and under your control. A skeletal or zombie familiar is just as intelligent as any other familiar. You still get the bonuses associated with that type of (living) familiar. As an undead creature, the cadaverous familiar can be turned or rebuked, but remember that it’s hit dice is equal to your level.

Special: If your regular familiar is slain, you can recover the lost experience points by reanimating it and using this feat. If a cadaverous familiar is destroyed, you can merely replace any damaged parts and reanimate the remains, without losing any experience points in the process. You must dismiss any familiar you currently have before binding a new one, but need not wait the allotted time frame to bind a cadaverous familiar.

Notes: If you have the Big Familiar feat as well, you can bind any type of skeleton or zombie of the appropriate size.

Careful Retreat (General)

Prerequisite
  • Dexterity 14
  • Dodge
Description

You can take the withdraw action as a move action; in this case, you move up to your speed (rather than up to double your speed). If you take the withdraw action as a full-round action, you gain a +4 dodge bonus to AC against attacks of opportunity provoked by moving out of a threatened area during that movement.

Special: Careful Retreat can be used in place of the Mobility feat to qualify for a feat, prestige class, or other special ability.

Channel Ki (Bonus)

Prerequisite
  • Wisdom 14
  • Concentration 10 ranks
Description

Whenever you need to make a saving throw, you can instead make a Concentration check. Unlike a normal skill check, but like a normal saving throw, a natural 1 is an automatic failure, while a natural 20 is an automatic success. You may channel your ki once per day for every four levels you have attained, but no more than once per round.

Special: A monk may select Channel Ki as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may channel her ki a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.

Channel Ki can be used in place of the Stunning Fist feat to qualify for a feat, prestige class, or other special ability. You may spend Channel Ki uses the same way you can spend Stunning Fist uses, and any feat that grants you additional Stunning Fist uses instead grants you additional Channel Ki uses.

Child of Dawn (Balance)

Prerequisite
  • Knowledge (Religion) 4 ranks
  • Must have always been of Neutral alignment
  • Balance Feat
Description

You may now take Exalted feats as if you possessed a good alignment. Your alignment does not change as a result of you selecting these feats. You may not, however, also select Vile feats. If you do so, you lose all benefits of the Exalted feats, including satisfying class requirements or prerequisites.

 

 

Child of Dusk (Balance)

Prerequisite
  • Knowledge (Religion) 4 ranks
  • Must have always been of Neutral alignment
  • Balance Feat
Description

You may now take Vile feats as if you possessed an evil alignment. Your alignment does not change as a result of you selecting these feats. You may not, however, also select Exalted feats. If you do so, you lose all benefits of the Vile feats, including satisfying class requirements or prerequisites.

Child of Night & Day (Balance)

Prerequisite
  • Knowledge (Religion) 9 ranks
  • Either Child of Dusk or Dawn
Description

You may now take Exalted & Vile feats simultaneously as if you possessed the requisite alignments. Your alignment does not change as a result of you selecting these feats.

Cognitive Reflexes (General, Bonus)

Prerequisite
  • Combat reflexes
  • Concentration 12 ranks
  • Balance 10 ranks
  • Dexterity 16
Description

This ability increses the total number of attacks of opportunity a character can make in a round equal to their Intelligence modifier.

Combat Flair (Bonus)

Prerequisite
  • Charisma 15
Description

You may add your Charisma bonus to any attack or ability roll related to combat maneuvers (disarm, trip, and the like). Note that while this would apply to the touch attack required to start a grapple, it wouldn’t apply to subsequent grapple checks.

Special: Combat Flair can be used in place of the Combat Expertise feat to qualify for a feat, prestige class, or other special ability. In such cases, replace any “Int 15” prerequisite with “Cha 15.”

 

 

Combat Instincts (Bonus)

Prerequisite
  • Wisdom 15
Description

You may take a penalty of up to -5 to your Will saves and add the same number (+5 or less) to your AC as a dodge bonus. This number may not exceed your base attack bonus or your base Will save.

Special: Combat Instincts can be used in place of the Combat Expertise feat to qualify for a feat, prestige class, or other special ability. In such cases, replace any “Int 15” prerequisite with “Wis 15.”

Concentrated Summoning (General)

Prerequisite
  • Spell focus (Conjuration)
Description

When you cast a summoning spell you continue to concentrate, you must make a DC 10+SL concentration check to maintain control, while concentrating you do not count time off its duration. After you stop concentrating, the normal duration resumes and then terminates as normal. You cannot resume concentration on a spell once you have lost concentration.

Conjurer of Armies (General, Metamagic)

Prerequisite
  • Spell focus (Conjuration)
  • Augment Summoning
  • Resilient Summons
Description

When casting a summon spell, double all numerical effects of the number of creatures, their HP, their statistical bonuses from special effects, and the duration they remain.

Increase the dice rolled to determine creatures summoned if any by 1 type.

Example: 1D4 to 1D6. 1D6 to 1D8

 

 

Consummate Diplomat (Balance)

Prerequisite
  • Diplomacy 12 ranks
  • Skill Focus: Diplomacy
  • True Neutral alignment
  • Balance Feat
Description

During diplomacy checks, you never receive a penalty for being of a differing alignment from those you are trying to sway with your diplomacy checks. Furthermore, all targets of your diplomacy checks are considered one step closer to helpful if their stance toward you would be negative.

Continued Toughness (Bonus)

Prerequisite
  • Constitution 14
  • Improved Toughness
Description

Whenever you would gain a hit die (at each level), you gain extra hit points equal to your Constitution modifier (minimum 1).

Special: You may take this feat multiple times, each time granting an additional number of hit points per level.

Counterattack (Bonus)

Prerequisite
  • Dexterity 14
Description

Whenever a creature attacks you, after the attack is completed you may make an attack of opportunity against that creature. If the creature’s attack hits, your attack of opportunity suffers a -4 penalty to the attack roll.

Crack Shot (Bonus)

Prerequisite
  • Dexterity 15
Description

You may ignore soft cover granted by your allies when using ranged attacks. If your BAB is at least +6, you may ignore all soft cover when making ranged attacks.

Special: Crack Shot can be used in place of the Point Blank Shot feat to qualify for a feat, prestige class, or other special ability.

Create Warforged (Craft)

Prerequisite
  • Craft Construct
  • Manual of War
Description

Ability to create warforged.

Cost to create is 5,000gp

Always as a 1HD creature of a base class

Dark Communion (General)

Prerequisite
  • Charisma 15
  • Ability to eldritch blast
  • Soulbinding
Description

You add your binder and warlock levels together to determine your caster level for invocations and to determine your effective binder level to determine what level vestiges you may bind and how many vestiges you may bind at one time. Additionally you gain a +4 profane bonus to attempts to bind a vestige of your choosing, and you may add your binder level to determine how strong your eldritch blast is.

Death Craft (Craft, Divine)

Prerequisite
  • Improve Construct
  • Corpsecrafter
  • Intelligence 15
  • Able to cast 4th arcane spells
Description

Constructs now also have the undead Type, undead have the Living Construct Type, all the benefits of both, no disadvantages.

Death Pact (General)

Prerequisite
  • Intelligence 15
  • Shroud of Death
  • Soulbinding
Description

You add your binder and ebon initiate levels together to determine your caster level for invocations and to determine your effective binder level to determine what level vestiges you may bind. Additionally you gain a +4 profane bonus to attempts to bind a vestige of your choosing, and you may add your binder level to your ebon initiate level to determine the strength of your shroud of death class feature.

 

 

Deceivingly Innocent Form (Monster)

Prerequisite
  • Non Humanoid HD
  • Charisma 12
  • Must have consumed fresh flesh from a humanoid killed by yourself.
Description

As a full round action at will you can turn yourself into an almost humanoid form of medium size or small or back. The size you turn into, as well as minor details like hair and skin color, face, height and others must be decided when you gain this feat and cannot be changed afterwise, although growing old, scars, make-up and other such factors may still change your Deceivingly Innocent form.

You also retain some of the characteristics of your normal monster form, be it animal ears or horns, wings at your back, unnatural body part colors or other such cosmetic effects. You can control those characteristics to some extent, like gaining fur or scaled skin if you had them before, but you cannot fully suppress them. They’re enough that your original shape can still be discovered by a successful knowledge check as if you were in your normal monster form, but the DC is 10 higher. You also gain a +10 bonus on disguise checks to pass as a humanoid. Otherwise you can perfectly mix in the middle of humanoid communities without attracting (too much) unwanted attention just by your looks, as long as you remember to wear some appropriate clothes to the region of course.

Unlike alternate form and change shape, you retain your full abilities and stats besides your old size modifiers (your natural weapons still deal damage as if you were your previous size). Abilities demanding a certain body part adapt to your deceivingly innocent form, usually by instantly changing shape when needed and then back. So your fingers would extend itself and become razor-sharp if you had claws, your jaw could extend itself to monstrous size if you had a bite attack, and so on. You can also now perform fine manipulation and speak if you couldn’t before. You retain any equipped items as long as both your forms had slots for them.

This is considered to be your normal shape as much as your monster shape. You don’t change back into an anti-magic field nor does true seeing reveals your other form.

Defy Death (Bonus)

Prerequisite
  • Constituion 17
  • Diehard
Description

When you have 1/4 (or 25%) your maximum hit points or fewer you gain Hardness like an object equal to ½ your base attack bonus and Spell Resistance equal to 10+ your base attack bonus. You may allow any spells and effects you choose to automatically penetrate your SR to without spending actions to do so.

Demoralizing Attack (General, Bonus)

Prerequisite
  • Intimidate 10 ranks
  • Power Attack
  • Intimidating strike
Description

On a confirmed critical attack, you can attempt to panic a group of enemies. Enemy creatures within 30ft of the attacked target must make a Will save (DC equals 12 + initiator level + Charisma modifier) or be panicked. Enemies who succeed on their will save suffer the cowering effect for 1 round.

Devoted Mage (General)

Prerequisite
  • Ability to spontaneously cast 1st level arcane magic
  • Lay on hands.
Description

If you have both levels in paladin and sorcerer, you combine these to determine your smite evil damage and your sorcerer caster level.

In addition, when using your lay on hands ability, you may sacrifice a spell slot to increase your paladin level by a number equal to the level of the spell slot sacrificed (i.e. a 4th level paladin/10th level sorcerer sacrifices a 5th level spell slot when laying on hands and may heal as if he were a 9th level paladin). When using this ability in this fashion, the character must use all of his lay on hands healing at once.

 

 

Devoted Performer(Bonus)

Prerequisite
  • Bardic Music
  • Smite Opposition
Description

Your Paladin and Bard levels stack for determining your Smite Opposition damage and times per encounter, as well as bardic music times per day, as well as strength of your bardic music effects. This does not grant you additional uses for your music. In addition, you may expend a use of Smite Opposition to utilize two Bardic Music effects with the same activation (using the Smite Opposition is part of the action). You only need to concentrate as if you only had one effect up, so you can maintain both of them at once as well.

Devoted Tracker(Bonus)

Prerequisite
  • Favored Enemy
  • Smite Opposition
Description

Your Paladin and Ranger levels stack for the purposes of determining smite damage and times per encounter, as well as favored enemy. In addition, whenever you smite a favored enemy, the target must succeed on a fortitude saving throw (DC=10+1/2 HD+FE bonus+cha) or be stunned for one round.

Devoted Truenamer(Truename)

Prerequisite
  • Truespeak 4 Ranks
Description

You gain a +1 bonus to Truespeak checks.

Special: You can take this feat multiple times. Its effects stack.

Diamond Mindblade(Arcane/Psionic)

Prerequisite
  • Ability to generate a mindblade
  • Psychic strike +1d8
  • Ability to initiate 2nd-level maneuvers of the Diamond Mind discipline.
Description

While initiating a martial strike of the Diamond Mind discipline, you may also add your psychic strike ability on the same attack without expending its use.

Distant Devotion (Balance, Divine)

Prerequisite
  • Able to cast divine spells
  • Ability to either turn or rebuke undead
Description

You may now act as the cleric of any deity, regardless of whether or not your alignment falls within one step of theirs. Though you serve as their cleric, your alignment does not change to meet their usual clerical requirements.

Normal: You may only serve as a cleric of a deity within one step of your alignment.

 

 

Divine Destiny (Bonus)

Prerequisite
  • Wisdom 14
  • Charisma 14
  • Leadership
  • Divine spellcasting
Description

Your leadership score is treated as 2 higher than it otherwise would be for the purposes of attracting characters of the same faith.

Add your Wisdom modifier to your Leadership score.

Divine Edge (Bonus, Divine)

Prerequisite
  • Base attack bonus +5
  • Capable of casting 2nd level divine spells.
Description

As a swift action, the character may sacrifice a prepared spell or spell slot and enlarges any slashing or piercing weapon’s threat range by a number equal to the spell sacrificed for the round (i.e. a 4th level spell sacrificed would make a longsword’s critical threat range 15-20/x2). This is a perfection bonus and does not stack with the Improved Critical feat nor with the keen special weapon property. The character also receives a perfection bonus to damage equal to the level of the spell sacrificed. Whenever a weapon is used with Divine Edge, it takes 1 point of damage that bypasses hardness.

Divine Impact (Divine)

Prerequisite
  • Strength 14
  • Charisma 14
  • Power Attack
  • Turn/Rebuke Undead
Description

As a free action expend one of your turning attempts. You can then resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend one of your turning attempts.

Divine Spell (Divine, Metamagic)

Prerequisite
  • Turn/Rebuke Undead
Description

Giving up a number of your turn/rebuke undead spells for the day, you may cast a prepared spell without losing it (you can cast it once by giving up turn attempts equal to half the level minimum 1, you can cast it normally later). You may only use this once per spell, but if you prepared the same spell twice, you may replicate it twice.

 

 

Doorholder (Charm)

Prerequisite
  • Study on Charms
  • Fort Save +3
Description
  • 1st: You get a +2 to strength checks involving being bull rushed or over-run. (Multiple: You gain Fast Healing 5 if you are standing still & if you have used 2 slots past the first, increase by +2 per slot)
  • 2nd: You get a +5 to strength checks involving being bull rushed or over-run.
  • 3rd: You get a +8 to strength checks involving being bull rushed or over-run. (Multiple: You become immune to flanking and precision damage as long as you are standing still. You also gain Regeneration[3+Slots committed after first 3]/(Being moved by the attack))
  • 4th: You get a +12 to strength checks involving being bull rushed or over-run.
  • 5th: You may extend this slot to gain 5 temporary hitpoints per attack you make per HD you have. In addition, your attacks knock back enemies a number of feet equal to half the damage the attack dealt. These benefits are lost if you move from the spot where you are.
  • Special: For the purpose of this feat, standing still means to not move off the square where you are standing, and not have moved onto it in the last round. Also, Regeneration/(Being moved by the attack) means that bull rushes and other effects that would move you off the square you’re on deal lethal damage (but only if they succeed in moving you.)

Double Minor Aura (General)

Prerequisite
  • Charisma 14
  • Access to 3 different Minor Aura’s
  • Will Save +3
Description

You may now project two minor auras at the same time.

Normal: You may only project one aura of each type at a time.

Dual Personality (General)

Prerequisite
  • Neutral Alignment
Description

Diplomacy and Intimidate are class skills for you. Gain a +2 competence bonus to both skills.

Dust Swipe (Bonus)

Prerequisite
  • Dexterity 15
  • Intelligence 13
  • Combat Expertise
  • Combat Reflexes
Description

As a standard action you can sweep a limb or weapon across the ground and create a dust cloud. This hemispherical cloud has a radius equal to your reach. Creating the cloud has a 50% chance to snuff out unprotected, nonmagical flames in the area.

The cloud obscures vision as Obscuring Mist and creatures within the cloud when it is created must succeed on a Reflex save (DC 10 + 1/2 your BAB+ Dexterity modifier) to avoid being Blinded while they remain in the cloud or for 1 round after they emerge.

Creatures in the cloud must succeed on a Concentration check against the same DC in order to cast a spell or complete any other task that requires one’s full attention (see the Concentration skill).

Invisible creatures are visibly, if vaguely, outlined by the dust while they remain in the cloud and for 5 rounds after they emerge (an invisible creature thus outlined that has emerged from the cloud may use a standard action to shake the dust from themselves).

The cloud persists for a number of rounds equal to ½ your BAB + your Dexterity modifier. Synergy: If you have the Power Attack feat you may reduce the Reflex save DC and the Concentration check DC against Dust Up by a number no higher than your base attack bonus to increase the radius of the cloud by a distance equal to 5ft times that same number.

 

 

Eldritch Toughness (General)

Prerequisite
  • Charisma 17
  • Greater Toughness
Description

You gain Spell Resistance equal to 10 + ½ Hit Dice + your Charisma modifier.

Elemental Forge (Craft)

Prerequisite
  • Ability to cast 6th level spells or powers
  • 10 ranks in a Craft skill
  • Craft Feat
  • Black Forge
Description

You can create & work Elemental Gold. Can infuse any item with any +1 Enchantment with no extra cost.

Elemental Infusion (Charm)

Prerequisite
  • Study on Charms
  • Elemental Resistence 10+/Spell Focus feat besides Illusion or Necromancy
Description
  • 1st: Gain an additional 5 to Resistance/Element(Your Choice) (Multiple: Your unarmed attacks do 1d4 points of damage of your element for every two slots used beyond the first)
  • 2nd: Gain an additional 10 to Resistance/Element(Your Choice)
  • 3rd: Gain an additional 15 to Resistance/Element(Your Choice) (Multiple: Your fists gain the benefit of dealing 2d6 damage, 19-20/3x, of the selected elemental type.)
  • 4th: Gain an additional 20 to Resistance/Element(Your Choice)
  • 5th: You may expend this slot to gain the following benefits for the next 10 rounds: Immunity to your element and any damage done using your element is doubled. In addition, you gain the bonus corresponding to your element.
  • Fire: You gain the Heat (ex) ability.
  • Cold: Anyone hit by your attacks is slowed for the next round. Fortitude save (DC equals 10+Character Level).
  • Acid: Your unarmed attacks gain wounding.
  • Sonic: Anyone hit by your attacks is deafened. Fortitude save (DC equals 10+Character Level).
  • Electricity: You gain an extra attack at your highest base attack bonus.

Special: Any use of the abilities (excepting the energy resistance) granted by this charm deals 1d4 damage times the highest level of the charm used.

Empower Utterance (Truename)

Prerequisite
  • Truespeak 9 ranks
  • Truename feat
Description

You can apply a special augment to any utterance. By increasing the DC to speak the utterance by 5, all variable, numeric effects are increased by 50%.

Enchanted Animal Companion (Wild)

Prerequisite
  • Animal Companion
Description

You may select a magical beast or vermin as an Animal Companion. The level modifier depends on the creature’s challenge rating. Creatures with a challenge rating of one or less have no modifier; other creatures use twice their challenge rating minus one, rounded to the closest multiple of three levels. So creatures with a Challenge Rating of 1 have no modifier, CR 2: level -3, CR 4: level -6, CR 5: level -9, CR 6-7: level -12, CR 8: level -15, etc.

Encyclopedic Arcanum (Bonus, General)

Prerequisite
  • Spell Focus (Conjuration)
  • 5th Level Caster
Description

When casting a summon nature’s ally, Summon Desert Ally, or summon monster spell, you can pick a creature from any of the spell list though if not chosen from the original list treat the spell as 1 level lower.

Example: Summon Monster 5 can only do Summon nature ally 4.

 

 

Exhale (General, Bonus)

Prerequisite
  • Inhale
  • Base Attack Bonus 9
Description

Addtionally add your Aim bonus to damage rolls.

Experienced Instincts (General, Bonus)

Prerequisite
  • Wisdom or Dexterity 15+
  • Base attack Bonus 3
Description

This ability increses the total number of attacks of opportunity a character can make in a round by 2 multiplied by their Age Category, 1 being an Adult, 2 being middle age, 3 being old, 4 being venerable. Dragons may use their age categories for this formula, but divide the final result by 2.

Special: This feat may act as Combat Reflexes for qualifying for prerequsities as well as Wisdom may be used in place of Dexterity for said qualifications.

Expert Throw (Bonus)

Prerequisite
  • Dexterity 15
Description

You may add your Dexterity modifier to damage with thrown weapons instead of your Strength modifier.

Special: Expert Throw can be used in place of the Point Blank Shot feat to qualify for a feat, prestige class, or other special ability.

Expert’s Aid (Bonus)

Prerequisite
  • Intelligence or Wisdom 13
  • Combat Expertise
  • Base Attack +3
Description

When you use the Aid Another action you may choose to grant one of the following options

  • Guided Strike: Your ally gains a bonus to their next attack roll equal to 1/2 your base attack bonus.
  • Guarded Heart: Your ally gains a bonus to their AC against a foe’s next attack equal to 1/2 your base attack bonus.
  • Advised Resistance: Your ally gains a bonus to their next saving throw equal to 1/3 your base attack bonus.
  • Tactical References: Your ally gains a bonus to the saving throw DC of their next attack, spell, or ability equal to 1/4 your base attack bonus.

Extend Truespeech (Truename)

Prerequisite
  • Truespeak 6 ranks
  • Truename feat
Description

You can apply a special augment to any utterance or incantation with a duration of 5 rounds. By increasing the DC to speak the utterance by 5, the original duration of the effect is doubled.

Extra Companion (Wild)

Prerequisite
  • Animal Companion
  • Handle Animal 10 ranks
  • Wild Empathy
  • Wisdom 16
Description

When you take this feat you are granted a second animal companion. Treat this companion as if your level were 3 levels lower for determining your companion.

Special: You may take this feat multiple times with each companion being factored as if you were 3 levels lower than the last.

 

 

Extra Familiar (Arcane/Psionic)

Prerequisite
  • Already have a familiar
Description

Each time you take this feat, the number of familiars you are allowed increases by one.

Special: Can be taken multiple times. Each time you take it, increase the number of familiars you are allowed by one. For every familiar lost, beyond the first, within the same time frame, increase the Fort DC by 2 and double the XP loss.

Extra Utterance (Truename)

Prerequisite
  • Truespeak 7 ranks
  • Ability to speak utterances
Description

If you learn vocalizations like a truenamer, you learn one utterance of a level you can already speak. If you memorize vocalizations like a lexeme, you instead can memorize one additional utterance each day, but not of the highest level you can choose from. If you have levels in classes that allow you to prepare utterances in both ways, you have clearly made some very bad multiclassing decisions, but nonetheless gain both benefits of this feat.

Extra Wild Shape (Wild)

Prerequisite
  • Charisma 15
  • Wild Shape
Description

You can use your Wild Shape class ability one more time per day.

Special: You may take this feat multiple times, each time allowing you to Wild Shape once more per day.

 

 

Extreme Firepower (Construct)

Prerequisite
  • Living Construct/Construct
  • Integrate Weapon
  • Extreme Weapon Add-On
  • Weapon must deal energy based damage
Description
  • Base weapon now deals 50% Weapon’s Damage
  • Base Weapon now has 50% more Range
  • Base Weapon now has 50% large AoE
  • Increase bonuses to 250% for 1 attack, weapon becomes unusable for D6 rounds.

Extreme Weapon Add-On (Construct)

Prerequisite
  • Living Construct/Construct
  • Integrate Weapon
Description

Add one Weapon that is one Size Category Larger than you. Replace one previous Integrated Weapon of a chosen limb. Can be taken once per limb.

Eye of Ethics (Truename)

Prerequisite
  • Ability to speak recitations
  • Abilty to speak the recitation of the unclouded eye
  • Truespeak 9 ranks
Description

While you are in the recitation of the unclouded eye, you can see the alignment of all beings you lay eyes on. This does not penetrate effects such as undetectable alignment.

Eye of Nomenclature (Truename)

Prerequisite
  • Ability to speak recitations
  • Abilty to speak the recitation of the unclouded eye
  • Truespeak 15 ranks
Description

While you are in the recitation of the unclouded eye, you perceive the given name of all beings you lay eyes on. This ability does not work if the being has name resistance or the namelessness special quality.

Eye of Vitality (Truename)

Prerequisite
  • Ability to speak recitations
  • Abilty to speak the recitation of the unclouded eye
  • Truespeak 5 ranks
Description

While you are in the recitation of the unclouded eye, you can glean the exact hp value of all beings you lay eyes on. This ability does not work if the being has name resistance or the namelessness special quality.

Familiar Bond (Arcane/Psionic)

Prerequisite
  • Psychomagic
  • Telepathy
  • Psionics
Description

You are entitled to a familiar, even if you’re not a member of a class which normally allows one (such as Sorcerer or Wizard). Furthermore, all of your character levels count towards familiar advancement, including racial hit dice.

Familiar Feat Merge (Arcane/Psionic)

Prerequisite
  • A familiar
Description

Your familiar can use all your feats, just as it can use your skills.

Familiar Range Extension (Arcane/Psionic)

Prerequisite
  • A familiar
Description

Your empathic communication with your familiar extends out to a range of ten miles.

 

 

Fishy Features (Charm)

Prerequisite
  • Study on Charms
Description
  • 1st: Swim speed +10ft, Swim check bonus +4 (Multiple: You may hold your breath twice as long for every slot past the first. Standard D&D doubling rules apply)
  • 2nd: Swim speed +15ft, Swim check bonus +6
  • 3rd: Swim speed +20ft, Swim check bonus +8 (Multiple: You gain a Water-Breathing effect)
  • 4th: Swim speed +30ft, Swim check bonus +12
  • 5th: You may expend this slot to be able to take twenty (immediately) on any swim checks for the next 10 rounds per Character Level. You also triple your movement in water.

Fringeward (Bonus)

Prerequisite
  • Combat Reflexes
  • +5 Will save
  • Dexterity 15
Description

Whenever you’re dealt damage by an attack, spell, or ability you may give up an attack of opportunity to reduce any damage by 1/2 that was dealt by the same attack, spell, or ability to any creature within your reach. If you are fighting defensively, using total defense, or taking a penalty of at least -2 from Combat Expertise, the damage dealt to that creature is reduced to 0.

Gambling Cast (Metamagic)

Prerequisite
  • Ability to cast spells
Description

You can alter the non-variable numeric effects of a spell to become variable. For bonuses of +X, the roll becomes 1d3+X-2. This feat does not take up a higher level spell slot.

Normal: The bonus granted by such spells is static and no dice are rolled.

Greased Pig (Charm)

Prerequisite
  • Study on Charm
Description
  • 1st: Escape Artist Check Bonus +3 (Multiple: You can cast Grease at a caster level equal to your character level as a full round action if you have 2 slots filled with this charm. Decrease casting time to a standard action if 3 are filled with this charm.)
  • 2nd: Escape Artist Check Bonus +6
  • 3rd: Escape Artist Check Bonus +6, +5 Move speed (Multiple: You gain a Freedom of Motion effect. Gain an additional +5 move speed per slot committed after the first 3)
  • 4th: Escape Artist Check Bonus +10
  • 5th: You may expend this slot to be able to take twenty (immediately) on any escape artist check. In addition, one enemy of your choice gets a penalty to all grapple checks for the next 2 rounds x the Escape Artist check, equal to ½ your bonus.

Great Leader (Bonus)

Prerequisite
  • Leadership
  • Other feat that requires Leadership
Description

Increase your Leadership score by +2, and another +2 per other feat that requires leadership.

Your Cohort may still not be higher than 2 levels below your ECL.

Greater Toughness (Bonus)

Prerequisite
  • Constitution 17
  • Improved Toughness
Description

You gain Damage Reduction X/–, where X may be up to your Constitution modifier(Max:2xHD). This DR applies in addition to any other DR you have from other sources and stacks with other sources of DR/–.

 

 

Guard Ally (Bonus)

Prerequisite
  • Training in Martial weapons
  • Listen 5 ranks
  • Spot 5 ranks
Description

As an attack of opportunity, you may oppose the attack roll of any attack targeting an ally within your reach with an attack roll of your own. If your attack roll meets or exceeds the opposed attack you become the target of that attack instead.

High Craft (Craft, General)

Prerequisite
  • Ability to cast/use 5th level spells or powers
  • 10 ranks in a Craft skill
  • 10 ranks in a Craft skill
  • 2 Craft Feats
Description

Reduce cost of all items created by Special Materials by 50%.

Hoard (Monster)

Prerequisite
  • Sizeable Enough Horde
Description

As an 8 hour process, you may declare an empty space consisting of one 30x30 feet cube per HD, all of which must be connected with at least another one, as your Hoard Vault. You can count any non-expendable non-weapon non-shield magic items you leave in your Hoard Vault as if you had equipped them wherever you go, although this doesn’t allow you to go over the usual number of body slots. So if you leave two suits of magic armor, you can only count yourself as wearing one of them. Changing “equipped” Hoard Vault items takes as much time as physically swapping them would, except you spend the time focusing on your connection with your treasure.

In addition, you can have piles of money, jewelry and other similar non-magic shiny riches that provide you extra benefits, depending on their worth. Each pile of non-magic treasure can only be invested in one kind of bonus at a time. Changing those demands spending 8 hour in your hoard carefully attuning to it (or simply rolling and sleeping over it).

  • Enhanced Body: The dust of jewels and precious metals sharpens your claws and toughens your scales. You gain an enhancement bonus to your natural weapons and natural armor. They always count as magic whenever it would be beneficial for you and the enhancement bonus to your natural armor counts towards your touch AC as well. 7,000 gp (+1), 29,000 gp (+2), 63,000 gp (+3), 112,000 gp (+4), 175,000 gp (+5).

  • Status Symbol: Only a mighty monster can hold a mighty hoard, so your riches clearly reflect your natural prowess. You gain an enhancement bonus bonus to two ability scores of your choice. 6,000 gp (+2), 24,000 gp (+4), 54,000 gp (+6).

The bonus granted by your Hoard cannot be dispelled, disarmed, sundered or similar, but removing the actual items from your hoard will, and AMF and similar effects also stop you from receiving your hoard’s benefits. Your character doesn’t automatically realize something is amiss, until they’re forced into a combat situation

You must rest at least 8 hours per week on the top of your Hoard to gain the above benefits.

Special: A dragon (from the dragon folder in the index) can gain hoard as a bonus feat simply by devouring 2000 GP worth of treasure.

 

 

Epic Progression: 20+HD
  • Enhanced Body: 240 000 (+6), 310 000 (+7), 390 000 (+8), 480 000 (+9), 580 000 (+10)
  • Status Symbol: 96 000 (+8), 150 000 (+10), 216 000 (+12)
40HD+
  • Enhanced Body: 690 000 (+11), 810 000 (+12), 940 000 (+13), 1 080 000 (+14), 1 230 000 (+15)
  • Status Symbol: 294 000 (+14), 384 000 (+16), 486 000 (+18)

Holy Hands (Charm)

Prerequisite
  • Study on Charms
  • Knowledge (Religion) 4 ranks
Description
  • 1st: You may use Lay on Hands as if you were a Paladin of level equal to ½ your Character Level (Min 2) using your charisma modifier. (Multiple: You may turn undead as if you were a cleric of 1/4 your level, cumulative, for every slot you have beyond the first. 2 would be ½, 3 would be ¾ , 4 would be same level)
  • 2nd: You may use Lay on Hands as if you were a Paladin of level equal to your Character Level -4 (Min 4) using your charisma modifier.
  • 3rd: You may use Lay on Hands as if you were a Paladin of level equal to your Character Level -2 (Min 6) using your charisma modifier. (Multiple: You may turn undead as a Cleric of 1/2 your level, & smite evil as a Paladin of 1/2 your level cumulative, for every slot you have beyond the first)
  • 4th: You may use Lay on Hands as if you were a Paladin of 8th level using your charisma modifier.
  • 5th: You may expend this slot to cast Heal as a touch attack. This is a standard action.

Special: If you are evil, replace Lay on Hands with Deadly Touch (See Paladin of Tyranny/Slaughter), Turn Undead with Rebuke Undead, Smite Evil with Smite Good, and Heal with Harm.

Hoof Smite (General, Wild)

Prerequisite
  • Mount
  • Smite
  • Mounted Combat
  • Ride 2 ranks
Description

If you ride your special mount, it can Smite with its attacks. Doing so uses up one of your Smite attempts for that day. The bonus to attack and damage is determined by your own level and Charisma bonus. Additionally, you gain one extra Smite Evil per day.

Implacable Sentinel (Bonus)

Prerequisite
  • Mobility
  • Balance 6 ranks
  • Tumble 6 ranks
Description

Your threatened area increases to your reach + 5ft for every four points higher than +1 you have of your Base Attack Bonus (so +5ft at Base Attack +5, +10ft at Base Attack +9, and so on). You may move up to your speed to attack an enemy that provokes an attack of opportunity from beyond your reach. This movement is in addition to your normal movement per round.

Improve Construct (Craft)

Prerequisite
  • Craft Construct
  • Craft Magic Arms and Armor
  • Craft Wondrous Item
Description

Allowed to add a +1 Construction Bonus to any ability score to any construct with an extra price of (Total Construction Bonus^2)x1,000gp & 50xp. Subtract the difference if improving a Construct score.

  • Example 1: +3 to Strength would be (3^2)x1,000gp & 50xp = 9,000gp & 450xp
  • Example 2: +3 Strength, +1 Dex, +1 Int, +1 Wisdom would be (6^2)x1,000 & 50xp = 36,000gp & 1,800xp
  • Example 3: Construct with a +3 Construction Bonus to Strength wants to increase it to +6. It’d to ((62)x1,000 & 50xp = 36,000gp & 1,800xp) - ((32)x1,000gp & 50xp = 9,000gp & 450xp) = 27,000gp & 1,350xp

 

 

Improved Aim (Bonus, General)

Prerequisite
  • Weapon Focus (Mechanus Weapon)
Description

You may Aim as a Move action.

Normal: Aiming is a Standard action

Improved Animal Companion (Wild)

Prerequisite
  • Animal Companion
Description

Treat the effective level of your animal companion as 2 levels higher.

Special: You may take this feat up to 4 times. Each time you multiply the effective levels granted.

Improved counterstrike (General, Bonus)

Prerequisite
  • Counterstrike
  • Concentration 10 ranks
  • Dexterity 16
Description

As Counterstirke except, you may elect to make an attack of opportunity prior to the attacker. Your attack must be resolved prior to the attacker. If your attack successfully hit, the attacker suffers a -2 penalty to the attack, reduced by 1 for every 4 initiator levels.

Example: Character with 8 Initiator levels give -4 total to the attack.

Improved Extend Spell (Metamagic)

Prerequisite
  • Extend Spell
Description

A spell with a duration of one minute or more can have its duration increased to 1 minute/level. A spell with a duration of ten minutes or more can have its duration increased to 10 minutes/level. A spell with a duration of one hour or more can have its duration increased to 1 hour/level. Either way, it now uses a spell slot three levels higher than normal.

Prerequisite
  • Animal Companion
  • 3rd level Divine spells
  • Handle Animal 9 ranks
  • Companion Spellbound
Description

Allows sharing of physical skills, and all personal, self, instant spells over any distance with animal companion.

Improved Major Aura (General)

Prerequisite
  • Double Minor Aura
  • Access to two different major auras
Description

You may now project two major auras at the same time. In addition, your major auras have a bonus of two higher than normal.

Normal: You may only project one minor and one major aura at the same time.

Improved Tashalorvok (Arcane/Psionic)

Prerequisite
  • Tashalorvok
Description

You gain the psychic strike progression of a soulknife equal to your soulknife + the psionic class you have chosen with the Tashalorvok feat.

 

 

Infer Arcana (General)

Prerequisite
  • Spellbook
Description

You can learn spells from magic items. You must study the item for one day per level of the spell you are attempting to learn. The item must be able to produce an effect identical to the spell you are learning. After the period of study you must make a Spellcraft check identical to copying a spell from another spell book (DC 15+ the level of the spell). If you fail you are subject to the same limitations as when failing to copy a spell from a spellbook. The spell must be one you are normally permitted to learn.

Inhale (General, Bonus)

Prerequisite
  • Weapon Focus
  • Improved Aim
  • Base Attack Bonus 5
Description

You may Aim as a Swift Action. You may not use your Move Action for movement this turn.

Initiate of Justice (Divine, Exalted)

Prerequisite
  • Weapon Focus (with deity’s favored weapon)
  • Good alignment
Description

Grants Smite Evil 1/day with an attack bonus equal to Charisma modifier (minimum +1) and a damage bonus equal to total character levels. A paladin with this feat gains a +1d4 sonic bonus to damage on their Smite Evil ability.

Inspiring Greatness (General)

Prerequisite
  • Charisma 15
Description

You and party members who can see you gain a +1 Morale bonus to all Saves.

 

 

Integrate Weapon (Construct)

Prerequisite
  • Living Construct/Construct
Description

Add one Metal Based object of your size into/part of your body Choose limb or Body Slot.

Special: Can be taken multiple times.

Integrated Machine (Craft)

Prerequisite
  • Craft Feat
  • Constitution 13
Description

Integrates one metal based item into your being, for easy access use, takes up a body slot.

Special: Can be taken multiple times.

Interposing Guardian (Bonus)

Prerequisite
  • Guard Ally
  • Listen 8 ranks
  • Spot 8 ranks
Description

You may use your Guard Ally feat to oppose attacks targeting any allies within your reach + 5ft for every four points higher than +1 you have of your Base Attack Bonus (so +5ft at Base Attack +5, +10ft at Base Attack +9, and so on). When you use your Guard Ally feat you may exchange places with the ally if both you and the ally are willing.

Intimidating strike (General, Bonus)

Prerequisite
  • Intimidate 6 ranks
Description

On a confirmed critical attack, the opponent must also succeed on a Will save DC 12 + initiator level or be shaken.

Keeper of the Old Knowledge (General)

Prerequisite
  • Knowledge Arcana 12 Ranks
  • 3 other Knowledge’s with 12 Ranks
  • Craft 12 Ranks
  • Spellcraft 12 Ranks
  • Knowledge Devotion Feat
  • Metamagic Feat
  • Knowledge of 2 Ritual’s
  • Possessing 1 Artifact
  • Traveled to 2 different Planes
Description

You gain the knowledge of the old world, and you perspective on reality shifts accordingly.

  • Increase DC’s of Spells, Rituals, Supernatural and Extraordinary abilities by +2, as long as you have meditated in the past 24 hours

  • Material Spell components under 100gp may be ignored.

  • Casting Time of spells, Rituals, and Creation time on Item’s is halved.

  • Gain +2 Circumstance bonus on all intelligence based checks. As long as you understand the situation. (DC varies)

Kick ‘Em While Their Down (Bonus)

Prerequisite
  • Dexterity 17
  • Combat Reflexes
  • Sneak Attack 4d6
Description

You may add your Sneak Attack damage when attacking a prone target. If the target is already vulnerable to sneak attack, triple the dice.

Linked Instinct (Wild)

Prerequisite
  • Animal Companion
  • 6th level Divine spells
  • Handle Animal 15 ranks
  • Companion Spellbound
  • Improved Link
Description

Allows sharing of Short, Medium spells over any distance, and Feats over any distance with animal companion.

 

 

Linked Resistance (Arcane/Psionic, Divine, Wild)

Prerequisite
  • Familiar/Animal Companion/Speical Mount with SR.
Description

As a standard action when touching your familiar, Animal companion, or Special mount you can gain SR equal to theirs until the start of your next turn.

Magic Doctrine (Bonus)

Prerequisite
  • Intelligence 16
  • Leadership
  • 5th Level spells
  • Knowledge Arcane/Religion/Psionics ranks 8
Description

Your leadership score is treated as 2 higher than it otherwise would be for the purposes of attracting casters that share your casting ability. Add your Intelligence modifier to your Leadership score.

Martial Artist (Bonus)

Prerequisite
  • Combat Reflexes
Description

You are considered to be armed even when unarmed, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, if you have at least one hand free, your unarmed strike is counted as a one-handed weapon in situations where it would be advantageous to you. If you have at least two hands free, your unarmed strike is counted as a two-handed weapon in situations where it would be advantageous to you. If you’re two-weapon fighting with unarmed strikes, you are not considered to have two hands free.

Special: Martial Artist can be used in place of the Improved Unarmed Strike feat to qualify for a feat, prestige class, or other special ability.

Mass Spell (Metamagic)

Prerequisite
  • Ability to cast spells
Description

A mass spell targets one creature/level and gains a range of Close (25 ft. + 5 ft./2 levels). Mass Spell can be added only to harmless spells with a range of touch and a single target that is not personal. Spells that are harmless to a certain group and harmful to others (such as cure and inflict spells) are not affected by this feat. A mass spell uses up a spell slot four levels higher than the spell’s actual level.

Master Psithief (Arcane/Psionic)

Prerequisite
  • Psionic sneak attack +1d6
  • Lurk augment
  • Manifester level 3rd.
Description

Your lurk levels stack with levels of other manifesting classes (that is, levels of any class that grants manifesting other than the lurk) for the purpose of determining what level of augment you can use (but not uses per day). For example, a 4th-level lurk/4th-level egoist could use his lurk augment class feature as an 8th level lurk. Your lurk and manifester levels also stack when determining your manifester level for all psionic powers. The character described above would have a manifester level of 8th for both his lurk powers and his psion powers.

Master of Anatomy (Bonus)

Prerequisite
  • Dexterity 17 or Intelligence 17 or Wisdom 17
Description

The +2 bonus from Target Anatomy becomes a +4.

Master of the Arts (Bonus)

Prerequisite
  • Wisdom 16
  • Leadership
  • Improved Unarmed Strike
Description

Your leadership score is treated as 2 higher than it otherwise would be for the purposes of attracting Martial characters. Add your Wisdom modifier to your Leadership score.

 

 

Maximize Utterance (Treuname)

Prerequisite
  • Truespeak 13 ranks
  • 2 Truename feats
Description

You can apply a special augment to any utterance. By increasing the DC to speak the utterance by 10, all variable, numeric effects are maximized, as if they had rolled for their maximum potential result.

Maximum Toughness (Bonus)

Prerequisite
  • Constitution 18
  • Continued Toughness
Description

Triple the hit points gained from Toughness feats.

Mental Lexicon (Truename)

Prerequisite
  • Intelligence20
  • Glossary class feature
Description

You have committed vast tracts of your glossary to memory. If lost, stolen, or destroyed, you can rewrite your glossary with a single day’s work and do not need access to any external resources.

Normal: Normally if you lose your glossary, it takes a week’s time to rewrite it with reference to a library, hall of records, or similar institute.

Metamagic Master (Metamagic)

Prerequisite
  • 4 Metamagic Feats
Description

The spell slot you must use to cast a metamagic spell is one level lower than normal. For instance, you could cast a quickened spell as a spell of three levels higher than normal rather than four levels higher.

Monster Blooded (Monster)

Prerequisite
  • Non Humanoid HD
Description

Choose a base monster class. You gain +1 to an ability score of your choice.

Special: you can take this feat multiple times, each time choosing another monster.

Monster Hybrid (Monster)

Prerequisite
  • Monster Blooded
Description

You can now take levels of the base monster class you chose with Monster Blooded. You don’t lose your old racial abilities, but if your actual creature type would change, you may choose to keep your old one or you must lose it in favor of the new one. You may also choose to keep:

  • Limbs capable of fine manipulation.
  • Your previous size.
  • Your old natural weapons on top of new ones. If the new monster class offers natural weapons you already have, they don’t stack.

This multiclass may be performed on the level you gain this feat, so for example if you reach 3rd, 6th or 9th level, you may pick this feat and instantly pick the chosen base monster class right away instead of another class. If you can pick monster blooded and Monster hybrid at first level, you can start with a base monster class and a race right away.

Special: This may be taken multiple times, up to the number of Monster Blooded feats you have. Each time, it applies to another monster.

Mounted Defense (Bonus)

Prerequisite
  • Ride 4 Ranks
Description

Whenever your mount is hit by an attack, you may attempt a Ride check to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. If your Ride check result equals or is less than the attack roll, you are hit instead of your mount.

Special: Mounted Defense can be used in place of the Mounted Combat feat to qualify for a feat, prestige class, or other special ability.

 

 

Mystic Comprehension (Arcane/Psionic)

Prerequisite
  • Initiate of Mystra
  • 12 ranks in Spellcraft
  • 12 ranks in Knowledge Arcane
Description

You may add a number of Wizard and Sorcerer spells to your Domain spell list, equal to twice the number of Bonus spells you would receive from your Casting score, except you may prepare these spells as Normal spells. Extra known spells must be transcribed onto some parchment and kept in some scroll, book, etc on your person.

Mystic Thesis (Arcane/Psionic, Bonus)

Prerequisite
  • Intelligence 15
  • 4 ranks Knowledge Arcane
Description

Learn twice as many spells when leveling. When learning a new spell treat the Spellcraft DC as if it was reduced by 2.

Natural Harmony (Wild)

Prerequisite
  • Wild Empathy and Animal Companion abilities
  • Enchanted Animal Companion
  • Knowledge (Nature) 8 ranks
Description

Your Animal Companion class ability now also affects plant creatures (normally immune to mind-influencing effects). You may also use your Wild Empathy class ability against vermin and plants, but the check suffers a -3 penalty.

Natural Multiattack (Bonus, Wild)

Prerequisite
  • More than 3 primary attacks
  • Multiattack Feat
Description

All attacks can be used as per the multiattack feat descriptor while treating all attacks after the first 3 as secondary.

Nature’s Blessing (Wild)

Prerequisite
  • Wildshape
  • Natural Spell.
Description

While in wildshape you can sacrifice a spell slot to gain bonus to hit equal to the spell level and bonus to Elemental damage equal to 1d6 x Spell level, which lasts for a number of rounds equal to the lvl of the sacrificed spell slot.. You can choose the energy type (fire, cold, acid, or electricity) when sacrificing the spell and you can’t change it until you cast it the next time.

Obscure Truename (General, Truename)

Prerequisite
  • None
Description

You gain name resistance 2. This stacks with name resistance you get from any other source.

Special: You can take this feat multiple times. Its effects stack.

One with Lightning (Bonus)

Prerequisite
  • Dexterity 17
  • Improved Initiative
  • Lightning Reflexes
  • Mobility
  • Dodge Bonus +2
  • Base Speed 40
Description

Double your movement speeds. You gain a +1 bonus to attack rolls, AC, and Reflex saves, increasing by +1 when you have base attack bonus +5 and at every four points of base attack thereafter. When you make a full attack you may make one extra attack at your highest attack bonus, or up to two extra when you have base attack bonus +9, or up to three extra when you have base attack bonus +17.

Special: Extra attacks granted by this feat do not stack with the Haste spell, the Speed enhancement, or similar effects. This feat grants no bonuses while flat footed.

 

 

One with the Machine (Craft)

Prerequisite
  • Integrated Machine/Integrate Weapon
  • Constitution 13/Construct type
Description

Increase whatever bonus if any given by item by +4. Any charges increase the amount by 1.5x

One with the Maker (Construct)

Prerequisite
  • Living Construct
  • Soulsteel Body
Description

Double the Bonus from (Creators Protection)

Pack Leader (Wild)

Prerequisite
  • One or more carnivorous or omnivorous animal companions
  • Ability to use wild shape to transform into a carnivorous or omnivorous creature
  • Favored Enemy class feature
Description

Your Druid and Ranger levels stack for the purposes of determining the effective level of your animal companion.

Paragon of Faith (Divine, Exalted)

Prerequisite
  • 6th Level Divine spells (Requirement for Paladin reduced by 2)
  • Charisma 21 (Requirement for Paladin reduced by 2)
  • Battlefield Zeal
  • Battle Prayer
  • Exalted/Vile Feat
Description

Triple the Bonuses from the Spells sacrificed by Battle Prayer & Battlefield Zeal. You may relinquish a Spellslot of the highest you have or a Smite Evil until completing a divine task for your deity as a standard action to achieve certain effects.

  • 1: Cast Channel Greater Celestial as a Spell like ability, except it lasts 1 hour per Level of the sacrificed spell.
  • 2: Mass Resurrection. Revive the Fallen, resurrect anyone you saw fall in combat or personally knew up to 1 person per level of sacrificed spell slot. Must be within 24 hours
  • 3: For every 4 levels of spell sacrificed double the numerical effects & Bonuses of Battle Prayer and Battlefield Zeal(Minimum once). Lasts 1d6 Minutes per Spell level sacrificed.

Example: 1st level spell would double. 8th level spell would quadruple.

Special: Treat Smite Evil’s as if it’s the 2nd highest level spell a Paladin could prepare (minimum 1). The Paladin may forgo an additional smite to increase the effective level of the spell up to 9th level.

Paths of Power (Balance)

Prerequisite
  • Knowledge (Arcana) 7 ranks/Knowledge (Religion) 7 ranks
  • Ability to deal positive or negative energy damage.
Description

You may, at the beginning of each day, decide whether you will be healed by positive or negative energy damage. When using offensive abilities that feature the one you select for that day, any saving throw is increased by 2. If used to heal allies, it heals 1 extra hit point per caster level.

Penetrating Truespeech (Truename)

Prerequisite
  • Truespeak 12 ranks
Description

Gain a +3 bonus on Truespeak checks made to use a truespeak effect against a target with name resistance.

 

 

Perfected Body of Steel (Construct)

Prerequisite
  • Living Construct
  • Elemental Gold Body
Description
  • Effectively wearing Heavy Armor at all times.
  • +28 Armor bonus to AC.
  • Damage Reduction 20/+10
  • SR +10/Gain SR21 whichever is higher.
  • Max Dexterity bonus to AC is +6
  • 5% Arcane Spell Failure chance.
  • Force Resistance 20
  • Immunnity to Sonic, Fire, Electricity, Cold
  • Creators Protection: Add Smiths Wis mod as an Insight Bonus to AC.

Pierce Vitals (Bonus)

Prerequisite
  • Sneak Attack 3d6
Description

Gain a +2 bonus to Damage rolls on sneak attacks with a +2 bonus per 3d6 total

Special: Death Attack stacks with Sneak attack for the purposes of Pierce Vitals

Practiced Truenamer (Truename)

Prerequisite
  • Truespeak 5 ranks
Description

Your truenamer level increases by 4. Your truenamer level cannot exceed your character level.

Quickend Summons (General)

Prerequisite
  • Spell Focus (Conjuration)
  • 3rd level spells
Description

Summon spells are treated as 1 step quicker.

Full Round becomes Standard > Standard becomes Move > Move becomes Swift > Swift becomes Immediate> Immediate becomes Free.

Quick Sheath (Bonus)

Prerequisite
  • Base Attack Bonus +1
Description

You can Sheath a weapon as a free action instead of as a move action.

Rabbit’s Foot (Charm)

Prerequisite
  • Study on Charms
Description
  • 1st: +1 luck bonus to saving throws (Multiple: +2 to Dex based rolls. Base speed increases by +10 for every slot past the third.)
  • 2nd: +2 luck bonus to saving throws
  • 3rd: +3 luck bonus to saving throws (Multiple: Expeditious Retreat effect for 2. Improved Initiative that stacks with itself for 3)
  • 4th: +5 luck bonus to saving throws
  • 5th: You may expend this charm to automatically succeed on one saving throw or Dex based skill.

Reapers Blessing (Charm)

Prerequisite
  • Study on Charms
Description

Wards against death.

  • 1st: Negative hitpoints before dying doubles (Multiple: You gain a +2 to all saving throws to resist death effects and ability drain per slot past the first.)
  • 2nd: Negative hitpoints before dying triples
  • 3rd: Negative hitpoints before dying quadruples (Multiple: You gain a Diehard effect at 2 slots, and Death Ward at 3)
  • 4th: Negative hitpoints before dying Octuples
  • 5th: When you die, this slot expends itself to cast Raise Dead as a full round action. This effect targets you, and has none of the normal drawbacks (Level/Constitution Loss) that you would normally have.

 

 

Rebuke Construct (Construct, Craft, Divine)

Prerequisite
  • Wisdom 15
  • Turn/Rebuke Undead Feature
  • Craft Magic arms and armor
  • Craft Construct
Description

Gain the ability to use your Turn/Rebuke attempts to rebuke Constructs as if they were undead.

Reckless Attack (Bonus)

Prerequisite
  • Strength 17
Description

On your action, before making attack rolls for a round, you may choose to subtract a number from your AC and add the same number to all melee damage rolls made with two-handed weapons, or one-handed weapons wielded in two hands. This number may not exceed your base attack bonus. The penalty to AC and bonus on damage apply until your next turn.

Special: This feat may not be used in conjunction with the Power Attack feat.

Reckless Attack can be used in place of the Power Attack feat to qualify for a feat, prestige class, or other special ability. Abilities that modify Power Attack (such as the Leap Attack feat, or a Frenzied Berserker’s Supreme Power Attack) modify Reckless Attack in a similar manner.

Refuse Death (Bonus)

Prerequisite
  • Constitution 20
  • Diehard
  • Defy Death
  • Fortitude Save +10
Description

Even after being reduced to -10 or fewer hit points you have a chance to come back from the brink. For a number of rounds equal to your Constitution modifier, regardless of any damage done to you during that time, you are still alive and may stabilize or receive healing. You have a 50% chance to stabilize without help, but for every 10 hit points you have fewer than the max you can take, this chance is reduced by 10% (and it can fall to 0% if you have -60 points).

Anytime you successfully stabilize you automatically regain consciousness and regain d4 hitpoints per HD. Stabilize as normal after this occurs an amount of times per day equal to HD.

Resilient Summons (Metamagic)

Prerequisite
  • Spell Focus (Conjuration)
  • Augment Summoning.
Description

A resilient summoning spell takes up a spell slot 1 level higher than normal. Creatures and objects summoned by resilient summoning spells gain a +6 bonus to Will saves to resist charm, compulsion, dismissal, banishment and similar effects and treat their HD as 6 higher than normal versus these effects. Additionally, anyone attempting to dispel a resilient summoned creature with dispel magic or a similar effect suffers a -4 penalty on their caster level check. Creatures summoned by resilient summoning spells can attack creatures and objects warded by protection spells (such as protection from evil) and similar effects normally (as if they were not summoned creatures).

Additionally their Bonus to Str & Con increases by 2.

Ritual Spell (Metamagic)

Prerequisite
  • Ability to cast spells
Description

A spell with a normal casting time of ten minutes or less can be cast as a ritual with a casting time of six hours. The ritual also requires a number of (unskilled) helpers equal to the spell level and must be conducted in a suitable place appropriate to the spell, such as a temple or wizard’s sanctum. The spell takes up the same level spell slot but is now treated as a ritual spell.

Special: If you have an appropriate sacrifice, perform the ritual at the right time in the right place, or have an artifact or item of power or the ritual fits in the story, the DM may reduce the required spell slot.

Ritualist (Metamagic)

Prerequisite
  • Metamagic feat
  • Will Save +4
  • Knowledge Arcana 6 Ranks
Description

Perform Rituals in half the time. Treat ritual costs as if they were 2 lower than normal (can not be reduced below 1 Only applied to epic rituals)

 

 

Sanctified Soul (Exalted)

Prerequisite
  • (Good) Subtype
  • Spontaneous Spellcasting
Description

Add one Sanctified Spell from the Book of Exalted Deeds for each level of spells you can cast thanks to levels to your spells known. Whenever you become able to cast a new level of spells due to levels, you can add a new Sanctified Spell to your spell knowns, as well as retraining your previous Sanctified spell choices.

Sanction Magic (Divine, Metamagic)

Prerequisite
  • Turn Undead
  • Magic Domain/Spell Domain
Description

As a standard action, you can spend a turn or rebuke undead attempt to boost or weaken an arcane spellcaster.

  • Weaken: Make an opposed caster level check against your target, using your cleric caster level + Charisma modifier. If you succeed, your enemy’s caster level is reduced by your Charisma modifier (minimum 1).
  • Boost: You increase the caster level of one arcane caster by one. You may use this ability on yourself.

Both effects last for 10 rounds (1 minute). The caster level modifier stacks with other abilities that change the caster level, but not with itself.

Scourged Name (Truename)

Prerequisite
  • Obscure Truename
Description

The DC for any Knowledge check made to uncover your truename increases by 5.

Scramble (Bonus)

Prerequisite
  • Dexterity 15
  • Tumble 6 ranks
Description

Whenever you succeed on a Reflex saving throw you may use an immediate action to move up to half your speed. This movement does not provoke attacks of opportunity.

Seize Victory (Bonus)

Prerequisite
  • Charisma 14
  • Cleave
Description

If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), instead of using your Cleave feat you may immediately take an extra standard action. This extra action is lost if you do not take it immediately.

Special: Can only occur a number of times per combat equal to your BAB.

Shrewd Perception (General)

Prerequisite
  • Dexterity 10 or less
  • Wisdom 13
Description

You may add your Wisdom modifier to Reflex saves and Initiative checks instead of your Dexterity modifier. In addition, you may make Listen, Search, and Spot checks as swift actions.

Sneaky Disarm (Bonus)

Prerequisite
  • Sneak Attack +2d6
  • Improved Disarm
Description

Forgo sneak attack to disarm opponent, You forgo sneak attack damage to disarm your opponent. This only works on held weapons. The consequences are the same as a regular disarm attempt. Gain a +2 bonus to attempt per forgone 1d6.

 

 

Soul Forge (Craft)

Prerequisite
  • Ability to us 7th level spells or powers
  • 12 ranks in a Craft skill
  • 2 other Craft Feats
  • Black Forge
  • Elemental Forge
Description

You can create & work Soulsteel. You can infuse any item with any +3 Enchantment with no extra cost.

Soul Stitched Cohort (Craft, Divine)

Prerequisite
  • Constitution 16/Wisdom 16
  • XP or Soul currency
  • Concentration 8 ranks
  • Craft 5 ranks
  • Will save +5
Description

You can now call upon fragments of souls that you have touched/absorbed/sacrificed/stolen/destroyed as long as you have some way of accessing a fragment of that soul, you may also create a copy of your own soul to act on your behalf, though they may not have any of the class levels you have.

  • Cohort must be 1 ECL lower then you based on a leadership score where you replace either Con or Wisdom in place of your Charisma Score-
  • Must meditate for 10 minutes per ECL of Cohort along with making a DC 10+ECL of cohort, concentration check
  • (Varies) For Each Level of Cohort you must sacrifice 100xp or Soul Currency
  • Can summon 1 Cohort per year equal to your Constitution or Wisdom score.

Soul Stitched Command (Craft, Divine)

Prerequisite
  • Constitution 18/Wisdom 18
  • XP or Soul currency
  • Concentration 10 ranks
  • Craft 8 ranks
  • 1 Other Craft feat
  • Soul Stiched Cohort
  • Will save +8
Description

You can now call upon fragments of souls to do your bidding as long as you have access to a fragment of their souls, you may also rip appart specs of your own soul in place of this. This works as the Leadership feats in terms of followers and cohorts.

  • Stacks with leadership in terms of gaining followers, same as undead leadership
  • Must meditate for 10 minutes per ECL of Cohort along with making a DC 10+ECL of cohort, concentration check.
  • (Varies) For Each Level of Cohort you must sacrifice 100xp or Soul Currency
  • (Varies) For Each Follower you must Sacrifce 2xp or Soul Currency
  • Must Meditate for 1 minute per Soul summoned when it comes to Followers.

Spawn of Entropy (General)

Prerequisite
  • Charisma 15
  • Netherchannel +2d6
  • Negative Energy Burst 1/day
Description

You add your Dread Necromancer and ebon initiate levels together to determine your caster level for invocations and to determine your effective level for Netherchannel & Negative Energy Burst. Additionally you may Sacrifice one of your Arcane spells that day in order to use an Invocation you do not know of Equal or Lesser strength then the sacrificed spell.

 

 

Spellfire Weapon (Arcane/Bonus)

Prerequisite
  • Spellfire Wielder
  • Base Attack Bonus 4+
  • Constitution 15+
  • Weapon related feat, such as Focus, Specilization, improved critical, etc.
  • 1 Toughness feat
Description

You can shape your Spellfire into the form of a chosen weapon (choice made when this feat is taken and it cannot be changed). The weapon is swung as a melee touch attack and deals damage as appropriate to the levels of Spellfire used, but uses CON for the damage calculation instead of STR (or 1.5x CON if wielded in two-hands). The weapon follows all the normal rules for Spellfire, but lasts until the beginning of your next turn, allowing iterative attacks and attacks of opportunity should you have them available.

Special: Feats taken that would normally apply to the chosen weapon such as Weapon Focus apply to the Spellfire Weapon while it is in that form.

Increased HP from Toughness feats can be spent at 2x the rate to replace the AC or Attack penalty from feats like Reckless attack or Power attack.

Stalwart Defense Training (Bonus)

Prerequisite
  • Strength 18/Constitution 18
  • Medium Armor Proficiency
Description

Add either your Strength and Constitution modifier to your armor class while wearing medium or Heavier armor. Your Newly added modifier doesn’t take the place of the Dex Modifier, but can’t exceed double the Max Dex of the armor (Minimum 1)

Special: The AC bonus gained from this feat is retained even when flat-footed. This feat can be taken twice, first time adding one of the bonuses, the 2nd the other.

Steel Samurai (Construct)

Prerequisite
  • Living Construct/Construct
  • Integrate Weapon
  • Weapon Specilization
Description
  • +3 to Attack and Damage rolls when using Integrated Weapon.
  • +1 to AC when using Integrated Weapon.

Steel Shogun (Construct)

Prerequisite
  • Steel Samurai
Description
  • +5 to Attack and Damage rolls when using Integrated Weapon.
  • Add Isnight Bonus to AC equal to 1/2(Wisdom Modifier) when using Integrated Weapon.

 

 

Study on Charms (Charm, General)

Prerequisite
  • Knowledge (arcana) 2
  • Spellcraft 2
Description

Gained a knowledge of magical charms.

You gain an access to Charm slots, equal to the number of Bonus spells you’d gain for your Caster class. These Bonus spells may only be used for Charms.

Superstition (General)

Prerequisite
  • Concentrate 2 ranks
  • Knowledge (Local) 2 ranks
  • 1st Level only
Description

The same as Study on Charms. In addition, count this feat as Study on Charms for the purpose of determining feat prerequisites.

Special: You may not take this feat if you are a spellcaster. Though you are treated as a full caster for determining Bonus Spells.

Survival Instincts (Wild)

Prerequisite
  • Animal Companion
  • Survival 10 ranks
Description

You and your animal companion gain +1 insight bonus to saves, and an additional +1 per 8 class levels (Max +3 at 16) while not inside an artificial structure.

Swift Ambusher (General)

Prerequisite
  • Skirmish +1d6 & +1 AC
  • Sneak Attack +1d6
Description

Your Scout and Rogue levels stack for the purposes of determining skirmish and Sneak Attack progression. In addition, you may use your skirmish dice to qualify and use ambush feats.

 

 

Talking Familiar (Arcane/Psionic, Bonus)

Prerequisite
  • A familiar
  • 5th Level Caster
Description

Your familiar can communicate verbally with everyone, not only with their master. Can speak every language that his master knows. This is a supernatural ability, the familiar does not grow vocal cords. This feat also raises the familiars intelligence score by 1 point.

Target Anatomy (Bonus)

Prerequisite
  • Dexterity 15 or Intelligence 15 or Wisdom 15
Description

+2 Bonus to Severity rolls made against targets you can identify.

Tashalorvok (Arcane/Psionic)

Prerequisite
  • Ability to generate a mind blade
  • Psychic strike +1d8
  • Ability to manifest 2nd level powers.
Description

You may add your levels in soulknife and one other psionic base class (such as psion or psychic warrior) to determine your mind blade’s enhancement bonuses. For example, a 3rd level soulknife / 7th level psion would have the mind blade of a 10th level soulknife (throw mind blade, +2 mind blade, and +2 enhancement bonus) and the abilities therein. This feat only improves the character’s mind blade with the selected base psionic class. If the character should gain levels in other classes or prestige classes, those levels do not stack with this feat to determine the strength of the character’s mind blade.

Thick-Skinned (Bonus)

Prerequisite
  • Damage Reduction
Description

Your existing DR improves by 2 or by your Constitution modifier, whichever is higher.

Special: You may take this feat multiple times, each time you do your DR improves unless it would exceed Greater Toughness Limit.

Too Many Eyes (Truename)

Prerequisite
  • Ability to speak recitations
  • Eye of Ethics
  • Eye of Nomenclature
  • Eye of Vitality
Description

While you are in the recitation of the unclouded eye, you cannot be flanked.

Total Victory (Bonus)

Prerequisite
  • Charisma 18
  • Great Cleave
  • Seize Victory
Description

Once per round, when you use your Seize Victory feat you may immediately take your choice of an extra full-round action or an extra standard action and an extra move action. Any extra actions not taken immediately are lost.

Truename Rebuttal (Truename)

Prerequisite
  • Truespeak 7 Ranks
Description

You gain a +3 bonus on Truespeak checks made to counterspeak against another truenamer.

Truename Research (Truename)

Prerequisite
  • Truespeak 10 Ranks
  • Intelligene 17
Description

You can make any kind of Knowledge check to uncover a personal truename, even if you have no skill ranks in the necessary Knowledge skill. In addition, you gain a +4 bonus on Knowledge checks to uncover personal truenames.

 

 

Truename Training (General, Truename)

Prerequisite
  • Intelligene 15
Description

Truespeak and Speak Language are always class skills for you.

Trusted by the Wilds (Wild)

Prerequisite
  • Handle Animal 4 Ranks/Diplomacy 4 Ranks
Description

Because you form a special bond with your animal companions, they benefit from a +1 Dodge bonus to Armor Class, with an additional +1 per 5 Class Levels (Max +5 at 20) when they are within 60 feet of you.

Special: The effects of this feat apply to tamed/controlled creatures within the area of effect

Unrelenting Divine Fury (Divine)

Prerequisite
  • Smite
  • 2 or more attacks in a round
Description

Characters are able to apply their smiting ability to all melee attacks they make within the turn of activation. Additionally it grants 1 additional smite attempt per day.

Example: Paladin of level 6 would be able to (normally) make two attacks with their full attack. Both attack rolls would add the Paladin’s charisma bonus and damage equal to the Paladin’s level (in this case 6 damage would be added to each attack). This augmented way of smiting still only requires one smite attempt.

Unspeakable Vow (Vile)

Prerequisite
Description

+2 profane bonus to Intimidate.

Veteran’s Insight (Bonus)

Prerequisite
  • Intelligence 16/Wisdom 16
  • Combat Expertise
  • Combat Focus
  • Middle Aged
Description

As a full-round action you may use the Aid Another action on all allies who can hear you within 5ft per point of your base attack bonus. For each ally in the area you may choose a different option from those granted to you by your Expert’s Aid feat.

Vigilance (Bonus, General)

Prerequisite
  • Wisdom 13
  • Alertness
  • Spot & Listen 8 Ranks
Description

You cannot be flanked or surprised and retain your Dexterity modifier to AC even when flat-footed. When you hit a creature with an attack you pinpoint its location for 1 round, even if it moves. The creature loses all magical and supernatural bonuses to hide and move silently against being spotted or heard by you. You gain a cumulative +1 to attack and damage rolls against the creature as long as you deal damage each turn.

Vigor (Bonus, General)

Prerequisite
  • Constitution 15
Description

As long as you have at least 3/4 (or 75%) of your maximum hit points you gain a +5ft bonus to your speed and a +2 enhancement bonus to Strength and Dexterity checks as well as Strength and Dexterity based skill checks. These bonuses increase by +5ft and +2 respectively at your 5th character level and once every four levels thereafter.

Violent Strike (Bonus)

Prerequisite
  • Power Attack
  • Reckless Attack
Description

You may use Power Attack and Reckless attack on the same strike, ignoring previous restrictions. You may also now sacrifice a number of points equal to 1 1/2 your BAB.

 

 

Vow of Decadence (Vile)

Prerequisite
Description

Cannot overdose on drugs. Drugs always have minimum side effects. +4 competence bonus vs ingested poisons.

Must consume an intoxicating, stimulating, depressing, or hallucinogenic substance at least once per day.

Vow of Excess (Vile)

Prerequisite
Description

Bag of Excess (Su): *see below (1st, and ALL)

Bonus Feats: Gains bonus Vile feats. Does not apply retroactively. If Vile Entity is an Aberration can also choose Aberrant feats. (1st, 2nd, 4th, 6th…, etc.)

Gluttony (Ex): You require twice as much food as normal. (3rd)

Vile Strike (Su): 1 point of damage dealt by weapons is vile damage at 4th level. Increases to 2 at 10th, half damage at 14th, full damage at 17th, and 1.5x damage at 20th. Additionally, at 10th level all weapon damage is considered evil-aligned. (4th, 10th, 14th, 17th, and 20th)

Mercantile (Ex): You may sell items for up to 60% of market price. (5th)

Interest (Su): 1% of value in Bag of Excess is added every night at 6th level. Increases to 2% at 12th level and 5% at 18th level. (6th, 12th, & 18th)

Criminal Association (Ex): You are inducted as a member of a DM-chosen criminal organization at 7th level (usually slavery). You are required to complete one task for them at this level. You must do so again at other level intervals. (7th, 13th, & 17th)

Vile Ability Score (Ex): Gain increasing vile bonuses to ability scores of choice. +2 at 7th, +4/+2 at 11th, +6/+4/+2 at 15th, and +8/+6/+4/+2 at 19th. (7th, 11th, 15, & 19th)

Mercenaries (Ex): Gain the services of a hired mercenary at 8th level. Will obey any non-suicidal commands. Use rules for Leadership as if mercenary was a cohort. At 16th level gain a second mercenary of the same level as first one. Mercenaries are replaced one week after death. Their services cost 250gp per character level every week. This payment is non-negotiable. Failure and/or inability to pay is breaking the Vow. (8th & 16th)

Mind Shielding (Ex): Immune to detect thoughts, discern lies, and discern alignment. (8th)

Proof of Purchase (Su): Once per day starting at 10th level, you can reach into the Bag of Excess and pull out an item with value less than the difference between current wealth and minimum WBL required. That amount is immediately removed from the Bag of Excess. Can be done twice per day at 19th level (assuming wealth is gained between uses). (10th & 19th)

Trading Company (Ex): You may sell items for up to 90% of market price. (12th)

Equivalent Exchange (Su): Starting at 13th level, gain a +1 alchemical bonus on any roll per 1,000gp sacrificed from Bag of Excess. Can be activated after rolling, but always before results are known. At 20th level, gain +1 alchemical bonus per 100gp sacrificed. Cannot gain a higher bonus from this ability than the existing modifier on the roll (in effect, you can at most double the modifier for any given roll) (13th & 20th)

Create Artifact (Su): Upon reaching 14th level, your Vile Entity patron decides to bless you with a unique gift. At any time gold can be removed from the Bag of Excess to an extradimensional planar space belonging to your patron. Upon reaching 19th level all of the removed wealth is converted into an equally valuable artifact with features reflecting both patron and character. (14th & 19th)

Perfected Haggle (Ex): You may sell items for up to 110% market price. (17th)

Metamorphosis (Su): Your type becomes the same as your Vile Entity patron (Aberration or Outsider) at 18th level. Any Vile or Aberrant feats gained function normally despite your new type. You gain any appropriate subtypes at 19th level. You are granted a single Wish by your patron at 20th level. (18th, 19th, & 20th)

 

 

The Vow: You must never have less gold on your person (within the Bag of Excess) than your (ECL -1) WBL would suggest. You may only purchase items for twice their market price; as a show of affluence (this includes when using abilities like Proof of Purchase). You may never give to charity or let others borrow money from you for any reason. You must demand a higher share than your party members when loot is being distributed (you may not necessarily get it, but you must demand it and deal with the consequences of your allies’ wrath). Taking this vow requires making a deal with a Vile Entity (a greater Aberration, Demon, or Devil; or an Evil deity) in a ceremony involving the sacrifice of your WBL in gold upon their altar in exchange for their abundant luck in earthly wealth to come your way.

Bag of Excess (Su): Upon taking the Vow the vile entity granting their power bestows upon you an ornate black and gold bag. The bag starts with the money spent in the ceremony inside (an amount exactly equivalent to your WBL). The maximum capacity of wealth the bag can hold is equal to triple your WBL. Any items, currency, or valuables placed into the bag are immediately converted into gold (value as if you had sold the item; equal conversion for currency and valuables). The weight of the bag is always 2lbs. If the Bag of Excess is ever stolen, it reappears at the owner’s side 1 hour later with 10% of its contents missing. Anyone that has not taken the Vow of Excess that reaches into the Bag of Excess finds it is completely empty and seems as spacious as it appears on the outside.

Vow of Fornication (Vile)

Prerequisite
Description

Gain Charm Person (Sp; 1/day; CL equal to HD). Becomes Charm Monster at 12th level.

Must have sexual contact at least once per week. Can never be in a committed relationship or accept responsibility for father/motherhood.

Vow of Hatred (Vile)

Prerequisite
Description

Gain 20ft radius aura of fear (as the spell Fear) that affects creatures up to your HD but only of the hated type/subtype (DC= 10 +1/2HD + CHA). Gain +2 Natural Armor bonus, +2 Deflection bonus, and +2 Vile bonus to AC. Can detect creatures of your hated type within 60ft as if through blindsight. +4 circumstance bonus to Intimidate.

Must fight any and all members of the hated type/subtype as soon as detected. Cannot retreat from them. Can no longer take prisoners. Must use lethal force at all times, even against creatures not of the hated type/subtype.

Vow of Mischief (Vile)

Prerequisite
Description

+4 profane bonus on Bluff, Sense Motive, Hide, and Move Silently.

Must commit or cause another to commit at least one criminal action per week without getting caught.

Vow of Pestilience (Vile)

Prerequisite
Description

Suffer no side effects of diseases. Permanently carry all diseases contracted.

Must always sleep in the presence of dead/undead. Must only eat raw meat and/or spoiled vegetables.

Vow of Vengence (Vile)

Prerequisite
Description

Choose one option from the Favored Enemy list to be your Hated type/subtype. +2 profane bonus on damage rolls and +4 profane bonus to confirm critical threats against that creature type/subtype.

Must kill at least one of that creature type/subtype per month. Cannot retreat from them. Must kill all that you fight. Can take prisoners, but they must die within the week.

War Chief (Bonus)

Prerequisite
  • Strength 15
  • Constitution 15
  • Leadership
  • Rage
Description

Your leadership score is treated as 2 higher than it otherwise would be for the purposes of attracting Martial characters. Add the level of the class that grants you the rage ability to your leadership score (minimum 2).

 

 

Zealous Mage (General)

Prerequisite
  • Furious Counterstrike
  • Ability to spontaneously cast 2nd-level arcane spells.
Description

Instead of gaining your Furious Counterstrike bonus to attack and damage rolls, you may instead channel your Steely Resolve damage pool to give yourself a divine bonus to your caster level equal to your Furious Counterstrike bonus. Your Crusader levels stack with your Sorcerer or Bard levels (choose one) to determine your Steely Resolve class feature.

Skills

Truespeak (Int; Trained-Only)

Truespeak is an Intelligence-based skill primarily used in conjunction with truespeak effects (utterances, incantations, and recitations). However, it follows several special rules.

  • A natural 20 on a Truespeak check is always a success (except for opposed Truespeak checks).
  • A natural 1 on a Truespeak check is always a failure (except for opposed Truespeak checks).
  • Truespeak cannot be improved with magic items, spells, item familiars, or masterwork tools.
  • You can never take 10 or 20 on a Truespeak check.

Now here’s the dirty little secret. Nobody actually speaks truespeech. It’s impossible. Instead, people try to replicate the lost language with existing languages. When someone has ranks in Truespeak, it means they’ve practiced dissecting other languages and studying linguistic roots to break apart other tongues in search of some parts of the original language.

The only synergy bonus gained for Truespeak is a +1 synergy bonus for every two additional languages beyond their racial languages that someone knows (as in, actually knows knows, not by dint of magic. No, not even with permanency. The insight comes from the study, not the simple knowledge of how to speak it).

The maximum bonus you can get in this way is +5, or 10 additional languages that you’ve learned by purchasing them with skill ranks (see the Speak Language skill in the Player’s Handbook for more information on learning languages).

 

 

Classes

Truenamer

Prerequisites

Alignment: Any

Features

Hit Dice:
1d6
Skill Points at 1st Level:
(4 + Int modifier) x 4.
Skill Points at each additional Level:
4 + Int modifier.
Absolute Limit Increase at Each Level:
2 + Cha modifier
Level BAB Fort/Reflex/Will Special Utter Incant Recit
1st 0 +0/+0/+2 Known personal truename, truenaming 2 2 0
2nd +1 +0/+0/+3 Recitation of the Unclouded Eye 3 2 0
3rd +1 +1/+1/+3 4 3 1
4th +2 +1/+1/+4 2nd level truenaming 5 3 1
5th +2 +1/+1/+4 Bonus Feat 6 4 1
6th +3 +2/+2/+5 7 4 2
7th +3 +2/+2/+5 3rd level truenaming 8 5 2
8th +4 +2/+2/+6 9 5 2
9th +4 +3/+3/+6 10 6 3
10th +5 +3/+3/+7 Bonus feat, 4th level truenaming 11 6 3
11th +5 +3/+3/+7 12 7 3
12th +6/+1 +4/+4/+8 13 7 4
13th +6/+1 +4/+4/+8 5th level truenaming 14 8 4
14th +7/+2 +4/+4/+9 15 8 4
15th +7/+2 +5/+5/+9 Bonus Feat 16 9 5
16th +8/+3 +5/+5/+10 6th level truenaming 17 9 5
17th +8/+3 +5/+5/+10 18 10 5
18th +9/+4 +6/+6/+11 19 10 6
19th +9/+4 +6/+6/+11 20 11 6
20th +10/+5 +6/+6/+12 Bonus feat, perfect dialect 21 11 6

Class Skills

  • Bluff (Cha)
  • Concentration (Con)
  • Craft (Int)
  • Diplomacy (Cha),
  • Knowledge (all) (Int)
  • Perform (oratory) (Cha)
  • Speak Language (n/a)
  • Truespeak (Int).

Class Features

Weapon and Armor Proficiencies
= You are proficient with simple weapons and with light armor, but not with shields.
Known Personal Truename (Ex)
= your proficiency bonus + your Charisma modifier
Truenaming
= At every class level, you learn additional truename effects. Your truenamer level for your truename effects is equal to your class level. To begin with, you may only select 1st level truename effects. At your 4th, 7th, 10th, 13th, and 16th class levels, you may begin to select from the next level of truename effects. Once you learn a truename effect, you know it. You cannot unlearn it or replace it at any time.
Recitation of the Unclouded Eye
= 2nd level, you learn the Recitation of the Unclouded Eye as a bonus recitation.
Bonus Feats
= At 5th level, and again at 10th, 15th, and 20th level, you may select a bonus truespeak feat you meet the requirements for.
Perfect Dialect (Ex)
= At 20th level, you may take 10 on Truespeak checks. This is an exception to the rule that you can never take 10 on Truespeak checks, and does not mean that other classes can learn to take 10 on Truespeak checks through other class features such as Skill Mastery.

 

 

Lexeme

Alignment:
Any.
Hit Die:
d4.
Skill Points at 1st Level:
(2 + Int modifier) x 4.
Skill Points at Each Additional Level:
2 + Int modifier.
Absolute Limit Increase at Each Level:
2 + Int modifier.
Level BAB Fort Ref Will Special Unique Utterances per Day Unique Incantations per Day
1st +0 +0 +0 +2 Glossary, truenaming 2 2
2nd +1 +0 +0 +3 Confident speaker 2 2
3rd +1 +1 +1 +3 Encyclopedic knowledge 3 2
4th +2 +1 +1 +4 2nd level truenaming 3 3
5th +2 +1 +1 +4 Facts and figures 4 3
6th +3 +2 +2 +5 +1 truenamer level 4 3
7th +3 +2 +2 +5 3rd level truenaming 5 4
8th +4 +2 +2 +6 Fast research 5 4
9th +4 +3 +3 +6 Intrinsic almanac 6 4
10th +5 +3 +3 +7 4th level truenaming 6 5
11th +5 +3 +3 +7 7 5
12th +6/+1 +4 +4 +8 +1 truenamer level 7 5
13th +6/+1 +4 +4 +8 5th level truenaming 8 6
14th +7/+2 +4 +4 +9 Self-sufficient study 8 6
15th +7/+2 +5 +5 +9 Immediate insight 9 6
16th +8/+3 +5 +5 +10 6th level truenaming 9 7
17th +8/+3 +5 +5 +10 10 7
18th +9/+4 +6 +6 +11 +1 truenamer level 10 7
19th +9/+4 +6 +6 +11 11 8
20th +10/+5 +6 +6 +12 The library that lives 11 8
Weapon and Armour Proficiencies:
A lexeme is proficient with all simple weapons and light armour. A lexeme is not proficient with any kind of shield.
Class Skills:
The lexeme’s class skills (and the key ability for each skill) are Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (all) (Int), Perform (oratory) (Cha), Speak Language (n/a), and Truespeak (Int).
Glossary:
Unlike a traditional truenamer, a lexeme keeps a special kind of journal, called a glossary. Her glossary contains all of the truespeak research she has undertaken.

A lexeme does not automatically learn new vocalizations every time she levels up. Instead, she must find a library, hall of records, or other similar location where she can research truespeech. After a full day of studying in such a location, she may add a vocalization she is qualified for to her glossary. There is no limit to the number of vocalizations a lexeme may have in her glossary at any one time. A 1st level lexeme begins play with three 1st level utterances and three 1st level incantations in her glossary.

Every day, a lexeme must select a number of vocalizations to familiarize herself with for that day. This requires a full hour of reading her glossary. She must get a full rest (usually eight hours) before she may study her glossary. Once she has studied it, she may select a number of unique utterances and vocalizations for the day as shown on the above table.

A lexeme must select at least one utterance and one incantation from each vocalization level available to her. If she does not have any vocalizations of a particular level recorded in her glossary, the number of unique vocalizations of that type (utterances or incantations) that the lexeme may study for that day is reduced by 1. For example, if a 10th level lexeme does not have any 3rd level utterances recorded in her glossary, she can only study 5 utterances for the day instead of the usual 6. Likewise, if a 20th level lexeme only has 6th level incantations recorded in her glossary, and none from 1st to 5th level, she may only study 3 incantations for the day instead of the usual 8 (she loses 1 for each level she has no incantations recorded from)

To use a vocalization, the lexeme must succeed on a Truespeak check to speak it correctly, just like a truenamer. Until she studies her glossary again after a full rest, she has access to the vocalizations selected, and may use them as much or as little as she likes.

If a lexeme ever loses her glossary, she may not change the vocalizations she currently has studied, but neither does she lose access to them. She may rewrite her entire glossary with a full week’s work and a library, hall of records, or other similar location. This produces a glossary which contains every vocalization that was in her glossary when it was lost or stolen.

A lexeme can copy a vocalization from another lexeme’s glossary. This requires only an hour of work, and a Decipher Script check equal to 15 + twice the vocalization level.

 

 

Truenaming:
A lexeme can use truenaming. At most class levels, she gains additional unique vocalizations per day, The Lexeme. A lexeme’s truenamer level for the purposes of her vocalizations is for all intents and purposes her lexeme level. However, she may take longer to speak a memorized phrase with more confidence.

If a lexeme takes a standard action (instead of a move actions) to speak a vocalization, she gains a +1 bonus to her effective truenamer level for this one vocalization.

If a lexeme instead takes a full-round action to speak a vocalization, she gains a +2 bonus to her effective truenamer level for this one vocalization.

To begin with, a lexeme may only learn 1st level truename effects. At her 4th, 7th, 10th, 13th, and 16th class levels, she may begin to select from the next level of truename effects.

A lexeme only ever learns utterances and incantations. Although she is masterful at reciting memorized passages of truespeak, using a recitation requires modulations and inflections of the voice that can only be grasped through the extensive study of the truenamer.

Confident Speaker (Ex):
Because a lexeme learns vocalizations through rote memorization instead of studying the roots of the language itself, her vocalizations are much more reliable than a truenamer’s when she takes the time to say them properly.

Beginning at 2nd level, whenever a lexeme uses a standard or full-round action to speak a vocalization, she gains a competence bonus on her Truespeak checks equal to 1/2 her class level. This bonus applies only to vocalizations learned through this class. She adds this same bonus to her absolute limit.

Encyclopedic Knowledge (Ex):
Beginning at 3rd level, a lexeme may make any kind of Knowledge check, even if she has 0 ranks in the skill.
Facts and Figures (Ex):
Beginning at 5th level, a lexeme may make a special facts and figures knowledge check with a bonus equal to her lexeme level + her Intelligence modifier to see whether she knows some relevant information about statistics, birth names, dates, or places. This check follows all the same rules and Difficulty Classes as a regular Knowledge skill check, and all of the lexeme’s class features which improve Knowledge skills also apply to this ability. Facts and Figures may be used in place of bardic knowledge, lore, or a similar ability to qualify for a prestige class, feat, or other relevant venue.
Truenamer Level Bonus:
At 6th, 12th, and 18th levels, a lexeme gains a +1 bonus to her effective truenamer level all the time.
Fast Research (Ex):
Beginning at 8th level, a lexeme begins to house a vast repository of facts, names, dates, and places in her head. She may make a truename research check in half the normal time (30 minutes).
Intrinsic Almanac (Ex):
Beginning at 9th level, a lexeme gains a competence bonus on all her Knowledge checks equal to 1/2 her class level. In addition, she doubles all synergy bonuses granted by having ranks in Knowledge skills.
Self-Sufficient Study (Ex):
At 14th level, the lexeme no longer requires a library, hall of records, or similar location to research truenames.
Immediate Insight (Ex):
Beginning at 15th level, a lexeme reduces the time neccessary to make any kind of Knowledge check by half. This includes her truename research checks, and stacks with her Fast Research class feature, meaning that such checks now take one quarter their original time (15 minutes).
The Library That Lives (Ex):
At 20th level, a lexeme has an incredible store of knowledge in her mind. She may always choose to take 20 on any kind of Knowledge check without increasing the time required for the skill check.

 

 

Necronomist

Alignment:
Any.
Hit Die:
d8.
Skill Points at 1st Level:
(4 + Int modifier) x 4.
Skill Points at Each Additional Level:
4 + Int modifier.
Absolute Limit Increase at Each Additional Level:
2 + Cha modifier.
Level BAB Fort Ref Will Special Recitations Anima
1st +0 +0 +2 +2 Known personal truename, necronomy, truenaming 1 3
2nd +1 +0 +3 +3 Memento mori, warnaming (the dead) 2 4
3rd +2 +1 +3 +3 Necronomy (ghouls) 2 6
4th +3 +1 +4 +4 2nd level truenaming, deathly boon 3 7
5th +3 +1 +4 +4 Necronomy (shadows) 4 9
6th +4 +2 +5 +5 Warnaming (the living) 4 10
7th +5 +2 +5 +5 3rd level truenaming, necronomy (wights) 5 12
8th +6/+1 +2 +6 +6 Deathly boon 6 13
9th +6/+1 +3 +6 +6 Necronomy (mummies) 6 15
10th +7/+2 +3 +7 +7 4th level truenaming, warnaming (double) 7 16
11th +8/+3 +3 +7 +7 Necronomy (mohrgs) 8 18
12th +9/+4 +4 +8 +8 Deathly boon 8 19
13th +9/+4 +4 +8 +8 5th level truenaming, necronomy (dread wraiths) 9 21
14th +10/+5 +4 +9 +9 Warnaming (sightless) 10 22
15th +11/+6/+1 +5 +9 +9 Necronomy (nightwings) 10 24
16th +12/+7/+2 +5 +10 +10 6th level truenaming, deathly boon 11 25
17th +12/+7/+2 +5 +10 +10 Necronomy (nightwalkers) 12 27
18th +13/+8/+3 +6 +11 +11 Warnaming (rote) 12 28
19th +14/+9/+4 +6 +11 +11 Necronomy (nightcrawlers) 13 30
20th +15/+10/+5 +6 +12 +12 Deathly boon, necrodeinomy 14 40
Weapon and Armour Proficiencies:
The necronomist is proficient with all simple weapons, light armour and medium armour. In addition, a necronomist may select any one martial or exotic weapon to be proficient with, as well as the scythe. A necronomist is proficient with all shields except for tower shields.
Class Skills:
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (local, history, nature, religion, the Planes) (Int), Perform (oratory) (Cha), Speak Language (n/a), and Truespeak (Int).
Known Personal Truename (Ex):
As a necronomist, you are privy to certain secrets not meant for mortals. As such, you are granted knowledge of your own truename, which gives you a +4 bonus on Truespeak checks against yourself, such as with recitations. In addition, a necronomist can always use Knowledge (religion) to research a dead creature’s truename, although if it is not the appropriate type of creature she takes a -5 penalty on the research check.
Necronomy (Su):
By speaking the names of the dead, a necronomist can cause them to rise from the earth and do her bidding. At 1st level, the necronomist gains the ability to keep a special book, known as a necronomicon. In this book, she can record the truenames of dead. In order to record this name she first needs to research it or discover it exactly like a truename of a living being. There are, however, certain limits on this. She cannot record a being’s truename in her necronomicon if they had more than twice the HD at the time of their death than the necronomist has class levels. When a necronomist first records the truename, she must decide what form of undead the name will command. A necronomist begins play with up to four names in her necronomicon. Her necronomicon can hold up to 5 names per class level, and scribing a new name or destroying an old name requires an hour of work.

A necronomist doesn’t need to record a humanoid name or even an intelligent being’s truename to make an undead. If she can research the truename of any dead creature she can coerce it into an undead form she knows.

Speaking a name out of the necronomicon is a move action like any other vocalization. It requires a Truespeak check against a DC of 15 + the difficulty modifier of the undead form. If successful, the creature becomes manifest at any point inside of 30 feet/class level, within line of sight of the necronomist. After having named one or more dead creatures, the necronomist must spend a swift action every round to maintain the chant.

 

 

This chant keeps all of her currently named creatures animated. If she lapses in the chant, the creatures are destroyed. This chant does not interfere with recitations or with naming additional creatures. If a necronomist has a recitation active, she can maintain both the recitation and this chant with the same swift action. This chant allows her to direct the undead pretty much perfectly for the round.

Every named soul requires anima to be invested in it. The necronomist begins with 3 points of anima, and gains additional anima every time she levels up. Skeletons and zombies both only require 1 point of anima.

Named souls become manifest at full hit points, no matter their condition the last time they were destroyed. If a named soul is destroyed while animated (including simply by lapsing the chant), the necronomist must make a Concentration check against the same DC as her original Truespeak check for the soul or lose focus on her chant on all her named souls currently animated (potentially destroying all active undead).

In addition, whether she makes the Concentration check or not, she temporarily loses the anima that was invested in the destroyed soul for 1 hour as it finds its way through the labyrinth of the underworld back to her book. For this hour, she cannot use that particular name, nor can she use the anima that was invested in it. Anima does not return unless the creature it is invested in is destroyed.

When a name is recorded into the necronomicon, the creature’s soul is intrinsically tied to the book. It cannot be brought back to life unless the book is burnt and the ashes are doused with holy water or mixed with salt. Even a wish spell or similar effect cannot break this bond.

If a necronomist gains levels in a prestige class that advances truenaming at a given level, it also advances her rate of anima advancement, the HD limit on her necronomicon, and the name limit in the book. It does not grant her additional undead forms.

At 1st level, the necronomist only has access to skeletons and zombies. However, at 3rd level, 5th level, and every 2nd level thereafter, she gains an extra form of undead as described in the list below. More powerful forms of undead require more anima to maintain, and are harder to name. When she records their truename, the target keeps their HD and ability score if the undead is a template, but lose class features and racial traits as they are transformed into undead. If the undead form is not a template, they instead keep only their HD. If they have more HD than the monster entry listed, it is advanced to their level when they are summoned. Named undead cannot create spawn.

For example, if a necronomist of 4th level records the truename of a 7 HD creature, she could choose to turn it into a ghoul. She then needs to write down the statistics of a ghoul and advance it to 7 HD for use. If the player of a necronomist does not have the statistics of one of her undead immediately ready for play when she wants to name them, she cannot use it.

Undead Form Class Level Anima Investiture Truespeak DC Adjustment
Skeleton 1 1 +0
Zombie 1 1 +0
Ghoul 3 3 +4
Shadow 5 5 +8
Wight 7 7 +11
Mummy 9 7 +11
Mohrg 11 8 +12
Dread Wraith 13 11 +16
Nightwing 15 15 +22
Nightwalker 17 18 +27
Nightcrawler 19 22 +33
Truenaming:
A necronomist can use truenaming. As she levels up she learns additional recitations, although she never learns utterances or incantations. At 1st level she can only learn 1st level recitations, although at levels 4, 7, 10, 13, and 16 she gains access to additional levels of recitations.

Once a necronomist learns a recitation, she knows it. She cannot unlearn it or replace it at any time.

Memento Mori (Su):
A necronomist is unusually close to the curtain between the living and dead. Sometimes this line blurs entirely. Beginning at 2nd level, she can choose to be treated as either living or undead depending on whatever is most beneficial to her at the time.
Warnaming (Ex):
Beginning at 2nd level, a necronomist can choose to have her recitations effect all of her named souls as well as herself.

At 6th level, this ability improves. She can now choose to have any number of living allies within line of sight benefit from her recitations as long as she knows their truenames.

At 10th level, this ability improves again. She can have two recitations active at a time, and maintain both (as well as her chant of names) with the same swift action.

At 14th level, this ability improves again. She does not need to maintain line of sight to her allies to grant them the benefit of her recitations, although they must be within 30 feet/class level if she cannot see them.

At 18th level, this ability improves again. She has become so good at this that she doesn’t even need to think about it anymore. She gains a second swift action every turn which can only be used for recitations and necronomy.

 

 

Deathly Boon (Su):
At 4th level, 8th level, and every four levels thereafter, the necronomist gains special gifts from beyond the pale. She gains a special ability from the following list. All deathly boons require a Truespeak check to activate and last for five minutes. The DC is equal to 30, although she gains a +4 bonus on the Truespeak check since it is to speak her own name. Each boon can only be successfully activated once per day.
  • Bloodless Body: The necronomist’s heart stops beating as she takes on many characteristics of the undead. She gain immunity to death effects, poisons and diseases. All bleeding damage stops.

  • Forbidden Feast: As she chants the name of a ghoul, the necronomist is possessed by the insatiable hunger all ghouls know. If she eats a dead creature’s flesh while under the effects of this boon, she can immediately make a Knowledge check to learn its truename as if she were researching it with a library. In addition, if the dead creature knew recitations she can switch one of her known recitations with one that the creature knew of equal level. Finally, she regains hp equal to the creature’s HD at the time of death. She can only partake of a creature’s flesh once with this effect.

  • Mummy’s Touch: By chanting the name of an ancient tomb guardian, the necronomist can lay its curse upon her enemies. Her touch attacks now carries mummy rot, and her targets must make Fortitude saves against a DC of 10 + 1/2 her class level + her Charisma modifier or contract it.

  • New Orders: The necronomist knows secret arts to overrule the commands placed on the dead. While under this effect she can ‘reprogram’ controlled undead with a successful touch attack. The being commanding the undead must make a Will save (DC 10 + 1/2 her class level + her Charisma modifier) in order to rebuff this ability. If the save fails, the necronomist can give new orders to the undead which it must follow until this effect ends.

  • Restless Bones: As she chants the names of the dead, the necronomist’s bones harden as she becomes something like the skeletons she summons. She gains damage reduction x/bludgeoning equal to her class level.

  • Whispers Beyond Death: The necronomist can murmur her name into a receptacle of Diminutive size or larger, which then echoes with the name for the duration of the effect (Listen DC 15 to identify). If she dies while the effect lasts, her mind is transferred into the receptacle as if by the magic jar spell, and her body begins to regrow like that of a lich. It takes seven days to completely regrow her body. A necronomist must be at least 16th level to select this ability.

  • Shadow Walk: As the necronomist delves deeper into the dead, she learns how to remove herself from the prying eyes of others. As a move action while this effect is active, she can turn invisible as if by the invisibility spell.

  • Shapeshifter’s Lament: The necronomist learns to see beyond the corporeal into the world beyond. She can see things as if under the benefits of true seeing, and with a successful touch attack she can force a shapeshifter to make a Will save (DC 10 + 1/2 her class level + her Charisma modifier) or return to their natural shape. A necronomist must be at least 8th level to select this ability.

  • Wraithstep: The necronomist becomes incorporeal, losing her Strength score entirely for the duration of the effect. She gains the incorporeal subtype. A necronomist must be at least 12th level to select this ability.

Necrodeinomy (Su):
At 20th level the necronomist reaches the pinnacle of her deathnaming prowess. She can now speak the names of dead gods. Discovering the truename of a dead god is beyond the scope of this class feature, but it does grant her the ability to speak it and make manifest the god once more. The DC to speak the name of a dead god is equal to 60 + 10 times the divine rank of the god. Bringing a god back into existence requires an investment of 40 anima while it walks the earth once more. The god only gains power while the necronomist maintains the chant of its name which in this case requires a full-round action each round. Although the god has all of its powers and divine abilities, it is bound under certain conditions. It cannot harm the necronomist, and it must follow the necronomist’s direct orders.
Necronomists and Advancement:
The study of dead names is insidious in nature, and takes hold of the unwary. By forfeiting advancement in arcane spellcasting, divine spellcasting, invocations, or truenaming in a prestige class the necronomist pursues, they can instead advance their dark study. They advance their truenaming abilities, their necronomy class feature, and their anima progression at any level they would instead advance the sacrificed feature. This does not give them any special ability to qualify for prestige classes, feats, or other such venues which require spellcasting of any kind. They must make this choice when entering into a prestige class, and cannot change the progression later on. They can only make this sacrifice once for any given prestige class (for example, a mystic theurge cannot double down on necronomy by sacrificing all spellcasting).

 

 

Convoker

Prerequisites

None

Features

Hit Dice:
1d6
Skill Points at 1st Level:
(2 + Int modifier) x 4.
Skill Points at each additional Level:
2 + Int modifier.
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Lengthy Summons, Familiar
2nd +1 +0 +0 +3 Diverse Summons (Alignment), Protection from Summons (Sanctuary), Advanced Learning
3rd +1 +1 +1 +3 Potent Summoning (+1 Spell Level), Corpsecraft Potency
4th +2 +1 +1 +4 Summon Latency I, Advanced Learning
5th +2 +1 +1 +4 Rapid Summons
6th +3 +2 +2 +5 Advanced Studies, No Choice, Advanced Learning
7th +3 +2 +2 +5 Potent Summoning (+2 Spell Levels), Protection from Summons (Corrupt Summons)
8th +4 +2 +2 +6 Diverse Summons (Soldier), Summon Latency II, Advanced Learning
9th +4 +3 +3 +6 Advanced Studies
10th +5 +3 +3 +7 Reactive Summons, Advanced Learning
11th +5 +3 +3 +7 Potent Summoning (+3 Spell Levels)
12th +6/+1 +4 +4 +8 Summon Latency III, Advanced Studies, Protection from Summons (Dismissal), Advanced Learning
13th +6/+1 +4 +4 +8 Summon Crowd
14th +7/+2 +4 +4 +9 Diverse Summons (Diverse Essence), Advanced Learning
15th +7/+2 +5 +5 +9 Potent Summoning (+4 Spell Levels), Advanced Studies
16th +8/+3 +5 +5 +10 Summon Latency IV, Advanced Learning
17th +8/+3 +5 +5 +10 Protection from Summons (Perfect Defense)
18th +9/+4 +6 +6 +11 Advanced Studies, Advanced Learning
19th +9/+4 +6 +6 +11 Potent Summoning (+5 Spell Levels)
20th +10/+5 +6 +6 +12 Diverse Summons (A Thousand Lists), Summon Latency V, Advanced Learning
Weapon and Armor Proficiencies:
A Convoker is proficient in all simple weapons, all light armors, and in light shields. In addition, they ignore the spell failure chance that they receive while wearing light armor or using light shields.
Class Skills:
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (the Planes) (Int), Profession (Wis), and Spellcraft (Int)
Spells:
A Convoker casts arcane spells, which are drawn from the Convoker spell list. When they gain access to a new level of spells, they automatically know all the spells of that level on the Convoker spell list. They can cast any spell they know without preparing it ahead of time. Essentially, their spell list is the same as their spells known list.

To cast a Convoker spell, a Convoker must have an Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Convoker’s spell is 10 + the spell’s level + the Convoker’s Cha modifier.

Like other spellcasters, a Convoker can cast only a certain number of spells of each spell level per day. The base daily spell allotment is based off the below table. In addition, they receive bonus spells for a high Charisma score (PH 8). A Convoker need not prepare spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level

Lengthy Summons (Ex):
At 1st level, any Conjuration (Summoning) spell cast out of a Convoker spell slot has its duration increased to 1 minute/caster level .
Familiar (Ex):
At 1st level, a Convoker gains the ability to summon a Familiar as if they were a Sorcerer or Wizard, with one difference; on top of the normal benefits of being a Familiar, a Convoker’s familiar also receives the benefits of the Protection from Summons class feature.
Diverse Summons (Ex):
At 2nd level, whenever a Convoker summons a creature that would normally have the Celestial or Fiendish templates applied to them, they may select which alignment-based template the creature receives (in other words, they can choose that a creature receives one of the following templates: Anarchic, Axiomatic, Celestial, or Fiendish)

At 8th level, a Convoker may choose to summon a creature as if it were on a higher level list than normal; if they do so, the creature receives a benefit as indicated on the following table

 

 

Effective Level Increase Bonus HD Natural Armor Bonus Adjustment Strength Increase Intelligence Increase
+1 +2 +2 +2 +0
+2 +4 +4 +2 +2
+3 +6 +6 +4 +4
+4 +8 +8 +6 +6

Any HD gained through this ability count as advancing the creature in HD for the purpose of size increases, improved saving throw DCs, spell resistance, and the caster levels of their racial spell-like abilities. In addition, they receive maneuvers and stances as, and use them in the same manner as, if they had gained those hit dice as levels in the Soldier NPC class.

At 14th level, a Convoker is no longer restricted to summoning multiples of the same creature when they choose to summon multiple creatures on a lower level menu; they may choose any number of different creatures, as long as they are all eligible; base the number of creatures summonable off of the highest level spell normally required to summon the most powerful creature summoned.

At 20th level, a Convoker no longer uses multiple creature lists for their Summon Monster, Summon Nature’s Ally, and Summon Undead spells; all of the lists are consolidated, using the lowest spell level that a creature appears at as the level required to summon that creature.

Advanced Learning (Ex):
At 2nd level and every 2 levels thereafter, a Convoker may add a new spell to their spell list. The spell must be a Conjuration spell from either the [Summoning] or [Calling] Subschools, and cannot be higher level than the highest level Conjuration (Summoning) spell that the Convoker can cast.

If the spell is 6th level or higher, it automatically gains the [Potent] descriptor, and may be cast through the Potent Summoning class feature as if it were a Summon Monster spell of equal level. Epic spells may not be selected through this class feature.

Potent Summons (Ex):
At 3rd level, whenever a Convoker casts a Summon Monster, Summon Nature’s Ally, Summon Undead, or Summon Desert Ally spell, they are instead treated as if they were summoning the equivalent spell one level higher; for example, a 3rd level Convoker that casts Summon Monster I may elect to be treated as if they had cast Summon Monster II for all intents and purposes.

Any time a prerequisite requires that a caster knows a specific Summon Monster, Summon Nature’s Ally, Summon Undead, or Summon Desert Ally spell, or that requires that they can cast a Conjuration (Summoning) spell of a given level, they use the highest level of spell that they can cast using this feature instead of the highest level of spell that they can normally cast; this means that a 5th level Convoker could theoretically enter the Alienist prestige class, but could not enter any prestige class that required that they be able to cast 3rd level Arcane spells.

At 7th level, and every 4 levels thereafter, the increase in level from this class feature increases by 1. If this would result in a spell of a higher level than any existing equivalent (i.e., if it would result in a Summon Undead VI or above, or a Summon Monster X), they are restricted to using creatures affected by the Diverse Summons (Soldier) class feature, or to summoning multiple creatures as indicated by the spell (so Summon Monster X would allow the Convoker to summon 1d3 creatures from the Summon Monster IX list, and so on and so forth.)

Protection from Summons (Su):
At 2nd level, a Convoker gains a permanent Sanctuary spell, cast at their Caster Level, that only applies to creatures summoned or called by a Conjuration (Summoning) or Conjuration (Calling) spell, or any other spell or effect that summons a creature. The Will Save DC is equal to 10+1 /2 the Convoker’s Caster Level+ the Convoker’s Charisma modifier.

At 7th level, any creature that attacks the Convoker and fails their Will save against the sanctuary effect no longer obey the orders of the creature that summoned or bound them, and cannot be dismissed by their summoner. In addition, the creature is filled with a rage towards the being that summoned them, and they focus their attacks on the insolent fool that tried to summon or call them.

At 12th level, whenever a creature fails a Will save vs. the Convoker’s sanctuary effect, the Convoker may choose to dismiss (if they were a summoned creature) or banish (if they were a called creature) the creature as a free action they may take on another creature’s turn.

At 17th level, any creature that attacks the Convoker that is capable of being affected by the Convoker’s sanctuary effect automatically fails their save. In addition, they are affected as if by a Charm Monster spell until the spell that summoned or called them wears off or they are dismissed or banished.

 

 

Corpsecraft Potency (Su):
A 3rd level Convoker treats the highest level of spells that they are capable of casting due to Potent Summons as the highest level of spells that they can cast for the purpose of qualifying for Corpsecrafter feats. In addition, they treat any creature that they summon through Summon Undead as if they had been created by a casting of Animate Dead for the purposes of feats.

If a particular Corpsecrafting feat requires a material cost, it is included as an additional material component as part of casting the spell.

Summon Latency (Ex):
At 4th level, any creature that a Convoker summons with Summon Monster I, Summon Nature’s Ally I, or Summon Undead I automatically gains the benefits of the Deceivingly Innocent Form feat, with the following differences:
  • They are already in their humanoid form, which is selected by the Convoker at the time of casting.
  • They lose all of their Supernatural and Spell-like Abilities while they are in their alternate form.
  • As long as they are in their alternate form, the duration of the summoning spell that summoned them is changed to 1 hour/Caster Level (D).
  • They use the Convoker’s Intelligence, Charisma, and Wisdom scores in place of their own if they are better; this benefit is lost when the creature loses the benefits of their Deceptively Innocent Form feat.
  • As soon as they change into their natural form, they lose all benefits of the feat, and have the duration changed back to 1 minute/Caster Level (D), with the number of minutes remaining in the duration reduced by the number of hours they spent in their alternate form.

A Convoker may only have one creature with this effect applied to them at any given time. At 8th level, and every 4 levels thereafter, the highest level of Summon Monster, Summon Nature’s Ally, Summon Desert Ally, or Summon Undead spell that this can be applied to is increased by 1.

Rapid Summons (Ex):
At 5th levels, the casting time for all Conjuration (Summoning) spells that a Convoker casts is reduced as if by the Rapid Spell metamagic, without any spell level adjustment or increase in casting time.

Advanced Studies (Ex): At 6th level, and every 3 levels thereafter, a Convoker adds a new creature to each level of Summon Monster, Summon Nature’s Ally, and Summon Undead spell that they are able to cast, without taking into account the Potent Summons class feature.

The creature must be an Outsider or Elemental to be added to the Summon Monster list, an Animal, Magical Beast, Fey, or Plant creature to be added to the Summon Nature’s Ally list, or any Undead for the Summon Undead list.

In addition, to be added to a given level of spell, the creature must have a CR that is at most equal to the following table, after any templates have been applied to the creature:

Spell Level Highest CR
1st 1/2
2nd 1
3rd 2
4th 3
5th 5
6th 7
7th 9
8th 11
9th 14
No Choice (Ex):
At 6th level, a Convoker adds all creatures that would normally require removing a different creature from their Summon Monster list to their Summon Monster list without removing any creatures already on their Summon Monster list. This does not allow them to add creatures that are limited to being summoned by spellcasters that worship specific deities, or that have any other such restriction.
Reactive Summons (Su):
At 10th level, a Convoker may cast any Conjuration (Summoning) spell on their class list as an Immediate action once per encounter; if they do so, they are dazed the next round.
Summon Crowd (Ex):
At 13th level, any time a Convoker casts a Conjuration (Summoning) spell, they summon one additional creature that could be summoned by that spell, and that spell is automatically Maximized for the purpose of how many creatures are summoned.

 

 

Convoker Spells per Day

Spells per Day 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 6 4
2nd 6 5
3rd 6 6 3
4th 6 6 4
5th 6 6 5 3
6th 6 6 6 4
7th 6 6 6 5 3
8th 6 6 6 6 4
9th 6 6 6 6 5 3
10th 6 6 6 6 6 4
11th 6 6 6 6 6 5 3
12th 6 6 6 6 6 6 4
13th 6 6 6 6 6 6 5 3
14th 6 6 6 6 6 6 6 4
15th 6 6 6 6 6 6 6 5 3
16th 6 6 6 6 6 6 6 6 4
17th 6 6 6 6 6 6 6 6 5 3
18th 6 6 6 6 6 6 6 6 6 4
19th 6 6 6 6 6 6 6 6 6 5
20th 6 6 6 6 6 6 6 6 6 6

Convoker Spell list

  • 0: Summon Monster 0*, Summon Nature’s Ally 0*, Summon Undead 0*

  • 1: Summon Monster I, Summon Nature’s Ally I, Summon Undead I, Protection from Chaos/Evil/Law/Good

  • 2: Summon Monster II, Summon Nature’s Ally II, Summon Undead II, Magic Circle against Chaos/Evil/Law/Good

  • 3: Summon Monster III, Summon Nature’s Ally III, Summon Undead III

  • 4: Summon Monster IV, Summon Nature’s Ally IV, Summon Undead IV

  • 5: Summon Monster V, Summon Nature’s Ally V, Summon Undead V

  • 6: Summon Monster VI [Potent], Summon Nature’s Ally VI [Potent], Summon Undead VI [Potent]

  • 7: Summon Monster VII [Potent], Summon Nature’s Ally VII [Potent], Summon Undead VII [Potent]

  • 8: Summon Monster VIII [Potent], Summon Nature’s Ally VIII [Potent], Summon Undead VIII [Potent]

  • 9: Summon Monster IX [Potent], Summon Nature’s Ally IX [Potent], Summon Undead IX [Potent]

  • 10: Summon Monster X [Potent], Summon Nature’s Ally X [Potent], Summon Undead X [Potent]

Note: The spells marked with a * have no effect without the application of the Potent Summoning class feature. Any spell with the [Potent] Descriptor may only be cast through the Potent Summoning class feature, and may is equivalent to a Summon Monster/Nature’s Ally/Undead spell of equal level.

 

 

Prestige Classes

X

Epic Classes

X

Epic Prestige

Builder

Chosen by Fate

Contingent of the Sun

Grand Master

Hellfire Spectre

Intiate of the 7 Seals

Reality Coordinator

Will of the Ancients

 

 

Maneuvers of Sanctum

Iron Heart Maneuvers

Arcane Backlash (Counter)

4th Level Iron Heart Manuver

Prerequisite

2 Iron heart maneuvers.

Description

(Counter) Any time you attempt a save against any arcane spell or spell-like effect when you are the spell’s only target, as a reaction, the original caster takes 3d6 +initiator level of nonlethal damage as you lash the energies of his spell back at him.

Intimidating Strike (Strike)

4th Level Iron Heart Manuver

Prerequisite

1 Iron heart maneuvers.

Description

(Strike) As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage, and the target is considered flat-footed until the end of your next turn. Additionally, the creature struck must succeed on a Wisdom save (DC 10 + intimidation ranks ) or become frightened suffering the effects of fear. A successful save does not negate the extra damage and the creature struck is considered flat-footed until the end of your next turn.

The fear effect lasts for 24 hours; however, the creature may attempt another save once out of sight of the attacker. Creatures that are immune to fear are immune to this maneuver’s special effect. The extra damage still applies against such targets

Crippling Strike (Strike)

4th Level Iron Heart Manuver

Prerequisite

2 Iron heart maneuvers.

Description

(Strike) You have learned to make full use of your weapon’s edge to cripple the enemy’s movement. As a standard action, you can deliver one crippling blow dealing an additional 6d6 damage. You also force the target to make a fortitude saving throw at DC 12+ STR modifier or have all their movement speed be reduced to 0 until the start of your next turn.

Resolve (Counter)

5th Level Iron Heart Manuver

Prerequisite

2 Iron heart maneuvers.

Description

(Counter) You are more resilient than most. Your intense focus and determination allow you to overcome a variety of attacks.

As an immediate action, if you make a successful savings throw that would normally reduce (rather than negate) a spell or spell-like effect, you suffer no effect from the spell at all. Only those spells with a Saving Throw entry of “Will partial,” “Fortitude half,” or similar entries can be negated through this ability

Indomitable Resolve (Counter)

7th Level Iron Heart Manuver

Prerequisite

3 Iron heart maneuvers.

Description

(Counter) You will not be denied. Your foe’s best efforts just aren’t good enough to stop you. As an immediate action, if you are to make a saving throw to reduce or counter a condition, effect, spell, or spell-like effect, you shrug off the attack and suffer no effect at all. Any effect, condition, spell, or spell-like ability can be negated through this ability.

 

 

Menacing Strike (Strike)

8th Level Iron Heart Manuver

Prerequisite

1 Iron heart maneuver.

Description

(Strike) As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 10d6 points of damage, and the target is considered flat-footed until the end of your next turn. Additionally, all enemy creatures within 30ft that can see the attack must succeed on a Will save (DC 12 + intimidation ranks ) or become frightened suffering the effects of fear. A successful save does not negate the extra damage and the creature struck is considered flat-footed until the end of your next turn and results in enemy creatures cowering, per the cowering condition, until the end of the encounter or until either you or that enemy is immobile, unconscious, or dead. Creatures can only be affected by fear through the use of this maneuver once a day.

The fear effect lasts for 24 hours; however, the creature may attempt another save once out of sight of the attacker. Creatures that are immune to fear are immune to this maneuver’s special effect. The extra damage still applies against such targets.

Iron Heart Stances

Devastating Stance (Stance)

4th Level Iron Heart Manuver

Prerequisite

2 Iron heart maneuvers.

Description

(Stance) +2 on your attack roll and an extra 2d6 points of damage, but you receive -2 to your AC.

Crippling Stance (Stance)

6th Level Iron Heart Manuver

Prerequisite

2 Iron heart maneuvers.

Description

(Stance) All of your melee attack rolls with your specialized weapon that results in a critical attack are automatically confirmed. (Confirming rolls are not required). You also recieve +2 on Severity rolls.

Desert Wind Maneuvers

Flame shield (Reaction)

3rd Level Desert Wind Manuver

Prerequisite

1 Desert Wind Maneuver

Description

(Reaction) As a reaction, you may elect to use your mystic arts to produce a flaming disk, which is roughly the size of a large shield, to deflect potential attacks. The flame shield maneuver provides a +5 boost to your AC as long as the target is not flat-footed, immobilized, or incapacitated.

Nova burst (Strike)

4th Level Desert Wind Manuver

Prerequisite

1 Desert Wind Maneuver

Description

(Strike) You channel overwhelming fiery energy into your body and release it in a destructive ring of white-hot explosive and concussive energy centered on you. As a full round action, you launch a vicious wave in all directions when you initiate this maneuver. All creatures within 5ft take 3d6 damage. This maneuver also sheds bright light out to 30ft and dim light out to 60 ft for the remainder of the turn. As part of the maneuver, your opponent attempts a fortitude saving throw at DC 10 + Wisdom modifier or is dazed for one round.

Nova Blast (Strike)

6th Level Desert Wind Manuver

Prerequisite

2 Desert Wind Maneuver

Description

(Strike) You channel overwhelming fiery energy into your body and release it in a destructive ring of white-hot explosive and concussive energy centered on you. As a full round action, you launch a vicious wave in all directions when you initiate this maneuver. All creatures within 10ft take 8d6 radiant damage. This maneuver also sheds bright light out to 60ft and dim light out to 90 ft for the remainder of the turn. As part of the maneuver, your opponent attempts a fortitude saving throw at DC 13 + Wisdom modifier or is blinded and dazed for 1d4 rounds.

 

 

Super Nova (Strike)

8th Level Desert Wind Manuver

Prerequisite

3 Desert Wind Maneuver

Description

(Strike) You channel overwhelming fiery energy into your body and release it in a destructive ring of white-hot explosive and concussive energy centered on you. As a full round action, you launch a vicious wave in all directions when you initiate this maneuver. All creatures within 20 ft take 12d6 radiant damage. This maneuver also sheds bright light out to 90ft and dim light out to 120 ft for the remainder of the turn. As part of the maneuver, your opponent attempts a fortitude saving throw at DC 15+wis modifier or is blinded and sickened for 1d4 rounds and blown away.

Blown away: Depending on its size, a creature can be blown away by winds of high velocity. A creature on the ground that is blown away is knocked down and rolls 1d4 x 10ft, taking 1d4 points of nonlethal damage per 10 ft. A flying creature that is blown away is blown back 2d6 x 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.

Shadow Hand Maneuvers

Midnight Step (Counter)

2nd Level Shadow Hand Manuver

Prerequisite

None

Description

(Counter)Vanish just prior to getting hit and move into another space. When a melee attack is made against you, as a reaction, you may move to an unoccupied space adjacent to your attacker. As part of this maneuver, you must roll a concentration check that meets or exceeds the enemy’s attack. This maneuver can be initiated after the attack results have been determined but prior to dealing damage. This maneuver fails if there are no unoccupied spaces to move into. A failed concentration check results in you failing to move to a new location and the maneuver is expended.

Obscuring Mist (Boost)

3rd Level Shadow Hand Manuver

Prerequisite

1 Shadow Hand Maneuver

Description

(Boost) As a standard action, you create a misty vapor that arises around you that lasts a number of turns equal to half of your initiator level. The mist extends out to a 20ft radius center on the initiator. The vapor obscures all sight, including dark vision, beyond 5ft. You gain +2 to your attack rolls made inside of the mist. Additionally, you gain 20% concealment from creatures 5ft away that attempt to attack you and have total cover from creatures that are further than 5ft (50% miss chance and attackers cannot use a line of sight to locate targets within the mist). You are not negatively affected by the mist and are treated as having blindsight while in the mist.

 

 

Midnight Jaunt (Counter/Strike)

4th Level Shadow Hand Manuver

Prerequisite

2 Shadow Hand Maneuver

Description

(Counter/Strike) Vanish just prior to getting hit and move into another space and strike from the shadows. When a melee attack is made against you, as a reaction, you may move to an unoccupied space adjacent to your attacker and make one attack against that enemy. As part of this maneuver, you must roll a concentration check that meets or exceeds the enemy’s attack. This maneuver can be initiated after the attack results have been determined but prior to dealing damage. This maneuver fails if there are no unoccupied spaces to move into. Additionally, you can attempt to make one melee attack against the creature that attacked you. A failed concentration check results in you failing to move to a new location, you are not able to make an attack, and the maneuver is expended.

Tiger Claw Maneuvers

Bring it Down (Strike)

4th level Tiger Claw Maneuver

Prerequisite

1 Tiger Claw maneuver

Description

(Strike) You unleash the barely controlled, primal rage that surges within you. You jump and deliver a mighty blow that forces your opponent off balance.

As part of this maneuver, you attempt a DC 20 Jump check. If this check succeeds, you can make a single melee attack against an opponent that you were adjacent to when you began this maneuver. As part of this maneuver, you make a single melee attack. You gain a +2 bonus on this attack roll and deal an extra 4d6 points of damage. Additionally, your opponent makes a reflex DC 12+ Strength mod or is knocked prone. A successful save does not negate the extra damage.

White Raven

Avenging Strike (Strike)

3rd Level White Raven Manuver

Prerequisite

1 White Raven Maneuver

Description

(Strike) You are surrounded by allies who rely on you for victory, and you take this responsibility to heart. You can attempt an avenging strike on an enemy who has dealt damage to an ally of yours within the last hour. This maneuver must be delivered with a melee attack. As a standard action, you make a melee attack and add your Charisma modifier (if positive) to your attack roll and deal an extra 1d6 points of damage per ½ initiator level rounded down. If you accidentally strike a creature that has not dealt damage to an ally within the last hour, the avenging strike has no effect, but that use of the maneuver is still expended.

Grim Determination (Boost)

3rd Level White Raven Manuver

Prerequisite

1 White Raven Maneuver

Description

(Boost) You are at your best when times are worst. You inspire your allies to push past their limits. When you are reduced to fewer than one-half your full normal hit points, or when you are fatigued or exhausted. You initiate this maneuver as a swift action. As part of this maneuver, you and your allies within 30ft, who can see you, gain a +2 morale bonus to Strength, Dexterity, and Constitution. The condition lasts for 3 rounds + 1 round per point of your (newly improved) Constitution bonus.

Keep Fighting (Boost)

4th Level White Raven Manuver

Prerequisite

2 White Raven Maneuver

Description

(Boost) as a standard action, you can inspire your troops. Allies within 20 feet of the gain 2d10 temporary hit points. This ability affects a number of creatures equal to the initiator level + the Charisma modifier and lasts the same number of rounds.

 

 

Spells of Sanctum

Powers of Sanctum

 

 

Part 10: Goods & Services of Sanctum

Goods

Special Materials

Shadowglass

Per Pound:
150 gp (1/2 for weight Calculations)
Weapon:
1,500 gp
Ammunition:
75 gp
Light:
1,500 gp
Medium :
4,500 gp
Heavy:
13,500 gp
Shield:
1,500 gp
Hardness:
12
Hit point Bonus:
200%
Exotic/Special:
2x
General info:
Shadowglass is a special glass that is incredibly durable. It is transparent and resembles regular glass, except that tiny flecks of shadow seem to flit through it. Shadowglass can be coloured while in its molten state, but must remain transparent, with the addition of small amounts of certain impurities which do not otherwise alter its function.
Properties
  • Bypass Hardness 10
  • Always masterwork
  • Weapons forged from shadowglass count as 1 category lighter, just as mithral weapons do, and use the same rules.
  • Because shadowglass edges are extremely sharp, slashing and piercing weapons made from it deal an extra +2 damage.
  • Shadowglass armour and shields lower armour check penalties by 3, in addition to the masterwork bonus, raise the maximum dexterity by +3, and reduce arcane spell failure by -15%.
  • Armours also grant a +2 bonus to saves against negative energy and death effects.
  • Shields, because of the transparency, can be looked through. When used as such, gazes are completely blocked, but due to curvatures and shadow flecks, the wielder suffers 20% concealment against all targets.
  • Shadowglass is neither metal nor crystal, and is not vulnerable to attacks which target either of those

Null Ignum

Per Pound:
2,000 gp (1/2 for weight Calculations)
Weapon:
20,000 gp
Ammunition:
1,000 gp
Light:
20,000 gp
Medium :
60,000 gp
Heavy:
180,000 gp
Shield:
20,000 gp
Hardness:
20
Hit point Bonus:
200%
Exotic/Special:
2x
General info:
Properties
  • DR1/Black Iron per 25lbs of Armor.
  • Bypass Hardness less then 20.
  • Always Masterwork, innate +1 Bonus to attack and damage rolls.
  • Has all the properties of adamantine and mithral, with one exception: it does not lower arcane spell failure.
  • Can bypass DR of the silver, and cold iron types.
  • Also grants Spell Resistance equal to the actual weight of the item. Items that are composed of more than just metal, such as axes or spears, only count the actual weight of the Null Ignum used, such as about half for axes, and 1/10th for spears/arrows. Multiple items made of Null Ignum stack, so a human in full plate (25) and wielding a greatsword (4) would have SR 29. This SR does not stack with any other sources, and cannot be voluntarily lowered. Also, SR applies even against spells cast by the wearer, so you must first overcome the Null Ignum SR in order to cast spells upon yourself, unless you remove all such gear first.
  • The spellcaster making Null Ignum needs the Craft Magic Arms and Armor feat, and must spend 100xp for each pound of alloy. Ingredients cost 1000gp for each pound of Null Ignum to be made, but the process is quicker than enchanting magic items, and up to ten pounds can be made each day.

 

 

Riverine

Per Pound:
800 gp
Weapon:
8,000 gp
Ammunition:
400 gp
Light:
8,000 gp
Medium :
16,000 gp
Heavy:
24,000 gp
Shield:
8,000 gp
Hardness:
0
Hit point Bonus:
0
Exotic/Special:
3x
General info:
Properties
  • Always Masterwork
  • Riverine is immune to all damage and is unaffected by most spells. However, Disintegrate, Mordenkainen’s Disjunction and similar spells, as well as a Rod of Cancellation or a Sphere of Annihilation will immediately destroy anything made of riverine, causing the water to spill out in a sudden rush.
  • While armor and shields made of riverine do not form a complete enclosure and therefore do not give any immunity to the wearer, they do apply their bonuses against incorporeal touch attacks. In addition, riverine armor and shields grant half their AC bonus (rounded up) as armor or shield bonuses to AC, the rest is instead a special barrier bonus. The barrier bonus from riverine shields stack with the bonus from riverine armor.
  • Weapons made from riverine do not suffer any incorporeal miss chance, and are able to hit ethereal beings.
  • Walls made of riverine block effects just as a Wall of Force does.

Pearlsteel

Per Pound:
20 gp
Weapon:
200 gp
Ammunition:
10 gp
Light:
200 gp
Medium :
600 gp
Heavy:
1,800 gp
Shield:
200 gp
Hardness:
10
Hit point Bonus:
0
Exotic/Special:
1.5x
General info:
Properties
  • Always Masterwork
  • Pearlsteel weighs only 75% as much as normal.
  • Slashing weapons made from pearlsteel suffer only a -1 attack penalty underwater, and both slashing and bludgeoning pearlsteel weapons only take a -2 damage penalty underwater instead of half damage.
  • Shields and armour made from pearlsteel have a maximum dexterity 1 higher than normal, and do not apply any armor check penalties to swimming.

Starmetal

Per Pound:
250 gp
Weapon:
3,600 gp
Ammunition:
60 gp
Light:
6,000 gp
Medium :
12,000 gp
Heavy:
20,000 gp
Shield:
3,000 gp
Hardness:
20
Hit point Bonus:
33%
Exotic/Special:
1.5x
General info:
Properties
  • Always Masterwork
  • DR1/Black Iron per 30lbs of Armor.
  • Bypass Hardness less then 20.
  • Shares all the properties of adamantine.
  • Weapons forged of starmetal deal +1d6 damage to extraplanar creatures.
  • Starmetal armours and shields grant a +1 bonus to AC against attacks (including touch attacks, and spells and abilities that make attack rolls) from extraplanar creatures.

Infused Bronze

Per Pound:
200 gp
Weapon:
2,000 gp
Ammunition:
100 gp
Light:
2,000 gp
Medium :
6,000 gp
Heavy:
18,000 gp
Shield:
2,000 gp
Hardness:
15
Hit point Bonus:
10%
Exotic/Special:
1.5x
General info:
Properties
  • Always masterwork
  • Bypass Hardness 8
  • Armor check penalty is reduced by 2
  • Infused Bronze armor lowers arcane spell failure by 35%.
  • Weapons Enhancement bonus is increased by +1 if any, as well as increasing all numerical effects by 25%.

 

 

Cobolt

Per Pound:
40 gp
Weapon:
400 gp
Ammunition:
20 gp
Light:
400 gp
Medium :
1,200 gp
Heavy:
3,600 gp
Shield:
400 gp
Hardness:
10
Hit point Bonus:
0%
Exotic/Special:
1x
General info:
Properties
  • Always masterwork
  • Cobolt items weigh 75% as much as normal.
  • Armor check penalty is halved, rounded up, but stacks with the -1 from masterwork.
  • Cobolt armors and shields increase the maximum dexterity bonus by +1.
  • Cobolt armor counts as one category lighter for movement calculations only, meaning you must still be proficient in the appropriate category in order to wear it without non-proficiency penalties.
  • Weapons count as one category lighter, so a 1-handed weapon is now light, and 2-handed is now 1-handed. A weapon 1 size category larger than the wielder can instead be treated as the wielder’s size, so that a large Cobolt greatsword would be a 2-handed weapon for a medium-size character, and does not incur the -2 penalty to attacks.
  • Double weapons, and certain other weapons still need to be wielded in two hands.

Mithril

Per Pound:
100 gp
Weapon:
1,000 gp
Ammunition:
50 gp
Light:
1,000 gp
Medium :
3,000 gp
Heavy:
9,000 gp
Shield:
1,000 gp
Hardness:
15
Hit point Bonus:
0%
Exotic/Special:
1x
General info:
Properties
  • Always masterwork
  • Bypass Hardness 8
  • 1/2 Normal item weight (Adjust prices accordingly)
  • Armor Check Penalties are divided in half
  • Mithril armors and shields increase the maximum dexterity bonus by +2 and lowers arcane spell failure by 10%.
  • Mithril armor counts as one category lighter for movement calculations only, meaning you must still be proficient in the appropriate category in order to wear it without non-proficiency penalties.
  • Weapons count as one category lighter, so a 1-handed weapon is now light, and 2-handed is now 1-handed. A weapon 1 size category larger than the wielder can instead be treated as the wielder’s size, so that a large mithril greatsword would be a 2-handed weapon for a medium-size character, and does not incur the -2 penalty to attacks.
  • Weapons count as silver for purposes of DR.
  • Weapons which have wooden hafts can only get the lighter category property if the haft is made from darkwood.
  • Double weapons, and certain other weapons still need to be wielded in two hands.

Adamantine

Per Pound:
200 gp
Weapon:
3,000 gp
Ammunition:
60 gp
Light:
5,000 gp
Medium :
10,000 gp
Heavy:
15,000 gp
Shield:
2,000 gp
Hardness:
20
Hit point Bonus:
33%
Exotic/Special:
1.5x
General info:
This ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine.
Properties
  • Always Masterwork
  • Gain DR1/Black Iron, per 25lbs of Armor weight
  • Bypass Hardness 20
  • Innate +1 Bonus to hit
  • Reduce Armor Check Penalty by 1

 

 

Black Iron

Per Pound:
750 gp
Weapon:
6,000 gp
Ammunition:
200 gp
Light:
8,000 gp
Medium :
15,000 gp
Heavy:
30,000 gp
Shield:
5,000 gp
Hardness:
40
Hit point Bonus:
75%
Exotic/Special:
1.5x
General info:
Super Dense metal made by infusing raw magic into Iron that is being super heated. The Magic condenses the iron into a more stable form causing it to drastically increase in hardness, density, and defensive capabilities.
Properties
  • Always Masterwork
  • DR1/Black Steel, per 25lbs of Armor weight.
  • Bypass Hardness 30
  • Innate +2 Bonus to hit & damage
  • Weapons made from Black Iron are treated as if they are one size category larger for calculating damage rolls.

Black Steel

Per Pound:
2,000 gp
Weapon:
20,000 gp
Ammunition:
600 gp
Light:
45,000 gp
Medium :
100,000 gp
Heavy:
200,000 gp
Shield:
25,000 gp
Hardness:
80
Hit point Bonus:
200%
Exotic/Special:
2x
General info:
This takes the process of Black Iron and not only applies it to steel, it adds in a extra step by pulling energy straight from the plane itself to forge the material into a nigh indestructible mass of metal.
Properties
  • Always Masterwork
  • DR2/Soulsteel, per 25lbs of Armor weight.
  • Bypass Hardness 60
  • Innate +3 Bonus to hit & damage
  • Weapons made from Black Steel are treated as if they were 2 size catagories larger for calculating damage rolls.

Elemental Gold

Per Pound:
5,000 gp
Weapon:
80,000 gp
Ammunition:
2,000 gp
Light:
125,000 gp
Medium :
250,000 gp
Heavy:
400,000 gp
Shield:
60,000 gp
Hardness:
50
Hit point Bonus:
200%
Exotic/Special:
2.5x
General info:
Properties
  • Always Masterwork
  • DR1/Black Steel, per 20lbs of Armor weight.
  • Bypass Hardness 50
  • Innate +3 Bonus to hit & damage
  • All Numerical effects on Armor’s from magical sources are increased by 100%
  • All Numerical effects on weapons from magical sources are increased by 150%

Soul Steel

Per Pound:
30,000 gp
Weapon:
500,000 gp
Ammunition:
10,000 gp
Light:
800,000 gp
Medium :
2,000,000 gp
Heavy:
5,000,000 gp
Shield:
300,000 gp
Hardness:
120
Hit point Bonus:
500%
Exotic/Special:
2x
General info:
Properties
  • Always Masterwork
  • DR3/-, per 25lbs of Armor weight
  • Bypass Hardness 100
  • Innate +5 Bonus to hit & damage
  • All Numerical effects on Armor’s from magical sources are increased by 200%
  • All Numerical effects on weapons from magical sources are increased by 100%
  • Weapons made from Soul Steel are treated as if they were 2 size catagories larger for calculating damage rolls.

 

 

Armor

Hydraulic

Nelt Guard
Prereq:
Exotic Armor Proficiency (Hydraulic)
Cost:
36,000gp
AC:
+12
Max Dex:
-1
Armor Check Penalty:
-8
Arcane Spell Failure:
65%
Armor Description:
Suit takes up 4 slots on the body, covering the torso, arms, legs and head, although the helm may be freely removed and replaced with another item without compromising the armor’s performance. But removal of the helmet takes away the “Atmospheric Filters”. Must be feed 5lbs of Coal per 6 hours of use of the armor, Armor can only hold 10% of the armors weight in fuel
Armor Features
Atmospheric Filters:
The helmet grants immunity to poisons of the inhaled type when worn. It can also exclude atmosphere entirely, allowing the user to breathe in vacuums or in atmospheres that cannot sustain life. Onboard atmosphere lasts for up to 8 hours.
DR2/-
Internal combustion:
The effects of the suit are entirely self powered, as long as Coal and other fuel is provided the functions will work in even a Dead Magic field
Hydraulic Might:
When wearing the armor the User’s Effective Strength Score is set to 20, this figure can not be changed without warping the actual armor itself, so things like Strength Enhancement, Morale, etc bonuses do not effect the Effective Strength Score
Power Assist Movement:
The wearer Acts as if their Strength score is 2 higher when it comes to determining encumbrance, and as if they are 1 size category larger but they move at half speed
Heel Spikes:
The wearer gets a +6 bonus to Strength checks for the purpose of defending against Bull Rush, Trip and Overrun attempts as well as a +6 bonus to saves or checks against other effects that would move him against his will. As a Move action the wearer can extend the spikes into the ground and put up their guard, granting half cover to creatures of the same size behind them, and full cover to creatures smaller then them, as long as those creatures are within reach.
Automated Movement (75%):
The armor weighs 200 pounds, but while worn it is treated as weighing 150 pounds less (effectively 50 pounds) for the purpose of calculating load.
Other:
Treated as if the armor has the Light Fortification enhancement
Imperial Shell
Prereq:
Exotic Armor Proficiency (Hydraulic)
Cost:
80,000gp
AC:
+14
Max Dex:
-1
Armor Check Penalty:
-8
Arcane Spell Failure:
65%
Armor Description:
Suit takes up 4 slots on the body, covering the torso, arms, legs and head, although the helm may be freely removed and replaced with another item without compromising the armor’s performance. But removal of the helmet takes away the “Atmospheric Filters”. Must feed 1lb of Coal per hour of use of the armor, Armor can only hold 10% of the armors weight in fuel
Armor Features:
Atmospheric Filters:
The helmet grants immunity to poisons of the inhaled type when worn. It can also exclude atmosphere entirely, allowing the user to breathe in vacuums or in atmospheres that cannot sustain life. Onboard atmosphere lasts for up to 24 hours.
DR3/-
Internal combustion:
The effects of the suit are entirely self powered, as long as Coal and other fuel is provided the functions will work in even a Dead Magic field
Hydraulic Might:
When wearing the armor the User’s Effective Strength Score is set to 24, this figure can not be changed without warping the actual armor itself, so things like Strength Enhancement, Morale, etc bonuses do not effect the Effective Strength Score
Power Assist Movement:
The wearer Acts as if their Strength score is 2 higher when it comes to determining encumbrance, and as if they are 1 size category larger but they move at half speed
Heel Spikes:
The wearer gets a +8 bonus to Strength checks for the purpose of defending against Bull Rush, Trip and Overrun attempts as well as a +8 bonus to saves or checks against other effects that would move him against his will. As a Move action the wearer can extend the spikes into the ground and put up their guard, granting half cover to creatures of the same size behind them, and full cover to creatures smaller then them, as long as those creatures are within reach.

 

 

Automated Movement (90%):
The armor weighs 300 pounds, but while worn it is treated as weighing 270 pounds less (effectively 30 pounds) for the purpose of calculating load.
Overdrive:
By burning an excess amount of fuel you are able to increase the effectiveness of the armor. As a Swift action you may burn 1lb of fuel, till the wearer’s next turn their effective Strength Score is 28, and any melee attacks they make this round have an extra +2 to hit and damage, the armor and wearer both take 3d6 Fire damage upon activation.
Other:
Treated as if the armor has the Light Fortification enhancement

Power Armor

Arc Suit
Prereq:
Exotic Armor Proficiency (Power)
Cost:
36,000gp
AC:
+12
Max Dex:
-1
Armor Check Penalty:
-8
Arcane Spell Failure:
65%
Armor Description:
Suit takes up 4 slots on the body, covering the torso, arms, legs and head, although the helm may be freely removed and replaced with another item without compromising the armor’s performance. But removal of the helmet takes away the “Atmospheric Filters”.
Armor Features:
Atmospheric Filters:
The helmet grants immunity to poisons of the inhaled type when worn. It can also exclude atmosphere entirely, allowing the user to breathe in vacuums or in atmospheres that cannot sustain life. Onboard atmosphere lasts for up to 6 hours.
DR2/-
Climate Protection:
The armor protects the wearer with a constant endure elements effect.
Kinetic Barrier:
The power armor has an onboard shield called a kinetic barrier. The stopping power of a kinetic barrier is dependent on the speed of the object hitting it, providing a degree of deflection corresponding to the momentum of the object. The result is a shield that stops fast moving objects like most projectiles but has no effects on slow moving objects, allowing the wearer to interact with his environment without deflecting it. The kinetic barrier grants a +3 deflection bonus to AC and has 5 hit points for every character level the wearer has up to his twice their Con Mod, but is only effective against high speed physical projectiles like bullets or cannon shells. Melee attacks and slower ranged weapons are generally slow enough to ignore the barrier (and bypass its deflection bonus). The kinetic barrier regains 1 hit point per character level per minute.
Power Assist Movement:
The wearer receives a +2 bonus to his Strength score and can move at his normal base land speed while wearing the armor.
Stability System:
The wearer gets a +4 bonus to Strength checks for the purpose of defending against Bull Rush, Trip and Overrun attempts as well as a +4 bonus to saves or checks against other effects that would move him against his will.
Weight Reduction (60%):
The armor weighs 100 pounds, but while worn, its power assist features allow it to be treated as weighing 60 pounds less (effectively 40 pounds) for the purpose of calculating load.
Other:
Treated as if the armor has the Light Fortification enhancement
Thundermail
Prereq:
Exotic Armor Proficiency (Power)
Cost:
125,000gp
AC:
+12
Max Dex:
+2
Armor Check Penalty:
-4
Arcane Spell Failure:
25%
Armor Description:
Suit takes up 4 slots on the body, covering the torso, arms, legs and head, although the helm may be freely removed and replaced with another item without compromising the armor’s performance. But removal of the helmet takes away the “Atmospheric Filters”.
Armor Features:
Atmospheric Filters:
The helmet grants immunity to poisons of the inhaled type when worn. It can also exclude atmosphere entirely, allowing the user to breathe in vacuums or in atmospheres that cannot sustain life. Onboard atmosphere lasts for up to 24 hours.
DR2/-
Elemental Protection:
The armor protects the wearer with a constant endure elements effect. As well as Resist Cold, Fire, and Electricity 10.
Kinetic Barrier:
The power armor has an onboard shield called a kinetic barrier. The stopping power of a kinetic barrier is dependent on the speed of the object hitting it, providing a degree of deflection corresponding to the momentum of the object. The result is a shield that stops fast moving objects like most projectiles but has no effects on slow moving objects, allowing the wearer to interact with his environment without deflecting it. The kinetic barrier grants a +4 deflection bonus to AC and has 10 hit points for every character level the wearer has up to twice their Con Mod, but is only effective against high speed physical projectiles like bullets or cannon shells. Melee attacks and slower ranged weapons are generally slow enough to ignore the barrier (and bypass its deflection bonus). The kinetic barrier regains 2 hit point per character level per minute.

 

 

Power Assist Movement:
The wearer receives a +4 bonus to his Strength & Dexterity score and can move at his normal base land speed while wearing the armor.
Stability System:
The wearer gets a +6 bonus to Strength checks for the purpose of defending against Bull Rush, Trip and Overrun attempts as well as a +6 bonus to saves or checks against other effects that would move him against his will.
Weight Reduction (75%):
The armor weighs 150 pounds, but while worn, its power assist features allow it to be treated as weighing 113 pounds less (effectively 38 pounds) for the purpose of calculating load.
Other:
Treated as if the armor has the Medium Fortification enhancement

Vehicles/Mechanites

Non Engine vehicles still work as normal, row boats, longboats, galleons, etc. Vehicles with engines use a PU/SS system or Payload/Stronghold Space. This determines the Payload or limit for things like rooms, weapons, armor, space, crew, etc. Different kinds of Vehicles will require different amounts of their PU/SS to be dedicated to crew in order to operate.

1 PU/SS would be 1 Medium creature, or 216 cubic feet of space, or enough for 1,000lbs of cargo. Bare minimum living space for 1 crew would also be 1 PU, more PU for living space increase general comfort.

PU
Typically used for all Mech’s and most other vehicles.
SS
Used for Vehicles that act more as moving structures/fortresses/enviroments, such as Dreadnaughts, Skycities, and Stoneshifters.
  • Double the cost of SS when using material from Stronghold builders guide.
Engines:
Replaces the need for Boilers, cores, clockwork, etc of mechs and vehicles, often adding benefits based on design. Base size always refer’s to a Medium Engine or Form 1 (F1). 50% rounded Down of an Engines PU bonus must be dedicated to weapons, energy and systems. PU used for Crew is cut in half Minimum 2.
Mechs:
Use Basic rules for Mechs
Landships & Powered Ships:
No Manuverability rules, base speed increased by 100%, and fuel’s last 25% longer, gain 25% PU for Crew and Room needs only.
Airships:
Same Manuverabiltiy rules, Fuel lasts only 50% as long but increase speed by 250%, gain 25% PU for Crew and Room needs only.

Automatons

 

 

Mechs

Common Traits by size
Size Payload Units Height Size Mod Hardness Firing Ports Unarmed dmg
Large 3 10 ft. –1 +0 100% 1d6
Huge 5 15 ft. –2 +0 100% 1d8
Gargantuan 10 25 ft. –4 +0 100% 1d10
Colossal 16 35 ft. –8 +1 80% 1d12
Titanic 32 50 ft. –8 +2 65% 3d6
Titanic 2 64 75 ft. –8 +4 55% 2d12
Titanic 3 128 110 ft. –8 +6 40% 5d6
Titanic 4 256 165 ft. –8 +8 30% 3d12
City-mech A 512 240 ft. –8 +10 20% 7d6
City-mech B 1,028 360 ft. –8 +12 18% 4d12
City-mech C 2,056 540 ft. –8 +14 16% 9d6
City-mech D 4,112 810 ft. –8 +16 14% 5d12
City-mech E 8,224 1,200 ft. –8 +18 12% 11d6
City-mech F 16,448 1,800 ft. –8 +20 10% 6d12
Steam-powered mechs/ships:
Big, noisy and hot.
  • Yellow threshold at 50% HP, Orange at 25% and Red at 10%.
  • 25% of their PU must be taken up by crew
  • Crit effects range from ‘lose some Strength until repaired’ to ‘lose use of one arm’ to ‘everyone on board has a 50% chance each round to take 1d3 damage from steam’, etc.
    Size Strength Dexterity Fortitude Reflex Speed Hit Dice
    Large 18 10 +2 -2 40ft 6
    Huge 22 10 +2 –2 40 ft 12
    Gargantuan 26 8 +2 –2 40 ft 24
    Colossal 30 8 0 –4 50 ft 48
    Titanic 34 6 0 –4 50 ft 96
    Titanic 2 38 6 0 –4 60 ft 144
    Titanic 3 42 4 0 –4 60 ft 192
    Titanic 4 46 4 0 –4 80 ft 240
    City-mech A 50 2 –2 –8 100 ft 336
    City-mech B 54 2 –2 –8 120 ft 432
    City-mech C 58 0 –2 –8 140 ft 528
    City-mech D 62 0 –2 –8 160 ft 624
    City-mech E 66 0 –2 –8 180 ft 718
    City-mech F 70 0 –2 –8 200 ft 814
Man-powered mechs/ships:
Still noisy, but that’s drumbeats rather than engines.
  • Yellow at 60%, Orange at 35% and Red at 20%.
  • 50% of their PU must be taken up by ‘crew’
  • Crits are ‘shit breaks, lose a limb’ or ‘damage random crew’ but also include ‘the mech attacks things randomly for a few rounds’ and ‘the robot begins to collapse on the crew’.
    Size Strength Dexterity Fortitude Reflex Speed Hit Dice
    Huge 14 10 0 –2 30 ft. 10
    Gargantuan 18 8 0 –2 30 ft. 20
    Colossal 22 8 –2 –4 40 ft. 40
    Titanic 26 6 –2 –4 40 ft. 80
    Titanic 2 30 6 –2 –4 50 ft. 120
    Titanic 3 34 4 –2 –4 50 ft. 160
    Titanic 4 38 4 –2 –4 70 ft. 200
    City-mech A 42 2 –4 –8 80 ft. 280
    City-mech B 46 2 –4 –8 100 ft. 340
    City-mech C 50 0 –4 –8 120 ft. 420
    City-mech D 54 0 –4 –8 140 ft. 500
    City-mech E 58 0 –4 –8 160 ft. 580
    City-mech F 62 0 –4 –8 180 ft. 660
Clockwork mechs/ships:
Smooth, sleek and actually quite quiet, apart from a minor humming or purring noise.
  • Once a week, they need to rewind, usually via an internal steam engine. Fragile
  • Yellow at 50%, Orange at 25% and Red at 10%.
  • 10% of their PU needs to be crew, minimum 1.
  • Their crits are usually broken gears causing nasty debuffs, damaged limbs, or ‘gears explode and damage crew.’
    Size Strength Dexterity Fortitude Reflex Speed Hit Dice
    Large 18 18 –2 +2 50 ft 6
    Huge 22 18 –2 +2 50 ft 12
    Gargantuan 26 16 –2 +2 50 ft 24
    Colossal 30 16 –4 0 60 ft 48
    Titanic 34 14 –4 0 60 ft 96
    Titanic 2 38 14 –4 0 70 ft 144
    Titanic 3 42 12 –4 0 80 ft 192
    Titanic 4 46 12 –4 0 100 ft 240
    City-mech A 50 10 –8 –2 120 ft 336
    City-mech B 54 10 –8 –2 140 ft 432
    City-mech C 58 8 –8 –2 160 ft 528
    City-mech D 62 8 –8 –2 180 ft 624
    City-mech E 66 6 –8 –2 200 ft 718
    City-mech F 70 6 –8 –2 220 ft 814

 

 

Animated mechs/ships:
Run on magic and, in theory, could be made of any material.
  • Unlike mechanical mechs, they suffer no critical hits at all, having no engines or motors to damage.
  • Only 10% of their PU needs to be crew, minimum 1.
    Size Strength Dexterity Fortitude Reflex Speed Hit Dice
    Large 10 18 0 +2 50 ft.
    Huge 14 18 0 +2 50 ft. 8
    Gargantuan 18 16 0 +2 50 ft. 16
    Colossal 22 16 –2 0 60 ft. 32
    Titanic 26 14 –2 0 60 ft. 64
    Titanic 2 30 14 –2 0 70 ft. 96
    Titanic 3 34 12 –2 0 80 ft. 128
    Titanic 4 38 12 –2 0 100 ft. 160
    City-mech A 42 10 –4 –2 120 ft. 224
    City-mech B 46 10 –4 –2 140 ft. 288
    City-mech C 50 8 –4 –2 160 ft. 352
    City-mech D 54 8 –4 –2 180 ft. 416
    City-mech E 58 6 –4 –2 200 ft. 580
    City-mech F 62 6 –4 –2 220 ft. 644
Undead mechs/ships:
Put together from a number of corpses.
  • They never require more than a single crew member. Any other crew is entirely optional.
  • Like animated mechs, they are immune to critical hit effects - and, indeed, critical hits in general.
    Size Strength Dexterity Fortitude Reflex Speed Hit Dice
    Large 14 14 +2 0 30 ft. 5
    Huge 18 14 +2 0 30 ft. 10
    Gargantuan 22 12 +2 0 30 ft. 20
    Colossal 26 12 0 –2 40 ft. 40
    Titanic 30 10 0 –2 40 ft. 80
    Titanic 2 34 10 0 –2 50 ft. 120
    Titanic 3 38 8 0 –2 50 ft. 160
    Titanic 4 42 8 0 –2 70 ft. 200
    City-mech A 46 6 –2 –4 80 ft. 280
    City-mech B 50 6 –2 –4 100 ft. 340
    City-mech C 54 4 –2 –4 120 ft. 420
    City-mech D 58 4 –2 –4 140 ft. 500
    City-mech E 62 2 –2 –4 160 ft. 580
    City-mech F 66 2 –2 –4 180 ft. 660

 

 

General Costs

Steam Powered
Size Labor Costs(Work Hours) Material Costs(GP) Base DC
Large 480 300 30
Huge 960 600 33
Gargantuan 1,920 1,200 36
Colossal 3,840 2,400 39
Titanic 7,680 4,800 42
Titanic 2 15,360 9,600 45
Titanic 3 30,720 19,200 50
Titanic 4 61,440 38,400 55
City-mech A 122,880 76,800 60
City-mech B 245,760 153,600 65
City-mech C 491,520 307,200 70
City-mech D 983,040 614,400 75
City-mech E 1,966,080 1,228,800 80
City-mech F 3,932,160 2,457,600 85
Man-Powered
Size Labor Costs(Work Hours) Material Costs(GP) Base DC
Huge 480 300 28
Gargantuan 960 600 32
Colossal 1,920 1,200 36
Titanic 3,840 2,400 41
Titanic 2 7,680 4,800 46
Titanic 3 15,360 9,600 51
Titanic 4 30,720 19,200 56
City-mech A 61,440 38,400 61
City-mech B 122,880 76,800 66
City-mech C 245,760 153,600 73
City-mech D 491,520 307,200 81
City-mech E 983,040 614,400 89
City-mech F 1,966,080 1,228,800 99
Clockwork
Size Labor Costs(Work Hours) Material Costs(GP) Base DC
Large 480 300 26
Huge 960 600 30
Gargantuan 1,920 1,200 34
Colossal 3,840 2,400 38
Titanic 7,680 4,800 42
Titanic 2 15,360 9,600 46
Titanic 3 30,720 19,200 50
Titanic 4 61,440 38,400 54
City-mech A 122,880 76,800 58
City-mech B 245,760 153,600 62
City-mech C 491,520 307,200 66
City-mech D 983,040 614,400 70
City-mech E 1,966,080 1,228,800 74
City-mech F 3,932,160 2,457,600 78
Animated
Size Labor Costs (Work Hours) Material Costs(GP) Base DC
Large 960 800 40
Huge 1,920 1,600 44
Gargantuan 3,840 3,200 48
Colossal 7,680 6,400 52
Titanic 15,360 12,800 54
Titanic 2 30,720 25,600 56
Titanic 3 61,440 51,200 60
Titanic 4 122,880 102,400 64
City-mech A 245,760 204,800 68
City-mech B 491,520 409,600 72
City-mech C 983,040 819,200 76
City-mech D 1,966,080 1,638,400 80
City-mech E 3,932,160 3,276,800 82
City-mech F 7,864,320 6,553,600 86
Undead
Size Labor Costs (Work Hours) Material Costs (GP) Base DC
Large 240 4 26
Huge 480 8 30
Gargantuan 960 16 34
Colossal 1,920 32 38
Titanic 3,840 64 42
Titanic 2 7,680 128 46
Titanic 3 15,360 256 50
Titanic 4 30,720 512 54
City-mech A 61,440 1,024 58
City-mech B 122,880 2,048 62
City-mech C 245,760 4,096 66
City-mech D 491,520 8,192 70
City-mech E 983,040 16,384 74
City-mech F 1,966,080 32,768 78

 

 

Engines

Name Cost Type Fuel Install Threshold Payload Health Efficency Craft
F1S Bulkhead 2,000gp Steel/Mundane Coal 2 -1% +5 +10% 1lb per Hour 20
F1S Magnafurnace 4,000gp Steel/Mundane Molten Rock 2 -2% +8 +14% 1lb per 8 Hour 28
F1S Blastcore 10,000gp Steel/Magic Arcum 2 -4% +10 +18% 1lb per Day 25
F1M Mochcore 4,000gp Mithril/Mundane Coal 1 -2% +6 +12% 1lb per 3 Hour 24
F1M Blastcore 14,000gp Mithril/Magic Arcum 2 -5% +12 +20% 2lb per 3 Days 30
F1M Astarstar 30,000gp Mithril/Magic Arcum 1 -10% +20 +30% 8lbs per 70 days 42
F1A Bulkhead 8,000gp Adamantine/Mundane Coal 2 -3% +8 +20% 1lb per 3 Hour 28
F1A Blastcore 16,000gp Adamantine/Magic Arcum 2 -6% +16 +30% 1lb per 2 Days 33
F1A Astarstar 60,000gp Adamantine/Magic Arcum 1 -12% +30 +50% 8lbs per 90 days 45
F1SM Bulkhead 9,000gp Starmetal/Mundane Coal 2 -4% +9 +16% 1lb per 3 Hour 28
F1SM Magnafurnace 15,000gp Starmetal/Mundane Molten Rock 2 -6% +15 +28% 1lb per Day 36
F1SM Blastcore 18,000gp Starmetal/Magic Arcum 2 -8% +18 +10% 1lb per 2 Days 33
F1NI Bulkhead 12,000gp Null Ignum/Mundane Coal 2 -5% +10 +24% 1lb per 4 Hour 32
F1NI Blastcore 15,000gp Null Ignum/Magic Arcum 2 -7% +18 +36% 2lb per 5 Days 37
F1NI Astarstar 80,000gp Null Ignum/Magic Arcum 1 -14% +36 +65% 8lbs per 120 days 50
F1BI Bulkhead 25,000gp Black Iron/Mundane Coal 2 -8% +16 +50% 1lb per 8 Hour 36
F1BI Blastcore 40,000gp Black Iron/Magic Arcum 2 -10% +28 +80% 1lb per 4 Days 41
F1BI Astarstar 150,000gp Black Iron/Magic Arcum 1 -18% +50 +150% 8lbs per 160 Days 53
F1BS Magnafurnace 44,000gp Black Steel/Mundane Molten Rock 2 -12% +26 +60% 1lb per Week 48
F1BS Blastcore 90,000gp Black Steel/Magic Arcum 2 -15% +40 +100% 1lb per Week 45
F1BS Astarstar 200,000gp Black Steel/Magic Arcum 1 -22% +64 +175% 8lbs per 360 Days 57
F1EG Astarstar 500,000gp Element Gold/Magic Arcum 1 -25% +76 +250% 8lbs per 3 Years 62
F1EG Soulcrucible 3,000,000gp Element Gold/Magic Essence .5 -35% +106 +250% 8lbs per 20 Years 86
F1X Astarstar 1,200,000gp Soulsteel/Magic Arcum 1 -32% +84 +275% 8lbs per 3 Years 74
F1X Soulcrucible 8,000,000gp Soulsteel/Magic Essence .5 -45% +123 +300% 8lbs per 50 Years 98
Torrent Astarstar 240,000gp Riverine Arcum* 1 -28% +56 +260% 1 Unit per 2-7 Years 60
Nova Astarstar 240,000gp Pyrine Arcum* 1 -26% +52 +255% 1 Unit per 2-7 Years 60
Tempest Astarstar 240,000gp Electrin Arcum* 1 -30% +60 +190% 1 Unit per 2-7 Years 60
Size Increase
Increase Payload and health bonus by 100% for each size category above base. Must always be at least 1 size smaller then Vehicle. Craft DC increases by 10 per Size from base. Increases Purchase cost by 125% per size from base.
Size Decrease
You may decrease in size and half the install and purchase cost. You recieve half the normal payload, and health benefits as long as they are above 0, and as long as the engine has a Install cost 1 or higher. Craft DC increases by 6 per size category smaller then base.
Coal
Simply refer’s to burnable fuel, wood, parchment, books, oils, etc will all suffice provided the write engine.
Molten Rock
Refer’s to engines that requires already melted fuel.
Arcum
Refer’s to a magical fuel source, often in the form of raw energy or magic, refered to as Astra, though items/objects infused with magic/psionics often also work.
Essence
Refer’s to the makeup of the soul. Souls weight when solidified is (2^(Eminence Value))/(Eminence Value), divide by Eminence Value again for every factor of 10 . All in lbs rounded down.
  • Soul Eminence value of 5, would be 6lbs.
  • Soul Eminence value of 10, would be 10lbs.
  • Soul Eminence value of 20, would be 131lbs
  • Soul Eminence value of 40, would be 10,737lbs
  • Soul Eminence Value of 60, would be 411,851lbs
  • Soul Eminence Value of 100, would be 126,765,060lbs

 

 

Creation

To make any Mech, weapon, room, system, armor, etc, you must make a set DC of 10+(1 per 1,000gp of item) or the specified DC, whichever is lower. It takes DCx2-(Skill ranks) days to create a Mech, Weapon, or Additional armor, divided in Work Hours.

Install

To install the object/room/system you must make a Mechcraft check equal to 10+ 1/2 item creation DC.

Cost

Every size category above the base double the cost, until you get to City mech size, then only increase the cost by 75% per size category.

Advancement

Every size category increase the number of dice by 50% or by 2 whichever is higher. Until you get to City Mech size, then only increase the dice by 25%. Quadruple the weight for each size category until you reach City mech size then only double. Increase the craft DC by 75% each size category above base.

Maintenance

To maintain the items/rooms/systems through damage and general wear and tear you must make a DC 5+1/2 item creation DC, and take 1 hour of labor per 5 points of damage to repair.

Plating

Plating (Cost .5PU for a Large vehicle armor)

  • Class 1: ½ Effectiveness ¼ PU
  • Class 2: 1 Effectiveness ½ PU
  • Class 3: 1.5x Effectiveness 1 PU
  • Class 4: 2x Effectiveness 1.½x PU
  • Class 5: 3x Effectiveness x2 PU

Material Quality

Flesh
+1H
Clay
+3H
Wood
+5H
Bone
+6H
Stone
+8H
Iron
+10H
Steel
+12H
Mithral
+15H
Adamantine
+20H
Black-Iron
+30H
Black-Steel
+50H
Elemental Gold
+60H
Soul-Steel
+80H

PU Chart

The amount of Payload units a weapon will take up on a Vehicle

Large:
1
Huge:
2
Gargantuan:
4
Colossal:
5
Titanic:
8
Titanic 2:
12
Titanic 3:
20
Titanic 4:
30
City-Mech A:
45
City-Mech B:
70
City-Mech C:
100
City-Mech D:
250
City-Mech E:
400
City-Mech F:
800

 

 

Mech/Vehicle Armor cost (GP)

Size Clay Wood Stone Iron Steel
Large 5 10 20 40 50
Huge 10 20 40 80 100
Gargantuan 20 40 80 160 200
Colossal 40 80 160 320 400
Colossal II 80 160 320 640 800
Colossal III 160 320 640 1,280 1,600
Colossal IV 320 640 1,280 2,560 3,200
Colossal V 640 1,280 2,560 5,120 6,400
City-mech A 1,280 2,560 5,120 10,240 12,800
City-mech B 2,560 5,120 10,240 20,480 25,600
City-mech C 5,120 10,240 20,480 40,960 51,200
City-mech D 10,240 20,480 40,960 81,920 102,400
City-mech E 20,480 40,960 81,920 163,840 204,800
City-mech F 40,960 81,920 163,840 327,680 409,600

Magic Materials

Size Mithril Adamantine Black Iron Black Steel Elemental Gold Soul Steel
Large 300 500 1,000 2,000 3,500 5,000
Huge 600 1,000 2,000 4,000 7,000 10,000
Gargantuan 1,200 2,000 4,000 8,000 14,000 20,000
Colossal 2,400 4,000 8,000 16,000 28,000 40,000
Titanic 4,800 8,000 16,000 32,000 56,000 80,000
Titanic 2 9,600 16,000 32,000 64,000 112,000 160,000
Titanic 3 19,200 32,000 64,000 128,000 224,000 320,000
Titanic 4 38,400 64,000 128,000 256,000 448,000 640,000
City-mech A 76,800 128,000 256,000 512,000 896,000 1,280,000
City-mech B 153,600 256,000 512,000 1,024,000 1,792,000 2,560,000
City-mech C 307,200 512,000 1,024,000 2,048,000 3,584,000 5,120,000
City-mech D 614,400 1,024,000 2,048,000 4,096,000 7,168,000 10,240,000
City-mech E 1,228,800 2,048,000 4,096,000 8,192,000 14,336,000 20,480,000
City-mech F 2,457,600 4,096,000 8,192,000 16,386,000 28,672,000 40,960,000

 

 

Mech/Vehicle Weapons

Weapons

Name Cost Base / Ammo Weight Reload Range R.o.F Damage Special Craft
Gargano Rifle 8,000gp Large/(Clip 12) 40lbs 3 Move 100ft 1-4* 2d6 -4 to hit per extra shot in a burst. DC 16
Strongarm Cannon 80,000gp Colossal/2 Rounds 4,000lbs 1 Move 300ft 1 10d6+2d6 Deals secondary damage in a scaling Area 10ft radius DC 40
Wolvers 5,000gp Large/Blades 12lbs None Melee Pilot Rolls 1d4x2 DC 14
Arm Saber 7,000gp Large/Blade 20lbs None Melee Pilot Rolls 1d12 DC 17
Sidearm Blitz 60,000gp Colossal/4 Rounds 2,000lbs 1 Move 200ft 1-2 6d6+d6 Can make an extra attack at the same target, secondary damage is dealt in a scaling area 5ft radius. DC 38
Dragon Rocket Chambers 120,000gp Colossal/(Cannister 8) 3,000lbs 4 Move 480ft 1-8* 2d6 Can fire any number of remaining rockets, each dealing their damage in a scaling 15ft Radius Area DC 54
Hydra Whip 7,200gp Large/None 40lbs None 20ft Pilot Rolls d4x6 -1 to hit per d6 used past the first 2. DC 21
Tesla Cannon 350,000gp Titanic 2/Rechare 40,000lbs 3 Full rounds 800ft 1 36d12 Scaling 10ft Radius line DC 92
Engine blade 12,000gp Large/Fuel 40lbs None Melee Pilot Rolls 1d10+1d4% Secondary damage does % max health damage to structures. DC 22
Vulcan Sniper 20,000gp Large/External(Clip 4) 50lbs 2 Move 480ft 1 6d8-2d6 DC 20
Terra Ram 5,000gp Large/Fuel 40lbs None Melee Pilot Rolls 1d12 Deals triple damage to structures DC 15
Crater Creator 2,275,000gp Titanic 4/Internal(Clip 3) 800,000lbs 4 Full Rounds 20,000ft 1 200d6 Cannon and Mech take 2% of the damage roll. DC 250
Rotary Cannons 18,000gp Large/(Barrel 120) 30lbs 3 Move 80ft 1-8* 2d4 -3 to hit per extra shot in a burst past the first 3. DC 24
Interdimensional Cannon 4,580,000gp Titanic 4/Charge 600,000lbs 5 Minutes 2,000ft 1 Disintegrate Scaling 10ft Radius Line, DC 60 Scaling Fort Save DC 200
Black Powder Hammer 20,000gp Large/(Clip 10) 100lbs 3 Move 20ft Reach Pilot Rolls 1d12+2d6 Ammo Only Needed for Secondary Damage DC 20
Eruption Pack 25,000gp Large/(Clip 8) 80lbs 2 Full Rounds 15ft Radius 1 4d6 Make a Jump Check, travel triple the check in feet in 1 direction. Damage on Takeoff & Landing. DC 22
Champion Ballista 5,500 Large/External 80lbs 1 Move 300ft Pilot Rolls 3d6 DC 14
Demon Soundcannon 300,000gp Titanic 2/Charge 10,000lbs 3 Full Rounds 120ft 1 12d8 Mech takes 1/10th Damage, damage dealt in a 30ft Raidus line. DC 100
Titan Tendrils 4,500 Large 12lbs Melee 30ft Reach Pilot Rolls/4 2d4 Can be used autonomously at -6. DC 19
The Claw 8,000 Large 12lbs Melee Melee Pilot Rolls 2d12 DC 17
Flame Spitter 12,500 Large/(10 Bursts) 30lbs 2 Move 60ft 1 6d6 Damage Dealth in a Cone, DC 10+(Number of Damage Dice) Reflex save for half damage. DC 22

 

 

Landships

Example list

Brusto S4 (Tarken Series/Black Iron Army)

Size:
Titanic 2 (100ft Long, 25ft Tall, 25ft Wide, 576 tonnes)
Cost:
425,000
Type:
Steam Powered
Engine:
F2A Blastcore
PU:
(Base 64+16)+(Engine 32+8)+(Heavy Payload 40) (50% anything, 25% weapons/systems, 25% rooms/crew)
Crew:
10% (8 People/PU)
Speed:
120ft /(180ft) Mach Booster
Hardness & AC:
34 & 2
Thresholds:
Green, Yellow 44%, Orange 19%, Red 4%.
Hitdice/HP:
144HD/1,267hp(60% Engine Boost)
Systems:
10
  • Engine: F3A Blastcore (+100%). 8
  • Heavy Payload: +40 PU for cargo only.
  • Mach Booster: Double Speed (30 minutes in a day). 2
Facilities:
64
  • 4 (Engine Bay)
  • 4 (Alchemy Lab)
  • 4 (Kitchen)
  • 4 (Captains Quarters)
  • 4 (War room)
  • 4 (Medical Ward)
  • 4 (Library)
  • 10 (Rec hall)
  • 10 (Group Quarters)
  • 16 (Private quarters x8)
Cargo:
48
  • 16 (Cargo Bay)
  • 32:(Docking Bay)
Armor/Make:
Black Iron (6 PU)
  • Base Hardness: 2
  • Armor Hardness: 30
  • Class Two: Half PU cost, Full Hardness.
  • Total Hardness: 34
Weapons:
22
  • 8 (Black Canary(Gargano Rifle) x2)
  • 6 (Sunz Cannons (Rotary Cannon) x3)
  • 8 (Xerxes (Strongarm Cannon) 1)
PU for Crew:
8
PU Remainder:
2

 

 

Champion Blaster 4 (Urdstidian Arms)

Size:
Titanic (70ft Long, 20ft Tall, 15ft Wide, 168 tonnes)
Cost:
280,000gp
Type:
Clockwork
Engine:
F2SM Magnafurnace
PU:
(Base 32+8)+(Engine 30+7)
Crew:
2
Speed:
120ft
Hardness & AC:
26 & 2
Thresholds:
Yellow 44%, Orange 19% and Red 4%.
Hitdice/HP:
96HD/823hp (56% Engine Boost)
Systems:
20
  • Engine: F2SM Magnafurnace. 4
  • Internal Foundry: 8
  • Elemental Augments: 8
Facilities:
20
  • 4 Engine Bay
  • 4 Kitchen
  • 2 Captains Quarters
  • 2 War room
  • 4 Mess hall
  • 8 Group Quarters
Armor/Make:
12
  • Base Hardness 24
  • Class 4 Steel Plating
  • Total Hardness: 26
Weapons:
16
  • 8 (2x “Dontos” (Gargantuan Vulcan Snipers))
  • 8 (4x “Dwarven Heavy Bolts” (Huge Champion Ballista))
PU for Crew:
3
PU Remainder:
6

Omen Steel (Fallen Series/Church of the Allgod)

Size:
Titanic 4
Cost:
5,000,000gp
Type:
Steam Powered
Engine:
F5BS Magnafurnace
PU:
(Base 320)+(Engine 130)+(Heavy Payload 225)
Crew:
32
Speed:
160ft
Hardness & AC:
83 & 2
Thresholds:
Yellow 50% HP, Orange 25%, Red 10%.
Hitdice/HP:
240HD/
Systems:
64
  • Engine: 32
  • Internal Foundry: 32
  • Ironheart: 16
  • Essence Reservoir Mark 1: 16
Facilities:
120
  • 32 Engine Bay
  • 12 Kitchen
  • 6 Captains Quarters
  • 50 (2x) Group Quaters
  • 12 (2x) War room
  • 6 Workshop
  • 6 Library
  • 8 Training Area
  • 12 Mess hall
  • 4 Alchemy Lab
  • 4 Lounge
  • 24(8x) Private Quaters rooms
Cargo:
208
  • Cargo Hold: 96
  • Docking Back: 128
Armor/Make:
30
  • Base Hardness 75
  • Class 3 Blacksteel
  • Total Hardness: 83
Weapons:
178
  • 30 (1x “Lance of Roars” (Titanic 4 Demon Soundcannon))
  • 40 (5x “Omen’s Judgement” (Titanic Strongarm Cannons)
  • 48 (12x “Divine Barrel” (Gargantuan Rotary cannons)
  • 60 (30x “White Hawk” (Huge Gargano Rifles)
PU for Crew:
32
PU Remainder:
1

 

 

Size:
Cost:
Type:
Engine:
PU:
Crew:
Speed:
Hardness & AC:
Thresholds:
Systems:
  • Engine:
Facilities:
Armor/Make:
  • Base Hardness 30
  • Class
  • Total Hardness:
Weapons:
PU for Crew:
PU Remainder:

Size:
Cost:
Type:
Engine:
PU:
Crew:
Speed:
Hardness & AC:
Thresholds:
Systems:
  • Engine:
Facilities:
Armor/Make:
  • Base Hardness 30
  • Class
  • Total Hardness:
Weapons:
PU for Crew:
PU Remainder:

 

 

Airships

Size:
Cost:
Type:
Engine:
PU:
Crew:
Speed:
Hardness & AC:
Thresholds:
Systems:
  • Engine:
Facilities:
Armor/Make:
  • Base Hardness 30
  • Class
  • Total Hardness:
Weapons:
PU for Crew:
PU Remainder:

Size:
Cost:
Type:
Engine:
PU:
Crew:
Speed:
Hardness & AC:
Thresholds:
Systems:
  • Engine:
Facilities:
Armor/Make:
  • Base Hardness: 2
  • Armor Hardness:
  • Class
  • Total Hardness:
Weapons:
PU for Crew:
PU Remainder:

 

 

Ships

Size:
Cost:
Type:
Engine:
PU:
Crew:
Speed:
Hardness & AC:
Thresholds:
Systems:
  • Engine:
Facilities:
Armor/Make:
  • Base Hardness 30
  • Class
  • Total Hardness:
Weapons:
PU for Crew:
PU Remainder:

Size:
Cost:
Type:
Engine:
PU:
Crew:
Speed:
Hardness & AC:
Thresholds:
Systems:
  • Engine:
Facilities:
Armor/Make:
  • Base Hardness 30
  • Class
  • Total Hardness:
Weapons:
PU for Crew:
PU Remainder:

 

 

Weapons

How to Use Mechanus Weapons

Mechanus weapons require Exotic Weapon proficency (Mechanus) along with proficency in another martial weapon in order to properly use.

Reliability:
On an attack roll, the dice outcome without any modifier’s is looked at.
Default:
on a Roll of 2-8 on your Attack Roll, your weapon misfires and jams (D)
Good:
on a Roll of 2-5 on your Attack Roll your weapon misfires and jams (G)
Amazing:
on a Roll of 2-3 of your Attack Roll, your weapon misfires and jams (A)
Perfect:
No misfire chance (P)

1 is always a Misfire

Misfire:
Roll a d20, must spend a move action to unjam your weapon.
1-5
Weapon explodes, dealing ½ Firing damage to it and the wielder
6-18
Nothing happens
19-20
Don’t have to spend a move action to unjam your weapon
Maintenence:
Mechcraft check equal to ½ The DC to create the Item +5.
Ammo/Reload:
You must take the designated number of rounds to reload after using a weapons full clip.

A Character must take the allotted rounds/actions to reload the Weapon.

Ammo has a base Cost of 1 silver per Bullet.

Variant Ammo can be found throughout the world with various gunsmiths charging different prices.

You must spend 1 move action to unjam your weapon

Mechanus Weapons

Name Cost Damage Wt Critical Range Reload Relia Ammo Special Craft
One-Handed
Solo-Slugger 300gp 1d6B 3lbs 19/20x2 40ft Full D 6 DC16
Heavy Slugger 400gp 1d8B 4lbs 19/20x2 40ft Full D 6 DC18
Hand Cannon 750gp 2d10B 5lbs x3 30ft Full D 1 Min Str 11, Enemy Damaged knocked Prone, DC 11 Fort DC20
Flint Buster 1,200gp 2d6P 5lbs x3 40ft Full D 4 Min Str 12 DC24
Dwarven Hand Buster 3,600gp 2d6P 4lbs 19/20x2 30ft Full G 2 Min Str 12, Enemy Damaged knocked Prone, DC 16 Fort DC30
Vulcan Slugger 6,000gp 2d6P 4lbs 19/20x2 60ft Full G 8 DC34
The Stag 12,600gp 6d6S 8 lbs x4 20ft 3 Full A 4 Min Str 18, Chaotic Barrel, roll to hit twice, use unused result for reliability. DC28
Dark Slugger 8,000gp 2d8P 4lbs 19/20x2 80ft Full D 4 Min Str 12 Adamantine DC30
Two-Handed
Steam Slugger 400gp 1d10B 6lbs x2 60ft Full D 6 DC16
Auto Slugger 750gp 1d6B 7lbs x2 60ft Full D 20 1.5x Attacks, -2 after first. DC22
Dwarven Bolter 750gp 1d10P 8lbs 19/20x2 80ft Full G 10 Extra Attack against same target DC22
Bolt spewer 1,500gp 2d6P 10lbs x2 50ft Full D 18 1.5x Attacks, -2 after first. DC24
Gargo Buster 4,000gp 3d12B 25lbs x3 80ft 2 Full D 2 Min Str 16, Enemy Damaged knocked Prone, DC 16 Fort DC28
Heavy Gargo 10,000gp 6d12B 40lbs x2 80ft 2 Full D 1 Min Str 20, Enemy Damaged knocked Prone, DC 18 Fort DC33
Mark Shot 4,600gp 2d8P 12lbs 19/20x2 160ft Full A 8 DC26
The Subject 3,000gp 3d4P 12lbs x3 15ft Cone 2 Full G 2 Creatures in Cone make a DC 5+(¼ Ranged Attack Bonus) Reflex save to take ½ Damage DC24

 

 

Name Cost Damage Wt Critical Range Reload Relia Ammo Special Craft
Continued
Chain Fury 12,000gp 1d4P 45lbs x3 50ft 2Full D 100 Min Str 16, 4x Attacks, Accumaltive -1 to hit after the first 3. DC40
Royal Decree 80,000gp 8d8B+6d6Fire 200lbs x3 300ft/10ft 4 Full G 12 Min Str 22 (-2 per Ally assiting), Defenders must make DC 24 Fort save to remain standing & Reflex for Half damage, 2nd range is AoE of Fire Damage DC40
Burst Fire 2,500gp 2d4P 7lbs x2 80ft Full G 20 Up to 3 Extra Attacks against same target, with a -1 to hit after the first. Adamantine DC25
Hydra Burst 6,500gp 5d4S 14lbs x3 15ft Cone 2 Full G 2 Creatures in Cone make a DC 5+(¼ Ranged Attack Bonus) Reflex save to take ½ Damage Adamantine DC30
Draco-Hunter 8,000gp 4d6P 14lbs 18/20x2 300ft Full G 8 Double bonuses from aiming Adamantine DC30
Demon Brago 20,000gp 12d6B 30lbs x4 80ft 2 Full G 2 Min Str 18 Adamantine DC30
Devil Brago 50,000gp 12d12B 80lbs x4 120ft 2 Full G 2 Min Str 18, Defenders must make DC 18 Fort save to remain standing Adamantine DC35
Khazden Auto Brago 75,000gp 8d6B 80lbs x3 120ft 2 Full D 12 Min Str 18, Defenders must make DC 18 Fort save to remain standing, 1.5x Attacks, -2 after first. Adamantine DC38
The Kirk 31,000gp 3d12P 10lbs 18/20x3 40ft Full A 12 Min Str 14, Up to 5 Extra Attacks against same target, with a -1 to hit after the first. Adamantine DC35

 

 

Mechanus Attachments

Scope’s
Medium:
Increases the bonus to hit from aiming by +1 along with an additional +1 increase to the max Bonus you recieve from aiming.
  • Cost: 1,000gp
  • Craft: DC 21 Mechcraft
Large:
Increases the bonus to hit from aiming by +2 along with an additional +2 increase to the max Bonus you recieve from aiming
  • Cost: 4,000gp
  • Craft: DC 26 Mechcraft
Master:
Increases the bonus to hit from aiming by +3 along with an additional +4 increase to the max Bonus you recieve from aiming
  • Cost: 12,000gp
  • Craft: DC 32 Mechcraft
Arcanum:
Increases the bonus to hit from aiming by +3 along with an additional +10 increase to the max Bonus you recieve from aiming . The Sight also negates all illusions and mind affecting spells impeding the user viewing through it for up to 1 minute.
  • Cost: 60,000gp
  • Craft: DC 40 Mechcraft
Silencer/Suppressors
Light suppressor:
Increases the listen DC by 5.
  • Cost: 400gp
  • Craft: DC 16 Mechcraft
Heavy Suppressor:
Increases the listen DC by 10.
  • Cost: 1,000gp
  • Craft: DC 20 Mechcraft
Master suppressor:
Increases the listen DC by 20. Also Grants a +1 Circumstance bonus to hit due to the reduced noise. (Ineffective if you can’t hear)
  • Cost: 3,000gp
  • Craft: DC 24 Mechcraft
Silencer:
Doubles the Listen check or it becomes base 10, whichever is higher. Also Grants a +1 Circumstance bonus to hit due to the reduced noise. (Ineffective if you can’t hear)
  • Cost: 5,000gp
  • Craft: DC 24 Mechcraft
Master Silencer:
Doubles the Listen check or it becomes base 15, whichever is higher. Also Grants a +2 Circumstance bonus to hit due to the reduced noise. (Ineffective if you can’t hear)
  • Cost: 15,000gp
  • Craft: DC 30 Mechcraft
Arcanum Silencer:
Doubles the Listen check or it becomes base 25, whichever is higher. Also Grants a +2 Circumstance bonus to hit due to the reduced noise. (Ineffective if you can’t hear). It also allows the weapons wielder to make a concentration check for an additional boost to Hit and Damage as if he was rolling on the Knowledge Devotion table.
  • Cost: 120,000gp
  • Craft: DC 50 Mechcraft
Mount’s (2 Handed weapons only)
Weapon Mount:
You may mount a 1 handed weapon onto the underside of this weapon. You may use the other weapon at the same time as the main weapon for a -6 penalty to hit. Or you can use the other weapon as normal for a -2 penalty to hit.
  • Cost: 100gp + (Weapon Cost).
  • Craft: DC18 Mechcraft
Support Mount:
Gains a Support system that holds up the weapon when aiming, only usable when prone. Gain a +1 Circumstance Bonus to hit when aiming for at least 2 rounds.
  • Cost: 800gp
  • Craft: DC 18 Mechcraft
Masters Mount:
Gains a Support system that holds up the weapon when aiming, only usable when prone. Gain a +3 Circumstance Bonus to hit when aiming for at least 2 rounds.
  • Cost: 2,000gp
  • Craft: DC 26 Mechcraft
Barrel’s
Ext. Short:
Add a slightly extended barrel to the weapon, improving aim and impact. +1 to hit and Damage.
  • Cost: 1,500gp
  • Craft: DC 18 Mechcraft
Ext. Long:
Add an extended barrel to the weapon, improving aim and impact. +2 to hit and Damage.
  • Cost: 6,000gp
  • Craft: DC 30 Mechcraft
Stability System

By paying 200% of a weapons base cost you may increase the reliability by 1 step. You may pay another 200% to repeat this process.

 

 

Magic items

Wonderous items

Mechanus Hammer

Weapon/Wonderous Item

Description: Acts as a Light hammer when used as a weapon. Made of Adamantine these items are used to more efficently create items of worth such as Mechanus and Wonderous items. Reduces the Crafting cost of items you create by 10%.

(Adamantine Core)

Cost: 5,000gp

You may replace the central rod that acts as the Core to the hammer.

  • +80,000gp (Black Steel Rod). Crafting costs of items you create are reduced by an additional 15%. (Total 25%)
  • +350,000gp (Soul Steel Rod). Crafting costs of items you create are reduced by an additional 30%. (Total 40%)

Magic weapons

Burst Saber

Weapon/Wonderous Item

Description: These weapons, modeled after the katanas of ancient civilizations, utilize repulsor technology to be drawn quickly and forcibly at the cost of accuracy. The user can activate the thrusters located on the hilt of the weapon as a free action. The thrusters propel the weapon out of the sheath allowing the user to strike with a lethal blow. This confers a -5 to the attack roll, but multiplies the damage dealt by x2 (x3 on critical hit). If the user possesses the Quick Draw feat, they do not suffer the -5 to their attack roll due to existing training with immediately attacking after drawing a weapon. These penalties and bonuses only apply to the first attack made after drawing the weapon. All feats applicable to katanas and/or bastard swords (such as Exotic Weapon Proficiency) are also applicable to Burst Sabers.

Cost:
3,000gp
Damage:
1d10 Slashing
Critical:
19-20x2
Weight:
8lbs
Craft DC:
26
Cloth of Copper

Weapon/Wonderous Item

Description: This material can reform itself into any common (not enchanted or an artifact.), non-masterwork metal object of it’s weight or less. It can split and reform as the user wishes, so it can form into multiple objects. It can not alter its material in this way, so it can’t be used to bypass DR that relies on a certain metal (DRx /Adamantine). It is highly morphic in the right hands, so a successful concentration check (DC: User’s Charisma modifier+Intelligence modifier+either Intelligence or Charisma, whichever is higher) to keep it in one form for more than 5 rounds (Success on this check means that time is extended by 5 rounds. Failure means that it transforms back into the basic clothlike form.) A piece of cloth of copper feels a draw to itself; unless cut using a special ritual (Setting up an antimagic field in the mine, basically), any piece of this cloth will move back towards the rest at a speed of 10ft/round. When this substance is enchanted, it keeps the enchantment in all forms.

Hardness:
10
Weight:
1 pound/square foot (This stuff is thin but heavy)
Hitpoints:
4 per square foot
Cost:
2,500gp/pound
Special:
Cloth of Copper costs three times as much as usual to enchant.
Craft DC:
22

 

 

Essence Reservoir

Originally designed by wizards who wanted to imitate the ability of artificers to create items with less expenditure of personal energy than others. An Essence Reservoir functions as a replenishable Craft Reserve for anyone who uses it.

An Essence Reservoir only works whenever a character using it bestows a negative level or levels on a living creature, through a spell, ability, magic item, or any other means, and the target dies before the negative level or levels are removed or a creature willingly puts in it’s own XP or Craft Reserve into said item. It then automatically creates a number of Craft Reserve points equal to the target’s Total Hit Dice x the number of negative levels bestowed. These points function just like the Craft Reserve of an artificer, with the exceptions below.

  • The points are stored within the Essence Reservoir, and it can only hold a limited amount of points based on it’s caster level (see below) x (material x size).

    • Any points generated beyond this threshold are lost.
    • The points are not added to the actual Craft Reserve pool of an artificer/character
  • The minimum Caster Level required to create an Essence Reservoir is 7th, but it can be made at different effective Caster Levels for the purposes of determining the maximum amount of Craft Reserve points it can contain, even lower than 7th, but no higher than the creator’s own Caster Level.

  • However, for all other purposes, it is considered a Caster Level 7th item.

  • To determine maximum Craft Reserve, consult the Artificer table on page 30 of the Eberron Campaign Setting along with the associated size of the Reservoir.

    • Choose the level you are making the Essence Reservoir at, and find the amount of Craft Reserve given to the Artificer at that level. This is the effective caster level, and the maximum amount of Craft Reserve it can hold. Artificers can use their +2 Item Creation bonus to meet the Caster Level prerequisite to make the Essence Reservoir, but not to determine it’s effective Caster Level for the purposes of determining maximum Craft Reserve.

The price and cost of an Essence Reservoir are variable, partially based off of the maximum Craft Reserve of the vest.

  • Material Divide the cost per lb of material by 100gp, multiply the total number of Craft Reserve the reservoir can hold by this amount minimum 1.
  • Size Standard size for a Reservoir is 5lbs for a Tiny item, treating this as 1, you may increase the size of the reservoir by any number of size categories, increasing the number of Craft Reserve the item has.

Craft DC = (14 + CL + Size) Necromancy; CL 7th; Craft Wondrous Item, Vampiric Touch, Enervation

Cost: 400 gp x (Max Craft Reserve)

  • Variable: You may 10x the final cost to have it store raw experience points at the same limit instead. That may be used as either Craft Reserve or to empower characters.

 

 

Grafts

Construct Grafts

Clockwork Arm

This mechanical arm is made up of many cogs ranging from centimeteres to several inches across and are often encased in solid metals such as iron or steel. Some grafts can be etched with silver or gold if the buyer so chooses. Clockwork arms are treated as having a strength score 4 above the normal bearer’s regular strength score, such as Str checks to bash down doors or attack rolls made with the arm. The arm also grants a natural slam attack that deals 1d4 damage for medium creatures(and more or less depending on the bearers size). The arm also gives the bearer a +1 shield bonus to Armor Class if not attacking using that arm in the same round. The slam attack and shield bonus are both treated as masterwork, so they may be enhanced as normal weapons or shields, but only separately.

Prerequisite:
Graft Flesh
Market Price:
12,450 gp.

Golem Visor

This metal plate replaces the eyes and sockets of the bearer and is bolted right to the skull. The visor itself consists of a metal plate with a slit running vertically along it, or with two holes, or however the designer so chooses to make it. The person attaining this graft is granted permenant Darkvision out to 60 feet and low-light vision, but suffer a -2 to search and spot checks and the wearer cannot close his eyes if he wants to.

Prerequisite:
Graft Flesh, darkvision
Market Price:
18,000 gp.

Jaws of Death

This contraption, similar to the construction of a bear-trap replaces the upper and lower jaws. They can either be built to hide under the lips and skin, or over them. These jaws grant the bearer a natural bite attack that deals 1d6 points of damage(or more or less depending on the bearers size) and are considered masterwork. These jaws can be enhanced just as a weapon can. These jaws also provide a +2 bonus to Intimidate checks to all who can see your jaws.

Prerequisite:
Graft Flesh
Market Price:
11,300 gp.

 

 

Artifacts

Artifacts are objects of immense power and significance that have the ability to shape the world around them. They are often imbued with magical properties, and can be wielded by those with the knowledge and skill to harness their power. These items are typically ancient, rare, and often shrouded in mystery and legend.

Artifacts can take many forms, including weapons, tools, objects of art, or even natural objects such as stones or crystals.

Artifacts are usually imbued with some kind of magical power, which can be used for a variety of purposes. Some artifacts grant their wielder enhanced physical strength, speed, or agility, while others may confer the ability to control or manipulate the elements, teleport, or even resurrect the dead. Many artifacts are also capable of exerting a powerful influence over the minds of those around them, either through subtle suggestion or direct control.

The creation of artifacts is often shrouded in myth and legend, with tales of powerful wizards or ancient gods fashioning these objects from rare materials or imbuing them with divine power. Some artifacts are said to have been created by accident, the result of magical experiments gone awry or the unintended consequences of powerful spells.

The discovery of an artifact can have significant consequences, as it may be sought after by powerful factions or individuals seeking to harness its power for their own purposes. Some artifacts are so powerful and dangerous that they are sought after by multiple factions, leading to conflicts and battles for control of the object.

In summary, artifacts are objects of great power and significance that have the ability to shape the world around them. They are often imbued with magical properties and can take many forms, with their creation and discovery often shrouded in myth and legend. The discovery of an artifact can have significant consequences, as it may be sought after by those seeking to harness its power for their own purposes, leading to conflicts and battles for control of the object.

Sentience

Many artifacts will have their own sense of self, though this is not a constant among them. Should they have sentience they are able to exert their will at any time, with the wielder taking the brunt of the mental load if any.

None:
These items have no personal soul/sentience
Some:
These items have fragmeents or budding personalities
Full:
Full beings with their own thoughts, idea’s, opinions, etc.

Will

All Artifacts have a level a will, this shows how strongly they can influence the world and it’s surroundings but also overpower it’s wielder if any. Should the artifact and wielder clash, the wielder must make a Will save or Diplomacy check in order to enforce control.

None:
These items still have a will of their own, but they are complacent in letting the world turn as it does. No DC for exerting control.
Minor:
DC 5+Item Eminence
Strong:
DC 10+Item Eminence
Great:
DC 20+Item Eminence
Powerful:
DC 5+Double Item Eminence
Overwhelming:
DC 20+Double Item Eminence

Attunement

These items must be convinced to grant higher level’s of their power, often locked away behind great feats.

Contracts

Magical Contracts issued by the artifacts, gold costs are supplemented by the objects inherent pool of value. The Object only acts/is treated based on it’s current level of Eminence in place of it’s Level or HD.

Ascended

Ascended artifacts are a classification of artifacts that have obtained an unprecedented level of power, causing them to influence the world around them in profound ways. These items are so imbued with magic that they begin to exhibit a will of their own, shaping the world according to their desires. However, it should be noted that this does not always grant sentience to the artifact. Ascended artifacts can take on many forms, ranging from weapons to objects of art, and their power can vary greatly. Some ascended artifacts are said to be capable of altering the very fabric of reality, while others may have more focused abilities, such as controlling a specific element or manipulating time. The acquisition of an ascended artifact is a significant event, as it can grant its wielder immense power and influence over the world. However, the use of an ascended artifact is often accompanied by great risks, as its immense power can easily corrupt those who wield it, leading to devastating consequences.

 

 

Cold Sorrow

Cold Sorrow

Chained Claws (Contract Advancement)

Eminence Range
5-30
Type/Slot:
Dual Weapons
Advancement:
5
Description:
Cold Sorrow comes with great risks, as its immense power can easily corrupt those who wield it, leading to devastating consequences. The Chained Claws have undergone significant enhancement or modification and must be used with caution to prevent unintended consequences.
Sentience/Will:
Some/Strong

Bond: None

  • 1st Stage Frozen

    Frost Gale Slash

    • Standard Action/Attack
    • Effect: When performing an attack or using it as a standard action, you unleash a ferocious gust of icy wind that tears through your adversaries. Inflict cold damage equal to 1d6 per 2 HD, in addition to your weapon damage, to all creatures within a cone area extending three times your reach.
    • Range: Extends up to three times your reach
    • Usage: Once per day for every 5 HD

    Artic Enchain

    • Full Round Action
    • Effect:
    • Range: Extends up to five times your reach
    • Usage: Once per day for every 5 HD

    Glacial Plume

    • Passive
    • Effect:
    • Range: Self
    • Usage: Passive

    Ability

    • Action
    • Effect:
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    Ability

    • Action
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  • 2nd Stage Ice

    Ability

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  • 3rd Stage Despair

    Ability

    • Action
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  • 4th Stage Enchain

    Ability

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  • 5th Stage Disturb

    Ability

    • Action
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Sunderclan

Sunderclan

Hammer (Attunement Advancement)

Eminence Range
4-35
Type/Slot:
Hammer
Advancement:
5
Description:
Sunderclan is a boastful existence, a Hammer that wants nothing more then to see what all it can shatter.
Sentience/Will:
Full/Strong

Bond: Grant Orion

  • 1st Stage: Sunder

    Crushing Sunder

    • Full Round Action
    • Effect: When executing a full round action, you unleash a devastating strike capable of sundering both the terrain and your enemies. If targeting the terrain, you create a ravine measuring 10ft x (Str Mod) long and 5ft x (1/2 Str Mod) wide and deep. If targeting a creature or object, make a roll to hit. If the target is struck, they must make a Fortitude save with a DC of 10 + HD + Strength Modifier. Failure results in the target breaking in two, inflicting damage as if it were a melee attack. The target suffers triple the amount of this damage.

    Note: The act of “breaking in two” has the potential to fatally harm a creature, regardless of the inflicted damage.

    • Range: Melee
    • Usage: Once per day for each point of Constitution Modifier over +6 (No minimum requirement).

    Ability

    • Action
    • Effect:
    • Range:
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    Ability

    • Action
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  • 2nd Stage: Mountain

    Ability

    • Action
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    • Action
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  • 3rd Stage: Break

    Ability

    • Action
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    • Action
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    • Action
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  • 4th Stage: Orion

    Ability

    • Action
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    • Action
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  • 5th Stage: Overwhelm

    Ability

    • Action
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    • Action
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Thur’Khit The Midnight Throne

Midnight Throne

Thone/Chair (Contract Advancement)

Current Contract: With Alzun Ra-Munthrek, Thur’Khit’s powers will be bequeathed to Alzun, in return he will feed the heart of Bassilith the Queen of Illusions to the Chair, along with other notable beings. 7 Sealed Souls

1st: Arkan of House Thur’Khit, 2nd: Alvair of House Thur’Khit, 3rd: Trost of House Raim, 4th: Princess Lyira of House Raim, 5th: Chask of House Raim, 6th: Grove of House Shatter , 7th: Prince Renn of House Shatter-Threk

Eminence Range
10-35 (22)
Type/Slot:
Wonderous Item
Advancement:
6
Description:
The ancient throne of Arkan, Thur’Khit, was said to possess great power and influence over those who sat upon it. When Prince Renn sat upon the throne seeking guidance, he was filled with a sense of power and authority. The wisdom of the ancient kings flowed into him, and he emerged a changed man, imbued with confidence and leadership skills. From that day forward, he knew that Thur’Khit would always be there to guide him.
Sentience/Will:
Yes/Great

Bond: Alzun Ra-Munthrek

  • 1st Stage: Acceptance

    Exude Presence

    • Free Action (Must be in chair)
    • Effect: By exerting your presence, you emit an aura that influences those within a range of your choosing, up to your maximum limit. Allies within this range receive a bonus on all charisma and wisdom-based checks, while enemies suffer a penalty equal to 1/4 of your HD (minimum 1) plus your Charisma modifier.
    • Range: Extends up to 30 feet per HD.
    • Usage: Requires concentration with a DC of 10 + (8 x Stage)

    Doom Order

    • Swift Action
    • Effect: By invoking the power of doom, you unleash a swift strike upon a target within your line of sight, inflicting a fixed amount of damage equal to 2 raised to the power of your Stage. This damage bypasses any hardness or damage resistance the target may possess. Additionally, you may attempt a Diplomacy check against a DC of 10 plus the target’s Armor Class or Hardness. If successful, the damage inflicted is doubled, and the target must obey a command consisting of up to five words. If the command is impossible to fulfill, the target suffers the damage once more. It is important to note that the command itself cannot directly cause the immediate death of the target.
    • Range: Any creature or object within your line of sight
    • Usage: Requires concentration with a DC of 12 + (5 x Stage)

    Sanctuary Enclave

    • Full Round Action (Chair must be in sight)
    • Effect: You designate an expansive territory, covering an area equal to a 5-foot square per HD^2. Within this designated area, you and your allies become impervious to harm from non-magical sources. Additionally, allies within this territory may double the bonus they receive from the “Exude Presence” ability.
    • Range: Encompasses a radius of 30 feet per HD.
    • Usage: Requires an action and can be used once per day per HD. The sanctuary lasts until dispelled or until it is used again.

 

 

  • 2nd Stage: Guidance

    Imbue Desirous Will

    • Standard Action (Must be in a chair)
    • Effect: Unleash a supernatural effect akin to Geas/Quest, with certain distinctions. You can only target a creature with an HD less than or equal to your Eminence score plus half of Thur’Khit’s eminence score. The targeted creature receives a Will saving throw against a DC of 10 + Charisma Modifier + 1/2 HD. If the saving throw is failed, the creature is bound by your command. When the command is followed, the creature gains the benefits of haste and a bonus to all rolls equal to your Charisma Modifier for the duration. However, if the command is not followed, the creature becomes slowed and incurs a penalty to all rolls equal to your Charisma Modifier along with the typical effects of “Geas/Quest”. Whenever a creature takes damage from this effect, you gain 10 temporary hit points. If a creature perishes due to this effect, you gain 1 permanent hit point.
    • Range: Target within line of sight
    • Usage: Requires concentration with a DC of 10 + (6 x Stage) and can be used once per day per HD.

    Arkan Order

    • Immediate Action (Chair must be in sight)
    • Effect: When an adversary is within range, you invoke the power of the Arkan Order. The targeted creature must make a Will or Reflex save of your choice against a DC equal to your Charisma score + HD. If the save is successful, they escape the effect in half the usual time. If you choose Reflex save, they also avoid taking damage. If you choose Will save, they can avoid fear effects such as being shaken, frightened, or panicked. However, if they fail the save, they are removed from the material realm and bound in a cocoon of darkness for 1d6+1 rounds. While in the cocoon, they suffer damage equal to 1d6 per point of their Charisma modifier (or half of your Charisma modifier, whichever is greater). For every 2 rounds spent in the cocoon, the creature progressively descends down the fear chart, regardless of any fear immunities they may possess.
    • Range: Extends up to 10 feet per HD.
    • Usage: Requires concentration with a DC of 20 and can be used once per day per HD.

 

 

  • 3rd Stage: Enthrall (Bring abberant hearts to Thur’Khit)

    Domination Ordinance

    • Full Round Action

    • Effect: By activating Domination Ordinance, you receive a stockpile of energy known as “Ordinance.” The initial value starts at 0 but increases by a value of 1 for every 4 Challenge Rating (CR) of accepted creatures that are fed to the Throne of Thur’Khit. Using the accumulated Ordinance, you can call upon special soldiers made from the Throne’s essence. These constructs remain in existence until recalled. You may recall them to receive a full refund of Ordinance. However, if they have taken any amount of damage, you can only recover half of their effective Ordinance.

      • Pawn (1 Ordinance): Medium Construct with AC 16, 40 HP, Str 20, Dex 10, Con Ø, Int Ø, Wis 10, Cha 10. DR5/Adamantine. Immune to magic. 40 ft speed. Can take either a Move action or a Standard action each round. +9 Attack Bonus, comes with your choice of martial weapon.
      • Scout (2 Ordinance): Medium Construct with AC 21, 50 HP, Str 20, Dex 20, Con Ø, Int 8, Wis 10, Cha 10. DR8/Adamantine. Immune to magic. 80 ft speed. Hasted. Can use your skill modifiers for Spot, Listen, Survival, Move Silently, and Hide. +11 Attack Bonus, comes with your choice of martial ranged weapon.
      • Knight (5 Ordinance): Large Construct with AC 22, 120 HP, Str 30, Dex 16, Con Ø, Int 10, Wis 10, Cha 10. DR15/Black Steel. Immune to magic. 50 ft speed. Can have up to 1 Fighter Bonus Feat per 3 Hit Dice. +24 Attack Bonus. Up to 3 attacks per round. Comes with your choice of weapon and optional shield.
      • Bishop (6 Ordinance): Small Construct with AC 24, 100 HP, Str 18, Dex 20, Con Ø, Int 20, Wis 20, Cha 20. DR15/Black Steel. Immune to magic. 30 ft speed. +14 Attack Bonus. Casts spells as a 12th level Favored Soul, limited to spells taught to the throne.
      • Castle (8 Ordinance): Gargantuan Construct with AC 20, 800 HP, Str 40, Dex 6, Con Ø, Int 8, Wis 8, Cha 8. DR30/Black Steel. Immune to magic. 50 ft speed (can only move in straight lines on its turn). +30 Attack Bonus. Has a 4d6 Slam Attack. Can accommodate up to 2 Large creatures comfortably. Creatures resting within the Castle recover hit points at 4 times the normal rate. Provides enough food, drink, and ale for up to 12 medium creatures.
      • Champion (10 Ordinance): Huge Construct with AC 25, 300 HP, Str 40, Dex 10, Con Ø, Int 14, Wis 12, Cha 12. DR25/Black Steel. Immune to magic. 60 ft speed. Hasted. Can have up to 1 Fighter Bonus Feat per 3 Hit Dice. +43 Attack Bonus. Up to 4 attacks per round. Comes with your choice of weapon and optional shield. Can teleport as a Move action to you or any other piece of Ordinance within sight. Readies maneuvers as a 12th level Swordsage (They know all maneuvers in the schools Stone Dragon, Devoted Spirit, Shadow Hand up to 6th level).
      • Queen (20 Ordinance): Huge Construct with AC 30, 500 HP, Str 30, Dex 24, Con Ø, Int 20, Wis 20, Cha 20. DR25/Black Steel. Immune to magic. 100 ft speed. Hasted. Set 3 Feats, then has additional feats 1 per 3 HD. +40 Attack Bonus. Up to 3 attacks per round. Comes with your choice of weapon and optional shield. Ordinance within range of the Throne may take an additional Standard Action each round. Casts spells as an 8th level Sorcerer and an 8th level Devoted Spirit. Readies maneuvers as an 8th level Warblade (They know all maneuvers in the schools Stone Dragon, Devoted Spirit, Shadow Hand up to 4th level).
      • King (50 Ordinance): Large Construct with AC 15, 150 HP, Str 20, Dex 20, Con Ø, Int 20, Wis 20, Cha 20. DR30/-. Immune to magic. 50 ft speed. Hasted. Set 6 Feats, gains additional feats 1 per 3 HD. +30 Attack Bonus. Up to 3 attacks per round. Comes with your choice of weapon. Cannot be damaged while next to another piece of Ordinance. Ordinance starting their turn within the King’s Reach gain an additional Full Round action. Can promote any Unit 2 ranks (up to Queen) for 1 minute per Hit Die, once per day per Hit Die. Can inspire courage as a 16th level Bard. Can use your skill modifiers. Allies within sight have access to maneuvers as a 3rd level Swordsage (They know all maneuvers in the schools Stone Dragon, Devoted Spirit, Shadow Hand up to 2nd level).
    • Range: 30 ft + 10 ft per Hit Die from the Throne.

    • Usage: Requires a concentration check equal to 20+Ordinance cost

    Seal of Thur’Khit

    • 1 Minute (Must be in chair)
    • Effect: Seal a single target/object within Thur’Khit, the object/target must be able to fit within the range of your effect, the target makes a Will save, should you succeed the concentration check the object/target is stored within the inner realm of the Thur’Khit, you may designate different objects/targets to different spaces within Thur’Khit. Time does not pass within Thur’Khit and they may take no actions. You may recall any object/creature within Thur’Khit as a Free Action and they manifest anywhere within your Range of Effect.
    • Range: 10ft + 5ft per HD.
    • Usage: Requires concentration with a DC of 30 or 10+Targets Will Save, whichever is higher.

 

 

  • 4th Stage: Obscure

    Exude Realm

    • Full round Action (Centered on Chair)
    • Effect: Extend your inner realm outward, increasing the effectiveness of your abilities. You may act & take actions as if you were in any square within your area and as if you were sitting on Thur’Khit. The speed of all of Thur’Khit’s other abilities are increased by 1 step, and one’s measured in minutes take half the time. The area of effect, duration, damage as well as any numerical bonuses of all your abilities is increased by 50%. You need not make Concentration checks/maintain concentration for other abilities/spells. You and allies within the realm recieve a +1 Luck Bonus per 5HD to all rolls, and may reroll any roll while the Realm is active while enemies recieve a -2 Luck Bonus per 5HD to all rolls. You may transfer any damage you or Thur’Khit would take to any willing ally within range.
    • Range: 1,000ft+250ft per HD radius.
    • Usage: Maintain a Concentration check of DC 40-HD-(Charisma/Wisdom modifier whichever is higher).

    Echo of Raim

    • Passive
    • Effect: While you have the favor of house Raim, you are unable to die through traditional means, a being of higher Eminence must slay you with some magical source. You also recieve Fast healing 1 per Charisma Modifier.
    • Range: Self
    • Usage: Passive
  • 5th Stage: Overwhelm, Collect the heart of Bassilith (Highest release ever attained)

    Dominating Will

    • Standard Action
    • Effect: Roll a Diplomacy or Will save opposed by the Targets Will Save + 1/2 their Eminence Score, creatures with less Eminence then you automatically fail. Creatures who fail must follow all orders and commands for up to 1 day per Charisma Modifier.
    • Range: Creature within Sight
    • Usage: Requires concentration check with DC equalling Targets Will Save + 1/2 Eminence Score.

    Emanate Midnight

    • Varies(Must be in chair)
    • Effect: Create copies of items/creatures held within Thur’Khit to be used in the physical realm. It takes 1 Full round action to conjure a Small Object, a Standard to conjure a Tiny or smaller, and 2 Full round actions for a Medium object, doubling for each size category larger then medium. Creatures conjured this way are fully subservient, you may only make up to X copies of any 1 object/creature, and that object/creature can’t have Eminence higher then yours + 1/2 Thur’Khits, the object/creature persist for X days after being conjured. (X being your charisma Score)
    • Range: None
    • Usage: Not limited by use, only can make as many of 1 creature or object up to your Charisma Score.

 

 

  • 6th Stage:

    Utter Order

    • Immediate Action
    • Effect: Issue an order, the subject follows that order to the best of it’s abilities should it fail Will or Fortitude Save with DC 10 + Eminence Score + Charisma Modifier + 1/2 Hit Dice. Lasts 1 Minute per Charisma Score or until the order is complete.
    • Range: Creature/Object in Sight
    • Usage: Concentration Check DC 22+Eminence Score

    Sequence Soul

    • 1 Hour per Eminence Score. (Must be in chair)
    • Effect: Create or Implant a Soul from one of your sealed beings and imbue it into one of the Midnight Copies. Should you implant a Soul it only takes minutes instead of hours. You may choose to control the subject or grant it full freedom. These entities live as normal except they are immortal as long as they keep their Soul.
    • Range: 10ft+5ft per HD + 5ft per Charisma Modifier.
    • Usage: Concentration Check DC 40+Eminence Score, 1 Week per Charisma Modifier.

    Shatter Eminence

    • Standard Action
    • Effect: Exude an unworldly and ethereal pressure that effects everyone of your choosing in the area. Roll a D20 + 1/2 Eminence Score + 1/4 Thur Khit’s Eminence Score, creatures with a lower Eminence score within the area are knocked unconscious, for every point of Eminence below the DC they are they take 2d6 damage, if their Eminence is less then half the DC they die. Creatures with greater Eminence then the DC are stunned for 1d6 rounds and recieve 1d6 Negative Levels they may make a Fortitude and Will Save to ignore these effects DC 10 + Eminence Score + 1/2 Charisma Score, Creatures with more then +20 Eminence to the DC are immune to all effects. The Damage and effects ignore any Damage Reduction, Immunities, or Resistences.
    • Range: up to (Hit Dice x Eminence Score)x10ft
    • Usage: Concentration Check DC 60-Your Eminence Score.

 

 

Vindictive Retort

Vindictive Retort

Wonderou Item (Contract Advancement)

Eminence Range
10-32
Type/Slot:
Wonderou Item
Advancement:
5
Description:
Vindictive Retort was a living contract in the form of an ornate scroll that allowed its wielder to bind concepts and beings to their will. Quite a dangerous artifact, capable of bending reality to its possessor’s desire, yet fiercely guarded by its own sentience. Only the most powerful and cunning sorcerers could harness its full potential, but even they did so at great risk, forever marked by its malevolent influence. The Vindictive Retort held within it both the seeds of creation and destruction, and those who sought it did so at their own peril, for it was a weapon that could just as easily turn on its wielder as on their enemies.
Sentience/Will:
Yes/Great

Bond: None

  • 1st Stage: Agreement

    Command of Metamorphosis

    • Swift Action
    • Effect: By exerting your will, you target an object within your line of sight. The object must make a Fortitude and Will save against a DC of 10 plus your Intelligence score. If it fails both saves, the object undergoes a transfiguration into the desired form for a duration equal to the amount of intelligence you sacrifice. If the target is sentient, the desired form must also possess sentience. It’s important to note that the target cannot gain any Hit Dice from this transformation.
    • Range: Line of sight
    • Usage: Once per day for each intelligence point sacrificed. The sacrificed intelligence returns at the end of the day.

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  • 2nd Stage: Investment

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  • 3rd Stage: Debt

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  • 4th Stage: Renewal

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  • 5th Stage: Contract

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The Spike

The Spike

Spear (Attunement Advancement)

Eminence Range
2-32
Type/Slot:
Spear
Advancement:
5
Description:
+1 Redsteel Spear
Sentience/Will:
Yes/Strong

Bond: None

Spike Barrage

  • 1st Stage: Impalement

    Spike Barrage

    • Standard Action
    • Effect: Fire a series of ethereal spikes that pierce your targets. Conjure 1/2 HD spikes and make an attack roll, all targets defend against this roll, each individual hit takes 1/2 Normal damage from the spear along with loses 5ft of movement per spike.
    • Range: 100ft per Dex Mod
    • Usage: Once per day per HD

 

 

Razor’s Storm

Razor's Storm

One Handed Blade (Attunement Advancement)

Eminence Range
5-30
Type/Slot:
Katana
Advancement:
6
Description:
+1 Blacksteel Katana
Sentience/Will:
None/Strong

Bond: Taken

  • 1st Stage: Grace

    True Sharpness

    • Passive
    • Effect: Ignore Armor and Shield Bonuses to AC. Your attacks possess a true sharpness that cuts through any armor or shield bonuses to Armor Class, ensuring that your strikes land with maximum effectiveness.
    • Range: Melee
    • Usage: Passive

 

 

Ironwall

Ironwall

Armor & 2 Shields (Attunement Advancement)

Eminence Range
5-30
Type/Slot:
Armor & Shields
Advancement:
5
Description:
+1 Blacksteel Doubleplate, 2 +1 Blacksteel Spiked Kiteshields
Sentience/Will:
Yes/Strong

Bond: None

  • 1st Stage: Tough

    Iron Offense

    • Passive
    • Effect: Tap into your defensive prowess and convert your Armor Class (AC) into increased damage. For every 5 points your Armor Class exceeds 18, you gain a boost in the damage output of your physical weapons. Each 5-point increment above 18 increases the damage dice of your weapons by one step, enhancing the force and impact of your attacks.
    • Range: Melee
    • Usage: Passive

 

 

Bogasstal

Bogasstal

Draco Hunter (Attunement Advancement)

Eminence Range
10-32
Type/Slot:
Mechanus Weapon
Advancement:
4
Description:
Statblock of a +1 Soulsteel Draco Hunter w/ Arcanum Scope & No Misfire Chance. Physical appearance of a Clockwork Longbow. Does not use ammunition, the weapon creates its own as needed.

A mechanus weapon of Uller, the Norse God of Archery, commissioned to be crafted by the great smith Brokkr as a gift for his champions. Designed in the style of a more traditional longbow, but with the added benefits afforded to the more modern mechanus weapons, it served as a beautiful combination of the Old ways and the new technological advancements. The weapon seeks out those that pride themselves on the hunting of creatures greater than themselves, giving themselves fully over to the pure thrill of the hunt, and is displeased when used for unworthy kills that pose no threat. While incapable of thinking on its own, it is tied directly to the heart of Uller, and through its actions he deems wielders worthy or unworthy. It is not uncommon for an unworthy wielder to find the weapon suddenly gone from their possessions, whisked away by Uller’s will to be found by someone more deserving.

Sentience/Will:
None/Powerful

Bond: None

  • 1st Stage Aptitude (Win a tournament-tier archery contest using Bogasstal where at least one competitor is of higher renown than you)

Hunter

  • Passive (Swift Action)
  • Effect: Gain bonus to hit and damage equal to HD + Stage + WIS modifier against creatures of the same type as last creature hit with this weapon (Hunted Type). If the wielder possesses a class feature or special attack that targets a specific type, such as a Cleric/Paladin’s Turn Undead or a Ranger’s Favored Enemy, they may choose to change the type accordingly with a Swift Action. This effect persists until a new type is successfully hit or changed via Swift Action. Some types are keyed more strongly to their subtypes. For Outsiders and Humanoids, treat individual subtypes as different potential targets (i.e. Evil Outsider is acceptable and would work against both Chaotic Evil and Lawful Evil, but not against Good aligned Outsiders). The bonuses of this ability do not function against creatures with a lower Eminence than the wielder aside from changing Hunted Type.
  • Range: Self
  • Usage: Passive

Slay the Beast

  • On Hit/Free Action

  • Effect: When successfully landing an attack against your current Hunted Type, it gains the Bane special property and damage to the target is multiplied by current Stage (x1, x2, etc.).

  • Range: Normal Weapon Range Increments

  • Usage: 1 + WIS mod per day

    Ricocheted Shot

  • Full-Round Action

  • Effect: Make a normal attack against a target. Upon hit, select another target within range and apply a cumulative -2 to the attack result. You may continue this until the attack misses or you choose to end the effect. A target may be selected multiple times, but may not be selected consecutively.

  • Range: 60ft + 10ft per HD

  • Usage: 1 + WIS mod per day

 

 

  • 2nd Stage Victory (Land the finishing blow on three different creatures with Eminence higher than yours that are fought without aid from allies. Each creature must have been tracked and eluded for at least a day and must not be disabled prior to initiating confrontation)

    Forestweaver

    • Passive
    • Effect: You may cast spells as a Ranger equal to your character level. If you already have levels in Ranger, you gain bonus spell slots equal to your current Stage for every available spell level in addition to effective levels equal to your non-Ranger levels. Once per day per WIS mod, you may cast a Ranger spell as a Free Action. You can only cast a Ranger spell as a Free Action using this ability once per round. All Knowledge skills are considered trained when rolled concerning creatures. You gain a bonus on these rolls equal to HD + Stage + WIS mod for your Hunted Type. You may also add your Favored Enemy bonus, if any, to appropriate creatures.
    • Range: Self
    • Usage: Passive

    Missile Transposition

    • Move Action
    • Effect: Choose an empty square within range. The wielder appears in that location, exchanging locations with a fired projectile.
    • Range: 50ft + 25ft per HD
    • Usage: Unlimited per day, but cannot be used on consecutive turns
  • 3rd Stage Perserverance (Travel to Ydalir and complete the trial given by Uller. Uller wants the wielder to slay a Great Beast native to each aspect of the world. One Behemoth, One Leviathan, and One Apex Fang Dragon. The same rules as the previous stage apply, with the exception that allies are allowed to aid you in preparation before the fights begin in any way they would like. They are simply not allowed to participate in the fights themselves.)

    Shieldmaster

    • Passive
    • Effect: Gain Divine bonus to AC, Saving Throws, and opposed ability/skill checks of Hunted Type’s attacks and special abilities equal to HD + Stage + WIS mod. You may also add your Favored Enemy bonus, if any, to appropriate creatures. This ability does not function against creatures with a lower Eminence than the wielder.
    • Range: Self
    • Usage: Passive

    Seeker Shot

    • On Attack/Free Action
    • Effect: Attack against Hunted Type automatically hits target as if Natural 20 was rolled (you must still roll again to confirm a critical hit). If you confirm the critical hit, increase the multiplier on damage by your current Stage.
    • Range: Normal Weapon Range Increments
    • Usage: 1 + WIS mod per day

    One Shot, One Kill

    • Full-Round Action
    • Effect: You channel everything into this one shot. Make a normal attack roll. Upon hit, the target takes damage equal to their Current HP + 10 + their Constitution Score, bypassing all hardness, immunities, resistances, DR, and Regeneration. If the attack misses, this ability cannot be used against that target for 24 hours. Whether successful or unsuccessful, Bogasstal loses access to all non-Passive abilities for 1 minute.
    • Range: Normal Weapon Range Increments
    • Usage: Once per week per WIS mod

 

 

  • 4th Stage Champion

    Alchemical Ammunition

    • Passive
    • Effect: All attacks made against a creature of the Hunted Type automatically gain the ideal damage type combination to overcome any DR, immunities, resistances, and other special qualities affecting damage as well as benefit from any weaknesses or vulnerabilities possessed by the creature (i.e. if the creature has DR/lightning, resistance to Piercing/Slashing, and a weakness to Fire damage, the damage from Bogasstal becomes pure Electric-Fire damage when attacking that creature). This effect is not limited to a single target, such as when using Ricocheted Shot the damage will change to perfectly hit each creature’s individual qualities in-between hits. This ability does not function against creatures with a lower Eminence than the wielder.
    • Range: Self
    • Usage: Passive

    Paragon Shot

    • On Attack/Free Action
    • Effect: You roll your attack as normal against your current Hunted Type. On hit, you sever the target from their Eminence and Divine/Ancient Ranks as if casting the Schism spell, bypassing SR and abilities that allow partial effects on failed saving throws or bonuses to saving throws against lesser beings. This attack deals no damage, but roll damage as normal. The DC of the Will save is equal to your damage result + your Eminence. The Divine/Ancient Elemental created immediately begins attacking your target on a failed saving throw and is under your control. If the target succeeds on their saving throw, they are immune to this ability for 24 hours. If the target does not have any Ancient/Divine Ranks, they lose access to all special attacks, special qualities, extraordinary abilities, spell-like abilities, supernatural abilities, and class features for 1 minute per WIS mod on a failed saving throw. Additionally, an Elemental (type chosen by wielder at time of summoning) with Eminence equal to the severed amount is summoned that immediately begins attacking the target. This ability does not function against creatures with a lower Eminence than the wielder.
    • Range: Normal Weapon Range Increments
    • Usage: Unlimited per day, once per round and cannot be used on consecutive rounds

 

 

Mizzphit

Mizzphit

Ring or Amulet (Contract Advancement)

Eminence Range
8-35
Type/Slot:
Wonderous item/Neck/ring
Advancement:
5
Description:
Sentience/Will:
Yes/Powerful

Bond: None

  • 1st Stage: Incite

    Mad Beckoning

    • 1 Minute
    • Effect: Tap into the chaotic whispers of the cosmos, summoning a random outsider to aid you in your endeavors. The summoned creature has a Challenge Rating (CR) equal to half your Hit Dice (HD) plus Mizzphit’s Eminence score. The chance of the summoned creature assisting you depends on the strength of your wisdom and charisma modifiers, with a 10% chance for every point above +3 in both modifiers. Additionally, roll a 1d4 and multiply the result by 10% to determine an additional chance. If the cumulative chance exceeds 100%, the chance resets to 0% and two beings are summoned instead, with this process repeating for each subsequent excess over 100%.
    • Range: 30ft + 10ft per HD
    • Usage: 1 day per Will save bonus.

 

 

Torrent

Torrent

Ring or Amulet (Attunement Advancement)

Eminence Range
5-40
Type/Slot:
Wonderous item/Neck/ring
Advancement:
4
Description:
Sentience/Will:
Yes/Strong

Bond: None

  • 1st Stage: Gush

    Will of the Sea King

    • Immediate Action + Spell casting time.
    • Effect: Choose Charisma, Intelligence, or Wisdom. Divide the chosen modifier by 4, you may cast any spell with the water desciptor. Casting a 0th level spell or a spell up to a 2 levels or more below your maximum does not use a charge. You cast at your Caster level or at a level equivalent to Torrent’s Eminence.
    • Range: As the spell
    • Usage: 1 day x (Hit Dice + Chosen modifier)

 

 

Dread Phalynx

Dread Phalynx

Tower Shield (Attunement Advancement)

Eminence Range
12-30
Type/Slot:
Tower Shield
Advancement:
3
Description:
+1 Soulsteel Towershield
Sentience/Will:
Yes/Great

Bond: None

  • 1st Stage: Roar

    Devouring Roar

    • 2 Full Round Actions
    • Effect: Unleash a devastating roar that engulfs and devours everything in its path. On the first round, create a cone-shaped area in front of your shield with dimensions of 5 feet by HD. Any creatures caught within this cone must make a Reflex save (DC 10 + HD + Constitution Modifier) or a Balance check to remain stationary. Each square within the initial cone inflicts 1d6 force damage. On the second round, unleash a line of force that is 15 feet wide and extends a distance of 15 feet per HD in the same direction as the initial cone. This line of force deals 1d6 damage for each square initially affected. Targets caught within the initial cone take double damage from the line of force. Those caught in the line of force may make a Reflex save (DC 10 + HD + Constitution Modifier) to take half damage.
    • Range: The range of Devouring Roar extends up to 5 feet per HD in a cone-shaped area during the first round. On the second round, a line of force is projected, extending up to 15 feet wide and a distance of 15 feet per HD.
    • Usage: You can activate the Devouring Roar ability once per day, with the frequency determined by your Constitution modifier over a bonus of +4..

 

 

Seven Sigil

Seven Sigil

Amulet (Attunement Advancement)

Eminence Range
7-35
Type/Slot:
Wonderous Item/Necklace
Advancement:
7
Description:
Sentience/Will:
Yes/Strong

Bond: Taken

  • 1st Stage: Trust

    Seal of Insight

    • Full round Action
    • Effect: Create an encompassing area around you that grants you unparalleled insight and knowledge. Within this area, you gain access to a comprehensive understanding of the surroundings. You can discern various details, such as the number of enemies present, their effective eminence, hit points, value, and other relevant information. Additionally, you can perceive detailed descriptors of the terrain and environment. You have the ability to ask any number of clarification questions regarding the initial area.
    • Range: 5ft radius per Int Modifier
    • Usage: Once a day + Once a day per 10 total castable spell levels.

 

 

Doom Emblem

Doom Emblem

Wonderous Item (Contract Advancement)

Eminence Range
12-38
Type/Slot:
Wonderous Item
Advancement:
5
Description:
Bauble with small tome inside
Sentience/Will:
Yes/Powerful

Bond: None

  • 1st Stage: Rumble

    Mark of Disaster

    • Standard Action
    • Effect: You place a powerful insignia upon a creature within your line of sight. For a duration of 10 minutes per point of Charisma modifier, this marked creature is plagued by misfortune. Whenever they make any rolls involving a d20, they must roll a second d20 and take the lower result. This cursed effect can significantly hinder their chances of success. However, the marked creature is allowed a Will save with a DC of 10 + half their Hit Dice + your Intelligence modifier to resist the Mark of Disaster.
    • Range: Creature within sight
    • Usage: You can activate and apply up to one Mark of Disaster for each point of Intelligence modifier you have over a score of +3.

 

 

Fury’s Born

Fury's Born

Power Armor (Attunement Advancement)

Eminence Range
10-32
Type/Slot:
Power Armor
Advancement:
5
Description:
+1 Elemental Gold Thundermail
Sentience/Will:
Yes/Strong

Bond: None

  • 1st Stage: Legacy

    Enhancement Matrix

    • Passive
    • Effect: Gain a +2 bonus to Strength, Dexterity, and Constitution, and a +1 Bonus to Intelligence, Wisdom, and Charisma.
    • Range: Self
    • Usage: Always active when worn.

 

 

Kingsknown

Kingsknown

Crown (Attunement Advancement)

Eminence Range
5-36
Type/Slot:
Wonderou Item/Crown
Advancement:
6
Description:
Crown of Kings
Sentience/Will:
Yes/Strong

Bond: None

  • 1st Stage: Honor

    Grace of Kings

    • In place of a normal skill check/save
    • Effect: By invoking the Grace of Kings, you have the ability to trade a portion of your own or Kingsknown’s effective eminence score in exchange for automatic success on a skill check or saving throw. This exchange lasts for a duration of 1 week, during which you are guaranteed to succeed in the designated task. However, it’s important to note that this ability does not enable you to accomplish impossible feats or overcome insurmountable challenges.
    • Range: Self
    • Usage: No limit

 

 

Bestial Soul

Bestial Soul

Armor (Attunement Advancement)

Eminence Range
1-30
Type/Slot:
Heavy Armor
Advancement:
4
Description:
+3 Double Plate
Sentience/Will:
Yes/Minor

Bond: None

  • 1st Stage: The Hunt

    Living Ferocity

    • Passive
    • Effect: You deal 100% more damage with physical attacks, allowing you to unleash devastating blows upon your foes. However, this heightened ferocity comes at a cost. You also receive 50% more damage from all types of attacks.
    • Range: Self
    • Usage: Always active when worn.

 

 

Vjernost

Vjernost

Rod (Contract Advancement)

Eminence Range
3-30
Type/Slot:
Rod
Advancement:
4
Description:
Frozen rod of Absorption
Sentience/Will:
Yes/Minor

Bond: None

  • 1st Stage: Aegir

    Core of Ice

    • Passive
    • Effect: Works as a Rod of Absorption, except for as follows.
      • Store up to 1,000 spell levels, at which point once all spell levels are expended it must recharge via being submerged in sub zero tempertures for 1 week.
      • Evocation spells cast via Vjernost have the cold desciptor and deal an extra 1d6 points of cold damage per 3 Caster levels.
    • Range: NA
    • Usage: Passive

 

 

Lost souls Vengeance

Lost souls Vengeance

Two-Handed Weapon (Attunement Advancement)

Eminence Range
5-32
Type/Slot:
Weapon
Advancement:
6
Description:
+1 Elemental Gold Scythe
Sentience/Will:
Yes/Great

Bond: None

  • 1st Stage: Sense

    Domain of Freedom

    • Swift Action
    • Effect: By invoking the Domain of Freedom, you establish your personal zone of influence, creating a radius around you that grants you various benefits. While within this zone, you become impervious to a range of adverse effects, including being bull-rushed, tripped, flanked, disarmed, pinned, entangled, blinded, stunned, feared, or caught flat-footed. Additionally, the terrain within your zone is always considered normal for you, negating any disadvantageous terrain effects. Your attacks also benefit from an extended reach, allowing you to strike enemies anywhere within your zone. Furthermore, all enemies within the zone suffer a -1 penalty to their attack and damage rolls, while the designated foe receives a penalty equal to half your base attack bonus.
    • Range: 5ft per Base attack Bonus
    • Usage: Concentration check DC 10 + Enemy HD/CR whichever is lower.

    Bisect Judgement

    • Free Action/Once per turn.
    • Effect: For any one roll within your weapons reach you may cut the probability of that roll in half, dividing all dice used in half. D20’s become d10’s, d6’s become d3’s, d4’s become d2’s, etc.
    • Range: Target within reach
    • Usage: Once a day per Base attack Bonus

    Reduce Reason

    • Full Round Action
    • Effect: Double the radius of Domain of Freedom, your designated foe is under the constant effects of Bisect Judgement, though you’re now restricted from using Bisect Judgement normally. Double your movement speed when moving towards the designated enemy, as well as gain an extra attack at your full bonus.
    • Range: Target within reach
    • Usage: Once a day per 2HD & must make a DC 20 + Enemy CR/HD Concentartion check.

 

 

  • 2nd Stage: Feel

    Spirit Step

    • Full Round Action
    • Effect: You and up to 1 willing creature per HD move next to any creature you’ve dealt damage to with Lost Soul’s Vengeance. You may siphon actions from the creatures you travel with, they must be willing, for their next round they lose access to any sacrificed actions, on this turn you take the total sum of actions siphoned.
    • Range: limitless
    • Usage: Once a day per Base Attack Bonus

    Dirge Offering

    • 1 Minute per effect.
    • Effect: Raise recently slain creatures, their souls burning away to fuel their animation, each round you concentrate on this effect you take 1 damage per creature animated. You may raise up to 1d6 creatures with up to your (HD + Wisdom or Charisma Modifier) x 10 Hitdice, they remain animated and can act as they would if they were alive, but they only remain stable for 1 minute per HD they had minus 1 Minute per minute they were slain. You may repeat this process.
    • Range: 100ft per HD
    • Usage: Once a week per HD. DC 10 + 1/4 Highest HD creature Concentration check.
  • 3rd Stage: Understand

    Reaping Judgement

    • Standard Action
    • Effect: If the target is hit by a Touch attack their odds are now controlled by you. For each d20 that creature would roll, roll your own 2d20, you may choose any result for that creatures rolls. If attacking the designated foe in your domain you also deal half damage to their maximum hit point total rather then their current health total, should they die from this you gain 1/100th the total xp of the creature.
    • Range: Melee
    • Usage: Once a day per Base Attack Bonus

    Solve Domain

    • Immediate Action
    • Effect: Learn the intent of all creatures within your Domain of Freedom. Each creature hostile to you or an ally will be effected by your choice of either Reaping Judgement or Bisect Judgement for 1 round. Each creature effected by either Judgement grants you +5ft movement speed and +5ft range on your Domain. The designated foe‘ must make a DC 20 + HD + Wisdom/Charisma modifier Will save, or you may take their next turn of actions, can not be used to Coup De Grace themself….yet.
    • Range: Domain of Freedom
    • Usage: Once a week per HD

 

 

  • 4th Stage: Contemplate

    Lamentation of the Spirit

    • Part of an attack/Free Action once per turn.
    • Effect: Burn one of the recently passed souls, choose a creature that has died within the last 1 x Wisdom/Charisma Modifier minutes, that soul is burned away and the excess energy is sent at the target. The attack attacks the soul directly, dealing only half damage to the body, but triple damage to the targets experience points. It can be used as either as part of an attack, or as a thought, should it be the latter, you must make a Ranged touch attack. Damage equals 1d6 per 4HD of the creature’s soul.
    • Range: Reach/10ft x Hit Dice. Soul must be within sight.
    • Usage: DC 10 + 1/2 Sacrificed soul’s HD.

    Latent Realization

    • Passive/Swift Action
    • Effect: Whenever a soul passes on within your area of effect, you may siphon a bit of their potential from them before they move on. You gain a unit of power known as Soul count for each Soul you siphon from, should your eminence be more then 20x the siphoned soul instead you gain 1 temporary hitpoint that stacks for the purpose of this ability. You use a swift action and use a number of Soul count to achieve a variety of effects, you may use any of these effects multiple times in any number of combinations. * = (up to per Eminence Score)
      • 1: Heal 4* hp or deal 1d4* damage to creature within reach.
      • 5: Give +2* Deflection bonus to AC to creature within reach.
      • 10: Give +1* Sacred bonus to a statistic to creature within reach.
      • 20: Restore 1* Level of spell slot or 4* Power points to creature within reach.
      • 50: Give 1* Swift Action to creature within reach.
      • 100: Give 1* Move Action to creature within reach.
      • 200: Give 1* Standard Action to creature within reach.
      • 500: Give 1* Full Round Action to creature within reach.
      • 1,000: Reverse the effects of 1* round on creature within reach.
      • 5,000: For 1* Minute give a creature within reach access to 1* Spell/Power/Feat they qualify for/could use.
      • 50,000: Create 1* perfect clone of yourself.
      • 1,000,000: Create 1* Demiplane with the properties of Domain of Freedom/Inner Domain.
    • Range: Reach x Eminence Score/Reach
    • Usage: DC 20 + Number of souls Concentration check

 

 

  • 5th Stage: Freedom

    Inner Domain: Release

    • Full Round Action
    • Effect:
    • Range:
    • Usage:

    Control

    • Varies
    • Effect:
    • Range:
    • Usage:
  • 6th Stage: Essence

    Soul Molding

    • Time
    • Effect:
    • Range:
    • Usage:

    Spirit Fission

    • Time
    • Effect:
    • Range:
    • Usage:

    Inner Domain: Offering

    • Time
    • Effect:
    • Range:
    • Usage:

 

 

The World Bell

The World Bell

Wonderous Item (Bell) (Attunement Advancement)

Eminence Range
10-38
Type/Slot:
Wonderous Item/Giant Bell
Advancement:
5
Description:
Sentience/Will:
No/Powerful

Bond: None

  • 1st Stage: Soothe

    Great Calm

    • Full Round Action
    • Effect: Effects within the area are stabilized and normalized, instead of rolling for effects, skills, saves, etc take the average for each dice.
    • Range: 300ft + 100ft per HD Radius
    • Usage: Once per day per HD, lasts till dispelled or used again.

 

 

Dragonfang

Dragonfang

Blade (Contract Advancement)

Eminence Range
6-40
Type/Slot:
Weapon
Advancement:
7
Description:
+3 Blacksteel Katana
Sentience/Will:
Yes/Great

Bond: Au’Syd Volta

  • 1st Stage: Tail

    Toxic Sweep

    • Standard Action
    • Effect: Unleash the deadly power of Toxic Sweep by extending your blade like a whip, attacking everything within a cone-shaped area on a flat plane. Make a single attack roll against the Armor Class of all characters within the area. Each creature that is successfully hit takes normal damage from the attack. Additionally, every creature struck by the Toxic Sweep must make a Fortitude saving throw, with a DC equal to 10 plus half of your Hit Dice plus your Constitution modifier. Failing the save results in the creature succumbing to the potent Dragon’s Venom.
    • Range: 5ft Cone per Charisma Modifier
    • Usage: Once a day per Charisma Modifier

 

 

Crystalsiege

Crystalsiege

Armor (Contract Advancement)

Eminence Range
8-38
Type/Slot:
Armor
Advancement:
3
Description:
+2 Crystal(Elemental Gold) Fullplate
Sentience/Will:
Yes/Strong

Bond: None

  • 1st Stage: Clearing

    Resonating Carapace

    • Immediate Action
    • Effect: Go into a resonating state. When you are struck by an attack, whether it be from an object or creature, a resonating effect is triggered. This effect inflicts damage in the form of sonic energy. The attacker takes 1d6 points of sonic damage per point of your Constitution modifier.
    • Range: Self
    • Usage: Up to 1 Minute per day per HD.

 

 

Deamontear

Deamontear

Blade (Contract Advancement)

Eminence Range
12-38
Type/Slot:
Weapon
Advancement:
5
Description:
+1 Soulsteel Shortsword
Sentience/Will:
Yes/Strong

Bond: None

  • 1st Stage: Weap

    Insidious Challenge

    • Swift action
    • Effect: When you successfully damage a creature with this blade, you have the ability to inflict an insidious curse upon them. As a result of this curse, a powerful demon is summoned to hunt down the target. Every 8 hours, a demon with a Challenge Rating (CR) of 2 appears within a mile of the target’s location. The summoned demon remains until it successfully kills the target. If the demon is slain, the curse resets, and after another 8 hours, a demon with a CR of 3 appears. This process continues, with increasingly powerful demons being summoned, until a Balor, a fearsome demonic entity, is conjured. The curse is finally broken when the Balor is defeated by the target or others.
    • Range: Damaged creature.
    • Usage: Once a day per Charisma Modifier

 

 

Incarnis Mechnoridium

Incarnis

Mechanus Hammer/Weapon/Burst Saber (Attunement Advancement)

Eminence Range
4-36
Type/Slot:
Weapon/Wonderous Item
Advancement:
6
Description:
Morphable Mechanus Hammer
Sentience/Will:
Yes/Minor

Bond: None

  • 1st Stage: Discover

Transmogrify

  • 1 Minuter per 1,000gp of worth
  • Effect: You may morph the body of Incarnis into any agreeable form that’s worth up to 10,000gp per HD you have.
  • Range: Self
  • Usage: Once per day.
  • 2nd Stage: Create
  • 3rd Stage: Invent
  • 4th Stage: Construct
  • 5th Stage: Design
  • 6th Stage: Learn

 

 

True Radiance

Radiance

Sword (Contract Advancement)

Eminence Range
8-32
Type/Slot:
Weapon
Advancement:
4
Description:
+1 Elemental Gold Bastard Sword
Sentience/Will:
Yes/Minor

Bond: Tellarond

  • 1st Stage: Shine

    Glimmering Blade

    • Free Action
    • Effect: Increase the effective size and reach of Radiance equal of up to 1 Size Category per 2 HD. All extra damage done due to size is light based Force Damage.
    • Range: Self
    • Usage: up to 1 minute per day per HD.

 

 

Wyngrace

Wyngrace

Instrument (Contract Advancement)

Eminence Range
10-38
Type/Slot:
Wonderous item/Instrument
Advancement:
5
Description:
Sentience/Will:
Yes/Strong

Bond: None

  • 1st Stage: Calm

    Tune of Air

    • Standard Action
    • Effect: The waves, gusts and even stagnent air swirl to guard you and your allies, you and allies that can hear this effect gain +1 deflection bonus to AC per Charisma modifier to ranged attacks, you ignore the effects of high winds, and you are under the effects of featherfall at all times. Bard’s may use this effect with any of their Bardic Music abilities and it will not use a charge of Tune of Air.
    • Range: You and Allies that can hear you.
    • Usage: 1 day per HD + 1 day per Charisma Modifier, lasts for 1 minute per HD.

 

 

Duneweaver

Duneweaver

Small Blade (Attunement Advancement)

Eminence Range
4-40
Type/Slot:
Weapon
Advancement:
3
Description:
+2 Soulsteel Dagger
Sentience/Will:
Yes/Overwhelming

Bond: None

  • 1st Stage: Dust

    Dust Control

    • Standard Action
    • Effect: Treat sand within your area of influence as Shapesand, your wisdom score is also effectively tripled when it comes to determining how much Shapesand you can influence, and you do not need to make any checks to initiate control, the Shapesand can also keep its form up to your range.
    • Range: 300ft + 100ft per HD.
    • Usage: No limit

 

 

Malicous Glory

Malicous Glory

Axe (Contract Advancement)

Eminence Range
6-35
Type/Slot:
Weapon
Advancement:
4
Description:
+3 Blacksteel Battleaxe
Sentience/Will:
Yes/Strong

Bond: None

  • 1st Stage: Honor

    Weight of the Nexus

    • Passive
    • Effect: Treat this weapon as 2 size categories larger then normal when determining damage. Creatures hit by this weapon must make a DC 10 + 1/2 HD + Strength Modifier Reflex save or be flung 10ft away from the attacker per Strength modifier, should the defender hit a wall/solid obect, they take 1d6 points of falling damage per 10ft traveled after the first 10.
    • Range: Self
    • Usage: Passive

 

 

Plate of the Makers

Plate of the Makers

Armor (Attunement Advancement)

Eminence Range
10-40
Type/Slot:
Armor
Advancement:
5
Description:
+1 Soulsteel Fullplate
Sentience/Will:
Yes/Minor

Bond: None

  • 1st Stage: Clock

    Impact Redistribution

    • Passive
    • Effect: Whenever you suffer damage, 25% of that damage is automatically negated, reducing the overall impact on your well-being. Furthermore, you have the ability to redirect the negated damage towards other targets within a specific range. This redirection requires you to split the negated damage among potential targets. Each target within range must then make a Fortitude saving throw against a DC of 10 plus half of your Hit Dice plus your Constitution modifier. Those who fail the save will take the redirected damage that was originally meant for you.
    • Range: Self/10ft per HD
    • Usage: Passive

 

 

Divine

Divine artifacts are a higher classification of artifacts that have attained an unparalleled level of power, influence, and significance. These objects have transcended the mortal realm, and their very existence rivals that of the gods themselves. Divine artifacts are often created or imbued with the power of the gods, granting them immense power and authority over the world. These artifacts can take many forms, from weapons to artifacts of art, and their abilities can range from the manipulation of reality to the control of cosmic forces. Some divine artifacts are said to be capable of reshaping entire worlds, while others may have more focused abilities, such as granting their wielder immortality or the power of divine healing. The discovery of a divine artifact is a momentous event, and its acquisition can grant its wielder god-like powers and the ability to shape the world in their image. However, the use of a divine artifact is often accompanied by great risks, as its immense power can easily corrupt and consume those who wield it, leading to catastrophic consequences.

 

 

Morsk Blade

Morsk Blade

Blade (Attunement Advancement)

1 of 3 blades made to awaken Gravelord Morsk, crafted from the being’s very own ribs

Eminence Range
8-48
Type/Slot:
Weapon One or Two Handed.
Advancement:
4
Description:
+3 Soulsteel Long Sword.
Sentience/Will:
None/Overwhelming.

Bond: None, None, Taken

  • 1st Stage: Morning (Meet with an aspect of Morsk to awaken the blade)

    Touch of Truedeath

    • Passive
    • Effect: Ignore any immunities, Damage Reduction, resistences, or Death immunity when making attacks or using abilities of the Morsk Blade.
    • Range: Self
    • Usage: Passive

    Aura of Inertness

    • Passive/Swift Action
    • Effect: Choose a set of targets within range, effects on them are now frozen and their hit point total can not change. They can still accumulate damage, ability drain, level drain, etc, but it does not apply until they leave the Aura or the aura ends. Poisons, spell duration, buffs, etc do not progress their effects for the duration they are within the aura, once they leave the aura the duration’s start again.
      • Ex. Spell such as Bulls Strength will give a +4 to Strength and if cast at 5th level would normally last 5 minutes, but if within the Aura they will keep said Buff for as long as the Aura is active.
      • Ex. Spell such as Call lightning will have it’s intial bolt, but then all subsequent bolts will only arrive once the target leaves the Aura
      • Ex. Consuming a poison requires an immediate save, the effects delayed till exiting the Aura
      • Ex. a Character takes 300 physical damage of attacks and has 50 Max hp, their hp will remain at 50, until they leave the Aura, which they will then suffer the full effects and be at -250.
    • Range: up to 5ft radius per HD.
    • Usage: Up to 1 minuter per day per HD.

    Slice of Dawn

    • Standard Action
    • Effect: Choose a number of targets equal to (1/4 HD) x Highest Mental modifier, give them a number of Negative levels equal to your highest Physical modifier, creatures may make a DC 20 + Highest Mental modifier + Highest Physical Modifier to negate the effects. For each negative level applied grant a variety of boons
      • For every 1 Negative level gain 10 temp hp.
      • For every 2 Negative levels increase a Undead’s HD by 1.
      • For every 4 Negative levels create 1 HD of undead
      • For every 5 Negative levels grant a +2 profane bonus to a stat for 24 hours cumlative
      • For every 20 Negative levels store a chrage of power that can ressurect a creature, this charge lasts for 1 week.
    • Range: Reach x Highest Mental Modifier x Highest Physical Modifier
    • Usage: Up to once a day per HD.

 

 

- 2nd Stage: Midnight
- 3rd Stage: Sunrise
- 4th Stage: Evernight

 

 

The Cull Blade

Cull Blade

Two-handed blade (Contract Advancement)

Eminence Range
6-44 (20)
Type/Slot:
Two Handed Blade/Katana/Bastard Sword
Advancement:
5
Description:
+2(+3) Blacksteel Blade
Sentience/Will:
Yes/Great
  • 1st Stage: Bond

    Blade Tempest

    • Standard Action
    • Effect: Unleash a barrage of blades upon all targets within range by hurling your weapon’s attack. Make an single attack roll for each target, and enemies within the cone of effect must make a Reflex save against a DC equal to your attack roll. If they succeed, they take half damage. Roll a 1d4 and multiply your damage roll by that amount.
    • Range: Extends up to 5 feet per HD in a cone shape.
    • Usage: Costs 5 hit points per Stage.

    Absorb Aptitude

    • On Hit/Free Action
    • Effect: When successfully landing an attack, you have the ability to siphon half of the damage dealt. Instead of inflicting that damage, you absorb 1 random feat or steal 1d4+1 points of ability score from the target. In the case of ability score drain, the drained points are considered ability damage.
    • Range: On successful hit.
    • Usage: Once per day for each point of Constitution Modifier. The effects last for a duration of 1 minute per HD.

    Vull Style Swordsmanship: 1st Step “Soulrend”

    • Standard Action
    • Effect: As part of your attack action, you unleash the first technique of the Vull School of Swordsmanship, aiming to sever the very life force of your opponent. The target must make a Will save against a DC of 10 + Stage + 1/2 HD, and a Fortitude save against a DC of 10 + Stage + Constitution Modifier. The fortitude save determines the resistance against losing 1 HD per 25 damage inflicted by the attack. Additionally, the target becomes Dazed for 1 round and Shaken for 1 minute, resisting these effects with the will save.
    • Range: Targeted defender
    • Usage: Costs 10 hit points to activate. You may spend an additional 10 hit points to increase the total damage dice by 50%. Doubling the total hit points spent will increase the damage by another 50%. For each 100% increase in hit point expenditure, the physical damage bonuses are doubled.

 

 

  • 2nd Stage: Oath

    Deep Scourge

    • Swift Action
    • Effect: Unleash a devastating effect upon creatures that have been affected or damaged by your blade within the past 24 hours. To activate this ability, you must sacrifice 25 hit points. Each affected creature must make a Fortitude saving throw with a DC equal to 10 plus your Hit Dice plus your Constitution modifier. Those who succeed take half damage and ignore the additional effects. However, those who fail suffer 1d6 damage and incur a -1 penalty to all rolls. For every additional 25 hit points sacrificed, the damage inflicted by Deep Scourge increases by an additional 1d6, and the penalty imposed on affected creatures is further reduced by -1. The penalty persists for 24 hours or until healed.
    • Range: Creatures damaged or effected by the Cull blade.
    • Usage: Varying HP loss

    Ritual of Rapture

    • 1 Minute
    • Effect: To initiate the ritual, you must designate a main enemy and strike them with your weapon. Upon striking the target, the area surrounding them is transformed into difficult terrain as coagulated blood tendrils fill the space, impeding movement for all creatures. During the ritual, both you and the target are healed to full health and become immune to physical damage. Additionally, you both take only half damage from magical sources for the duration of the ritual. The lifeforce of the target is gradually siphoned throughout the ritual if they remain within the initial radius. The ritual’s speed is determined by the number of successful hits you land on the target, accelerating the process by 1 round per hit. Conversely, for every hit you receive from the target, the ritual is extended by 1 round. If the ritual successfully completes, the target’s lifeforce is completely drained, and you gain hit points equal to their Hit Dice. Creatures within the radius of the ritual who are not participating in the ritual experience the wrath of the surrounding blood tendrils. They take 2d6 slashing damage and 1d4 Constitution damage per square they move through. A successful Reflex save with a DC of 10 + HD + Constitution modifier allows them to take half damage. Should the ritual be prematurely interrupted or ended, you must permanently sacrifice the hit points lost due to the ritual’s effects.
    • Range: 10ft Radius + 5ft Radius per Constitution modifier.
    • Usage: 10hp per round. & once a week per Constitution modifier.

    Vull Style Swordsmanship: 2nd Step “Fluttering Devotion”

    • Full Round Action
    • Effect: As part of your attack action, you unleash the second technique of the Vull School of Swordsmanship known as “Fluttering Devotion.” In this technique, you designate squares within your range of effect, up to a number equal to your Constitution score + Hit Dice. Creatures within the designated squares must make a Reflex save with a DC equal to your attack roll. If they succeed, they only take half damage and ignore the other effects. Those caught in the full effect suffer normal weapon damage and also lose 1 Hit Dice per every 5 Hit Dice you possess. Additionally, you gain a number of temporary hit points equal to 5 times the number of Hit Dice severed from your opponents.
    • Range: The range of this technique extends within your reach, with an additional 5 feet per Hit Die you possess.
    • Usage: Activating “Fluttering Devotion” requires a cost of 10 hit points. You may choose to spend an additional 10 hit points to increase the total damage dice by 50%. Doubling the total hit points spent will further increase the damage by another 50%. For each 100% increase in hit point expenditure, the physical damage bonuses are doubled.

 

 

  • 3rd Stage: Absolution

    Fluid Departure

    • Free Action
    • Effect: Increase your speed this round by 10ft per 5hp you sacrifice.
    • Range: Self
    • Usage: 5hp per 10ft.

    Denizen of Vull

    • Passive
    • Effect: Your body becomes more attuned with the lifeblood of all. Gain Regenration 1 per Consitution modifier, overcome by Shadow magic and Necrotic damage, as well as any magic related damage from a creature with higher Eminence. You only take half damage from slashing and piercing effects, as well as you’re immune to critical hits.
    • Range: Self
    • Usage: Passive

    Vull Style Swordsmanship: 3rd Step “Dance of Passion”

    • Full Round Action
    • Effect: Designate a Target, sacrifice 50hp, you may take an extra Full Round Action per Constitution modifier above +4 as long as it’s moving towards or attacking the designated target, you may sacrifice another 50hp in order to take another Full Round Action, you may repeated this process. You may also sacrifice a total of 5 Full Round actions to instantly kill the target should they be within your reach and have a lower Eminence score then you, you may sacrifice an additional Full Round action to have their Eminence score be equal, and an additional Full Round Action per increased Eminence score, you may repeat this process.
    • Range: Self
    • Usage: Activate 50hp+50hp per extra Full Round Action.
  • 4th Stage: Execution

    Execute Soul

    • Part of an attack
    • Effect: Target/s must make a Will save equal to 1/2 Damage if it’s a single target attack, or 1/4th if it’s Area of Effect attack, on a success they take double damage, on a failure their souls are rended, killing them instantly and you gain 1 permanent hp per 2 HD they possessed.
    • Range: Part of an attack
    • Usage: Roll your Total Hit Dice, use that much HP per activation, and permanently sacrifice half if no souls are executed.

    Butcher of Vull

    • Passive
    • Effect: Your body now holds the presence of Vull. Your regeneration & fast healing is doubled, you only take half damage from bludgeoning effects. Any blood spilt in your presence can be absorbed via a DC 15 Concentration check, absorbing blood heals you up to half the total damage of the attack if any that caused the blood to be split or 1d12 per Liter. Whenever you kill a mortal creature you may absorb their life essence, if they have less Eminence then you, gain a number of Temporary hit points equal to 5x their Hit Dice, if they have equal or greater Eminence gain 1 permanent hp per 2 HD they possessed. You may also use your blood to create any Mundane item equal to 1gp per hp spent, they exist for up to 1 Minute per HD.
    • Range: Self
    • Usage: Passive

    Vull Style Swordsmanship: 4th Step “Echoing Waterfall”

    • Full Round Action
    • Effect: Spend 100hp, then make a Full round of attacks, each creature within range is hit by the first attack, they may make a Reflex Save equal to the Attack Roll/s, to avoid the subsequent strikes. For each hit each creature loses 1 Hit Dice per 5 Hit dice you possess. Then they must make a Fortitude save equal to 1/2 damage for each strike, on a success they take no extra effect, otherwise they lose max hp equal to your Hit Dice. You may spend an additional 100hp for the Barrage of attacks to repeat in the same area the following round, you may pay more increments of 100hp for more rounds. Any creatures that perish/die to this effect give you +1 permanent hit point.
    • Range: Reach x Con Modifier
    • Usage: 100hp per Effect

 

 

  • 5th Stage: Epicure

    Ritual of Soul Rupture

    • 1 Minute
    • Effect: Works as Ritual of Rapture, except as noted. Triple the Damage of the area of effect. Creatures that arent the target that perish/die within the area of effect give you +1 Permanent hit points. Should the target perish you gain 1d4 random feats from them or increase one of yours stats by +2 dependent on the highest stat of the target.
    • Range: 60ft Radius + 20ft Radius per Constitution modifier.
    • Usage: 50hp per round. & once a week per Constitution modifier.

    Scourge of Vull

    • Passive
    • Effect: You are immune to physical damage, you take half damage from magical effects, you take half damage from other types of effects unless they come from an entity of higher Eminence. You deal 100% more damage when attacking creatures with discernable anatomies. You heal for a total of 5% of the physical or Cull Blade based damage you do. If you are killed you may reduce your maximum hit points by 10% to revive in a number of rounds equal 40 - Hit Dice - Constitution Modifier.
    • Range: Self
    • Usage: 1hp per HD per Day.

    Vull Style Swordsmanship: 5th Step “Finale Morto”

    • Full Round Action
    • Effect: Designate a Target, make an attack roll, should the subjects Eminence Score be lower then (1/2 the Attack Result + 1/2 Your Eminence Score) they die, all creatures within a cone between you and the target must make a Fortitude save or die, DC=Attack Result + 1/4 Eminence Score. You may increase your effective Eminence score for this effect by paying 50hp, you may repeat this process. All Creatures that die from this effect give you 1 permanent hit point, killing the target doubles the total reward.
    • Range: (Reach x 1/2 Eminence Score)x Constitution Modifier
    • Usage: 50hp per +2 Effective Eminence.

    Vull Style Swordsmanship: Secret Step “Return Memento”

    • Immediate Action
    • Effect: Designate target/s, claim the soul of whoever you’ve damaged with the Cull Blade. They may make a DC 10 + Eminence Score + Con Modifier, Fortitude save to resist the effect.
    • Range: Targets
    • Usage: 1 Con Damage

 

 

Remembrance

Remembrance

Polearm (Attunement Advancement)

Eminence Range
4-50
Type/Slot:
Weapon
Advancement:
5
Description:
+3 Blacksteel Glaive
Sentience/Will:
None/Strong

Bond: None

  • 1st Stage: Lexicon

    Conquest of Foresight

    • Swift Action
    • Effect: Assume a powerful stance that grants you exceptional foresight in combat. Whenever someone within double your reach per every 5 Hit Dice you possess takes an aggressive action against you, you can choose to store a swift action to use at a later time. If you store another swift action, you can instead store a Move action. Storing two Move actions allows you to store a Standard action, and storing two Standard actions allows you to store a Full round action. However, you can only store up to two Full round actions at a time within “Remembrance.”
    • Range: Double your reach per 5HD you possess
    • Usage: Up to 10 minutes per Day

 

 

Nature’s Requiem

Nature's Requiem

Medium Armor (Contract Advancement)

Eminence Range
8-50
Type/Slot:
Armor
Advancement:
5
Description:
+3 Travelers plate
Sentience/Will:
Yes/Minor

Bond: None

  • 1st Stage: Wild

    Explosive Vegetation

    • Free Action
    • Effect: Imbue normal vegetation to become a landmine of foliage on a place you have stepped, whenever a creature either steps on this mine or comes within 5ft of this mine, a eruption of thorny vines attempts to tangle them and anyone else within 10ft of the mine, anyone caught in the area must make a DC 10 + HD + Wisdom modifier reflex save to avoid getting entangled, and they take 1d6 piercing damage per HD, each round they remain entangled they take the damage again.
    • Range: 10ft Radius
    • Usage: Once a day per Wisdom modifier and Once a day per Constitution modifier

 

 

Nexus Crusade

Nexus Crusade

Polearm (Attunement Advancement)

Eminence Range
12-50
Type/Slot:
Weapon
Advancement:
4
Description:
+1 Soulsteel Halberd
Sentience/Will:
Yes/Great

Bond: Taken

  • 1st Stage: Sequence

    Embody Oblivion

    • 1 Minute
    • Effect: Your next strike cleaves through creation and destruction, each creature caught in the blast must make a Fortitude save, the DC being the damage of a normal attack, upon failing this DC they are sent to either their afterlifes heaven or hell, dependent on a D2 roll, they also take 4x the normal damage and this damage can not be healed by traditional means, though a limited wish or better can remedy this.
    • Range: 20ft Cone per HD on a 2D plane.
    • Usage: Once per Week per 5HD

 

 

Lawbreaker

Lawbreaker

Sword (Contract Advancement)

Eminence Range
8-48
Type/Slot:
Weapon
Advancement:
4
Description:
+1 Soulsteel Longsword
Sentience/Will:
Yes/Powerful

Bond: None

  • 1st Stage: Discover

    Nullify

    • Immediate Action
    • Effect: When faced with an effect, attack, or action directed at you or anyone else within your line of sight, you can invoke this ability to completely ignore it. The targeted effect is nullified and its impact is rendered ineffective.
    • Range: Line of sight
    • Usage: Once per day for every 4 HD.
  • 2nd Stage: Break

 

 

Ixiad

Ixiad

Cube (Contract Advancement)

Eminence Range
15-50
Type/Slot:
Wonderous item
Advancement:
6
Description:
Sentience/Will:
Yes/Overwhelming

Bond: None

  • 1st Stage: Burn

    Brilliant Damnation

    • Varies
    • Effect: You may spend a full round action to absorb the light in the area, all light within your range is absorbed, leaving nothing but darkness, the following round you release this energy at 50% increased range dealing 1d6 Divine damage per 5ft radius of the effect to all other creatures in the area. Instead of releasing the energy you may use a Concentration check DC 10+(Radius/5) and a Full round action to increase the range of effect by 5ft per Charisma or Wisdom modifier, you may repeat this process. This effect destroys undead with less HD then 1/2 the total damage.
    • Range: 10ft+5ft per Charisma or Wisdom modifier + (5ft per Modifier) per round.
    • Usage: Once a day per HD

 

 

Malevolent Glory

Malevolent Glory

One Handed Bludgeoning Weapon (Contract Advancement)

Eminence Range
12-48
Type/Slot:
Weapon
Advancement:
5
Description:
+3 Blacksteel Heavy Mace
Sentience/Will:
Yes/Powerful

Bond: None

  • 1st Stage: Seal

    Devour Potential

    • As part of an attack/Free Action
    • Effect: When striking an enemy of equal or greater HD, you may siphon part of their attack bonus to improve your next attack. You may reduce their Base attack bonus for 1 round, and increase your effective Base attack bonus by an equal amount up to ½ your Hit Dice.
    • Range: Melee
    • Usage: Once a day per Base attack bonus + ½ HD

 

 

Dawnsplitter

Dawnbreaker

Greataxe (Attunement Advancement

Eminence Range
8-50
Type/Slot:
Weapon
Advancement:
6
Description:
+2 Elemental Gold Greataxe
Sentience/Will:
Yes/Overwhelming

Bond: Lucertola Argento

  • 1st Stage: Oath

    Splitting Dawn

    • Full Round Action
    • Effect: In a straight line, slash a wall of pure energy into your enemies, dealing weapon damage + 1d6 + HD + Any natural energy damage such as a breath weapon or supernatural effect. You may extend the rounds preparing for this attack to increase the effective range by 10ft increments, upon reaching 50ft the line is now 15ft or 3 squares wide, at 100ft increments it turns to 30ft wide, and so on and so forth. Creatures in the area of effect may make a Reflex save DC 10 + HD + Strength Modifier
    • Range: 10ft line per Strength modifier
    • Usage: Once a day per HD

 

 

Pyrethorn

Pyrethorn

Greathammer (Attunement Advancement)

Eminence Range
8-50
Type/Slot:
Weapon
Advancement:
6
Description:
+2 Elemental Gold Greathammer
Sentience/Will:
Yes/Overwhelming

Bond: Xamas Zoh’Grace Cross

  • 1st Stage: Oath

    Emblaze Pyre

    • Full Round Action
    • Effect: In an area around you, engulf the area in an everburning flame, this flame does not harm you, but does deal 1d6 Fire damage per HD and 1d6 Radiant damage per Constitution modifier. Creatures entering this area may make Reflex save with a DC of 10 + HD + Constitution modifier to avoid entering the zone and only take half damage.
    • Range: 5ft Radius per Constitution modifier
    • Usage: Once a day per HD

 

 

Skytalon

Skytalon

Spear (Attunement Advancement)

Eminence Range
8-50
Type/Slot:
Weapon
Advancement:
6
Description:
+2 Elemental Gold Longspear
Sentience/Will:
Yes/Overwhelming

Bond: Vykelt Adysian Regnus Fulgran

  • 1st Stage: Oath

    Rend Sky

    • Full Round Action
    • Effect: Must aim upwards, target hit with this attack roll must make a Fortitude save DC 20 + Dexterity modifier + Strength Modifier, upon success only take twice normal damage and be sent 10ft per Strength modifier feet upward, on a failure, send the target into the sky 1 mile per Strength modifier, on the next round, the spear will return dealing uncapped falling damage to the target.
    • Range: Within 30ft per Dexterity Modifier
    • Usage: Once a day per HD

 

 

Deldordo Hellkrum

Deldordo

Two-Handed Mechanus Weapon (Contract Advancement)

Eminence Range
6-44
Type/Slot:
Mechanus Weapon
Advancement:
5
Description:
+3 Blacksteel Dwarven Bolter
Sentience/Will:
Yes/Great

Bond: None

  • 1st Stage: Cinders

    Hunters Matrix

    • Full Round Action
    • Effect: Designate a target and an area of 30ft radius per HD, all attacks made against that target you may make an additional attack roll and take the higher of the 2 rolls. All Attacks made within the area ignore miss chance, cover, and range penalties. You may take an additional round ot aim to target a vital area, taking this initial round instead of giving you the normal aim bonus first eliminates the penalty for using a called shot.
    • Range: Sight.
    • Usage: 1 minute per HD + 1 minute per Intelligence modifier

 

 

Entain the Embereye

Razor's Storm

Amulet (Attunement Advancement)

Eminence Range
15-45
Type/Slot:
Amulet
Advancement:
6
Description:
Burning Orb cradled in a Elemental Gold Chain
Sentience/Will:
None/Strong

Bond: None

  • 1st Stage:

    Mold Blaze

    • Immediate Action
    • Effect: For every 1d6 fire damage an effect deals, you may conjure a Fire Elemental with 1 Hit Dice, it remains conjured and under your control for a number of minutes equal to your intelligence score. Example: Fireball deals 8d6 fire damage, you may conjure a 8HD Fire elemental.
    • Range: 30ft + 10ft per Intelligence modifier
    • Usage: Spellcraft DC 15 + # of Creature Hit Dice.

 

 

Fury of the Final Storm

Furystorm

Trident (Attunement Advancement)

Eminence Range
12-46
Type/Slot:
Weapon
Advancement:
4
Description:
+1 Soulsteel Trident
Sentience/Will:
No/Powerful

Bond: None

  • 1st Stage: Rainfall

    Blissful Raindrops

    • Immediate Action
    • Effect: Switch places with any raindrop or transport to any body of water within sight. Creatures within 10ft radius per HD of where you appear from must make a Will save DC 10 + ½ HD + Wisdom modifier, or become dazed for 1 round.
    • Range: Sight
    • Usage: Once a day per Base attack Bonus and Once a day per Constitution modifier

 

 

Rex Uxaxis Insanis

Rex

Crown (Contract Advancement)

Eminence Range
20-50
Type/Slot:
Head
Advancement:
7
Description:
Sentience/Will:
Yes/Overwhelming

Bond: None

  • 1st Stage: Risk

    Enrapture The Senses

    • Immediate Action
    • Effect: Target within sight must make a will save DC 10 + ½ HD + Charisma Modifier, upon failure they are inflicted with Insanity for 10 minutes per HD, every minute you may issue a 3 word command that they will attempt to follow while dealing with insanity.
    • Range: Sight
    • Usage: Once a day per Charisma modifier

    Being Switcher

    • Varies
    • Effect:
    • Range:
    • Usage:
  • 2nd Stage: Bargain

    Remnant

    • Immediate Action
    • Effect:
    • Range:
    • Usage: Once a Day per HD

    Realm of Chaos

    • Full Round action
    • Effect:
    • Range: 60ft+10ft per Charisma Modifier
    • Usage: Concentration check DC 10 + Rex Eminence Score.

 

 

  • 3rd Stage: Deal

    Mind Realm

    • Varies
    • Effect:
    • Range:
    • Usage:

    Requiem Vacuum

    • Varies
    • Effect:
    • Range:
    • Usage:
  • 4th Stage: Strange

    Mind Swap

    • Varies
    • Effect:
    • Range:
    • Usage:

    Realm Activation

    • Varies
    • Effect:
    • Range:
    • Usage:
  • 5th Stage: Madness

    Full Break

    • Varies
    • Effect:
    • Range:
    • Usage:
  • 6th Stage: Insanity

  • 7th Stage: Complexity

 

 

Transcendent

Transcendent artifacts are the highest classification of artifacts, possessing an unparalleled level of power and significance that is so immense that their very existence is tied to the fabric of the world itself. These artifacts are often considered to be the most powerful and ancient objects in existence, and their creation is shrouded in mystery and legend. The abilities and powers of transcendent artifacts are said to be beyond mortal comprehension, with some capable of creating and destroying entire worlds, reshaping the cosmos, or controlling the very essence of reality itself. The discovery of a transcendent artifact is an event of cosmic significance, and their acquisition can grant their wielder near-unlimited power and the ability to control the very fabric of existence. However, the use of a transcendent artifact is often accompanied by great danger, as the immense power they possess can easily corrupt and consume those who seek to wield them, potentially leading to the destruction of entire civilizations. In many cases, transcendent artifacts are actively sought after by those who wish to harness their power for their own purposes, leading to conflicts and battles on a cosmic scale.

 

 

The Geoscope

Geoscope

Large Dial (Attunement Advancement)

Eminence Range
30-70
Type/Slot:
Book/Wonderous Item
Advancement:
3 Ranks
Description:
Sentience/Will:
None/Overwhelming

Bond: None

  • 1st Stage: Unlock

    Arrange Elements

    • 1 Minuter/Standard Action
    • Effect: You may take 1 Minute to set the Geoscope to either, Ice (cold), Fire, Water, Electricity, Air, Earth, Light, or Darkness. Once set you may cast any spell with associated descriptor, of a Level equalling up to your Caster level/3 or your Hit Dice/5 whichver is higher. You cast at your Caster level or at a level equivalent to Geoscope’s Eminence.
    • Range: As the spell
    • Usage: Not limited

 

 

Von Fable

Von Fable

Book (Contract Advancement)

Eminence Range
10-66
Type/Slot:
Book/Wonderous Item
Advancement:
8 Ranks
Description:
Massive tome that exists to tell the tale of the world.
Sentience/Will:
Yes/None

Bond: None

  • 1st Stage: Open

    Immutable Constraint

    • Free Action
    • Effect: You establish a self-imposed rule, consisting of up to 6 words, that becomes an unbreakable setting for yourself. This rule is binding and cannot be violated, even in the face of external intervention, unless overridden by a higher divine authority.
    • Range: Self
    • Usage: Only one rule can be active at a time.

    Obfuscate Destiny

    • Immediate Action
    • Effect: Designate a target, impose a 4 word rule onto the target, this is an unbreakable setting for them. This rule is binding and cannot be violated, even in the face of external intervention, unless overridden by a higher divine authority. Should they be unable to follow said rule for whatever reason they perish within 1 minute.
    • Range: Target within sight
    • Usage: Only one rule can be active at a time.

 

 

  • 2nd Stage: Table of Contents

    Dictate Order

    • Standard Action
    • Effect: You may reorder intiative of all combatants you can see, redo the last 1d4 per 5HD turns(Character turns) or inversly skip the same amount of turns.
    • Range: Sight
    • Usage: 1 use per stage per day.

    Set Story

    • 1 Hour
    • Effect: You may issue a bonus/negative dice or modifier up to +1 per HD to any 1 type of roll, this is applied to all roll’s of that type.
    • Range: Special
    • Usage: 1 instance can be active at a time
  • 3rd Stage: Beginning

    Heroes Greeting

    • Swift
    • Effect: Up to 1 character per 4 Hit dice is designated as an “Hero”, they recieve effects similar to that of the Greater Heroism spell except it’s a “Story” Bonus instead of a Morale bonus, and it’s cast at a Level equal to double your Hit Dice. The Heroes may also roll an additional set of dice for their choice of either Damage Rolls, Attack Rolls, Skill checks, Saving Throws, or Class Abilities, they may choose either of the 2 results. The Heroes also recieve a number of Rerolls per Day equal to 1/2 their HD.
    • Range: Passive/Targets
    • Usage: 1 designated Hero per 4HD

    Antagonistic Plot

    • 1 Minute
    • Effect: Designate 3 rules each containing exactly 7 words. Each Rule effects one of each type, these being the Heroes, the Antagonists, and the Other’s, you choose which rules effects which type. Heroes are the individuals effected by “Heroes Greeting”, you may choose up to 7+1/2 Hit Dice Antagonists, Other are all other’s within your effected area. These rules are binding and cannot be violated, even in the face of external intervention, unless overridden by a higher divine authority.
    • Range: Encounter/1 Mile radius per HD
    • Usage: 1 Plot can be active at a time
  • 4th Stage: Journey

    Design Adventure

    • 1 Minute
    • Effect: Tell a story with up to 5 words per HD, you and Heroes are immune to the negative effects if any, others must make a DC 50 Will save or be subject to all the effects of the story. The Story persists for up to 1 Minute after activation.
    • Range: 1 Mile radius per HD
    • Usage: 1 Adventure per Week per HD

    Craft Conflict

    • 1 Minute
    • Effect: Roll 1d4 + 1/2 Hit Dice + Intelligence modifier. You may Conjure a creature with CR equal to the result, they treat target creature/s as their mortal enemy/enemies and do all in their power to kill said creature/s, once the targets have been slain the creature ceases to exist.
    • Range: None
    • Usage: Once a Day per HD

 

 

  • 5th Stage: Climax
  • 6th Stage: Resolution
  • 7th Stage: Ending
  • 8th Stage: Close

 

 

Golden Dawn

Golden Dawn

Helm (Attunement Advancement)

Eminence Range
8-68
Type/Slot:
Helm
Advancement:
6 Ranks
Description:
Former Helm of Young Glamous
Sentience/Will:
Yes/None

Bond: None

  • 1st Stage: Seal

    Divine Sight

    • Passive
    • Effect: Your vision is enhanced with the Eyes of God, granting you Truesight. With this heightened perception, you can see through illusions, discern invisible creatures or objects, and perceive the true nature of magical auras. Additionally, you possess the ability to effortlessly decipher and read any form of magic, codes, texts, or runes, regardless of their complexity or obscurity.
    • Range: Sight
    • Usage: Passive ability, constantly active.
  • 2nd Stage: Unleash

 

 

Ever-point

Ever-point

Spear (Contract Advancement)

Eminence Range
15-75
Type/Slot:
Weapon
Advancement:
7 Ranks
Description:
Sentience/Will:
Yes/None

Bond: Rykyr Tonsar Hanyx

  • 1st Stage: Soul

    Sanctifying Impale

    • Standard Action
    • Effect: Obliterating everything in a straight line. Make a damage roll, and creatures or objects within the affected area must make a Fortitude save against a DC equal to the damage roll. Those who fail the save are completely obliterated. Those who succeed may make a Reflex save to mitigate the damage, taking only half damage on a successful save.
    • Range: The affected area has a width of 5 feet, and the length extends up to 10 feet per Strength modifier.
    • Usage: Once per day per Base Attack Bonus.
  • 2nd Stage: Seed

 

 

Ehis’Vur

Ehis'Vur

Orb (Attunement Advancement)

Eminence Range
2-70
Type/Slot:
Orb/Hand
Advancement:
8 Ranks
Description:
The Sphere Primus, the first artrifact, the progenitor of sacred objects.
Sentience/Will:
Yes/None

Bond: None

  • 1st Stage Found

    Persuasive Implantation

    • Full Round Action
    • Effect: Utilizing your powers of suggestion, you implant an idea into someone’s mind. The potency of the suggestion depends on the amount of your own Will save you are willing to sacrifice for a duration of 1 week. For each point you decrease your Will save, the target has a 2% higher chance (Base 20%) of following the suggested idea. To resist the suggestion, the target must make a Will save against a DC of 10 + Wisdom modifier + HD.
    • Range: Line of sight
    • Usage: Not limited
  • 2nd Stage Learn

    The Hold

    • Full Round Action
    • Effect: Create a rift into nothing that you can conjure and put/suck things into. Space equals 5ft cube^HD and can hold any weight. Once opened it can produce a vacuum that needs a DC 15 + 1/2 Hit Dice + Wisdom/Intelligence Modifier, Fortitude save to resist. There is no air in “The Hold”. Time is Decelerated 10x in “The Hold”. You may expel anything within The Hold as a Move action.
    • Range: 25ft+5ft per Intelligence modifier Radius (user Uneffected)
    • Usage: Not limited

 

 

  • 3rd Stage Will

    Creeping Darkness

    • Standard Action
    • Effect: The Shadows themselves become Tendrils that will serve you. Create Xd3 Tentacles to do your bidding they each deal d6 cold damage per 2 Hit Dice you possess and have a Str of 20+X, they also have a HD of d8 per 4HD you possess, along with DRX/Magic, They also have Reach 10ft and can use any item/weapon the user can. Every 3 Tentacles may also cast any spell requiring Verbal, Somatic, or Material Components that takes up to a Full round action to cast. (X being your Wisdom/Intelligence Modifier).
    • Range: 10ft per -2 Will Save.
    • Usage: Once a day per HD/No time limit

    Tribute

    • Full Round Action
    • Effect: Plunge someone into a dark portal of the nothingness of space. Create a portal with a 5ft per Intelligence Modifier Radius on a flat surface that sucks everything in per 10ft for every -2 that you take to your Will Save for the 24 hours. Creatures may avoid this effect with a Fortitude/Reflex save DC 10 + Wisdom Score +Hit Dice, DC can be increased by +2 for every -1 you take to your will save.
    • Range: +10ft Reach
    • Usage: No Limit
  • 4th Stage bliss

  • 5th Stage Black

  • 6th Stage Realm

  • 7th Stage World

  • 8th Stage All

 

 

Caput Mortum

Caput Mortum

Blade (Contract Advancement)

Eminence Range
10-68
Type/Slot:
Two Handed Weapon
Advancement:
3 Tree’s, 5 Ranks.
Description:
+1 Scythe
Sentience/Will:
Yes/Overwhelming

Bond: Taken

Path of the Slayer

  • 1st Stage

    Insidious

    • Part of an attack
    • Effect: Unleash an insidious attack that has lasting effects on your target. When you successfully strike a creature, their blood transforms into razor-sharp blades, hindering their combat abilities. The target suffers a -6 penalty to hit, has their movement speed reduced by half, and incurs a -6 penalty to saves. Additionally, they take 1 point of Constitution damage. For a duration of d4 + 1/2 times your Constitution modifier in rounds, the target takes additional damage each round equal to 1d6.
    • Range: Melee
    • Usage: Once per day per Constitution modifier.

Path of the Lord

Path of the Magus

  • 1st Stage

    Sanguimancy

    • Standard Action
    • Effect: Through the practice of Sanguimancy, you harness the power of ambient blood to replicate diverse magical effects. By manipulating the inherent properties of blood, you can emulate the outcomes of various spells or enchantments. The specific effect you replicate depends on your intended purpose and desired outcome. This ability enables you to reproduce the effects of spells or powers by utilizing blood as a crucial component. The replicated effects function as if cast or triggered by a spellcaster of your level. To mimic a spell or power, you must sacrifice an amount of blood equal to (Spell level^2) multiplied by 10 hit points. However, you cannot replicate effects that exceed a spell level higher than your effective caster level. This magic can also not be used to heal the lost hp if any.
    • Range: Varies depending on the replicated effect.
    • Usage: Blood sacrifice

 

 

Godseeker

Godseeker

Claymore (Attunement Advancement)

Eminence Range
20-90
Type/Slot:
Two handed Weapon
Advancement:
4 Ranks
Description:
+3 Soulsteel Claymore
Sentience/Will:
Partial/Overwhelming

Bond: None

  • 1st Stage Remember

    Divine Dance - 1st Step “True Departure”

    • Standard Action/Attack
    • Effect: Execute the first step of the Divine Dance, known as “True Departure.” Make a Concentration check with a DC equal to the defender’s AC plus 10. If successful, you nullify any immunities or resistances possessed by the target. Upon striking the target, they must make a Fortitude save equal to the damage inflicted. Failure results in the target being split in two, both physically and in terms of maximum hit points, reducing their maximum hit points by 50% before damage is applied.
    • Range: Melee
    • Usage: Once per day per (Constitution modifier x Base Attack Bonus).

 

 

Council

Council

Fullblade (Contract Advancement)

Eminence Range
60
Type/Slot:
Two handed Weapon
Advancement:
2 Ranks
Description:
+3 Soulsteel Fullblade
Sentience/Will:
Dozen’s/Powerful

Bond: Kraigen

  • 1st Stage Unity

    Draconic Wrath

    • Passive
    • Effect: Tap into the Wrath of Dragons, augmenting your physical prowess when raging. While in a state of rage, you add your Charisma modifier to both your Strength and Constitution scores. This bonus is further increased by 1 for each Dragon of the age category of Wyrm or older that you have successfully slain, reflecting your growing power and dominance over these mighty creatures.
    • Range: Self
    • Usage: Passive ability, always active while in a state of rage.

 

 

Services

Transportation

Distance (km) Air (gp) Land (gp) Water (gp)
100 2 1 0.5
200 5 2 1
300 7 4 1.5
400 10 5 2
500 12 6 2.5
600 15 7 3
700 17 8 3.5
800 20 9 4
900 25 10 4.5
1000 50 12 5
1500 60 25 7.5
2000 70 40 10
2500 80 45 12.5
3000 90 50 15
3500 100 60 17.5
4000 125 65 20
4500 150 70 22.5
5000 200 75 25
6000 230 80 50
7000 260 85 75
8000 300 90 100
9000 350 95 125
10000 400 100 150

Spellcasting

Spell Level Novice (gp) Adept (gp) Master (gp) King (gp) Sacred (gp) Ascendant (gp)
0 Caster level x 5 Caster level x 8 Caster level x 10 Caster level x 15 Caster level x 20 Caster level x 50
1 Caster level x 10 Caster level x 15 Caster level x 20 Caster level x 25 Caster level x 30 Caster level x 100
2 - Caster level x 20 Caster level x 25 Caster level x 30 Caster level x 50 Caster level x 200
3 - Caster level x 30 Caster level x 40 Caster level x 50 Caster level x 100 Caster level x 500
4 - - Caster level x 100 Caster level x 150 Caster level x 400 Caster level x 2,000
5 - - Caster level x 150 Caster level x 300 Caster level x 800 Caster level x 5,000
6 - - - Caster level x 500 Caster level x 1,500 Caster level x 12,000
7 - - - Caster level x 850 Caster level x 2,500 Caster level x 25,000
8 - - - Caster level x 1,500 Caster level x 4,000 Caster level x 40,000
9 - - - - Caster level x 6,000 Caster level x 60,000
10 (Epic) - - - - Caster level x 10,000 Caster level x 100,000

 

 

Hirelings

Unskilled Laborers

The default cost for hiring a common laborer is 2 silver pieces per day. Though the economies of modern America and fantasy medieval Europe are quite different, 2 sp/day can be thought of as a sort of “minimum wage”: enough to pay for basic living expenses and not much else. In typical DnD, this is enough to live a Poor lifestyle. Sanctum would be around 5 sp/day.

However, in particularly impoverished neighborhoods, characters might be able to hire unskilled laborers for as little as 1 sp/day. Characters of good alignment should avoid doing so unless absolutely necessary, as such laborers can only live a Squalid lifestyle on such pay.

Likewise, in areas without a significant population of unemployed poor, unskilled work might come with a higher asking price. This price rarely exceeds 2 gp/day. In areas of exclusively skilled, wealthy people (such as a remote wizard’s college), players might only have skilled laborers available for hire, and such labor might be exceedingly expensive or completely unavailable.

Skilled Laborers

A skilled worker’s price is determined by their modifier in their chosen trade. Certain trades might demand a higher price than others - an alchemist might cost more than a weaver, for instance - but the following formula works well for most NPCs. Which ability score is used for tool checks is largely up to the DM, so I’ll largely leave that up to the DM as well; if you rule that most smith’s tools checks are Intelligence-based, the price should be the NPC’s Intelligence (smith’s tools) modifier. If you say it should be Strength-based, it’s Strength (smith’s tools). A skilled laborer can use either a tool or a skill, depending on their profession.

Availability of skilled NPCs depends on the population of a settlement. Most villages only have basic craftspeople with a +2 modifier. The most skilled person in a town usually has a +6 to +8 modifier. Cities can have anywhere from a +12 to a +15. NPCs with modifiers higher than +15 are normally not available, and usually demand compensation beyond simple payment. They represent people of such skill that they are considered legendary.

Modifier Cost/Day
+1 1 gp
+2 2 gp
+3 3 gp
+4 4 gp
+5 5 gp
+6 6 gp
+7 7 gp
+8 8 gp
+9 16 gp
+10 32 gp
+11 64 gp
+12 128 gp
+13 136 gp
+14 144 gp
Modifier Cost/Day
+15 152 gp
+16 160 gp
+17 168 gp
+18 176 gp
+19 184 gp
+20 192 gp
+21 200 gp
+22 208 gp
+23 216 gp
+24 224 gp
+25 232 gp
+26 240 gp
+27 248 gp
+28 256 gp
Prices for Skilled Labor

The formulas are mostly an effort to get certain classes of laborers into appropriate lifestyle expense categories. Your average blacksmith, for instance, is probably just a commoner with a +2 bonus on his checks, and should make the 2 gp/day suggested in the PHB. Likewise, a master craftsman with a +4 ability modifier, +4 proficiency bonus, and double proficiency on checks would have a +12 bonus, and should make about the same amount that a CR 12-13 mercenary would make (over 100 gp/day). An above-average blacksmith with double proficiency and a +2 modifier might have a +6 bonus on their checks, but shouldn’t even be able to afford an aristocratic lifestyle (10 gp).

 

 

Hiring Mercenaries

Sometimes the PCs might want to hire NPCs with combat experience to help them fight. This guide basically provides a formula to determine the cost in gold pieces per day to hire an NPC of a given CR.

Use the following table for NPCs of CR 0 to 1:

CR Cost/Day
0 1 sp
1/8 2 sp
1/4 5 sp
1/2 1 gp
1 2 gp

For NPCs of CR 2 and higher, go off the following rates.

CR Cost
2 4 gp
3 10 gp
4 20 gp
5 35 gp
6 55 gp
7 80 gp
8 125 gp
9 150 gp
10 200 gp
11 250 gp
12 300 gp
13 350 gp
14 400 gp
15 500 gp
16 600 gp
CR Cost
17 700 gp
18 800 gp
19 900 gp
20 1,000 gp
21 1,200 gp
22 1,400 gp
23 1,600 gp
24 1,800 gp
25 2,000 gp
26 2,250 gp
27 2,500 gp
28 2,750 gp
29 3,000 gp
30 3,500 gp
31+ (CR^2)x5
Price Too Low?

These prices might seem low, but it’s important to note that they are per-day costs, and some NPCs might demand to be hired for a minimum consecutive time period. Hiring a warlord doesn’t cost them 500 gp; by default, they’d need to pay them a minimum of 6000 gp for 12 days of work. Depending on the danger it could range from 7500 gp to 24,000gp.

Of course, this table is not all-powerful. Not every NPC is available as a mercenary; just because the PCs offer someone the appropriate amount of gold doesn’t mean they’ll throw down their job and follow them into a dungeon. NPCs with a high opinion of themselves might require anywhere from 1.25 to 2 times or more the normal price, and some might just outright refuse.

Minimum Terms of Service

Many more powerful NPCs require a minimum term of service. They value steady work over one-time gigs, and might charge as much as double their normal rate (or outright refuse to work for them) if the PCs are hiring them for less than this minimum term. Usually, this term is equal to the NPC’s CR, though exceptional individuals might demand longer or shorter terms. While it might make sense in-character, this mechanic is intended to prevent the PCs from hiring exceptionally powerful individuals for one-day dungeon crawls and such.

Modifiers for Dangerous Work

Not all work is equal. The base costs are intended for keeping the NPC on retainer for extended periods of time, with intermittent periods of fighting. An example would be in a war scenario where the PCs are fielding an army; most days, there’s no fighting at all (though the threat of ambush is ever-present), and when fighting does happen it’s not terribly lethal.

This sort of thing isn’t true for dungeon-delving. Dungeons are extremely lethal, dangerous places where a mercenary might expect several times as much fighting as the worst day at war. NPCs might expect anywhere from 1.25 to 4 times as much pay for such a dangerous expedition, with the average being 2 times. Soldiers specialized in traditional warfare might outright refuse. This applies for all dangerous work; rumours of deadly battle-mages on the opposing side of a war might increase prices, since a single fireball can slay two dozen men in an instant. As the DM, use your discretion in modifying prices.

On the other hand, particularly safe work might require as little as .5 to .75 the normal cost. For example, if the PCs are just hiring guards for their stronghold, or the city watch of a town they preside over, these guards might expect little to no fighting over their careers. These kinds of mercenaries will, however, expect a bonus if fighting does break out.

Monsters and Mages

At least in some settings, spellcasters can cost several times as much as a warrior of a comparable power level. If an NPC is a full spellcaster, you might decide to have them demand 2 to 8 times the usual price, depending on just how rare spellcasters are.

Monsters have wildly varying costs, depending on what kind of monster they are. Hill giants, goblinoids, ogres, and orcs are cheaper than other mercenaries for their CR; monsters with special powers, like medusas, mind flayers, and oni, would be more expensive.

 

 

Bounties

Many authorities award the slaying of various monsters and other creatures. Sometimes these bounties are posted on a board in the town square, or fliers posted on the doors of taverns. This section details rules for what these bounties might be, very similar to those for hiring mercenaries in the previous page.

Use the following table for creatures of CR 0 to 3:

CR Bounty
0 5 sp
1/8 1 gp
1/4 2 gp
1/2 5 gp
1 10 gp
2 20 gp
3 40 gp

For creatures of CR 2 and higher, the bounty for that creature is equal to their CR cubed times 4. The following table lists the results of this formula when applied to CRs 2 through 30, for ease of reference:

CR Bounty
4 256 gp
5 500 gp
6 864 gp
7 1,372 gp
8 2,048 gp
9 2,916 gp
10 4,000 gp
11 5,324 gp
12 6,912 gp
13 8,788 gp
14 10,976 gp
15 13,500 gp
16 16,384 gp
CR Bounty
17 19,652 gp
18 23,328 gp
19 27,436 gp
20 32,000 gp
21 37,044 gp
22 42,592 gp
23 48,668 gp
24 55,296 gp
25 62,500 gp
26 70,304 gp
27 78,732 gp
28 87,808 gp
29 97,556 gp
30 108,000 gp
Check Result Price Modifier
<0 × .25
0-4 × .5
5-9 × .75
10-14 × 1
15-19 × 1.25
20-24 × 1.5
25-29 × 1.75
30+ × 2

This table is intended to only be used for creatures that some authority wants dead. The PCs shouldn’t be able to go out in the woods, kill some weasels, and bring them back to town and sell them for a few silver each. They should only be able to do that if the local town has been plagued by trash-feeding weasels and the mayor is paying to want them dead.

Most Wanted

Particular species or individuals might draw especial ire from the authority which is posting bounties. In these cases, the authority might pay anywhere from 1.25 to 1.5 times the usual price for bounties on that creature.

Rarity Aside from CR

CR is not always the best indicator of how hard it is to catch a particular individual. This is especially true for sneaky characters. Weeding out a measly spy could be several times as difficult as slaying the giant toad haunting the local swamps, and catching a pixie is nearly impossible if it doesn’t want to be caught.

If a creature is particularly difficult to kill or capture, set an appropriate CR. This is largely up to the DM, because, in-game, it represents how difficult the bounty-giver thinks the task to be. And just like the DM might set a bounty to high or too low, this can mostly be excused as the bounty-giver setting the bounty too high or too low.

Negotiating

For both hiring hirelings and accepting bounties, the PCs might be able to haggle for higher or lower prices.

The table to the left is for haggling for a higher bounty, and the one to the right is for convincing an NPC to work for a lower price. For either table, the haggler should roll a Charisma check (skill proficiencies may apply, at DM discretion). You should add a creature’s proficiency bonus to the DCs in the first column.

Check Result Price Modifier
<0 × 3
0-4 × 2
5-9 × 1.5
10-14 × 1
15-19 × .9
20-24 × .8
25-29 × .7
>30 × .6

 

 

Loans

Loan Type Interest Rate (per month) Issued By
Personal Loan - Level 1 2% Noble/Royal Family
Personal Loan - Level 2 4% Noble/Royal Family
Personal Loan - Level 3 6% Noble/Royal Family
Tithe Loan 1% Church
Mission Loan - Level 1 2% Church
Mission Loan - Level 2 4% Church
Mission Loan - Level 3 7% Church
Mortgage Loan - Level 1 4% Bank
Mortgage Loan - Level 2 6% Bank
Mortgage Loan - Level 3 9% Bank
Vehicle Loan 3% Bank
Adventuring Loan - Level 1 5% Bank
Adventuring Loan - Level 2 8% Bank
Adventuring Loan - Level 3 11% Bank
Personal Loan - Level 1 5% Local Moneylender
Personal Loan - Level 2 10% Local Moneylender
Personal Loan - Level 3 15% Local Moneylender

Every Loan consists of 3 Contracts, the written, verbal, and binding. Written & Verbal is used as the catalyst for the magical binding contract. Just like magical contracts a 3rd party is brought in to both enforce the Geas/Quest and be the proxy Provider, they are always a 1st level being. While this being is not powerful they are heavily insured to enforce the binding conditions of the contract.

 

 

Part 11: Maps

Continent’s & Oceans

Nations

Provinces

Settlements